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<div>=== Ninja Feats ===<br />
These feats can be taken instead of an ability score increase, instead of a normal feat, or as the variant human free feat.<br />
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'''Nature Training'''<br />
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You have trained your body to understand another chakra nature. You gain 1 additional chakra nature, or one of its alternatives, as per the [[Naruto: Shinobi (5e Class)#Chakra|Chakra]] feature. If you take this feature before 2nd level, you gain the Chakra feature, your chakra point maximum is 2 + your {{5a|con}} modifier, and you may know 2 jutsu. Once you reach 2nd level, you have as many chakra points and known jutsu as shown on the Shinobi table. You may take this feat multiple times. <br />
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'''Powerful Source'''<br />
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'''Prerequisites:''' Strength or Constitution 13 or higher<br />
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Your might almost entirely fuels your chakra, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
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*Your {{5a|str}} or {{5a|con}} score increases by +1.<br />
*While not wearing armor or wielding a shield, your AC equals 10 + your {{5a|str}} modifier + your Proficiency bonus. You may spend 2 chakra as a [[More Actions (5e Variant Rule)|free action]] to benefit from either a shield in addition to these benefits until the end of your next turn.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
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'''Mighty Vigor'''<br />
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'''Prerequisites:''' Powerful Source feat, Strength 18 or higher<br />
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Your unwavering confidence in your might has balanced your chakra, enhancing your strength with understanding and moderation, and allowing you to fuel the very limits of your life into your chakra. You gain the following benefits:<br />
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*At will during your turn, you may decide whether your chakra counts as heavy chakra or not.<br />
*When you make an attack using {{5a|str}}, you may spend 1 chakra or 1 hit point to deal half as much damage on a miss. This counts as a {{5a|str}} saving throw for the sake of Brawn.<br />
*Choose two skills between {{5s|Acrobatics}}, {{5s|Stealth}}, {{5s|Arcana}}, {{5s|Animal Handling}}, and {{5s|Intimidation}}. The two chosen skills use {{5a|str}} as their ability.<br />
*When you cast a jutsu, you may spend a number of hit points equal to half its total cost to use {{5a|str}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 hit points to use {{5a|str}} instead of {{5a|int}} until the end of your next turn.<br />
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'''Fast as Lightning'''<br />
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'''Prerequisites:''' Dexterity or Intelligence 13 or higher<br />
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You have trained your speed almost exclusively, perfecting your stride and quickening your steps. You gain the following benefits:<br />
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*Your Dexterity or Intelligence score increases by 1, to a maximum of 20.<br />
*You can use the Dash action as a [[More Actions (5e Variant Rule)|free action]] on your turn for 2 chakra.<br />
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'''Fast as Light'''<br />
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'''Prerequisites:''' Fast as Lightning feat, Dexterity 18 or higher<br />
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Your speed rivals the fastest shinobi, and with them the forces of nature. You gain the following benefits:<br />
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*When a creature targeted by one of your jutsu benefits from Evasion, they take no damage on a success, but full damage on a failure.<br />
*When you cast a jutsu, you may use {{5a|dex}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to your movement speed divided by 10, rounded down, regaining all uses at the end of a long rest. If your movement speed increases temporarily, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*When you make a reaction, you may spend 5 chakra points to regain your reaction, and may not do so again using this feature until the end of your turn.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|dex}} instead of {{5a|int}} until the end of your next turn.<br />
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'''Heavy Chakra'''<br />
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'''Prerequisites:''' Constitution or Strength 13 or higher<br />
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Through naturally compressing your chakra, you are able to store more chakra than your average shinobi. You gain the following benefits:<br />
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*Your {{5a|con}} or {{5a|str}} score increases by +1.<br />
*Your chakra point maximum increases by your proficiency bonus.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
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'''Overflowing Chakra'''<br />
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'''Prerequisites:''' Heavy Chakra feat, Constitution 18 or higher<br />
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Through hard training and enduring experience in combat, you have learned how to fuel your Jutsu with copious amounts of Chakra, enhancing them to a point that the elements you weave could be considered as forces of nature. You gain the following benefits:<br />
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*When determining the amount of chakra you have, you may add your {{5a|con}} modifier an additional time. <br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|con}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|con}} instead of {{5a|int}} until the end of your next turn.<br />
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'''Tempered Chakra'''<br />
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'''Prerequisites:''' Intelligence or Wisdom 13 or higher<br />
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You are well versed in limiting the amount of chakra you use. You gain the following benefits:<br />
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*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*When determining how much chakra you have, you may replace your Constitution modifier with your Intelligence modifier. <br />
*You may add your proficiency bonus an additional time to Concentration saving throws for jutsu. <br />
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'''Masterful Chakra Control'''<br />
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'''Prerequisites:''' Tempered Chakra feat, Intelligence 18 or higher<br />
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You have mastered your chakra control to the point that even a small drop can have explosive results. You gain the following benefits:<br />
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*When determining the amount of chakra you have, you may add your Intelligence modifier an additional time. <br />
*As a bonus action, you can reduce the chakra cost of the next jutsu you use before the end of the turn by an amount equal to your {{5a|int}} modifier. The minimum chakra you can expend on a jutsu using this is 1. You may use this a number of times equal to 1/4 your shinobi level (rounded down, minimum 1), regaining all uses at the end of a long rest. You may not use this feature and [[Path of the Healer (Shinobi World Supplement)|Chakra Control]] on the same jutsu.<br />
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'''Perfected Seals'''<br />
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'''Prerequisites:''' Intelligence 16 or higher<br />
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You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. If you do not have the [[Naruto: Shinobi (5e Class)#Jonin|Jonin]] feature, you gain its benefits. If you have the feature, or once you gain it, you gain the following benefits:<br />
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*You are no longer required to weave hand seals to perform jutsu, allowing you to cast jutsu with no open hands. You do not gain this benefit while under the [[5e_SRD:Conditions#Restrained|Restrained]] condition.<br />
*Any jutsu requiring hand seals that can be cast as an action can be cast as a bonus action at an additional cost of 3 chakra while you have two free hands.<br />
*Onlookers are now unable to notice you performing hand seals when done as a bonus action.<br />
*While grappling a creature, you can use their hands to complete a hand seal necessary to cast a jutsu. They must attempt a {{5a|dex}} or {{5a|wis}} saving throw. On a failure, the chakra point cost for casting the Jutsu is split equally between you and the creature at the time of casting it. If a creature does not have any chakra points, the chakra cost is not reduced. This does not allow a creature to cast Hand Seal Jutsu after undergoing the effects of Reaper Death Seal. You can use this feature a number of times equal to your proficiency bonus and regain uses at the end of a long rest.<br />
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'''Zen Master'''<br />
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'''Prerequisites:''' Wisdom or Charisma 13 or higher<br />
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Rather than pure intellect or power, your chakra is fueled by a deep understanding of the very nature of the energy as a connecting force. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You have a number of [[Naruto: Shinobi (5e Class)#Special Chakra|specialized chakra]] equal to your level. This chakra can only be spent to cause a creature to regain hit points or chakra points, and when another creature causes you to lose chakra, this chakra is lost first. <br />
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'''Ninshu Minister'''<br />
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'''Prerequisites:''' Zen Master feat, Wisdom 18 or higher<br />
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Your mastery of the mysticism of chakra has revealed to you the predecessor of ninjutsu, Ninshu, and with it its secrets. You gain the following benefits:<br />
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*When you touch a creature or use ''[[Basic Ninjutsu (Shinobi World Supplement)|Chakra Transfer Technique]]'' on a creature that you share a language with, you may communicate telepathically with them until the end of your next turn (9 seconds).<br />
*While you are telepathically communicating with a creature, you may cast jutsu and use features as if you were in their place. If a jutsu or feature would only target you when you use it, you may choose for it to target them as well until you are no longer telepathically communicating with them.<br />
*When you cast a jutsu, you may use {{5a|wis}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to the number of skills you have proficiency in, and you gain twice as many uses from skills you have expertise in, regaining all uses at the end of a long rest. If you temporarily gain proficiency or expertise in skills, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|wis}} instead of {{5a|int}} until the end of your next turn.<br />
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'''Spiritual Adept'''<br />
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'''Prerequisites:''' Charisma or Wisdom 13 or higher<br />
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Your chakra is greatly powered by your confidence and power of soul, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You gain proficiency in one skill of your choice.<br />
*When you finish a short rest (or 10 minutes if you are using the chakra regeneration variant rule), you can expend a number of hit die equal to your Wisdom modifier. Roll the hit die and add your {{5a|wis}} modifier to the result. You regain an amount of chakra equal to half the result.<br />
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'''Spiritual Powerhouse'''<br />
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'''Prerequisites:''' Spiritual Adept feat, Charisma 18 or higher<br />
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Your physical energy has almost entirely given way to your unwavering spiritual energy. You gain the following benefits:<br />
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*You gain use in [[Yin Style (Shinobi World Supplement)|Yin Style]]. If you already have use in Yin Style, you gain [[Naruto: Shinobi (5e Class)#Chakra Nature Alternatives|Affinity]] in it instead.<br />
*[[Yang Style (Shinobi World Supplement)|Yang Style]] or [[Yin-Yang Style (Shinobi World Supplement)]] benefit from your [[Yin Style (Shinobi World Supplement)|Yin Style]] Affinity.<br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|cha}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|cha}} instead of {{5a|int}} until the end of your next turn.<br />
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'''Sensor Nin'''<br />
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'''Prerequisites:''' Wisdom 16 or higher, Proficiency in Perception<br />
<br />
When you take the {{5e|Search Action}}, you may also attempt a DC 14 {{5s|Arcana}} check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you already have chakra sense, its range increases by 30 feet and its penetration increases by its initial value (minimum 1 inch). You may take this feat multiple times, increasing its Wisdom requirement by +2 each time you take it.<br />
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'''Absorption Nin'''<br />
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'''Prerequisites:''' {{5a|con}} 14 or higher, {{5a|int}} 14 or higher<br />
<br />
You not only have the mental aptitude to understand absorption jutsu, but the physical ability to perform them. When you gain a jutsu, you may instead learn one [[Chakra Absorbing Jutsu (Shinobi World Supplement)|Chakra Absorbing Jutsu]].<br />
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'''Barrier Nin'''<br />
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'''Prerequisites:''' {{5a|int}} 16 or higher<br />
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Through thorough study and dedication you were able to understand the theories of Fūinjutsu. When you gain a jutsu, you may instead learn one [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]].<br />
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'''Perfect Chakra Thief'''<br />
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'''Prerequisites:''' Intelligence 14 or higher, the ability to absorb chakra<br />
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You master one form of chakra that is not native to you. Choose between the [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]], [[Path of the Cursed (Shinobi World Supplement)|Cursed]], [[Path of the Star (Shinobi World Supplement)|Star]], or [[Path of the Sage (Shinobi World Supplement)|Sage]]. You gain that subclass's first feature, but none of the subclass features gained in this way grant you the ability to gain their special type of chakra. You may take this feat multiple times, gaining the next feature of one of the above subclasses you have already chosen, or the first feature in one you have not chosen. Your [[Naruto: Shinobi (5e Class)|Shinobi]] level must be equal or higher than a feature's level requirement to gain it in this manner.<br />
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<br />
==== Jutsu Mastery Feats ====<br />
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'''Body Flicker Master'''<br />
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'''Prerequisites:''' Dexterity 18 or higher, the ability to cast Body Flicker<br />
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When you cast Body Flicker, you can take the attack action as a free action on the same turn you cast it.<br />
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'''Multi-Shadow Clone Jutsu Master'''<br />
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'''Prerequisites:''' The ability to cast Shadow Clone<br />
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*The amount of shadow clones you can have at a time is no longer limited to 5.<br />
*Creating shadow clones only costs 2 chakra per clone. However, they only start with 2 chakra.<br />
*When creating a shadow clone, you can expend additional chakra to give one of the clones 3 additional hit points per chakra point spent, you can't give a clone more hit points than your current hit points. You can do this for as many clones as you wish.<br />
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'''Summoning Master'''<br />
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'''Prerequisites:''' Intelligence or Wisdom 16 or higher, the ability to cast Summoning Jutsu<br />
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You are extremely adept at summoning. The chakra cost is halved whenever you cast Summoning Jutsu.<br />
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'''Multi-Summoning Jutsu Master'''<br />
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'''Prerequisites:''' The ability to cast Summoning Jutsu.<br />
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*You may summon any number of creatures on a single use of the Summoning Jutsu. Summoned creatures must have at least 5 feet between one another. <br />
*Creatures may be summoned up to 30 feet from you. <br />
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'''Impure World Reincarnation Master'''<br />
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'''Prerequisites:''' The ability to cast Impure World Reincarnation<br />
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*The amount of creatures you can have resurrected by Impure World Reincarnation at a time is no longer limited to 5.<br />
*When you control a creature using Impure World Reincarnation, you act with them on their turn instead of your own.<br />
*This does not grant early use of Impure World Reincarnation.<br />
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'''Gentle Fist Expert'''<br />
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'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you likely lack the [[Path of Sight (Shinobi World Supplement)|Byakugan]], careful training has allowed you to effectively memorize the human chakra network layout. You may learn any [[Path of Sight (Shinobi World Supplement)#Path of Sight Unique Jutsu|Path of Sight Unique Jutsu]] that has the Focused Byakugan or Gentle step features as a requirement or no requirement as long as you meet their respective levels, and you may spend 3 additional chakra to cast them without having a Byakugan active.<br />
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'''Ferocious Fist Expert'''<br />
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'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you may not have the training of a taijutsu master able to open the Eight Gates, with relentless commitment, you have developed the opposite fighting style to the Gentle Fist. You gain the [[Path of Youth (Shinobi World Supplement)|Ferocious Fist]] feature, and you may learn any [[Path of Youth (Shinobi World Supplement)#Path of Youth Unique Jutsu|Path of Youth Unique Jutsu]] that has the 1st, 2nd or 3rd gate as a requirement as long as you meet their respective levels, and you may spend 3 additional chakra to cast them without having the required gate active.<br />
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'''Hand-to-Hand Expert'''<br />
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'''Prerequisites:''' 8th level Shinobi, 15 {{5a|str}} or {{5a|con}}<br />
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Rather than mastering fancy techniques, you have mastered how to deal direct damage. As a bonus action for 2 chakra, or at will for 5 chakra, you may grant yourself one of the following benefits until the beginning of your next turn, you use a jutsu, you wear armor, or you wield a shield or weapon:<br />
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*You gain a +2 bonus to AC.<br />
*You gain a +2 bonus to your attack rolls.<br />
*You gain a +4 bonus to damage rolls.<br />
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'''Taijutsu Expert'''<br />
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'''Prerequisites:''' 8th level Shinobi, 15 {{5a|dex}}, the ability to cast at least one [[Taijutsu (Shinobi World Supplement)|taijutsu]]<br />
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Through constant training in the combat arts, performing taijutsu has become second nature to you, granting you the following benefits:<br />
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*All taijutsu have their chakra cost reduced by 3 (minimum of 1).<br />
*You can make an unarmed strike as a bonus action. This does not increase the amount of attacks performed when using the basic taijutsu technique.<br />
*Choose one Taijutsu that has a base chakra cost of 4 or lower. You have fully mastered this jutsu. Its base cost is reduced to 0 for you.<br />
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'''Genjutsu Expert'''<br />
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'''Prerequisites:''' 8th level Shinobi, 15 {{5a|wis}} or {{5a|cha}}, the ability to cast at least one [[Yin Style (Shinobi World Supplement)|genjutsu]]<br />
<br />
Your training allows you to manipulate the core of a creature's psyche with expert subtlety. You gain the following:<br />
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*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*As a bonus action for 1 chakra while you have a creature in a genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier, this can only be used on the same creature once per turn.<br />
*When you cast a genjutsu that fails to affect the target, you regain half the chakra spent.<br />
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'''Ninjutsu Expert'''<br />
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'''Prerequisites:''' 8th level Shinobi, 15 {{5a|int}}, the ability to cast at least one jutsu that is not [[Yin Style (Shinobi World Supplement)|genjutsu]], [[Taijutsu (Shinobi World Supplement)|taijutsu, bukijutsu]], [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]], [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]], or path unique jutsu (referred to as "ninjutsu" within this feat).<br />
<br />
Manipulating chakra outside of your body has become as easy as forming it within you. You gain the following: <br />
<br />
*Your {{5a|dex}} or {{5a|int}} score increases by 1, to a maximum of 20.<br />
*When you cast a ninjutsu, you may spend 1 chakra to cast it as if you had one more point of affinity (minimum of 1 point) or to add your unarmed strike's damage die to one of its damage rolls.<br />
*If a ninjutsu requires a ninjutsu that you know, it counts as half as much for the sake of how many jutsu you may know.<br />
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'''Elemental Adept'''<br />
<br />
Select a nature that is not Basic Ninjutsu or Taijutsu which you have affinity with at least 3 times. When you cast a jutsu that deals the nature's primary damage type, it ignores resistance, and when you roll a 1 on a damage die you may treat it as a 2.<br />
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You can select this feat multiple times as long as you meet the prerequisite. Each time you do so, you must choose a different damage type.<br />
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==== Shinobi Path Feats ====<br />
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'''Painkiller'''<br />
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'''Prerequisites:''' Constitution 15 or higher<br />
<br />
You have trained your body and mind to be more resilient to pain. When a subclass feature causes you to lose hit points, but not maximum hit points, or take damage by using or maintaining it, you may decrease the reduction by your Shinobi level + your {{5a|con}} modifier. You can use this feature as many times as your {{5a|con}} modifier, regaining all uses at the end of a long rest.<br />
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'''Advanced Curse of Hatred'''<br />
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'''Requirements:''' [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]<br />
<br />
You have trained tirelessly to cultivate your personal Curse of Hatred, unlocking the depths of your Sharingan's power at the cost of your physical wellbeing. You gain 1 additional [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability, and either your maximum hit dice decrease by 2, your movement speed decreases by 5 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Mangekyō feature. Each time you take this feat, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability than any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must take this feat to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Mangekyō Master boon). You may take this feat multiple times.<br />
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'''Ninja of Prophecy'''<br />
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'''Requirements:''' [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]]<br />
<br />
You have trained tirelessly with your Rinnegan, making your power resemble the Sage of Six Paths even more than it already did, but at the cost of a portion of your own life. You gain 1 additional [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] ability, and you must gain any 2 of the following (you may take the same one twice): your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] feature. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must take this feat to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Sagely Rinnegan feature). You may take this feat multiple times.<br />
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'''Supreme Chakra Sense'''<br />
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'''Requirements:''' At least one [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]], and Intelligence 18 or higher<br />
<br />
Your mastery of your ancient dojutsu has allowed your chakra to reach every nook and cranny of its chakra network. You gain a {{5e|Truesight}} range equal to your [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan's]] chakra sense range.<br />
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'''Partial Second Stage'''<br />
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'''Requirements:''' [[Path of the Cursed (Shinobi World Supplement)#Diversified Second Stage|Diversified Second Stage]] and Constitution 16 or higher<br />
<br />
You’ve mastered your cursed mark to the point of being able to partially bring out its power without having to suffer the usual side effects. As a bonus action, you gain the effects and Jutsu of your Diversified Second Stage, but not those of Cursed Mark or Second Stage, for an amount of rounds equal to your {{5a|con}} modifier. You may use this feature an amount of times equal to your {{5a|con}} modifier, regaining all uses at the end of a short or long rest.<br />
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'''Overwhelming Swarms'''<br />
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'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your swarms fly in tight, thick swarms. When you create a swarm of insects, it has an additional number of hit points equal to your proficiency bonus. When you combine two swarms using Massive Swarms, you may forgo increasing a swarm's size to cause any area within the swarm to become{{5e|Heavily Obscured}}. You may take this feat multiple times.<br />
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'''Numerous Swarms'''<br />
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'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
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Your body is packed full of insects, allowing you to spend minimal chakra to release them. The minimum number of chakra you must spend to create a swarm is halved (minimum 1). As a reaction immediately before you would take damage, you may move up to 5 ft. and create a swarm where you were, spending chakra as normal and causing the swarm to take the damage instead unless you would still be a valid target.<br />
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'''Student of Many Masters'''<br />
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Your training encompasses more than one teacher. You gain the first feature from a non-implantable path. If you gain this feat multiple times, you may take either the next feature or the first feature of another non-implantable path. You may take this feat multiple times.<br />
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====[[Path of the Beast (Shinobi World Supplement)|Jinchuriki]] Feats====<br />
These feats can only be taken by those who have a specific Bijuu sealed inside them.<br />
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<br />
'''Solid Cloak'''<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku's]] Jinchuriki<br />
<br />
While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], your chakra cloak bolsters itself with nearby sand and other soils, granting you +2 AC.<br />
<br />
<br />
'''Claw Creation'''<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi's]] Jinchuriki<br />
<br />
Even without tapping into your Tailed Beast's chakra, you are able to manifest a portion of its natural ability. While you have at least 1 chakra, your unarmed strikes gain an additional 10 feet of reach.<br />
<br />
<br />
'''Coral Palm'''<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu's]] Jinchriki<br />
<br />
You are able to produce chakra-sapping coral on contact with another creature. As part of any successful unarmed strike while in Tailed Release or Bijuu Chakra Mode, the targets movement speed is reduced by 5 feet until the end of their next turn.<br />
<br />
<br />
'''Lava Style Infusion'''<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's mastery of lava. You gain [[Lava Style (Shinobi World Supplement)|Lava Style Chakra Mode]], even if you can not use Lava Style. This counts as both a Path of the Beast Unique Jutsu and Lava Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Vapor Style Infusion'''<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's ability to produce steam. You gain [[Vapor Style (Shinobi World Supplement)|Vapor Style: Unrivaled Strength]], even if you can not use Vapor Style. This counts as both a Path of the Beast Unique Jutsu and Vapor Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Slippery Cloak'''<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken's]] Jinchuriki<br />
<br />
While in Tailed Release or Bijuu Chakra Mode, your cloak takes a bluish hue, and you have advantage on grappling checks, can squeeze through spaces twice as small, and you do not suffer the penalties of squeezing into a space one size smaller than you.<br />
<br />
<br />
'''Flying Jinchuriki'''<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei's]] Jinchuriki<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you can sprout a pair of wings on your back as a bonus action, granting you a flying speed equal to your movement speed. You must spend 1 chakra at the beginning of each of your turns to maintain this effect.<br />
<br />
<br />
'''Ink Production'''<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki's]] Jinchuriki<br />
<br />
You are able to produce reasonable amounts of squid ink from your hands and mouth. As a ranged spell attack for 1 chakra, you can attempt to launch ink into the eyes of a creature within 30 ft. On a hit, they are {{5c|blinded}} until the beginning of your next turn.<br />
<br />
<br />
'''Strongest Jinchuriki'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
You are able to draw even deeper from your Tailed Beast's massive chakra reserves. You gain 1 additional use of Hidden Chakra, which is also regained at the end of a long rest.<br />
<br />
<br />
'''Negative Emotion Sense'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
When you take the {{5e|Search Action}} while Tailed Release, Tailed Beast Mode or Bijuu Chakra Mode is active, you may also attempt a DC 15 {{5a|cha}} saving throw to locate living creatures that are evil or are hostile toward another creature within 120 feet. You learn their location that moment and whether they are evil or hostile. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Additionally, this counts as chakra sense for anything that would effect traditional chakra sense.<br />
<br />
<br />
'''Vessel of Vessels'''<br />
<br />
'''Prerequisites:''' [[Gedo Mazo (5e Creature)|The Gedo Mazo's]] [[Path of the Beast (Shinobi World Supplement)|Jinchuriki]]<br />
<br />
You automatically succeed the Constitution saving throw of [[Path of the Beast (Shinobi World Supplement)#Jinchūriki Creation|Jinchūriki extraction]], and doing so no longer paralyzes you or reduces your hit points to 0.<br />
<br />
<br />
'''Negative Emotion Absorption'''<br />
<br />
'''Prerequisites:''' [[Reibi (5e Creature)|Zero-Tails’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While there is a creature with the {{5c|frightened}} condition within 45 feet of you, you regain 1 chakra point at the beginning of each of your turns. This can happen multiple times on a single turn with multiple frightened creatures.<br />
<br />
<br />
'''Reptilian Cloak'''<br />
<br />
'''Prerequisites:''' [[Nine-Tailed Clone, Ama no Hoko (Shinobi World Supplement)|Nine-Tailed Clone's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
Your red chakra covers your skin in small snakes, creating the appearance of reptilian scales wrapped around you. While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], you gain an additional 5 ft. of reach. You may forgo this bonus at the beginning of each of your turns to grant yourself temporary hit points equal to your shinobi level.<br />
<br />
<br />
'''Curse of Sōma'''<br />
<br />
'''Prerequisites:''' [[Sōma (Shinobi World Supplement)|Sōma’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Memory Wiping Jutsu'''<br />
<br />
:'''Cost:''' 6+ Chakra<br />
<br />
:'''Range:''' 150 feet<br />
<br />
:One creature within 20 ft. (in which this counts as an attack for the sake of features like [[Naruto: Shinobi (5e Class)#Extra Attack|Extra Attack]], or every creature within 10 ft. for 6 additional chakra (in which this is used as an action), must attempt a {{5a|dex}} saving throw. On a failure, their {{5a|int}} score decreases by 1 as a portion of their memories are erased. If this reduces their {{5a|int}} score to 0, the creature dies instantly. A creature regains 1 point of their {{5a|int}} score at the end of a long rest.<br />
<br />
<br />
'''Otherworldly Tendrils'''<br />
<br />
'''Prerequisites:''' [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, your reach increases by 5 feet, but you lose a number of hit points equal to chakra lost from upkeeping your release, and you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Raise Ghost Army'''<br />
<br />
:'''Cost:''' 10 Chakra<br />
<br />
:'''Duration:''' 1 minute (concentration)<br />
<br />
:As an action, you create one [[Ghost Soldier (Shinobi World Supplement)|ghost soldier]] anywhere within your reach that is controlled by you. Any conditions that affect you are applied to any ghost soldiers created by this jutsu. Any ghost soldiers created in this way disappear when this jutsu ends.<br />
<br />
<br />
'''Roen's Absorption'''<br />
<br />
'''Prerequisites:''' [[Roen (Shinobi World Supplement)|Roen's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
You may immediately fail your Red Chakra saving throw to gain your next Path of the Beast subclass feature for 1 minute. While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu:<br />
<br />
:'''Roen's Absorption'''<br />
<br />
:As a bonus action, make an unarmed strike against one creature within your reach + 10 feet. On a hit, they lose chakra points equal to the number of red chakra you gain at the end of each of your turns, and you regain an equal number of chakra points.<br />
<br />
<br />
'''Breath of the Genryu'''<br />
<br />
'''Prerequisites:''' [[Genryu (Shinobi World Supplement)|Genryu's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Tailed Release, or Bijuu Chakra Mode, you gain the effects of your Genryu's variant, as well as the ''Genryu Breath'' jutsu, which counts as Path of the Beast Unique Jutsu for the sake of affinity and uses your jutsu saving throw DC and damage bonus.<br />
<br />
:'''Genryu Breath'''<br />
<br />
:'''Cost:''' 3 Chakra<br />
<br />
:'''Range:''' 25 foot cone<br />
<br />
Every creature within range must make a Constitution saving throw. On a failure, they take 2d8 damage. On a success, they take half as much damage. The damage type dealt by this jutsu is determined by your Genryu's variant.<br />
<br />
====[[Path of Succession (Shinobi World Supplement)|Karma]] Feats====<br />
These feats can only be taken by those who have a specific Otsutsuki's Karma. Any jutsu gained by these feats count as Path of Succession Unique Jutsu.<br />
<br />
'''Thief's Karma'''<br />
<br />
'''Requirements:''' [[Momoshiki (Shinobi World Supplement)|Momoshiki's Karma]]<br />
<br />
While your Karma is active, you gain crooked horns that sprout from your eyebrows and the following jutsu:<br />
<br />
:'''Reign of the High Emperor'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, you absorb it with one hand, and, as a bonus action on a subsequent turn, cast it with your other hand. If the spell would have hit creatures other than you, they are also not affected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.<br />
<br />
<br />
'''Warrior's Karma'''<br />
<br />
'''Requirements:''' [[Kinshiki (Shinobi World Supplement)|Kinshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single sweeping horn across your forehead and the following jutsu: <br />
<br />
:'''Amanohabaya'''<br />
<br />
:You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage. If you make more than 3 weapons, any earlier weapons are destroyed.<br />
<br />
<br />
'''Traveler's Karma'''<br />
<br />
'''Requirements:''' [[Urashiki (Shinobi World Supplement)|Urashiki's Karma]]<br />
<br />
While your Karma is active, you gain forehead protector-like horns that sprout from your temples and the following jutsu:<br />
<br />
:'''Temporal Rewind'''<br />
<br />
:'''Cost:''' 7 chakra<br />
<br />
:As a [[More Actions (5e Variant Rule)|free action]] on your turn, you experience the next six seconds and then revert time. You gain advantage on any attack rolls and saving throws you make until the beginning of your next turn.<br />
<br />
<br />
'''Lord's Karma'''<br />
<br />
'''Requirements:''' [[Isshiki (Shinobi World Supplement)|Isshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single round horn that wraps around the back of your head and the following jutsu: <br />
<br />
:'''Sukunahikona'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Range:''' 60 ft.<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As an action, you may shrink up to a 20 ft. square object to an imperceptibly tiny size. You may end this effect as a bonus action, upon which any creatures occupying the same space as a shrunk object must attempt a Dexterity saving throw, taking 2d8 bludgeoning damage on a failure, or half as much on a success. You may shrink yourself as well, granting you a +10 bonus to {{5s|Stealth}} checks and {{5a|dex}} saving throws, but doing so halves his movement speeds. Any creatures or objects contained within the object are shrunk as well, with other creatures suffering the same movement speed penalty you do, and become unshrunk when the original item does, even if it is no longer contained within it. If a shrunk object or creature unshrinks when it contains an unshrunk object, the unshrunk object does not change size.<br />
<br />
<br />
:'''Daikokuten'''<br />
<br />
:'''Cost:''' 2 chakra<br />
<br />
:When you use Sukunahikona, you also store the shrunk item within an extradimensional space where time doesn't flow, though creatures can still move. Sukunahikona can effect these objects indefinitely. You may only end the effects of this jutsu on up to two object as an action, upon which you may make a thrown attack with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 2d8 bludgeoning damage in addition to the attack's normal damage.<br />
<br />
<br />
'''Lady's Karma'''<br />
<br />
'''Requirements:''' [[Kaguya (Shinobi World Supplement)|Kaguya's Karma]]<br />
<br />
While your Karma is active, you gain rabbit ear-like horns and the following jutsu:<br />
<br />
:'''All-Killing Ash Bones'''<br />
<br />
:'''Range:''' 15/30 feet<br />
<br />
:'''Cost:''' 60 Chakra<br />
<br />
:You produce a spike of hardened bone that fires from your body with frightening speed as a ranged spell attack. On a hit, creatures take 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by {{5E|true resurrection}} as they and all non-magical objects they are wearing are reduced to atoms. This jutsu's cost is halved if you have the {{inpage|Rinne Sharingan}}.<br />
<br />
<br />
'''Sadist's Karma'''<br />
<br />
'''Requirements:''' [[Jashin (Shinobi World Supplement)|Jashin's Karma]]<br />
<br />
While your Karma is active, you gain two impish horns and the following jutsu: <br />
<br />
:'''Curse Technique: True Death Controlling Possessed Blood'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As a bonus action on the same turn as dealing damage to a creature using a melee attack, you consume their blood, covering your body in an array of black markings. This does not work against Constructs or Undead. For this jutsu's, any damage dealt to you deals equal damage to the creature whose blood you consumed.<br />
<br />
====Ninja Epic Boons====<br />
The following are [[5e Epic Boons|Epic Boons]] exclusively intended to work with this class. Dōjutsu granted by Ninja Epic Boons can be implanted in the same manner as Ninja Path Dōjutsu. A DM may also consider giving limited access to another sub-class in place of a boon.<br />
<br />
'''Dōjutsu Master'''<br />
<br />
'''Requirements:''' At least one implanted dōjutsu path<br />
<br />
Your implanted dōjutsu are not limited by implantation. You can gain all dōjutsu path features from implanted dōjutsu in the same manner as you would if you had chosen it at 3rd level. <br />
<br />
<br />
'''Perfect Vessel'''<br />
<br />
'''Requirements:''' At least one implanted chakra path<br />
<br />
You have mastered the manipulation of foreign chakra within you. You can gain all chakra path features from implanted subclasses as if you had taken them at 3rd level.<br />
<br />
<br />
'''Universal Biology'''<br />
<br />
'''Requirements:''' At least one implanted biology path<br />
<br />
Your body is unusually acceptant to foreign DNA. You can gain all biology path features from implanted subclasses as if you had taken them at 3rd level.<br />
<br />
<br />
'''Manual Dōjutsu'''<br />
<br />
You manifest or implant a rare, clanless Dōjutsu once used by a child named Yome that enables you to manually dilate your pupils. Once per turn, you can change your eyes into one of three modes. You can only move up or down one mode per turn. <br />
*Mode 1: Your pupils are dilated. You have disadvantage against being blinded. You gain 60 feet of Darkvision and can double your proficiency bonus in Perception and Investigation checks using sight.<br />
*Mode 2: Your eyesight is normal. <br />
*Mode 3: Your pupils are contracted. You have immunity against being blinded. You lose all Darkvision and any bonuses to Perception and Investigation checks using sight is halved.<br />
<br />
<br />
'''Anti-Dōjutsu'''<br />
<br />
You manifest or implant a clanless Dōjutsu most notably used by a child named Ranmaru. You have advantage against features granted by other Dōjutsu. Features granted by other Dōjutsu that grant advantage to the user do not do so when used against you. When you take the {{5e|Search Action}}, you may also attempt a DC 18 {{5s|Arcana}} check to locate living creatures and magical effects within 30 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.. Additionally, you may take [[Path of Blood (5e Subclass)#Path of Blood Unique Jutsu|Path of Blood unique jutsu]] as if you had the subclass.<br />
<br />
<br />
'''Elderly Master'''<br />
<br />
You have aged quite a bit, but that hasn't slowed you down much. Your hit dice and chakra point maximums are halved, and you only gain further hit dice and chakra points on even levels. Any increase to your hit dice or chakra point maximum after those solely from gaining levels (i.e. from features, feats, or boons) are counted after this halving, and are not affected. Additionally, your {{5a|wis}} and {{5a|cha}} increase by a total of +4.<br />
<!--<br />
<br />
'''Artificial Human'''<br />
<br />
You are a human created in a laboratory by a great ninja scientist. You don't need to eat or drink, and you only need to rest in a semi-conscious state for 4 hours a day. Furthermore, his biology ended up being spliced with an animal DNA. Choose one of the Sage Creature Effects listed under Path of the Sage. <br />
<br />
'''Shin DNA'''<br />
<br />
You have a unique genetic makeup that allows you to completely accept any new genetic material, whether from tissues, organs or entire limbs, with no chance of rejection, allowing you to fully integrate it into your being and use its capabilities. You can integrate genetic material into your body equal to 4+Con, and you must spend 1d6 hours at full rest to be able to sustain the changes. So, if the genetic material is originally from someone with a different subclass, you can choose up to 2 skills, as long as you have the minimum required level. The Material The genetic material can be equivalent to 100ml of blood, an eye, 100g of meat or some part of the body collected, and you Adquire the Talent Artificial Human. <br />
<br />
How much material counts toward the limit (1 skin cell? 1 eye? 1 limb?)? If you meant implanting biology paths, then say that (or just add a similar mechanic to Perfect Vessel). Why does this require spending "1d6 hours at full rest" instead of just using 5e's established resting rules? Why does genetic material from a creature with a different subclass grant skill proficiency? Not including the skill proficiency (did you mean features?) it's entirely unclear what benefit this grants. Conceptually, this is already Dojutsu-Acceptant Biology, but less representative of the canon.--><br />
<br />
<br />
'''Dōjutsu-Acceptant Biology'''<br />
<br />
You gain a portion of cells capable of having multiple Dōjutsu implanted in it. The number of Dōjutsu it can have implanted is determined by the DM. These act as any other implanted Dōjutsu, save for one thing. When using an ability reliant on a Dōjutsu, you can permanently sacrifice one to negate any downsides, such as damage, chakra loss, exhaustion, blindness, or other conditions. Unless the implanted Dōjutsu already had its own unique ability, such as a [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability or [[Path of the Exalted (Shinobi World Supplement)|Rinnegan Mastered]] feature, they gain the feature you have already chosen.<br />
<br />
<br />
'''Earth Grudge Fear'''<br />
<br />
Your body has been infused with threadlike cells. Your maximum hit points are divided by 4 (rounded up), and every time you’re maximum hit points are permanently increased, the amount is divided by 4 (minimum 1). When you are within 5 ft. of a humanoid that has 0 hit points and has been dead for no more than 30 seconds (5 rounds), you may steal its heart and store it inside your body as an action to a maximum equal to your {{5a|con}} mod. Any time you are reduced to 0 hit points or your hit point maximum is reduced to 0, you may sacrifice a heart to return to your hit points and their maximum to their initial maximum. Additionally, you may sacrifice 1 heart when you make 1 shadow clone to make its hit point maximum equal to your own. You may also reattach the limb of a creature you can touch as an action for 1 chakra point. <br />
<br />
<br />
'''Iwagakure Kinjutsu'''<br />
<br />
Your body has been imbued with mouths on your palms and chest. As an action, you may kneed a handful of clay into an empowered explosive clay for 8 chakra. You may have up to 3 pieces of empowered clay at a time. Any empowered clay created above this limit becomes mundane clay after 1 minute. You may spend 1 piece of empowered clay when you use an Explosive Style jutsu to double its range or damage, halve its cost, grant a creature disadvantage against its saving throw, or grant yourself advantage on its attack roll. You may only spend 1 piece of empowered clay on each jutsu.<br />
<br />
<br />
'''Heart Implantation'''<br />
<br />
Only creatures with the fabrication [[#Clan Boons|clan boon]] can gain this boon. Your false body has been bolstered with the still-beating heart of a living person. The implantation process is incredibly delicate and modifies every cell in your body, and can not simply be done with ''Earth Grudge Fear'' or traditional heart transplantation. You no longer take damage from spending chakra on ninjutsu. When you cast ''[[Earth Style (Shinobi World Supplement)|Earth Golem]]'', you may create an [[Akuta (Shinobi World Supplement)|Akuta]] instead of an [[Earth Golem (Shinobi World Supplement)|earth golem]]. <br />
<br />
<br />
'''Jashin Immortality'''<br />
<br />
Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality or being killed instantly. You can not be killed by any means other than starvation. When you take damage not explicitly targeted at your neck, you do not lose hit points. This does not extend to any form of clones. All of your current and future hit dice are reduced to d4, and if you are reduced to 0 hit points, you are {{5c|paralyzed}}, save for being able to speak, and you are reduced to a head. You can return to full hit points by having your head sewn to a headless body, including your own, using leatherworker's tools, weaver's tools, or Earth Grudge Fear. You can only be sewn to a humanoid body, and you replace your Strength, Dexterity and Constitution scores with those of the body you are sewn into and gain its racial features. <br />
<br />
<br />
'''Strongest Shield'''<br />
<br />
One of the most selective abilities in the shinobi world, only the [[Third Raikage (Shinobi World Supplement)|Third Raikage]] has been known to have enhanced his body so far that his body could truly be considered unbreakable, through means unknown. You gain +5 damage reduction and damage threshold. Whenever you would add your {{5a|dex}} modifier to a jutsu or your AC, you may instead add your {{5a|str}} modifier.<br />
<br />
<br />
'''Eternal Mangekyō Sharingan'''<br />
<br />
'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Mangekyō|Mangekyō Sharingan]]<br />
<br />
By transplanting the Mangekyō Sharingan of another person biologically close to you, such as a sibling or parent, you master the final evolution of a normal Sharingan. You gain 2 additional Mangekyō abilities and you have advantage on the Constitution Saving throw when using an ability and you no longer gain {{5asc|gradual blindness}}} levels from your Mangekyō. You also lose any {{5asc|gradual blindness}}} levels gained from your Mangekyō.<br />
<br />
<br />
'''Rinnegan Manifestation'''<br />
<br />
'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
You awaken the ultimate power of the Sharingan by combining it with the second half of the Sage of Six Paths genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] feature in the same order as listed as long as you reach the level requirements for said features. Additionally, your levels of {{5asc|gradual blindness}} are reduced to 0 when you gain this boon. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action.<br />
<br />
<br />
'''Tomoe Rinnegan'''<br />
<br />
'''Requirements:''' Rinnegan Manifestation<br />
<br />
One of your Rinnegan gains three Sharingan-like tomoe across its three inner rings. As an action while your Rinnegan is active, you may manifest these tomoe, allowing you to benefit from your Sharingan in addition to your Rinnegan and use half of your Mangekyo jutsu. At the end of each turn you have your Tomoe Rinnegan active, you must spend 2 chakra, or 4 if it was implanted. If you gain this boon a second time, this boon's chakra upkeep cost is halved, and you gain the other half of your Mangekyo jutsu.<br />
<br />
<br />
'''Rinne Sharingan'''<br />
<br />
'''Prerequisites:''' [[Naruto: Shinobi (5e Class)#Birth of the Ten-Tails' Jinchuriki|Ten-Tails' Jinchuriki]]<br />
<br />
You tap into the power of the Ten-Tails, awakening the ultimate dōjutsu as a third eye in your forehead. You may benefit from your Rinnegan's previous Sharingan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Rinnegan Manifestation, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you automatically succeed the Constitution saving throw from using a Mangekyō ability.<br />
<br />
<br />
'''Tenseigan Evolution'''<br />
<br />
'''Prerequisites:''' [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] and Indra's Reincarnation, [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]], or Asura's Reincarnation; or Six Paths Power.<br />
<br />
You evolve your Byakugan into something not even the ascendant Ōtsutsuki have created. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]] feature in the same order as listed. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action. <br />
<br />
<br />
'''Blank Tenseigan'''<br />
<br />
'''Requirements:''' Tenseigan Evolution<br />
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The pale sight of your Byakugan still shines through your Tenseigan. As an action while your Tenseigan is active, you may cause its glowing petals to fade, allowing you to benefit from your Byakugan in addition to your Tenseigan. At the end of each turn you have your Blank Tenseigan active, you must spend 2 chakra, or 4 if it was implanted. If you gain this boon a second time, the chakra upkeep cost of this boon and Tenseigan Chakra Mode is halved.<br />
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'''Tensei Byakugan'''<br />
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'''Prerequisites:''' [[Reibi (Shinobi World Supplement)|Reibi]], [[Soma (Shinobi World Supplement)|Soma]], [[Satori (Shinobi World Supplement)|Satori]], and [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], [[Path of the Celestial (Shinobi World Supplement)|Tenseigan Chakra Mode]]<br />
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Merging with the power of the false tailed beasts, you awaken an ultimate dōjutsu as a third eye in your forehead. You may benefit from your Tenseigan's previous Byakugan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Tenseigan Evolution, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and Tenseigan Chakra Mode's chakra upkeep cost is reduced to 0 for the first minute you use it, regaining use at the end of your next long rest.<br />
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'''Jogan Awakening'''<br />
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'''Prerequisites:''' [[Path of the Future (Shinobi World Supplement)#Mystic Safety Bell Seal: Release|Mystic Safety Bell Seal: Release]] and Indra's Reincarnation, [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]], or Asura's Reincarnation; or Six Paths Power.<br />
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You undo the inherent human limiters on your Haraigan, revealing the Jogan buried deep underneath its arrays. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of Clarity (Shinobi World Supplement)|Path of Clarity]] feature in the same order as listed. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action. <br />
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'''Arrayed Jogan'''<br />
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'''Requirements:''' Jogan Awakening<br />
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The strength of your Jogan can be powered through your Haraigan's arrays without limiting its original power. As an action while your Jogan is active, you may overlay your Haraigan's pattern over it, allowing you to benefit from your Haraigan in addition to your Jogan. At the end of each turn you have your Arreyed Jogan active, you must spend 2 chakra, or 4 if it was implanted. If you gain this boon a second time, [[Path of Clarity (Shinobi World Supplement)#Mastered Jogan|Mastered Jogan]] does not cost chakra, and you may spend 1 chakra to regain your bonus action after using it.<br />
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'''Harai Jogan'''<br />
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'''Prerequisites:''' at least 3 non-dojutsu implantable paths, [[Path of Clarity (Shinobi World Supplement)|Senrigan Clairvoyance or Reflection Shinjutsu]].<br />
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Empowering your own vitality, and this your Jogan, with the power of multiple unique chakra and DNA signatures, you awaken an ultimate dōjutsu as a third eye in your forehead. You may benefit from your Jogan's previous [[Path of the Future (Shinobi World Supplement)|Haraigan]] features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Jogan Awakening, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you gain the 23rd and 27th level Path of Clairvoyance features you did not take.<br />
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'''Six Paths Sage Mode'''<br />
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'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
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Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, refining its effects on the human body to perfection, removing any visual effects beyond plus-shaped pupils. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight, and your chakra sense range doubles.<br />
*You deal an additional 1d10 damage with unarmed strikes (2d10 total).<br />
*You gain a flying speed equal to your movement speed.<br />
*You gain a damage threshold of 30.<br />
*You may use [[Path of the Sage (Shinobi World Supplement)#Sage Art|Sage Art]] once without spending exclusively or additional senjutsu chakra (recharge 5-6).<br />
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'''Outer Path Sage Mode'''<br />
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'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] or [[Path of the Celestial (Shinobi World Supplement)#Mastered Tenseigan|Mastered Tenseigan]], and [[Path of Suffering (Shinobi World Supplement)#Osteomancer|Osteomancer]] or [[Path of Totality (Shinobi World Supplement)#Mastered Truth-Seeking Orbs|Mastered Truth-Seeking Orbs]]; or Six Paths Power.<br />
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Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, amplifying its effects to near uncontrollable levels, turning your skin to scales with several protruding growths. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight.<br />
*Your unarmed strikes gain an additional +15 ft. of reach.<br />
*You may change your size category as a bonus action, and the organization of your space may be in any shape (i.e. if you are Large, you may be a 10 x 10 ft. cube, a 20 x 5 ft. line, etc.)<br />
*When you use a jutsu that deals damage, you may spend 10 additional chakra to force the target to make an additional Intelligence saving throw. On a failure, they can not use any features from any Dōjutsu and become {{5c|blinded}} for 1 hour. They may retry this saving throw at the end of each of their turns, ending the blinded condition on a success, and regaining use of their Dōjutsu on two consecutive successes.<br />
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'''Indra's Reincarnation'''<br />
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The soul of the Sage of Six Paths' eldest son, an absolute prodigy, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. At the end of a long rest a number of times equal to your {{5a|int}} modifier, you may gain one of the following permanently:<br />
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*You gain one chakra nature or alternative of your choice.<br />
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*You gain one path feature you have the level and implantation requirements for.<br />
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*You gain two skill proficiencies of your choice.<br />
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*You may add half your proficiency bonus to one saving throw of your choice. If you take this benefit twice for the same saving throw, you gain proficiency in it instead. <br />
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'''Asura's Reincarnation'''<br />
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The soul of the Sage of Six Paths successor, best known for his gradual growth, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Your maximum chakra increases by an additional 2 points every time you gain a level. This counts for levels you have already attained as well. <br />
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'''Six Paths: Kunitsukami'''<br />
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'''Requirements:''' Six Paths Sage Mode<br />
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While in Sage Mode, you gain a flying speed equal to twice your movement speed. Additionally, you may increase your size by up to 2 size categories of your original or Huge, whichever is greater, as an action. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.<br />
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'''Six Paths Power'''<br />
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You have been granted a mass of chakra of unimaginable power, typically from eating the fruit of the [[Datara (5e Creature)|God Tree]] or being granted a portion of the [[Hagoromo (Shinobi World Supplement)|Sage of Six Paths']] power. You gain 50 additional points of chakra, which are counted separately from your normal chakra and are not regained when your normal chakra would be. If you fulfill another boon's requirements with Six Paths Power, not including the Ōtsutsuki boon, you do not benefit from it while you have 0 Six Paths Power chakra points.<br />
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'''Ōtsutsuki'''<br />
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'''Requirements:''' Six Paths Power<br />
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Your Six Paths Power is not something as paltry as power taken or gifted, it is a fundamental part of you; the core of your being. As a bonus action for 5 chakra not granted by the Six Paths Power boon, you may regain 50 Six Paths Power chakra points.<br />
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'''Rainbow Chakra'''<br />
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Your chakra has been enhanced by the seven-colored light generated by the treasure of the Land of Snow. When you cast a jutsu, you may make it a Rainbow Jutsu, which costs half as much chakra or ignores immunity and resistance. You may only cast one Rainbow Jutsu, regaining 1/14th of a use at noon each day.<br />
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'''Stone of Gelel'''<br />
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After having an incredibly rare, blue stone implanted in your body. You no longer age, your chakra maximum increases by 5, and once per turn you may spend 1 chakra to regain hit points equal to your Constitution modifier. You may gain this boon more than once, increasing your maximum chakra points by 3 and hit points regained by 2 per additional stone. <br />
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'''Crescent Moon Chakra'''<br />
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Your chakra has been enhanced by the mysterious rays the moon casts over the Land of the Moon. When you cast a jutsu, you may make it a Crescent Moon Jutsu, which costs half as much chakra or also targets all objects within 60 feet of any targets and deals twice as much damage to objects. You may only cast one Crescent Moon Jutsu, regaining 1/14th of a use at midnight each day.<br />
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'''Sealed Dojutsu'''<br />
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'''Requirements:''' At least 1 dojutsu path<br />
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The power of your dojutsu was sealed inside a memento, such as a small bell. While holding this memento, your dojutsu is always active and you do not need to spend chakra to maintain, but you must spend twice as much chakra to use any other features and jutsu granted by the path.<br />
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'''Path Mutation'''<br />
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You manifest a heavily mutated variant of a path. Choose any one feature from an implantable path. If the feature would require another feature to be active, it does not. If the feature would cause you to gain or lose additional hit points, chakra points, or another resource, the base this addition is to counts as 1.<br />
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====Clan Boons====<br />
Clans represent the traits of heritage that manifest themselves most fully in a particular shinobi. At character creation, players may take a clan boon in place of a variant human's feat selection, otherwise they should be treated as Epic Boons. No clan that grants bonuses to subclass features or jutsu require you to take that subclass or jutsu, but also do not grant early or automatic use of said feature or jutsu. If a clan boon allows you to gain a subclass without implantation, said subclass can not be gained without the clan or implantation.<br />
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'''Aburame Clan'''<br />
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You hail from one of the most well-known insect keeper clans in the world. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may create swarms for a minimum of 2 chakra.<br />
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'''Akado Clan'''<br />
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You hail from a clan of talented shinobi, though not talented enough to receive wide-spread recognition. You gain a number of jutsu equal to your {{5a|int}} modifier. These jutsu may not be from kekkei genkai you do not have the component natures of, a path you do not have levels in, or [[Yin-Yang Style (Shinobi World Supplement)|Yin-Yang Style]].<br />
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'''Akebino Clan'''<br />
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You hail from the most powerful [[Kabutowari (Shinobi World Supplement)|Kabutowari]] wielder in the history of the [[Mist Shinobi (Shinobi World Supplement)|Hidden Mist Village]]. Damage rolls with {{5e|Battleaxe|battleaxes}} and {{5e|Warhammer|warhammers}} gain a +1 bonus, and the maximum AC penalty you can incur with Kabutowari gains a +2 bonus.<br />
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'''Akimichi Clan'''<br />
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You hail from the progenitors of the [[Path of the Body (Shinobi World Supplement)|Path of the Body]]. When you gain the Storage feature, you may store an additional 1/2 a day's worth of food, which may be consumed as an action to regain 1/2 of your level chakra points. You may do this once, regaining use at the end of a short rest.<br />
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'''Akitsuki Clan'''<br />
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You hail from a clan of non-shinobi forced to act as a channel for [[Sōma (Shinobi World Supplement)|Sōma's]] curse. If you fail the saving throw for Sōma's ''Memory Wiping Blast'', you become its [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], though it continues to exist outside of you. Additionally, when you gain a chakra nature, you may instead increase the saving throw DC of your Path of the Beast unique jutsu by +1 (+3 maximum).<br />
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'''Amachi Clan'''<br />
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You hail from a clan of scientists with a genius for understanding the ways of water. You gain affinity in [[Water Style (Shinobi World Supplement)|Water Style]] jutsu, and you may have Affinity in Water Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Asura Clan'''<br />
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You hail from the ancient predecessors of the Uzumaki and Senju clans, stemming from Asura Ōtsutsuki. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally your chakra point maximum increases by your proficiency bonus.<br />
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'''B Clan'''<br />
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You hail from the clan of [[Gyūki (5e Creature)|Gyūki's]] jinchuriki. You are not limited by implantation if you are implanting a tailed beast, and the chakra lost and red chakra gained from maintaining your jinchuriki forms is halved (rounded down).<br />
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'''Biwa Clan'''<br />
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You hail from a clan of loner opportunists who gained notoriety from [[Juzo Biwa (Shinobi World Supplement)|Juzo Biwa]]. Chose one weapon you are in possession of. Attack rolls with this weapon gain a +1 bonus during initiative. This increases to +2 if no other friendly creatures have rolled initiative. This only applies to the single weapon chosen, and you can not change what weapon is chosen.<br />
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'''Bunpuku Clan'''<br />
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You hail from one of the pioneers of [[Path of the Beast (Shinobi World Supplement)|jinchuriki]] creation. You gain the {{inpage|Barrier Nin}} feat, and you gain affinity in [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]], and you may have Affinity in Fuinjutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not choose any natures at 2nd level.<br />
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'''Chinoike Clan'''<br />
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You hail from the progenitors of the [[Path of Blood (Shinobi World Supplement)|Path of Blood]], feared for their history of supposed cannibalism. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Ketsuryūgan. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Cursed Clan'''<br />
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You hail from the progenitors of the [[Path of the Cursed (Shinobi World Supplement)|Path of the Cursed]], whose bouts of rage are known to only subside in the presence of strong emotional connection. You may choose this subclass at 3rd level, and you are not limited by implantation if you are implanting a Cursed Mark. Choose 1 friendly creature to be your "tamer". While they are within 30 feet of you and you can see or hear them, you can not gain the {{5asc|berserk}} condition, and they may end this condition on you at will by touching you. <br />
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'''Darui Clan'''<br />
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You hail from the clan of the [[Darui, Boruto (Shinobi World Supplement)|Sixth Raikage]]. You gain use of [[Storm Style (Shinobi World Supplement)|Storm Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Deidara Clan'''<br />
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You hail from a clan of explosive artists. You gain use of [[Explosive Style (Shinobi World Supplement)|Explosive Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
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'''Dual Dojutsu Clan'''<br />
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You are the child of two clans gifted with dojutsu. Choose two dojutsu paths. You may choose the first subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting it, but it is only present in one of your eyes. Your second chosen path counts as having been implanted in your other eye. You may only gain 1 between the Paths of the [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] and [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]], and it must be your implanted path.<br />
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'''Fabrication'''<br />
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Rather than biologically descending from a specific group of people, your biology has been artificially constructed from the ground up, typically by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] or the post-war [[Stone Shinobi (Shinobi World Supplement)|Stone Village]]. Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2. When you spend chakra or an equivalent [[Variant Rules (Anime Setting)|currency]], you take an equal amount of damage.<br />
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'''Fūma Clan'''<br />
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You hail from a clan of skilled weapon makers and users. When you make a thrown weapon attack, you may replace its damage dice with your unarmed strike's damage dice.<br />
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'''Fūma Clan (Land of Sound)'''<br />
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You hail from a clan of skilled bowmen. You are proficient in martial ranged weapons.<br />
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'''Funato Clan'''<br />
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You descend from [[Araumi (Shinobi World Supplement)|Araumi's]] bloodline, carrying its connection to the mythical Power of the Sea Dragon. You gain one benefit of [[Path of Specialization (Shinobi World Supplement)#Alternate Feature: Power of the Dragon|Power of the Dragon]] in relation to [[Water Style (Shinobi World Supplement)|Water Style]].<br />
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'''Fushin Clan'''<br />
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You hail from a clan of Kekkei Genkai users from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. You gain use in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and may learn [[Swift Style (Shinobi World Supplement)|Typhoon Style]] jutsu as if they were Wind Style after you gain affinity in Wind Style, and creatures with the Path of the Assassin are still affected by all aspects of the jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Guren Clan'''<br />
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You hail from a small clan of shinobi from the Land of Sound that were nearly destroyed before the creation of the [[Sound Shinobi (Shinobi World Supplement)|Hidden Sound Village]]. You gain use of [[Crystal Style (Shinobi World Supplement)|Crystal Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hachiya Clan'''<br />
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You hail from a clan of [[Mist Shinobi (Shinobi World Supplement)|Mist]] shinobi with an unimpressive record on paper, but are an invaluable benefit to field logistics. [[Water Style (Shinobi World Supplement)|Water Characters, Hidden Mist, and Water Style Bullet: Orca]] have their costs halved, rounded up.<br />
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'''Hagoromo Clan'''<br />
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You hail from a clan of shinobi that once allied themselves with the Uchiha clan, not to be confused with the successors of the Sage of Six Paths. You gain proficiency in martial melee weapons.<br />
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'''Haido Clan'''<br />
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You hail from a clan from the far away Land of Gelel. You gain use of [[Plasma Style (Shinobi World Supplement)|Plasma Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Lightning Style.<br />
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'''Hamura Clan'''<br />
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You descend from the Sage of the Outer Path himself, most likely living at some point on the moon. You can telepathically enter a creature's dreams so long as you have seen them at least once, but you can only communicate with them. This also grants you the ability to telepathically communicate with creatures within 250 feet. Additionally, if you implant a [[Path of Sight (Shinobi World Supplement)|Byakugan]], it becomes a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]] as per Tenseigan Manifestation. If you gain [[Path_of_the_Celestial_(Shinobi World Supplement)#Dream-Speak|Dream-Speak]], the distance of your telepathy is doubled.<br />
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'''Hamura Clan Reborn'''<br />
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You hail from the progenitors of the [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]], and the union of the Hamura Clan and the Hyuga Clan. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]]. Additionally, you are immune to the effects of extreme cold and altitude.<br />
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'''Han Clan'''<br />
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You hail from a clan known for harboring [[Kokuō (5e Creature)|Kokuō]] due to their kinship in ninjutsu. You gain use of [[Vapor Style (Shinobi World Supplement)|Vapor Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
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'''Hanzo Clan'''<br />
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You hail from a clan that adapted to implanted venom sacks of black salamanders. You gain immunity to poison damage and the {{5c|poisoned}} condition, and ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]'' counts as a Path Unique Jutsu for any path you take. If a creature breaths within 15 ft. of you for 1 continuous minute while you are not wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, they suffer the effects of ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]''. When you suffer a critical hit, you lose the benefits of this clan boon and are {{5c|paralyzed}} until the end of your next turn. If you are wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, you do not become {{5c|paralyzed}}.<br />
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'''Haruno Clan'''<br />
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You hail from a clan with latent skill in medical ninjutsu. When you gain the [[Path of the Healer (Shinobi World Supplement)|Healing Jutsu]] feature, you may spend up to three times your Shinobi level.<br />
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'''Hashirama Clan'''<br />
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Through unknown means, you bear the unique genetics of the [[Hashirama (Shinobi World Supplement)|First Hokage]], a feat not even his own children bore. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally, you gain proficiency in {{5s|Nature}}.<br />
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'''Hatake Clan'''<br />
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You hail from one of the greatest shinobi clans of all time, despite lacking any hidden or overwhelming abilities. You gain 1 non-Kekkei Genkai jutsu of your choice, even if you do not meet the nature requirements of it.<br />
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'''Haze Clan'''<br />
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You hail from one of the Land of Haze's exclusive clans, and as such have inherited one of the rarest kinjutsu in the world. At 2nd level gain one [[Yin-Yang Style (Shinobi World Supplement)|Haze Ninja Art: Forbidden Technique]] of your choice.<br />
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'''Hiruko Clan'''<br />
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You hail from the clan of ability thieves. You gain use of [[Shade Style (Shinobi World Supplement)|Shade Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hōki Clan'''<br />
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You hail from a line of matrilineal medical-nin and information gatherers known as the "people who work behind the scenes". When you restore hit points with jutsu, the target regains twice as many hit points but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
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'''Hoshi Clan'''<br />
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You hail from a clan of shinobi mutated by a [[Star (Shinobi World Supplement)|Star]] that fell to Earth. You may choose the [[Path of the Star (Shinobi World Supplement)|Path of the Star]] at 3rd level, and you are not limited by implantation if you are implanting Star chakra. Additionally, immediately after the end of a long rest, you gain purple chakra equal to twice your {{5a|con}} modifier (minimum 2).<br />
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'''Hoshigaki Clan'''<br />
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You hail from a clan of fishlike shinobi. You can breathe in water, and have a swimming speed equal to your movement speed.<br />
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'''Hōzuki Clan'''<br />
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You hail from a clan of pale shinobi known to have numerous Water Style Hiden. [[Water Style (Shinobi World Supplement)|Hydrification Jutsu and Instant Water]] have their costs halved, rounded up.<br />
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'''Hyūga Clan'''<br />
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You hail from the progenitors of the [[Path of Sight (Shinobi World Supplement)|Path of Sight]], and were effectively born into royalty. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Byakugan. Additionally, whenever you roll a 1 when rolling for damage on an unarmed strike, you may instead count the roll as a 2.<br />
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'''Iburi Clan'''<br />
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You hail from a clan that once dwelt in secluded caves due to fear of their own power. When you fall to half your maximum hit points, you are affected by [[Path of the Cursed (Shinobi World Supplement)|Smoke's Curse]]. You may not end this effect as a bonus action, and it only ends if you are raised above half your maximum hit points, or if you succeed a DC 17 Wisdom saving throw as an action.<br />
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'''Inuzuka Clan'''<br />
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You hail from one of the progenitors of the [[Path of the Beast-Nin (Shinobi World Supplement)|Path of the Beast-Nin]]. When you use Two-Headed Beast, your {{5a|str}} score increases by +4 to a maximum of 24 as well. Alternatively, when you gain Second Companion, you gain a third companion that acts identically to the second.<br />
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'''Jiraiya Clan'''<br />
<br />
You hail from a clan originating from a man whose destiny was tied with the toads of mount Myuboku. The cost of using the [[Basic Ninjutsu (Shinobi World Supplement)|Summoning Jutsu]] is halved, rounded up.<br />
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'''Jūgo Clan'''<br />
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You hail from the last remaining branch of the Cursed Clan. When you use [[Path of the Cursed (Shinobi World Supplement)|Curse Mark]], the amount of maximum hit points lost is halved, rounded up, but you must choose Founder's Curse as your Diversified Second Stage. Additionally, you are not limited by implantation if you are implanting a Cursed Mark.<br />
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'''Kagero Clan'''<br />
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You hail from a heavily modified offshoot of the [[Sound Shinobi (Shinobi World Supplement)|Land of Sound's]] Fuma clan. You gain ''[[Plasma Style (Shinobi World Supplement)|Antlion Ninja Arts: Ephemeral]]''. While ''Antlion Ninja Arts: Ephemeral'' is active, you may cast ''Plasma Laser'' for 15 chakra regardless of if you know said jutsu.<br />
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'''Kaguya Clan'''<br />
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You hail from a clan of bloodthirst warriors distantly descended from [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. You may choose the [[Path of Suffering (Shinobi World Supplement)|Path of Suffering]] at 3rd level, and you are not limited by implantation if you are implanting Shikotsumyaku DNA. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Kaku Clan'''<br />
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You hail from a clan of shinobi known for two things: going [[Rogue Nin (Shinobi World Supplement)|rogue]] in order to steal powerful tools, and bearing their clan name as a [[Gold and Silver Brothers (Shinobi World Supplement)|suffix]]. At will, you may spend chakra to store an equal number of chakra points within your skin. You may have up to four times your {{5a|int}} modifier chakra points stored in this way at a time. Whenever an item would require you to spend chakra points, this stored chakra is spent first. This chakra can not be spent in any other way.<br />
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'''Kamizuru Clan'''<br />
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You hail from one of the most well-known insect keeper clans in the world, rumored to be the same clan as the [[Ishikawa (Shinobi World Supplement)|First Tsuchikage]]. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may spend 5 chakra to create 1 days' worth of food in honey for up to 4 Medium creatures.<br />
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'''Karatachi Clan'''<br />
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You hail from the bloodline of the [[Yagura (Shinobi World Supplement)|Fourth Mizukage]], known for their ruthlessness and fits of blood rage. As a bonus action or when you drop to half your hit points, your melee attacks deal twice as much damage, you may not cast jutsu, and you become {{5asc|berserk}} for 1 minute. You may use this once, regaining use at the end of a long rest.<br />
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'''Kawaki Clan'''<br />
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You hail from the clan of the 7th Hokage's adopted son. You may choose the [[Path of Succession (Shinobi World Supplement)|Path of Succession]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal. Additionally the cost to maintain your karma is halved.<br />
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'''Kazekage Clan'''<br />
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You hail from the bloodline of the [[Rasa (Shinobi World Supplement)|Fourth]] and [[Gaara (Shinobi World Supplement)|Fifth]] Kazekage. You gain affinity in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and you may have Affinity in Wind Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kazuma Clan'''<br />
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You come from a clan of shinobi that attempted to recreate [[Hashirama (Shinobi World Supplement)|Hashirama Senju's]] [[Wood Style (Shinobi World Supplement)|Wood Style]], though they received much different results. You gain use of [[Mud Style (Shinobi World Supplement)|Mud Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Earth Style.<br />
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'''Kedōin Clan'''<br />
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You hail from a clan of master infiltrators. As a bonus action for 2 chakra points, you may change the appearance of your face and sound of your voice to any humanoid you have seen and heard for 1 minute.<br />
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'''Kidomaru Clan'''<br />
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You hail from a near-extinct clan of spider-like people. You gain two additional sets of arms. These arms can not wield shields, or weapons with the heavy property. Additionally, you gain a climbing speed equal to your movement speed.<br />
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'''Kodon Clan'''<br />
<br />
You hail from a clan of master drug makers. The time and cost of crafting consumable items is halved, rounded up.<br />
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'''Kohaku Clan'''<br />
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You hail from a clan historically allied with the Hidden Leaf Village capable of surviving by the tiniest string of life. When you are reduced to 0 hit points, you may instead drop to 1 hit point. After doing so, you can not cast jutsu until you return to maximum hit points, and you can not do so again until the end of a long rest.<br />
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'''Kumanoi Clan'''<br />
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You hail from a clan of master weapon makers. The time and cost of crafting items that deal damage is halved, rounded down.<br />
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'''Kon Clan'''<br />
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You hail from a near-extinct clan of parasitic shinobi. While touching a willing creature, you may enter their body. Your movement speed drops to 0 and you occupy their space. When either you or your host gain a condition, you both do, and when either would take damage, you may choose if you or your host takes damage. When you and your host are targeted by a saving throw, you may choose if you or your host makes the saving throw. When you are targeted by an attack, you use your host's AC, and you may spend 2 chakra to grant the attack disadvantage.<br />
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'''Konjiki Clan'''<br />
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You hail from a clan of kekkei genkai-wielding shinobi from the Land of Rock. You gain use of [[Steel Style (Shinobi World Supplement)|Steel Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Earth or Yang Style.<br />
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'''Kurama Clan'''<br />
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You hail from a clan of master genjutsu users. You gain affinity in [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu, and you may have Affinity in Yin Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kurama Clan Prodigy'''<br />
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You are a member of the Kurama clan born once every few generations. When you drop to half of your maximum hit points, and again when you drop to 1/4 of your maximum hit points, you must attempt a {{5c|cha}} saving throw with a DC equal to your jutsu saving throw DC. On a failure, your melee attacks deal twice as much damage, creatures affected by your [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu or Genjutsu take 2d4 psychic damage at the end of each of their turns, you become {{5asc|berserk}} save for being able to cast jutsu in place of making an attack, and you lose 1 chakra at the end of each of your turns. This ends if you can not maintain your chakra, or if you retry the saving throw as a bonus action, ending it on a success.<br />
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'''Kuriarare Clan'''<br />
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Your clan has a history of reveling in physical torture, particularly crucifixion. Once per turn when you deal damage to a {{5c|restrained}} creature, you may also make an unarmed strike against them.<br />
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'''Kurosuki Clan'''<br />
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You are a descendant of a small clan known for putting their entire purpose in life into another person. Choose 1 friendly creature to be your "meaning". While you are within 5 feet of your meaning, they take half as much damage from all sources, and you take half as much damage as you reduced. You can never change which creature is your meaning.<br />
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'''Kurogane Clan'''<br />
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You come from a clan of diligent swordsmen from the Land of Iron. When you make an attack of opportunity with a melee weapon, you may spend 1 chakra to gain a +1 bonus to your critical threshold or attack roll for that attack.<br />
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'''Lee Clan'''<br />
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You hail from a clan of master taijutsu users. You gain affinity in [[Taijutsu (Shinobi World Supplement)|Taijutsu]], and you may have Affinity in Taijutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not gain chakra natures at 2nd level, and instead must take the alternate options detailed in [[Naruto: Shinobi (5e Class)#Chakra|Chakra]].<br />
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'''Might Clan'''<br />
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You hail from a clan of taijutsu masters best known for their keen development of taijutsu, rather than outright usage. Any [[Taijutsu (Shinobi World Supplement)|Taijutsu]] you cast have their costs halved, rounded down, but the cost of any other jutsu are doubled.<br />
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'''Mitarashi Clan'''<br />
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You hail from a clan of snake experts. [[Path of the Snake (Shinobi World Supplement)#Blinding Snake Glare Spell|Blinding Snake Glare Spell]] allows you to have a number of creatures grappled equal to your {{5a|str}} or {{5a|dex}} modifier at any time + 1 (minimum 2), and you have a number of uses of [[Path of the Snake (Shinobi World Supplement)#Many Hidden Shadow Snake Hands|Many Hidden Shadow Snake Hands]] equal to your {{5a|int}} modifier instead of your {{5a|wis}} modifier.<br />
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'''Momochi Clan'''<br />
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You hail from a clan of dangerous outcasts. When a creature is affected by [[Path of the Assassin (Shinobi World Supplement)|Killer Intent]], you may sacrifice a number of chakra when they attempt their Charisma saving throw to grant them an equal penalty.<br />
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'''Munashi Clan'''<br />
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You hail from a clan that revels in the violence of explosions. When you use an [[Basic Ninjutsu (Shinobi World Supplement)|explosive seal]] or a jutsu that requires explosive seals as components or requisite jutsu, you may double one of its ranges or duration. If such a jutsu has a range of touch, you may increase its range to 15 feet. You may do so a number of times equal to your {{5a|cha}} modifier, regaining all uses at the end of a long rest.<br />
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'''Morino Clan'''<br />
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You come from a small clan of expert genjutsu-using interrogators. You automatically detect Illusion spells and genjutsu. As a reaction when a creature you can see attempts a saving throw to resist becoming {{5c|frightened}}, you may grant them disadvantage. You may use this feature a number of times equal to half your {{5a|cha}} modifier (rounded down), regaining all uses at the end of a long rest.<br />
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'''Nadeshiko Clan'''<br />
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You hail from an isolated village near the [[Mist Shinobi (Shinobi World Supplement)|Mist]] known for their legendary Wind Style nintaijutsu. If you gain affinity in [[Taijutsu (Shinobi World Supplement)|taijutsu]], you may learn [[Wind Style (Shinobi World Supplement)|Nadeshiko-Style]] jutsu as if they were taijutsu.<br />
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'''Namikaze Clan'''<br />
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You hail from a clan of yellow flashes. Starting from 1st level, your movement speed increases by +5 ft. every 4th level while you are not wearing armor or a shield, effectively making your [[Naruto: Shinobi (5e Class)#Unarmored Movement|Unarmored Movement]] increase every other level, or every time you gain 50,000 experience if you can not level further. <br />
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'''Nara Clan'''<br />
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You hail from the progenitors of the [[Path of the Shadow (Shinobi World Supplement)|Path of the Shadow]]. When you cast or maintain a Path of the Shadow jutsu, you may reduce its cost by your proficiency bonus (minimum 0). You may use this feature a number of times equal to the number of skills you have proficiency in, regaining all uses at the end of a long rest.<br />
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'''Nohara Clan'''<br />
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You hail from a minor clan of the [[Leaf Shinobi (Shinobi World Supplement)|Leaf Village]] known for sacrificing themselves for the greater good. As a reaction when a creature within half your movement speed is the only creature targeted by a attack, you may take their place, becoming targeted instead, and move them 5 feet to a place not targeted. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.<br />
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'''Nojo Clan'''<br />
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You hail from a small clan of shinobi from the Land of Vegetables who have historically used their jutsu to propagate their village's namesake. You gain affinity in [[Yang Style (Shinobi World Supplement)|Yang Style]] jutsu, and you may have Affinity in Yang Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Oniyuzu Clan'''<br />
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You hail from a no-nonsense clan of assassins from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. When you gain [[Path of the Assassin (Shinobi World Supplement)#Killing Intent|Killing Intent]] feature, you may use {{5a|int}} instead of {{5a|cha}} when determining how many uses of the feature you have.<br />
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'''Onomichi Clan'''<br />
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You hail from a branch clan of the Hozuki clan, more closely related to [[Gengetsu (Shinobi World Supplement)|Gengetsu]] than [[Suigetsu (Shinobi World Supplement)|Suigetsu]], best known for their fierceness with a blade. Your melee weapon attacks gain a +1 bonus to attack and damage rolls, but you lose 1 chakra point at the end of each turn you make a melee weapon attack on. You lose this bonus while you have 0 chakra points.<br />
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'''Orochimaru Clan'''<br />
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You hail from a clan of incredibly scarce, incredibly pale, snake-like shinobi. You may choose the [[Path of the Snake (Shinobi World Supplement)|Path of the Snake]] at 3rd level, and you are not limited by implantation if you are implanting snakelike DNA. Additionally, when you make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} check, but not a saving throw, you may spend 3 chakra points to replace the used ability with your {{5a|int}}. <br />
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'''Ōtsutsuki Clan'''<br />
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You hail from a spacefaring clan that progenerated chakra itself. You may choose the [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]], [[Path of Succession (Shinobi World Supplement)|Path of Succession]], or [[Path of Clarity (Shinobi World Supplement)|Path of Clarity]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal, Rinnegan, or Jogan. If you gain the Six Paths Power boon, you may gain a subclass you did not take from this clan as if you had taken it at 3rd level instead of chakra.<br />
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'''Pakura Clan'''<br />
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You hail from the same clan as one of the Hidden Sand Village's greatest heroes. You gain use of [[Scorch Style (Shinobi World Supplement)|Scorch Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Wind Style.<br />
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'''Raikage Clan'''<br />
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You hail from an extremely selective lineage of nigh-immortal shinobi held as royalty in the Hidden Cloud Village. You gain affinity in [[Lightning Style (Shinobi World Supplement)|Lightning Style]] jutsu, and you may have Affinity in Lightning Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Ringo Clan'''<br />
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You hail from a clan of sharp-teethed hunters, incredibly skilled in kenjutsu but cursed by an incurable disease. Your maximum hit dice are decreased by 2, minimum 1 (i.e. you do not gain additional hit dice at 2nd or 3rd level), and you gain two of the following (you may choose one twice):<br />
*When you engage in two-weapon fighting, you can add your {{5a|dex}} modifier to the damage of the second attack. <br />
*Your maximum chakra points increases by 3. If you take this option twice, it increases by a total of 5. <br />
*Your movement speed increases by 5 feet.<br />
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'''Roran Clan'''<br />
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You hail from a clan that acts as the hereditary rulers of the kingdom of Roran, whose chakra is inextricably tied to the the [[Ryumyaku Source (Shinobi World Supplement)|Ryumyaku Source]] that lies in the heart of their kingdom. When you regain chakra from chakra absorbing jutsu, you also gain heavy chakra equal to your {{5a|int}} modifier.<br />
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'''Ryu Clan'''<br />
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You hail from a small clan of horned people blessed by the power of the five [[Genryu (Shinobi World Supplement)|Genryu]]. You gain [[Naruto: Shinobi (5e Class)#Special Chakra|red chakra]] points equal to twice your proficiency bonus equal to half your maximum chakra, whichever is lower<!--to keep 1st and 2nd level players from being berserk forever-->. This chakra is regained at the end of a long rest.<br />
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'''Sarutobi Clan'''<br />
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You hail from a clan of the Hidden Leaf Village's greatest defenders, both physically and ideologically. You gain affinity in [[Fire Style (Shinobi World Supplement)|Fire Style]] jutsu, and you may have Affinity in Fire Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Senju Clan'''<br />
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You hail from one of the founding clans of the Hidden Leaf Village best known for their wide, unspecialized knowledge. You gain 1 additional chakra nature at 2nd level, but you can not gain affinity in any chakra nature as an alternative to gaining a chakra nature.<br />
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'''Senka Clan'''<br />
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You hail from a small clan of shinobi skilled in stealing and improving techniques without use of scroll theft or the [[Path of Hatred (Shinobi World Supplement)|Sharingan]]. When you create a [[Basic Ninjutsu (Shinobi World Supplement)|Shadow Clone]], its items carry over any magical properties, but any equipment the clones have with charges, such as magic items, share the initial item's charges.<br />
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'''Shiin Clan'''<br />
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You hail from a clan now ruled by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] once known for their high ideals and determination, despite their small stature. Your size is reduced by 1 size category to a minimum of Small, you have advantage against being {{5c|charmed}} or {{5c|frightened}}.<br />
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'''Shimura Clan'''<br />
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You hail from one of the Hidden Leaf Village's earliest clans, best known for their pride and tendency to die on the battlefield. When you are reduced to 0 hit points, you may immediately take a turn before the effects of being at 0 hit points occur, rounded down. <br />
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'''Shinki Clan'''<br />
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You hail from a small clan of powerful, wandering shinobi from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]]. You gain use of [[Magnet Style (Shinobi World Supplement)|Magnet Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Wind or Lightning Style.<br />
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'''Shion Clan'''<br />
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You hail from the progenitors of the [[Path of the Future (Shinobi World Supplement)|Path of the Future]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Haraigan. Additionally, you gain proficiency in {{5s|History}}.<br />
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'''Shirogane Clan'''<br />
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You hail from a clan of forbidden [[Path of the Puppetmaster (Shinobi World Supplement)|puppetmasters]] from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]] who became international criminals after their human-puppet experiments came to light. The chakra cost of your puppet's innate features (i.e. the ones listed on their creature page) are halved, rounded down. If a feature can only be used a certain number of times per day, you may spend 3 hours with the puppet and a humanoid corpse to allow it to be usable for a number of chakra points equal to 9 / its number of uses.<br />
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'''Suikazan/Fuefuki Clan'''<br />
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You hail from a clan of shinobi once bread solely for innate physical strength at the cost of horrible disfiguration. You may replace {{5a|dex}} with {{5a|str}} when calculating your AC, your {{5a|str}} score increases by +2 or [[Path of the Assassin (Shinobi World Supplement)#Silent Killing Jutsu|Silent Killing Jutsu]] works with attacks using your {{5a|str}} modifier, but you have disadvantage on any d20 rolls you would add your {{5a|cha}} modifier to.<br />
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'''Taketori Clan'''<br />
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You hail from a clan of negotiators best known for their alliance with the Hyūga Clan. You have advantage on any skill checks involving {{5a|cha}}, as well as {{5a|dex}} ({{5s|Stealth}}) checks, but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
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'''Tenro Clan'''<br />
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You hail from a clan of beast-nin inspired by the [[Three-Headed Guardian Beast (Shinobi World Supplement)|Three-Heads]]. When yo use [[Path of the Beast-Nin (Shinobi World Supplement)|Two-Headed Beast]], you may spend 5 additional chakra to apply your Path of the Beast-Nin unique jutsu Affinity bonus to your unarmed strike attack and damage rolls, and AC until the feature ends.<br />
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'''Terumi Clan'''<br />
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You hail from the clan of the Fifth Mizukage. You gain [[Lava Style (Shinobi World Supplement)|Lava Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
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'''Tsuchi Clan'''<br />
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You hail from the stalwart founders and defenders of the Hidden Stone Village. You gain affinity in [[Earth Style (Shinobi World Supplement)|Earth Style]] jutsu, and you may have Affinity in Earth Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Tsuchigumo Clan'''<br />
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You come from a clan known for producing numerous dangerous kinjutsu. You gain a number of [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]] or [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]] equal to your {{5a|int}} modifier. These jutsu count as [[Basic Ninjutsu (Shinobi World Supplement)|basic ninjutsu]] for the sake of affinity, and you may forgo one of these jutsu to decrease the cost of one jutsu gained in this way by 5 chakra points (minimum 1).<br />
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'''Tsumiki Clan'''<br />
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You descend from a clan of medical-nin naturally able to apply a strange curse. When a creature becomes {{5c|paralyzed}} by a jutsu you cast, every creature within 5 ft. of the creature including the creature themself must attempt a {{5a|con}} saving throw. On a failure, they take your unarmed strikes' damage as they are caught in an explosion. On a success, they take half as much damage. <br />
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'''Tsunade Clan'''<br />
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You hail from a clan originating from the greatest shinobi in medical ninjutsu history. You may add your {{5a|con}} modifier to your maximum [[Path of the Healer (Shinobi World Supplement)|Mystic Palm Jutsu]] dice pool, and you lose half as many chakra points (rounded up) to maintain [[Path of the Healer (Shinobi World Supplement)|Mitotic Regeneration Jutsu]]. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
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'''Tsurushi Clan'''<br />
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You hail from a clan of rubbery shinobi. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.<br />
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'''Uchiha Clan'''<br />
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You hail from the progenitors of the [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Sharingan. At the beginning of your turn while you have any dojutsu active, you may spend 1 chakra to gain a +1 bonus to your attack rolls, damage rolls, and saving throw DCs until the end of your turn.<br />
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'''Umino Clan'''<br />
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You hail from a clan of great teachers and comrades. As an action, any creatures of your choice that can see or hear you may add 1d4 to any one d20 roll within the next 10 minutes. You may do this a number of times equal to your {{5a|int}} modifier, regaining all uses at the end of a long rest.<br />
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'''Uzumaki Clan'''<br />
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You hail from a clan distantly related to Asura and Hashirama Senju, known for their physical resilience. You gain the following benefits:<br />
*You automatically succeed on the saving throw incurred by tailed beast extraction, but still suffer the aftereffects. <br />
*Your chakra point maximum increases by twice your proficiency bonus.<br />
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'''Yakushi Clan'''<br />
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You hail from a clan of medical nin with expertise in genetic modification, rather than healing. Choose one biology path. If you gain this path, you are not limited by implantation. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
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'''Yamanaka Clan'''<br />
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You hail from the progenitors of the [[Path of the Mind (Shinobi World Supplement)|Path of the Mind]]. When a creature makes a {{5a|cha}} saving throw against your [[Path of the Mind (Shinobi World Supplement)|Mind Body Switch]] jutsu, you may spend chakra to grant them an equal penalty to the saving throw to a maximum of your proficiency bonus.<br />
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'''Yanagikage Clan'''<br />
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You hail from a clan that is skilled in wielding hidden weapons. You may draw a weapon as part of making an attack.<br />
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'''Yūhi Clan'''<br />
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You hail from a clan known for their skilled genjutsu use. When you cast a genjutsu that fails to affect the target, you regain half the chakra spent. If you gain the Genjutsu Expert feat, you may learn path unique genjutsu without taking their prerequisite path.<br />
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'''Yoimura Clan'''<br />
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You hail from a clan cursed with fading memories. Your {{5a|int}} score decreases by -2, but you may take any one [[#Ninja Feats|Ninja Feat]] or [[#Shinobi Path Feats|Shinobi Path Feat]] regardless of its level or ability score requirements.<!--Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|str}} and {{5a|dex}} increase by a total of +3.--><br />
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'''Yota Clan'''<br />
<br />
You hail from a clan of traveling shinobi naturally capable of controlling the weather. As a ritual for 1 hour, you may cast [[5e SRD:Control Weather|Control Weather]] without components or spell slots.<br />
<br />
<br />
'''Yotsuki Clan'''<br />
<br />
You hail from a clan of Hidden Cloud Village shinobi known for their unbreakable pride in their allies. Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|con}} and {{5a|cha}} increase by a total of +3.<br />
<br />
<br />
'''Yuki Clan'''<br />
<br />
You hail from a clan of persecuted Kekkei Genkai users. You gain use of [[Ice Style (Shinobi World Supplement)|Ice Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
<br />
<br />
'''Zetsu Clan'''<br />
<br />
Your very existence was molded by [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. Your type is plant instead of humanoid, you must choose [[Path of Mutation (Shinobi World Supplement)|Path of Mutation]] at 3rd level, and you may use {{5a|con}} as your casting ability for any Path of Mutation features and unique jutsu.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Shinobi World (5e Campaign Setting)|Shinobi World]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]<br />
[[Category:5e]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Saiyan_fighter,_3rd_variant_(5e_Class)&diff=1761392Saiyan fighter, 3rd variant (5e Class)2023-09-07T17:52:39Z<p>Plywood tank: just marking it for deletion. ive abandoned this project.pretty mid and unbalanced.</p>
<hr />
<div>{{abandoned|23:47, 27 August 2023 (MDT)|Issue(s) unaddressed for over a year.}}<br />
{{needsbalance|Almost identical to [[Saiyan Fighter, 2nd Variant (5e Class)]] but with earlier acquisition of features.}}<br />
{{Copyright Disclaimer|owner=Toei Animation|franchise=Dragon Ball}}<br />
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<br />
==Saiyan Fighter== <br />
<br />
Saiyan fighers are those trained in the art of destroying their foes with devastating blows and powerful ki attacks. These expert warriors originated from the planet Vegeta, where constant fights and immense gravity are common place. They are fighters at heart, absolutely vicious in battle, and are quick to anger.<br />
<br />
===Creating a Saiyan Fighter===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/7/72/Gohan%2C_all_depictions%2C_2014.jpg|A saiyan that has become a Super Saiyan. Akira Toriyama }}<br />
<br />
When making a saiyan figher, think about how you grew up. Were you trained since childhood to be a fighter? Or do you have other interests mixed into your life? Think about what goals you would have. Do you want to become powerful to gain something, protect someone, or do you just want to fight strong opponents?<br />
<br />
;Quick Build<br />
You can make a saiyan fighter quickly by following these suggestions. First, choose the [[Saiyan (5e Race)|saiyan]] race. Second, {{5a|str}} should be your highest ability score, followed by {{5a|con}}, then {{5a|dex}}.<br />
<br />
{{5e Class Features<br />
|name=Saiyan Fighter<br />
|summary=Powerful warriors capable of surpassing their limits with powerful transformations. <br />
|hd=8<br />
|spellcasting=<br />
|armor=None<br />
|weapons=Simple weapons<br />
|tools=None<br />
|saves={{5a|str}}, choose 1 other save<br />
|skills=Choose three from {{5s|Athletics}}, {{5s|Acrobatics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Nature}}, and {{5s|Survival}}<br />
|item1a=training gi<br />
|item1b=common clothes<br />
|item1c=[[Battle Armor, Variant (5e Equipment)|battle armor]]<br />
|item2a=any two simple weapons<br />
|item2b= [[Scouter (5e Equipment)|A Scouter]]<br />
|item3a=A dungeoneer's pack<br />
|item3b=An explorer's pack<br />
|wealth=2d4 x 10 gp<br />
|classfeatures1=[[#Ki|Ki]], [[#Martial Arts|Martial Arts]], [[#Unarmored Defense|Unarmored Defense]], [[#Ki Blast|Ki Blast]], [[#Unarmored Movement|Unarmored Movement]]<br />
|classfeatures2=[[#Training|Training]], {{inpage|Oozaru}}<br />
|classfeatures3={{inpage|Saiyan Archetype}}<br />
|classfeatures4=[[#Ki Strike|Ki Strike]]<br />
|classfeatures5=[[#Extra Attack|Extra Attack]], [[#Energy Detection|Energy Detection]]<br />
|classfeatures6={{inpage|Saiyan Archetype}}, ,<br />
|classfeatures7=[[#Flight|Flight]], [[Evasion]], {{inpage|Saiyan Archetype}}<br />
|classfeatures8= {{inpage|Super Saiyan}}<br />
|classfeatures9={{inpage|Saiyan Archetype}}, [[#Unarmored Movement|Unarmored Movement]]<br />
|classfeatures10=[[#Ki Charge|Ki Charge]], <br />
|classfeatures11=<br />
|classfeatures12= {{inpage|Super Saiyan 2}}<br />
|classfeatures13={{inpage|Limit Break}}<br />
|classfeatures14={{inpage|Saiyan Archetype}}, <br />
|classfeatures15={{inpage|Endurable}}<br />
|classfeatures16= {{inpage|Super Saiyan 3}}<br />
|classfeatures17={{inpage|Saiyan Archetype}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=, {{inpage|Golden Oozaru}}, {{inpage|Saiyan Archetype}}<br />
<br />
|extrasonleft=3<br />
|extra1_name=Ki Points<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
<br />
|extra2_name=Martial Arts<br />
|extra2_1=1d4<br />
|extra2_2=1d4<br />
|extra2_3=1d4<br />
|extra2_4=1d4<br />
|extra2_5=1d6<br />
|extra2_6=1d6<br />
|extra2_7=1d6<br />
|extra2_8=1d6<br />
|extra2_9=1d6<br />
|extra2_10=1d8<br />
|extra2_11=1d8<br />
|extra2_12=1d8<br />
|extra2_13=1d8<br />
|extra2_14=1d8<br />
|extra2_15=1d10<br />
|extra2_16=1d10<br />
|extra2_17=1d10<br />
|extra2_18=1d10<br />
|extra2_19=1d10<br />
|extra2_20=2d6<br />
<br />
|extra3_name=Flying Speed<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
|extra3_5=-<br />
|extra3_6=-<br />
|extra3_7=10 Feet<br />
|extra3_8=10 Feet<br />
|extra3_9=10 Feet<br />
|extra3_10=15 Feet<br />
|extra3_11=15 Feet<br />
|extra3_12=15 Feet<br />
|extra3_13=20 Feet<br />
|extra3_14=20 Feet<br />
|extra3_15=20 Feet<br />
|extra3_16=20 Feet<br />
|extra3_17=25 Feet<br />
|extra3_18=25 Feet<br />
|extra3_19=25 Feet<br />
|extra3_20=30 Feet<br />
<br />
|extra4_name=Unarmored Movement<br />
|extra4_1=-<br />
|extra4_2=+10 Feet<br />
|extra4_3=+10 Feet<br />
|extra4_4=+10 Feet<br />
|extra4_5=+10 Feet<br />
|extra4_6=+15 Feet<br />
|extra4_7=+15 Feet<br />
|extra4_8=+15 Feet<br />
|extra4_9=+15 Feet<br />
|extra4_10=+20 Feet<br />
|extra4_11=+20 Feet<br />
|extra4_12=+20 Feet<br />
|extra4_13=+20 Feet<br />
|extra4_14=+25 Feet<br />
|extra4_15=+25 Feet<br />
|extra4_16=+25 Feet<br />
|extra4_17=+25 Feet<br />
|extra4_18=+30 Feet<br />
|extra4_19=+30 Feet<br />
|extra4_20=+30 Feet<br />
}}<br />
<br />
<br />
<br />
==== Ki ====<br />
<br />
Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of Ki Points. Your Ki points are calculated by adding the Ki Points column of the Saiyan Fighter table.<br />
You can spend these points to fuel various Ki Features and Special Attacks. You start knowing Seven such features: Flurry of Blows, Perfect Dodge, Stand Ground, Ki Jump, Ki Surge and Ki Dash. You learn more ki features as you gain levels in this class.<br />
When you spend a Ki Point, it is unavailable until you finish a long rest, at the end of which you regenerate all expended ki.<br />
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
;Ki effect save DC = 8 + your proficiency bonus + your Strength modifier<br />
;Ki attack modifier = your proficiency bonus + Strength modifier<br />
;If you are attacked while charging a feature, you must succeed a concentration saving throw. <br />
<br />
;Flurry of Blows - <br />
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.<br />
<br />
;Perfect Dodge - <br />
You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.<br />
<br />
;Stand Ground - <br />
You can spend 1 ki point to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.<br />
<br />
;Exchange Blows -<br />
When you are attacked, you can spend 2 ki as a reaction to make an unarmed attack.<br />
<br />
;Ki Jump -<br />
You may spend 1 Ki point and use a bonus action to make a jump kick at an enemy 30 feet or less away,making one unarmed strike.<br />
<br />
;Ki Surge -<br />
You may spends 10 Ki points to activate Ki Surge,letting you have another action on your turn.<br />
<br />
;Ki Dash -<br />
You may spend 2 Ki points and forfeiting your action and bonus action to Dash forwards at 4x your movement speed,passing through enemies with them taking opportunity attacks at disadvantage.<br />
<br />
==== Martial Arts ====<br />
<br />
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:<br />
<br />
;You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Ki Fighter levels, as shown in the Martial Arts column of the Saiyan Fighter table.<br />
<br />
;When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.<br />
<br />
==== Unarmored Defense ====<br />
<br />
At 1st level while not wearing armor your AC equals 10 + Strength Modifier + Constitution Modifier.<br />
<br />
==== Ki Blast ====<br />
<br />
At 1st level you can manifest a Ki blast from either hand at any single opponent within range for 1d8 + Strength modifier. This spell's damage increases by 1d8 when you reach 5th level (2d8), and 11th level (3d8). The range of this attack is equal to 30 ft. plus your Flight Speed, as shown in the Flight Speed column of the Ki Fighter chart. This spell is also subject to the extra attack feat,as an action you may charge the attack and increase the damage by 1d8 per round.<br />
<br />
==== Training ====<br />
<br />
At 2nd level, you can take ten hours to train and make a DC 10+1/2 your Proficiency bonus+your Constitution modifier Athletics check. This training must be all at once. After training, either your Strength, Dexterity, Wisdom, or Constitution increases by +2 for 4d20 hours. If you train again before the previous training bonus has worn off, you may redistribute the +2 to +1s in two stats and reset the time limit, but you can only benefit from one training session at a time.<br />
<br />
====Unarmored Movement====<br />
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain saiyan fighter levels, as shown in the table.<br />
<br />
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.<br />
<br />
====Oozaru====<br />
<br />
At 2nd level, your Saiyan blood leads to a bizarre transformation. You must have your saiyan tail for the following to take effect. Every full moon, you must make a Constitution or Intelligence saving throw to avoid looking at it. If you look at the moon voluntarily or fail the saving throw, your body transforms into an oozaru. You become a giant ape, as on page 323 of the Monster Manual, and you lose all conditions and magical effects of your choice, except Exhaustion. At the beginning of each turn, you must make an Intelligence or Wisdom saving throw DC 10+prof mod. On a failure, you must attack the closest creature within 120 feet. Creatures must make a DC 18 Intelligence saving throw to learn that you need your tail to transform. Your tail has 1/4 of your maximum hit points, and occupies one space of your choosing that you cover. If your tail is destroyed or the night ends, you revert to your normal state and you must succeed a DC 15 Constitution saving throw. On a failure, you are unconscious for 1 hour.<br />
<br />
==== Saiyan Archetype ====<br />
<br />
Upon reaching the 3rd level Saiyan Fighters must choose an archetype.<br />
<br />
You gain additional features at 6th, 7th, 9th, 14th, 17th and 20th level<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Ki-Empowered Strikes====<br />
Starting at 4th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Energy Detection ====<br />
Beginning at 5th level, you have advantage on Perception checks for tracking down another creature, as long as they are still alive and fully organic.<br />
<br />
==== Evasion ====<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Flight ====<br />
<br />
At 7th level you gain the ability to use your Ki to fly or levitate short distances. As you gain levels 10th, 15th, 17th, and 20th the distance you may travel increases. You can activate this technique as a bonus action. This technique remains active until you either run out of Ki points or choose to deactivate it as another bonus action. You must have at least 1 Ki point to activate this ability<br />
<br />
==== Ki Charge ====<br />
At 10th level, you can regain ki. In place of a turn, you can regain an amount of ki using your unarmed damage die. You regain use of this feature at the end of a long rest.<br />
<br />
==== Super Saiyan ====<br />
<br />
At 8th level, you gain the Super Saiyan transformation. You can expend 2 ki points to transform as a bonus action to enter this form. While a Super Saiyan, your now fiery golden hair stands on end, your irises and pupils become a pale cyan, and you gain a visible ki aura. <br />
Optionally, you may talk with your DM on how you unlock this transformation, even with the possiblity of gaining it earlier than level 8.<br />
While transformed, you gain the following features:<br />
*Your unarmed strikes deal +1 damage die for every base existing die.<br />
*Your {{5a|str}} and {{5a|con}} increases by +2, and so does it's cap.<br />
*Your aura radiates bright light for 10 feet and dim light for another 10 feet. <br />
*You and creatures within 20 feet of you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks.<br />
<br />
You may only use this transformation once, regaining use at the end of a long rest. At 11th level, you master the transformation and no longer need ki to transform into it,nor does it have a time limit<br />
<br />
This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are reduced to 0 hit points or ki points, or go {{5c|Unconscious}}.<br />
<br />
==== Limit Break ====<br />
At 13th level, you can push yourself past your limits. Your Strength, Dexterity, Wisdom, and Constitution maximums increase by +2. When you are under 1/4 of your hit point maximum, your Strength, Dexterity, Wisdom and Constitution increases by +2, to a maximum of 24.<br />
<br />
==== Endurable ====<br />
Starting at 15th level, you have advantage on saving throws against being {{5c|Poisoned}}, {{5c|Petrified}}, and {{5c|Blinded}} and you gain advantage on your next unarmed attack against a creature that attempts to poison, petrify, or blind you.<br />
<br />
==== Super Saiyan 2 ====<br />
At 12th level, you can trancend the power of a Super Saiyan. You can transform from Super Saiyan 1 to 2 for 1 ki point as a bonus action. Leaving your Super Saiyan 1 form no longer requires a bonus action. Your hair becomes swept back by the immense force of your ki, and your aura gains electric sparks. This form lasts for 1 minute, after which you return to Super Saiyan.<br />
While in this form, you gain the following benefits in addition to those of Super Saiyan 1.<br />
*Your aura increases by 5 feet.<br />
*You gain proficiency in {{5a|con}} saving throws. <br />
*Your Movement and Flying increase by 5 feet<br />
*Ranged ki attacks deal 1 damage die extra of lightning damage.<br />
<br />
==== Super Saiyan 3 ====<br />
<br />
At 16th level, you gain the ability to go even further beyond. While in this form, your hair extends to just below your waist, and you lose your eyebrows. You can enter the Super Saiyan 3 form as an action for 3 ki point if you are already in Super Saiyan 2. You must spend 2 ki points every round after to maintain this form. You can not enter this form while below half of your total ki, but it can be maintained past this limit. You return to Super Saiyan 2 as a bonus action or when you are reduced to 0 ki points. While in this form, you gain the following benefits in addition to those of Super Saiyan 2. <br />
*Your unarmed strikes deal +1 damage die for every existing die.<br />
*Your flying speed increases by 10 feet.<br />
*All abilities that use ki deal +1 damage die.<br />
*Your {{5a|str}} and {{5a|dex}} increases by +2. <br />
*Your {{5a|Con}} decreases by -2.<br />
*Your aura increases by 5 feet.<br />
<br />
==== Golden Oozaru ====<br />
At 20th level, you gain full access to your Oozaru power. You can benefit from both Oozaru and any Super Saiyan form simultaneously. You have disadvantage on saves to not attacking the closest creature while benefiting from both forms.<br />
Golden oozaru have a maximum Strength, Dexterity, and Constitution of 30.<br />
<br />
=Saiyan Archetypes=<br />
Features that require charging are considered fully charged on initiative count 20 x rounds after you use your action to begin charging, where x represents the listed number of rounds required to charge. Charging for “half a round” means charging costs an action, your movement, or half your movement and a bonus action. Firing a charged feature does not require an action. <br />
<br />
== Royal ==<br />
Royal saiyans, as the name would imply, are saiyans or royal decent. They often view others as lesser warriors simply by not being royal, even other saiyans. They have been known to murder allies simply for underperforming in combat, and view others as either subjects or corpses. <br />
<br />
====Superior Conditioning====<br />
At 3rd level, your royal lineage tailors you to become the perfect warrior. You gain Expertise in the Acrobatics and Athletics skills, you also gain +1 to attack rolls with your marital arts.<br />
<br />
====Galick Gun====<br />
At 6th level, you gain access to the Galick Gun, a beam that rivals the Kamehameha. It takes 1.5 turns to charge. It fires in a 60ft long and 20ft wide line. Every creature in its path must make a Constitution saving throw. If they fail, they take 8d10 radiant damage, but if they succeed they take half damage. You can expend 1 additional ki to increase this damage by 8d10 at 9th and 11th level. Each additional ki increases its charge time by 0.5 turns. (Costs 5 ki points)<br />
<br />
====Gravity Rune Training====<br />
At 7th Level, your royal status allowed you to increase the benefits of training. You gain a +1 to attack rolls with your martial arts after training for a full 20 hours.<br />
<br />
====Power Ball====<br />
At 9th level, you can create a Power Ball. This ball replicates the Blutz waves that a full moon emits, transforming any saiyans within 120 feet into an Oozaru. Every non-saiyan creature within 120 feet has advantage on their first damage roll each turn. It can be thrown up to 60 feet in any direction where it hovers for 1 minute, until you ordered it to return to you, or it is destroyed. It has 12 AC and 10 hit points. (Costs 6 ki points)<br />
<br />
Additionally, you no longer need to make saving throws to control your Oozaru form, even in the event of a full moon.<br />
<br />
====Big Bang Attack====<br />
At 14th level, you learn the Big Bang Attack. You fire a ki blast up to 120ft that deals 12d10 radiant damage. Every creature within a 30ft radius of the target is hit and must make a Dexterity save, taking half damage on a success. This damage decreases by 1 die for every 5 feet away from the initial target they are. (Costs 10 ki points)<br />
<br />
====Final Flash====<br />
At 17th level, you can fire the Final Flash. It must charge for one turn. This attack fires out a massive ki blast that is 120ft long and 60ft wide. This attack costs your all current ki points. Every creature in range must make a Constitution saving throw. On a fail, they take (ki spent x 2)d20 radiant damage. On a success, they take half. This circumvents features that reduce all/half effects to half/none. You take 1d6-your {{5a|con}} modifier levels of exhaustion immediately after using this.<br />
<br />
====Final Sacrifice====<br />
At 20th level, as a full round action, you may charge up and release a massive self sacrificing blast of ki from your body. Every creature in a 240 feet + 20 feet for every point of ki radius takes the amount of ki you have remaining x 2d20 damage. Creatures can not have immunity, resistance, or vulnerability to this damage. After this feature is used, you die instantly and your form crumples to ash. You may only be revived using True Resurrection or a Wish spell.<br />
<br />
== Warrior ==<br />
Saiyan warriors are often lower class saiyans. As members of a warrior race, they love to fight, often partaking in sparing matches with friends and seeking out enemies. <br />
<br />
====Meteor Combo====<br />
At 3rd level, you can deal a series of blows in quick succession. When you take the attack action using only unarmed attacks, you gain 1 additional attack in exchange for decreasing your damage die 1 tier. <br />
<br />
====Kamehameha====<br />
At 6th level, you learn the Kamehameha. As an action, you begin to charge. For your next two turns, you can only charge and change the aim of your kamehameha by turning your body. When kamehameha is unleashed, it fires a massive blue ki wave 60ft long and 30ft wide in a straight line. Every creature in its path must make a Constitution saving throw. If they fail they take 8d10 radiant damage, but if they succeed they take half damage. You can charge for an additional round to increase the dice to 10d10 at 9th level (3 turns), 12d10 at 14th (4 turns), and finally 16d10 at 17th (5 turns). (Costs 5 ki points+1 for each additional round charging)<br />
<br />
====Dragon Fist====<br />
At 7th level, you learn the dragon fist. As an action, you may spend ki to charge forwards at a creature, fist ready. A dragon of ki forms around you as you move, forcing all creatures of your choosing within 5 feet of your path to make a Dexterity or Constitution save or be knocked prone. The distance of this attack is a base 60 feet + 10 feet for every additional ki point you spend on the attack. When you reach your target, you make one unarmed attack with advantage, however when rolling damage, you deal 1 additional die of damage for every additional point of Ki spent on the attack. On impact, the dragon leaves you and slams into the target making it get pushed back 10 feet + 1d10 feet for every ki point spent in total for the move. (Ki cost base 3)<br />
<br />
====Spirit Bomb====<br />
At 9th level, you have mastered the Spirit Bomb. By calling on the Ki of every living thing, you can create a bomb on immense energy. For every round spent charging the bomb, it gains 2d10 force damage. You can gather and control energy up to your Strength score x 2d10, afterwards you must make a DC 15 + (number of d10 above your maximum) Strength saving throw or have the bomb dissipate, loosing all the energy stored inside. If you are in a Saiyan transformation, the amount of d10 you can control is decreased by 20. <br />
<br />
If you are attacked while controlling or charging the Spirit Bomb, you must make a DC 20 Wisdom saving throw to avoid loosing control of the Spirit Bomb. You have disadvantage if you are in a Saiyan transformation. Loosing control of the Spirit Bomb while charging results in it dissipating as described above.<br />
<br />
When you launch the Spirit Bomb, it moves at a pace of 30+the amount of d10 controlled feet at the beginning of your turn. The Spirit Bomb has a radius of 20ft, plus an additional 10ft per round charged after the first. If any part of the Spirit Bomb hits a corporeal object, including it's target, it explodes, all creatures and objects within 100ft of the Spirit Bomb's edge must succeed a DC 15+your Ki effect modifier Dexterity or Wisdom saving throw or take it's damage. Good creatures have advantage on this saving throw. <br />
<br />
You regain use of this feature at the end of a long rest.<br />
<br />
====Martial Arts Genius====<br />
At 14th level, you have mastered hand-to-hand combat. On unarmed critical hits, instead of dealing additional damage, you can choose to knock the opponent prone or grapple them. When using Meteor Combo, if all other attacks hit, your last attack has advantage.<br />
<br />
====Spirit Saiyan====<br />
At 17th level, you can bring the Spirit Bomb into your very being. You must charge a Spirit Bomb for at least 2 rounds. Instead of launching it, you absorb it. Any d10 stored in said Spirit Bomb enter a pool. You can expend any amount of d10 to increase your unarmed, ki blast, or Kamehameha damage or to heal yourself or others. Your aura increases by an amount of feet equal to 5 x the number of d10 you have stored. You can store as many d10 as twice your Strength modifier +2, after which you must succeed a DC 15+the amount of additional d10 Strength saving throw or the energy dissipates. Using this feature does use your use of Spirit Bomb. This can be used at the same time as other forms. Any stored d10 dissipate after 5 minutes. <br />
<br />
You regain use of this feature at the end of a long rest.<br />
<br />
====Universal Spirit Bomb====<br />
At 20th level, you are no longer limited in your control of the spirit bomb. You may now charge it indefinitely and no longer have to make saves to control the bomb. Taking damage does not cause it to dissipate, instead it remains in the air till you make an action to gain control of it again, For every 50 feet past 300 feet from the blast edge, damage taken by creatures from this is reduced by one tenth.<br />
<br />
== Legend ==<br />
Once every 1,000 years, a legendary saiyan is born. These Saiyans have a massive pool of incredibly powerful ki. This ki is nigh uncontrollable, often causing them to go berserk. <br />
<br />
====Powerful Ki====<br />
<br />
At 3rd level, your ki is directly pulled from your unending rage. Your ki blasts deal necrotic damage. In addition, you can spend 1 ki point to make your ki blasts also attack every creature within 5 feet of the target for half damage, you also gain and additional 1 ki per level retroactively.<br />
<br />
====Echos of the Legend====<br />
<br />
At 6th level, your ki begins to replicate the myth your kind created. As an action, you gain partial bonuses of a {{inpage|Super Saiyan}}. You must spend 1 ki point at the beginning of each turn to maintain this form.<br />
<br />
*Your unarmed strikes deal +1 damage die of your level.<br />
*Your aura radiates bright light for 10 feet and dim light for another 10 feet.<br />
*You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.<br />
<br />
====Eraser Cannon====<br />
At 7th level, as an action, you can use the Eraser Cannon, a massive ki blast that deals 1d10 necrotic damage for every point of Ki you charge into it. Every creature in a 10 + 5 per ki point foot sphere centered on a point no further than 30 + 10 per ki point feet from you must succeed a Constitution saving throw to take half damage. You may charge it for 0.5 a round to compress 1 point of ki into the blast a number of times equal to your Strength modifier. (Cost 3 Ki Points)<br />
<br />
====True Demon====<br />
<br />
At 9th level, pain and pleasure become mixed. When you take more than 7 damage from a single attack, you gain 1 ki points. If you are healed for more than 7 hit points from a single source, you lose 2 ki points, this does not effect hit dice healing or long rest.<br />
<br />
====Legendary Super Saiyan====<br />
<br />
At 14th level, your rage wreaths your Super Saiyan forms in green ki. As a bonus action, you can enhance the Super Saiyan form you are in for 1 ki. For every turn you use this enhanced form, you must spend 1 ki and must make 2 Wisdom saving throws at the beginning of your turn. If the first is a failure, you must spend +1 ki every turn, to a maximum of +5. The second’s DC is your spell save DC+twice the amount of ki spent using this form. If it is a failure, your next attack must be against the closest creature. While in this form, you gain the following features:<br />
*Your unarmed attack’s deal an additional 1 necrotic damage for every ki point spent maintaining this form. <br />
*Your ki blasts are always under the effect of Powerful Ki without spending the ki point.<br />
*Your aura increases by 10 feet.<br />
*The entirety of your aura is dim light.<br />
<br />
====Overflowing Power====<br />
<br />
At 17th level, you can harness your berserk state. While above half of your maximum ki points and using Legendary Super Saiyan, you may choose to go berserk in exchange for your action and bonus action. While berserk, you benefit from any form you were already in, as well as the following:<br />
*You must attack the Strongest creature within 240 feet. <br />
*You know the Strongest creature within 240 feet. <br />
*You deal double damage to objects. <br />
*You can not be {{5c|Frightened}}, and have advantage against being {{5c|Charmed}} and effects that would make you {{5c|Unconcious}}. <br />
*You have twice your normal maximum of Ki and you regain your maximum Ki Points when you enter this form. <br />
*This form lasts for 4d20 rounds or until you are knocked {{5c|Unconcious}}, {{5c|Charmed}}, killed, or run out of ki.<br />
*Your aura increases by 10 feet.<br />
*You spend 5 ki each turn on Legendary Super Saiyan.<br />
<br />
====Blaster Meteor====<br />
At 20th level, as an action, you may surrounded yourself with a shield of Ki. Until the beginning of your next turn, you gain a damage reduction of 30. At the beginning of your next turn, you launch a number of Ki blasts equal to your strength modifier x 10. The ki blasts are split evenly between all creatures within range to attack. (Costs 15 Ki Points)<br />
<br />
== Successor ==<br />
Successor saiyans came about when a disaster forced the few remaining saiyans to breed with humans. What they lack in the raw power of their forefathers, they make up in their ability to grow exponentially. <br />
<br />
====Masenko====<br />
At 3rd level, your ki blasts deal radiant damage. In addition, you gain the Masenko: a strong ki beam with a 30 foot long and a 10 foot wide line range that deals 2d8 radiant damage that can be used as an action. You can add an additional 1d8 damage at the cost of 1 additional ki point at 9th, 13th, and 17th level. (Costs 1 ki point)<br />
<br />
====Trained Ki====<br />
<br />
At 6th level, you use ki sparingly and efficiently. You may add your Wisdom modifier to your ki point maximum.<br />
<br />
====Flashes of Rage====<br />
At 7th level, when one of your allies drops to 0 hit points or dies, you may immediately take a turn. This can be done once, regaining use at the end of a long rest.<br />
<br />
====Hidden Ki====<br />
<br />
At 9th level, you know not to waste any ki. You can choose whether or not your transformations have an aura, and in turn its Stealth disadvantage.<br />
<br />
====Potential Unlocked====<br />
<br />
At 14th level, your limits are lessened. Your Strength, Dexterity, Wisdom, and Constituion score maximums increase by +2, as does one of their scores.<br />
<br />
====Mystical Ki====<br />
<br />
At 17th level, your ki resonates with that of the gods. While in any transformation, you gain resistance to necrotic damage as well as the following for 1 minute, regaining use at the end of a long rest.<br />
*Your ki now is much better suited for your abilities, you now spend half as much ki on all abilities for the same benefit.<br />
*Your speed and flying speed increase by 30 feet<br />
*You have +3 bonus to attack rolls on martial arts<br />
<br />
====Mystical Ki Fully Unlocked====<br />
At 20th level, Your ki seems to fully adapt to the mystic benefits fully. You gain all of the benefits of Mystical Ki permanently.<br />
<br />
== Traveler ==<br />
Travelers are similar to successors in that they are not pure-blooded saiyans. Having come from many places and even times, their abilities make use of their vast experience. <br />
<br />
====Ki-Blade====<br />
At 3rd level, you gain proficiency in a single one handed martial weapon. While wielding this martial weapon, you can choose do deal your unarmed damage die instead of its own, and it counts as an unarmed strike<br />
<br />
====Burning Attack====<br />
<br />
At 6th level, you can fire a ki blast that deals 3d8 fire damage to a single creature within 45 feet. You can spend 1 additional ki point to move 15 feet and make an unarmed strike as part of your action.(Costs 1 ki point)<br />
<br />
====Spirit of Vengance====<br />
At 7th level, when a friendly creature is reduced to 0 hit points, you gain the benefits of {{inpage|Super Saiyan}} until then end of your next turn. <br />
<br />
====Finish Buster====<br />
<br />
At 9th level, as an action, you can fire a beam of Ki in a 60 foot x 5 foot line as an attack roll. As a bonus action, if you are already grappling a creature, you can throw them 20 feet into the air on a successful grapple check, ending the grapple and gaining advantage on this feature’s attack roll. On a hit, they take 8d8 fire damage (Costs 4 ki)<br />
<br />
====Super Saiyan Grade 3====<br />
<br />
At 14th level, you can push your Super Saiyan power to the limit. While in Super Saiyan, as an action, your muscles gain a significant amount of mass and your hair becomes thicker. You can exit this form as a bonus action. You gain the following bonuses:<br />
*Your movement and flying speed decreases by 5 feet. <br />
*You add your Proficiency bonus to your damage rolls instead of your attack rolls. <br />
*Your Strength increases by +2. <br />
*At the beginning of your turn, you spend 2 ki. <br />
<br />
====Sword of Hope====<br />
<br />
At 17th level, you can charge your ki into your martial melee weapon for two turns. At the beginning of your third turn, your weapon’s damage die becomes 2d10. You must spend 1 ki each turn to maintain this.<br />
<br />
====Super Saiyan Rage====<br />
At 20th level, you may enter a Rage State. Your attacks now deal triple damage and you have a +5 to hit one creature selected when you initiate this form. You must spend 5 ki at the beginning of your turn to sustain this state. You regain 1/2 a use at the end of a long rest.<br />
<br />
==Soldier==<br />
Soldier saiyans, unlike warrior saiyans, do not fight for pleasure, but rather for power. They typically desire nothing more than to conquer planet after planet. <br />
<br />
====Unbridled Oozaru====<br />
At 3rd level, as a full turn action, you can transform into an oozaru regardless of time of day. While transformed in this way, you have disadvantage on the Intelligence or Charisma saving throw to avoid attacking the nearest creature. You can revert to your normal state at a full turn action.<br />
<br />
====Rebellion Spear====<br />
At 6th level, as an action and bonus action, you can move 30+your flying speed feet, taking half damage from opportunity attacks, after which you force every creature within a 15 foot x 5 foot line to make a Dexterity saving throw or take 6d8 lightning damage. (Costs 3 Ki Points)<br />
<br />
====Rising Strength====<br />
At 7th level, when a friendly creature is reduced to 0 hit points or killed, you become immune to all conditions until the end of your next turn. <br />
<br />
====Deflection====<br />
At 9th level, as a reaction, when you are targeted by a ranged attack, you can contest their attack roll with one of your own. On a success, you can make the same ranged attack against a different creature. If you are targeted by a spell-like effect that’s range is a line that requires a saving throw, you can choose to increase the DC for yourself by +3, decreasing by 1 for every additional ki point spend. On a success, you can change the direction of the remaining range. (Costs 3 Ki Points)<br />
<br />
====Oozaru Blast====<br />
At 14th level, as an action while you are an Oozaru, you can open your maw and fire a massive blast. Every creature in a 120 foot x 25 foot line must succeed a Dexterity saving throw or take 5d10 lightning damage. (Costs 5 Ki Points)<br />
<br />
====Time-Breaker====<br />
At 17th level, while above 2/3 your maximum hit points, you are immune to being charmed and frightened. When you become an Oozaru, you may choose what ability scores are effected. Becoming an Oozaru in this way does not change your size.<br />
<br />
====Visions of the Future====<br />
At 20th level, when you are killed by a creature, you may revert time 1d6 hours before you died, you may only use this ability a number of times equal to your Wisdom modifier. You can not regain uses for this feature.<br />
<br />
==Crusher==<br />
Crusher saiyans are mercenaries and pirates. They fight for neither king nor country, but rather for power. Those who work for them do so either out of fear or for their wealth. <br />
<br />
====Crusher Corp====<br />
At 3rd level, you gain proficiency in Persuasion checks and have advantage on such checks to haggle with mercenaries. <br />
<br />
====Spread-Shot Retreat====<br />
At 6th level, when you take the disengage action, you may make a ki-blast attack. <br />
<br />
====Sudden Storm====<br />
At 7th level, when you make a ki-blast attack, you can reduce its damage by 1 die tier (2d8>2d6>2d4>1d8) to attack an additional time. This can be done multiple times on a single attack, but you must spend 1 ki point for every other additional creature attacked past 3. <br />
<br />
====Kill Driver====<br />
At 9th level, you can fire a powerful ring of Ki. You must charge for 2 rounds. Every creature in a 120 foot line must succeed a {{5a|dex}} saving throw or take 6d12 radiant damage and are restrained, taking half damage and not being restrained on a success. If a creature fails this saving throw, the ring can not deal any damage additional creatures. Creatures that are Small or Tiny have advantage on this saving throw. (Costs 4 Ki Points)<br />
<br />
====Tree of Might Seed====<br />
At 14th level, you gain a single seed for the Tree of Might, an evil, life-eradicating tree. You may plant the seed. For every day it grows, it creates a 1 mile radius in which all life with a CR lower than 1/4 dies. The tree must grow a for 15 days before it produces a single fruit, after which consuming said fruit increases your Ki pool by the number of miles its dead zone grew and it ceases growing. If the seed is destroyed before the tree bears fruit, you must spend an entire day focusing your ki to create another. You may only create one tree that produces fruit.<br />
<br />
====Crusher Corp Captain====<br />
At 17th level, you gain proficiency, or expertise if you already have proficiency, in {{5a|Cha}} saving throws and Persuasion checks. <br />
<br />
====Fully Unleashed Tree of Might====<br />
At 20th level, you may plant a second tree of might seed. The tree’s growth is no longer restricted to 15 days, and kills creatures with a CR of 1 or lower. This tree produces endless Fruit of Might, with a new fruit being grown every 3 days. You may exchange 20 Ki Points from your maximum to increase an ability score by +2 permanently. Over the course of the various fruits growing, the DM may send stronger enemies as the Fruits are grown. Once the planet has been fully absorbed, a seed will be formed from the now dead tree for you to take.<br />
<br />
==Brute==<br />
Saiyan brutes fight with overwhelming strength out of a sense of duty, often disguising a deep fear of their superiors.<br />
<br />
==== Heavy Finish ====<br />
At 3rd level, as part of a successful unarmed strike, you may spend 2 Ki Points to force the target to succeed a Dexterity saving throw or become {{5c|stunned}} until the end of their next turn.<br />
<br />
==== Arm Break ====<br />
At 6th level, as part of a successful unarmed strike, you may spend 3 Ki Points to force the target to succeed a Strength saving throw or have their arm broken, removing their ability to use it until the end of their next long rest or until they are subject to [[5e SRD:Greater Restoration|Greater Restoration]].<br />
<br />
==== Break Cannon ====<br />
At 7th level, you can spend 1 Ki Point as part of a Ki Blast to negate disadvantage and the need to have a free hand by firing it from your mouth.<br />
<br />
====Saibamen====<br />
At 9th level, as an action, you can convert a normal seed of any kind into a saibaman seed for 5 ki points. When planted as an action, it becomes a [[Saibaman (5e Creature)|saibaman]] at the end of your next turn. You may have up to 3 saibamen alive at once. They are allied to you, but not charmed by you. Each saibaman lasts for 1 minute, after which they die instantly.<br />
<br />
==== Blazing Storm ====<br />
At 14th level, as an action, you create a 15 ft. radius explosion anywhere within 90 ft. of you. Every creature within range must attempt a Constitution saving throw. On a failure, they take 5d10 force damage. You may charge this for 1 round without spending additional ki to double its range or damage. (8 Ki Points)<br />
<br />
==== Double Sunday ====<br />
At 17th level, you learn the Big Bang Attack. You fire a ki blast up to 120ft that deals 2d10 radiant damage. Every creature within a 30ft radius of the target is hit and must make a Dexterity saving throw, taking half damage on a success. This damage decreases by 1 die for every 5 feet away from the initial target they are. You may do this twice on a single action, doubling its cost. (Costs 4 ki points)<br />
<br />
==== Saibamaster ====<br />
At 20th level, you can have any number of saibamen alive at a time, they last until the end of your next long rest, and they are {{5c|charmed}} by you.<br />
<br />
==Evil Saiyan==<br />
Evil saiyans are an ancient breed, dating back to the oldest eras of the Saiyan race. In some respects, they are the truest form of saiyan, having the raw strength all saiyans strive for. At your DM’s behest, your alignment must be Evil to take this archetype. <br />
<br />
====Dèsastre Claw====<br />
At 3rd level, as a bonus action, you can create a pair of hands made of Ki. While this is active, your unarmed strikes have an additional 5 feet of reach, deal necrotic damage, and do not have disadvantage while restrained. You must spend 1 ki every minute to keep this active.<br />
<br />
====Bloodlust====<br />
At 6th level, when you enter combat alone against a creature with a CR higher than your own, you can choose to regain 1 ki point at the beginning of your turn. To use this feature again, it must recharge (5-6).<br />
<br />
====Shadow Tail====<br />
At 7th level, for 1 ki point you can regrow your tail. While you have your saiyan tail, you gain proficiency or expertise in Intimidation. <br />
<br />
====Dèsastre Eraser====<br />
At 9th level, as a full turn action, you can charge a large blast of dark ki. You can create up to 2 blasts, 4 while {{inpage|Dèsastre Claw}} is active. Each blast can hit a different target within 120 feet as a ranged ki attack, dealing 3d8 necrotic damage on a hit. Every creature within 10 feet of a successfully hit creature takes damage as well, decreasing by 1d8 for every 5 feet. (Costs 3 ki per Blast)<br />
<br />
====Super Saiyan Berserk====<br />
At 14th level, while in a Super Saiyan form, you can corrupt a creature within 60 feet as an action. They gain the effects of {{inpage|Super Saiyan}}, even if they are already in a saiyan form, and must succeed a Charisma saving throw or attack the closest creature within 120 feet that is not you. They can repeat the saving throw at the end of each turn. This last for 10 minutes or until they are unconscious. (Costs 4 Ki Points)<br />
<br />
====Savagery====<br />
At 17th level, when you are reduced to 0 hit points, you may instead drop to 1 hit point and gain a damage threshold of 5 for 1 minute. You may use this once, regaining use at the end of a short rest. <br />
<br />
====Super Saiyan 3 Full-Power====<br />
At 20th level, while using Super Saiyan 3, you do not lose ki at the end of your turn and you can maintain it for up to 10 minutes at a time.<br />
<br />
----<br />
<br />
==Variant Features==<br />
<br />
===Non-Transformation Variant Features===<br />
The following take the place of the saiyan transformations. If you take one of the following features, you must take the later level ones as well. <br />
<br />
==== Trained Fighter ====<br />
Starting at 6th level, you have become an expert martial artist, and through training, your body and mind have become increasing hardened and astute, granting you the following benefits. <br />
*You may reroll one damage die on your turn and must use the new roll.<br />
*You are immune to the effects of extreme weather as described in chapter 5 of the Dungeon Master’s Guide.<br />
*You gain proficiency in the {{5s|Athletics}} skill, and if you already have proficiency in it, your proficiency bonus is doubled for any {{5a|str}} ({{5s|Athletics}}) check you make.<br />
<br />
====Retaliatory Strike====<br />
Starting at 12th level, whenever you use the {{inpage|Stand Ground}} or {{inpage|Perfect Dodge}} features as a bonus action, you gain an additional reaction, in which you may shoot a {{inpage|Ki Blast}} or make an unarmed strike against the creature that made an attack against you.<br />
<br />
====Ki Peak====<br />
Starting at 16th level, you have honed your ki to the point of perfection, allowing you to enter a state of unrivaled power. As a bonus action, you may enter Ki Peak for 1 minute. You regain use of this feature after you finish a long rest. While in Ki Peak, you gain the following benefits:<br />
*At the start of your turn, you gain 10 {{5e|Temporary Hit Points}} and you regain 1 ki point.<br />
*You can not have disadvantage on attack rolls with your unarmed strikes or with ranged spell attacks with {{inpage|Ki Blast}} and subclass techniques. <br />
*You may use this a second time without taking a long rest if you are attacking a CR 21 or greater creature at your DMs discretion.<br />
<br />
===Other Variant Features===<br />
====Natural Prodigy====<br />
Your Martial arts are seemingly above and beyond that of your peers,You may take this feat in place of an {{inpage|Ability Score Increase}}.<br />
When you make a unarmed attack you may add half of your level to damage rounded down,as well as gaining a +1 to attack.<br />
When you use Flurry of blows you may attack an extra time.<br />
<br />
====Strength of Body====<br />
You may take this feat in place of an {{inpage|Ability Score Increase}}. The user’s maximum Ki Points increase by an amount equal to their level + their Strength modifier<br />
<br />
====Perfected Super Saiyan====<br />
At 12th or 16th level, in place of Super Saiyan 2 or 3, entering Super Saiyan no longer consumes uses gained at the end of a long rest. If this is taken at 16th level, you can not gain Super Saiyan 3. <br />
<br />
====Super Saiyan Power====<br />
After one has obtained {{inpage|Super Saiyan}}, in place of an {{inpage|Ability Score Increase}}, they may take this feature. You can expend 1 ki point to transform as a bonus action to enter this form. You are cloaked in a golden aura as your hair is swept up similar to Super Saiyan, but lacking the golden hair or cyan eyes. While transformed, you gain the following features:<br />
*Your unarmed strikes deal +1 damage.<br />
*Your {{5a|str}} and {{5a|con}} increases by an additinal +2, and so does its cap.<br />
*Your aura radiates bright light for 10 feet and dim light for another 10 feet. <br />
*You and creatures within 20 feet of you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks.<br />
*You can transform into {{inpage|Super Saiyan}} for 1 ki as a free action and revert to this form from Super Saiyan 1, 2, or 3 as a bonus action. <br />
<br />
At 14th level, you master the transformation and no longer need ki to transform into it.<br />
<br />
This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are reduced to 0 hit points or ki points, or go {{5c|Unconscious}}. You may use this a number of times equal to your Constitution modifier, regaining all uses at the end of a long rest.<br />
<br />
====False Super Saiyan====<br />
At 1st level, you may take a feature allowing you to gain a false state of the super saiyan transformation under certain conditions<br />
<br />
*1. All of your party must be downed or below 1/4 their maximum health<br />
*2. You have 1 or more Ki remaining<br />
*3. [[Saiyan (5e Race)|Further Beyond]] must have already been used<br />
If all conditions are met, you may enrage and transforms into the false super saiyan state as a bonus action or reaction. Your hair flares up, you gain a red aura as your eyes go white, and your body bulges as it uses latent power it should not be able to access.<br />
While in this State you gain the following benefits and downsides<br />
*Your unarmed damage is doubled <br />
*Your speed increases by 10 feet<br />
*You have unlimited ki in this form<br />
*You lose all conditions and magical effects of your choice, except Exhaustion<br />
*Your health may go below 0 and you will remain standing, however doing so will increase the severity of the downsides as follows<br />
=====Downsides=====<br />
*At the beginning of every turn spent in this form, your Strength, Dexterity and Constitution decrease by 1. If you are below 0 hitpoints, they decrease by 2.<br />
*Taking damage when below 0 while in this form further decreases your Constitution by 1/10 the damage taken rounded down. <br />
*You leave this form at the end of combat automatically<br />
*You are Paralyzed from the neck down until you complete a long rest once you have left the form<br />
*You may regain one point of Strength, Dexterity and Constitution at the end of each long rest<br />
<br />
====Past Level 20====<br />
If you wish to further increase your power as a saiyan to absurd heights, consider the [[Ascended Saiyan, Variant (5e Class)]].<br />
<br />
=== Multiclassing ===<br />
<br />
A DM can choose whether the [[Saiyan (5e Race)]] is a requirement for this class. If a PC wants to use this class without being a saiyan, use the variant features above.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the saiyan fighter class, you must meet these prerequisites: {{5a|str}} of 13 and {{5a|con}} of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the saiyan fighter class, you gain the following proficiencies: none.<br />
<br />
(This class is based off of an existing class called saiyan fighter, variant all credit goes to that, this is just my edits of it)<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Saiyan_fighter,_3rd_variant_(5e_Class)&diff=1761390Saiyan fighter, 3rd variant (5e Class)2023-09-07T17:51:20Z<p>Plywood tank: </p>
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<div>{{abandoned|23:47, 27 August 2023 (MDT)|Issue(s) unaddressed for over a year.}}<br />
{{needsbalance|Almost identical to [[Saiyan Fighter, 2nd Variant (5e Class)]] but with earlier acquisition of features.}}<br />
{{Copyright Disclaimer|owner=Toei Animation|franchise=Dragon Ball}}<br />
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<br />
==Saiyan Fighter== <br />
<br />
Saiyan fighers are those trained in the art of destroying their foes with devastating blows and powerful ki attacks. These expert warriors originated from the planet Vegeta, where constant fights and immense gravity are common place. They are fighters at heart, absolutely vicious in battle, and are quick to anger.<br />
<br />
===Creating a Saiyan Fighter===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/7/72/Gohan%2C_all_depictions%2C_2014.jpg|A saiyan that has become a Super Saiyan. Akira Toriyama }}<br />
<br />
When making a saiyan figher, think about how you grew up. Were you trained since childhood to be a fighter? Or do you have other interests mixed into your life? Think about what goals you would have. Do you want to become powerful to gain something, protect someone, or do you just want to fight strong opponents?<br />
<br />
;Quick Build<br />
You can make a saiyan fighter quickly by following these suggestions. First, choose the [[Saiyan (5e Race)|saiyan]] race. Second, {{5a|str}} should be your highest ability score, followed by {{5a|con}}, then {{5a|dex}}.<br />
<br />
{{5e Class Features<br />
|name=Saiyan Fighter<br />
|summary=Powerful warriors capable of surpassing their limits with powerful transformations. <br />
|hd=8<br />
|spellcasting=<br />
|armor=None<br />
|weapons=Simple weapons<br />
|tools=None<br />
|saves={{5a|str}}, choose 1 other save<br />
|skills=Choose three from {{5s|Athletics}}, {{5s|Acrobatics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Nature}}, and {{5s|Survival}}<br />
|item1a=training gi<br />
|item1b=common clothes<br />
|item1c=[[Battle Armor, Variant (5e Equipment)|battle armor]]<br />
|item2a=any two simple weapons<br />
|item2b= [[Scouter (5e Equipment)|A Scouter]]<br />
|item3a=A dungeoneer's pack<br />
|item3b=An explorer's pack<br />
|wealth=2d4 x 10 gp<br />
|classfeatures1=[[#Ki|Ki]], [[#Martial Arts|Martial Arts]], [[#Unarmored Defense|Unarmored Defense]], [[#Ki Blast|Ki Blast]], [[#Unarmored Movement|Unarmored Movement]]<br />
|classfeatures2=[[#Training|Training]], {{inpage|Oozaru}}<br />
|classfeatures3={{inpage|Saiyan Archetype}}<br />
|classfeatures4=[[#Ki Strike|Ki Strike]]<br />
|classfeatures5=[[#Extra Attack|Extra Attack]], [[#Energy Detection|Energy Detection]]<br />
|classfeatures6={{inpage|Saiyan Archetype}}, ,<br />
|classfeatures7=[[#Flight|Flight]], [[Evasion]], {{inpage|Saiyan Archetype}}<br />
|classfeatures8= {{inpage|Super Saiyan}}<br />
|classfeatures9={{inpage|Saiyan Archetype}}, [[#Unarmored Movement|Unarmored Movement]]<br />
|classfeatures10=[[#Ki Charge|Ki Charge]], <br />
|classfeatures11=<br />
|classfeatures12= {{inpage|Super Saiyan 2}}<br />
|classfeatures13={{inpage|Limit Break}}<br />
|classfeatures14={{inpage|Saiyan Archetype}}, <br />
|classfeatures15={{inpage|Endurable}}<br />
|classfeatures16= {{inpage|Super Saiyan 3}}<br />
|classfeatures17={{inpage|Saiyan Archetype}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=, {{inpage|Golden Oozaru}}, {{inpage|Saiyan Archetype}}<br />
<br />
|extrasonleft=3<br />
|extra1_name=Ki Points<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
<br />
|extra2_name=Martial Arts<br />
|extra2_1=1d4<br />
|extra2_2=1d4<br />
|extra2_3=1d4<br />
|extra2_4=1d4<br />
|extra2_5=1d6<br />
|extra2_6=1d6<br />
|extra2_7=1d6<br />
|extra2_8=1d6<br />
|extra2_9=1d6<br />
|extra2_10=1d8<br />
|extra2_11=1d8<br />
|extra2_12=1d8<br />
|extra2_13=1d8<br />
|extra2_14=1d8<br />
|extra2_15=1d10<br />
|extra2_16=1d10<br />
|extra2_17=1d10<br />
|extra2_18=1d10<br />
|extra2_19=1d10<br />
|extra2_20=2d6<br />
<br />
|extra3_name=Flying Speed<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
|extra3_5=-<br />
|extra3_6=-<br />
|extra3_7=10 Feet<br />
|extra3_8=10 Feet<br />
|extra3_9=10 Feet<br />
|extra3_10=15 Feet<br />
|extra3_11=15 Feet<br />
|extra3_12=15 Feet<br />
|extra3_13=20 Feet<br />
|extra3_14=20 Feet<br />
|extra3_15=20 Feet<br />
|extra3_16=20 Feet<br />
|extra3_17=25 Feet<br />
|extra3_18=25 Feet<br />
|extra3_19=25 Feet<br />
|extra3_20=30 Feet<br />
<br />
|extra4_name=Unarmored Movement<br />
|extra4_1=-<br />
|extra4_2=+10 Feet<br />
|extra4_3=+10 Feet<br />
|extra4_4=+10 Feet<br />
|extra4_5=+10 Feet<br />
|extra4_6=+15 Feet<br />
|extra4_7=+15 Feet<br />
|extra4_8=+15 Feet<br />
|extra4_9=+15 Feet<br />
|extra4_10=+20 Feet<br />
|extra4_11=+20 Feet<br />
|extra4_12=+20 Feet<br />
|extra4_13=+20 Feet<br />
|extra4_14=+25 Feet<br />
|extra4_15=+25 Feet<br />
|extra4_16=+25 Feet<br />
|extra4_17=+25 Feet<br />
|extra4_18=+30 Feet<br />
|extra4_19=+30 Feet<br />
|extra4_20=+30 Feet<br />
}}<br />
<br />
<br />
<br />
==== Ki ====<br />
<br />
Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of Ki Points. Your Ki points are calculated by adding the Ki Points column of the Saiyan Fighter table.<br />
You can spend these points to fuel various Ki Features and Special Attacks. You start knowing Seven such features: Flurry of Blows, Perfect Dodge, Stand Ground, Ki Jump, Ki Surge and Ki Dash. You learn more ki features as you gain levels in this class.<br />
When you spend a Ki Point, it is unavailable until you finish a long rest, at the end of which you regenerate all expended ki.<br />
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
;Ki effect save DC = 8 + your proficiency bonus + your Strength modifier<br />
;Ki attack modifier = your proficiency bonus + Strength modifier<br />
;If you are attacked while charging a feature, you must succeed a concentration saving throw. <br />
<br />
;Flurry of Blows - <br />
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.<br />
<br />
;Perfect Dodge - <br />
You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.<br />
<br />
;Stand Ground - <br />
You can spend 1 ki point to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.<br />
<br />
;Exchange Blows -<br />
When you are attacked, you can spend 2 ki as a reaction to make an unarmed attack.<br />
<br />
;Ki Jump -<br />
You may spend 1 Ki point and use a bonus action to make a jump kick at an enemy 30 feet or less away,making one unarmed strike.<br />
<br />
;Ki Surge -<br />
You may spends 10 Ki points to activate Ki Surge,letting you have another action on your turn.<br />
<br />
;Ki Dash -<br />
You may spend 2 Ki points and forfeiting your action and bonus action to Dash forwards at 4x your movement speed,passing through enemies with them taking opportunity attacks at disadvantage.<br />
<br />
==== Martial Arts ====<br />
<br />
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:<br />
<br />
;You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Ki Fighter levels, as shown in the Martial Arts column of the Saiyan Fighter table.<br />
<br />
;When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.<br />
<br />
==== Unarmored Defense ====<br />
<br />
At 1st level while not wearing armor your AC equals 10 + Strength Modifier + Constitution Modifier.<br />
<br />
==== Ki Blast ====<br />
<br />
At 1st level you can manifest a Ki blast from either hand at any single opponent within range for 1d8 + Strength modifier. This spell's damage increases by 1d8 when you reach 5th level (2d8), and 11th level (3d8). The range of this attack is equal to 30 ft. plus your Flight Speed, as shown in the Flight Speed column of the Ki Fighter chart. This spell is also subject to the extra attack feat,as an action you may charge the attack and increase the damage by 1d8 per round.<br />
<br />
==== Training ====<br />
<br />
At 2nd level, you can take ten hours to train and make a DC 10+1/2 your Proficiency bonus+your Constitution modifier Athletics check. This training must be all at once. After training, either your Strength, Dexterity, Wisdom, or Constitution increases by +2 for 4d20 hours. If you train again before the previous training bonus has worn off, you may redistribute the +2 to +1s in two stats and reset the time limit, but you can only benefit from one training session at a time.<br />
<br />
====Unarmored Movement====<br />
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain saiyan fighter levels, as shown in the table.<br />
<br />
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.<br />
<br />
====Oozaru====<br />
<br />
At 2nd level, your Saiyan blood leads to a bizarre transformation. You must have your saiyan tail for the following to take effect. Every full moon, you must make a Constitution or Intelligence saving throw to avoid looking at it. If you look at the moon voluntarily or fail the saving throw, your body transforms into an oozaru. You become a giant ape, as on page 323 of the Monster Manual, and you lose all conditions and magical effects of your choice, except Exhaustion. At the beginning of each turn, you must make an Intelligence or Wisdom saving throw DC 10+prof mod. On a failure, you must attack the closest creature within 120 feet. Creatures must make a DC 18 Intelligence saving throw to learn that you need your tail to transform. Your tail has 1/4 of your maximum hit points, and occupies one space of your choosing that you cover. If your tail is destroyed or the night ends, you revert to your normal state and you must succeed a DC 15 Constitution saving throw. On a failure, you are unconscious for 1 hour.<br />
<br />
==== Saiyan Archetype ====<br />
<br />
Upon reaching the 3rd level Saiyan Fighters must choose an archetype.<br />
<br />
You gain additional features at 6th, 7th, 9th, 14th, 17th and 20th level<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Ki-Empowered Strikes====<br />
Starting at 4th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Energy Detection ====<br />
Beginning at 5th level, you have advantage on Perception checks for tracking down another creature, as long as they are still alive and fully organic.<br />
<br />
==== Evasion ====<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Flight ====<br />
<br />
At 7th level you gain the ability to use your Ki to fly or levitate short distances. As you gain levels 10th, 15th, 17th, and 20th the distance you may travel increases. You can activate this technique as a bonus action. This technique remains active until you either run out of Ki points or choose to deactivate it as another bonus action. You must have at least 1 Ki point to activate this ability<br />
<br />
==== Ki Charge ====<br />
At 10th level, you can regain ki. In place of a turn, you can regain an amount of ki using your unarmed damage die. You regain use of this feature at the end of a long rest.<br />
<br />
==== Super Saiyan ====<br />
<br />
At 8th level, you gain the Super Saiyan transformation. You can expend 2 ki points to transform as a bonus action to enter this form. While a Super Saiyan, your now fiery golden hair stands on end, your irises and pupils become a pale cyan, and you gain a visible ki aura. <br />
Optionally, you may talk with your DM on how you unlock this transformation, even with the possiblity of gaining it earlier than level 8.<br />
While transformed, you gain the following features:<br />
*Your unarmed strikes deal +1 damage die for every base existing die.<br />
*Your {{5a|str}} and {{5a|con}} increases by +2, and so does it's cap.<br />
*Your aura radiates bright light for 10 feet and dim light for another 10 feet. <br />
*You and creatures within 20 feet of you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks.<br />
<br />
You may only use this transformation once, regaining use at the end of a long rest. At 11th level, you master the transformation and no longer need ki to transform into it,nor does it have a time limit<br />
<br />
This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are reduced to 0 hit points or ki points, or go {{5c|Unconscious}}.<br />
<br />
==== Limit Break ====<br />
At 13th level, you can push yourself past your limits. Your Strength, Dexterity, Wisdom, and Constitution maximums increase by +2. When you are under 1/4 of your hit point maximum, your Strength, Dexterity, Wisdom and Constitution increases by +2, to a maximum of 24.<br />
<br />
==== Endurable ====<br />
Starting at 15th level, you have advantage on saving throws against being {{5c|Poisoned}}, {{5c|Petrified}}, and {{5c|Blinded}} and you gain advantage on your next unarmed attack against a creature that attempts to poison, petrify, or blind you.<br />
<br />
==== Super Saiyan 2 ====<br />
At 12th level, you can trancend the power of a Super Saiyan. You can transform from Super Saiyan 1 to 2 for 1 ki point as a bonus action. Leaving your Super Saiyan 1 form no longer requires a bonus action. Your hair becomes swept back by the immense force of your ki, and your aura gains electric sparks. This form lasts for 1 minute, after which you return to Super Saiyan.<br />
While in this form, you gain the following benefits in addition to those of Super Saiyan 1.<br />
*Your aura increases by 5 feet.<br />
*You gain proficiency in {{5a|con}} saving throws. <br />
*Your Movement and Flying increase by 5 feet<br />
*Ranged ki attacks deal 1 damage die extra of lightning damage.<br />
<br />
==== Super Saiyan 3 ====<br />
<br />
At 16th level, you gain the ability to go even further beyond. While in this form, your hair extends to just below your waist, and you lose your eyebrows. You can enter the Super Saiyan 3 form as an action for 3 ki point if you are already in Super Saiyan 2. You must spend 2 ki points every round after to maintain this form. You can not enter this form while below half of your total ki, but it can be maintained past this limit. You return to Super Saiyan 2 as a bonus action or when you are reduced to 0 ki points. While in this form, you gain the following benefits in addition to those of Super Saiyan 2. <br />
*Your unarmed strikes deal +1 damage die for every existing die.<br />
*Your flying speed increases by 10 feet.<br />
*All abilities that use ki deal +1 damage die.<br />
*Your {{5a|str}} and {{5a|dex}} increases by +2. <br />
*Your {{5a|Con}} decreases by -2.<br />
*Your aura increases by 5 feet.<br />
<br />
==== Golden Oozaru ====<br />
At 20th level, you gain full access to your Oozaru power. You can benefit from both Oozaru and any Super Saiyan form simultaneously. You have disadvantage on saves to not attacking the closest creature while benefiting from both forms.<br />
Golden oozaru have a maximum Strength, Dexterity, and Constitution of 30.<br />
<br />
=Saiyan Archetypes=<br />
Features that require charging are considered fully charged on initiative count 20 x rounds after you use your action to begin charging, where x represents the listed number of rounds required to charge. Charging for “half a round” means charging costs an action, your movement, or half your movement and a bonus action. Firing a charged feature does not require an action. <br />
<br />
== Royal ==<br />
Royal saiyans, as the name would imply, are saiyans or royal decent. They often view others as lesser warriors simply by not being royal, even other saiyans. They have been known to murder allies simply for underperforming in combat, and view others as either subjects or corpses. <br />
<br />
====Superior Conditioning====<br />
At 3rd level, your royal lineage tailors you to become the perfect warrior. You gain Expertise in the Acrobatics and Athletics skills, you also gain +1 to attack rolls with your marital arts.<br />
<br />
====Galick Gun====<br />
At 6th level, you gain access to the Galick Gun, a beam that rivals the Kamehameha. It takes 1.5 turns to charge. It fires in a 60ft long and 20ft wide line. Every creature in its path must make a Constitution saving throw. If they fail, they take 8d10 radiant damage, but if they succeed they take half damage. You can expend 1 additional ki to increase this damage by 8d10 at 9th and 11th level. Each additional ki increases its charge time by 0.5 turns. (Costs 5 ki points)<br />
<br />
====Gravity Rune Training====<br />
At 7th Level, your royal status allowed you to increase the benefits of training. You gain a +1 to attack rolls with your martial arts after training for a full 20 hours.<br />
<br />
====Power Ball====<br />
At 9th level, you can create a Power Ball. This ball replicates the Blutz waves that a full moon emits, transforming any saiyans within 120 feet into an Oozaru. Every non-saiyan creature within 120 feet has advantage on their first damage roll each turn. It can be thrown up to 60 feet in any direction where it hovers for 1 minute, until you ordered it to return to you, or it is destroyed. It has 12 AC and 10 hit points. (Costs 6 ki points)<br />
<br />
Additionally, you no longer need to make saving throws to control your Oozaru form, even in the event of a full moon.<br />
<br />
====Big Bang Attack====<br />
At 14th level, you learn the Big Bang Attack. You fire a ki blast up to 120ft that deals 12d10 radiant damage. Every creature within a 30ft radius of the target is hit and must make a Dexterity save, taking half damage on a success. This damage decreases by 1 die for every 5 feet away from the initial target they are. (Costs 10 ki points)<br />
<br />
====Final Flash====<br />
At 17th level, you can fire the Final Flash. It must charge for one turn. This attack fires out a massive ki blast that is 120ft long and 60ft wide. This attack costs your all current ki points. Every creature in range must make a Constitution saving throw. On a fail, they take (ki spent x 2)d20 radiant damage. On a success, they take half. This circumvents features that reduce all/half effects to half/none. You take 1d6-your {{5a|con}} modifier levels of exhaustion immediately after using this.<br />
<br />
====Final Sacrifice====<br />
At 20th level, as a full round action, you may charge up and release a massive self sacrificing blast of ki from your body. Every creature in a 240 feet + 20 feet for every point of ki radius takes the amount of ki you have remaining x 2d20 damage. Creatures can not have immunity, resistance, or vulnerability to this damage. After this feature is used, you die instantly and your form crumples to ash. You may only be revived using True Resurrection or a Wish spell.<br />
<br />
== Warrior ==<br />
Saiyan warriors are often lower class saiyans. As members of a warrior race, they love to fight, often partaking in sparing matches with friends and seeking out enemies. <br />
<br />
====Meteor Combo====<br />
At 3rd level, you can deal a series of blows in quick succession. When you take the attack action using only unarmed attacks, you gain 1 additional attack in exchange for decreasing your damage die 1 tier. <br />
<br />
====Kamehameha====<br />
At 6th level, you learn the Kamehameha. As an action, you begin to charge. For your next two turns, you can only charge and change the aim of your kamehameha by turning your body. When kamehameha is unleashed, it fires a massive blue ki wave 60ft long and 30ft wide in a straight line. Every creature in its path must make a Constitution saving throw. If they fail they take 8d10 radiant damage, but if they succeed they take half damage. You can charge for an additional round to increase the dice to 10d10 at 9th level (3 turns), 12d10 at 14th (4 turns), and finally 16d10 at 17th (5 turns). (Costs 5 ki points+1 for each additional round charging)<br />
<br />
====Dragon Fist====<br />
At 7th level, you learn the dragon fist. As an action, you may spend ki to charge forwards at a creature, fist ready. A dragon of ki forms around you as you move, forcing all creatures of your choosing within 5 feet of your path to make a Dexterity or Constitution save or be knocked prone. The distance of this attack is a base 60 feet + 10 feet for every additional ki point you spend on the attack. When you reach your target, you make one unarmed attack with advantage, however when rolling damage, you deal 1 additional die of damage for every additional point of Ki spent on the attack. On impact, the dragon leaves you and slams into the target making it get pushed back 10 feet + 1d10 feet for every ki point spent in total for the move. (Ki cost base 3)<br />
<br />
====Spirit Bomb====<br />
At 9th level, you have mastered the Spirit Bomb. By calling on the Ki of every living thing, you can create a bomb on immense energy. For every round spent charging the bomb, it gains 2d10 force damage. You can gather and control energy up to your Strength score x 2d10, afterwards you must make a DC 15 + (number of d10 above your maximum) Strength saving throw or have the bomb dissipate, loosing all the energy stored inside. If you are in a Saiyan transformation, the amount of d10 you can control is decreased by 20. <br />
<br />
If you are attacked while controlling or charging the Spirit Bomb, you must make a DC 20 Wisdom saving throw to avoid loosing control of the Spirit Bomb. You have disadvantage if you are in a Saiyan transformation. Loosing control of the Spirit Bomb while charging results in it dissipating as described above.<br />
<br />
When you launch the Spirit Bomb, it moves at a pace of 30+the amount of d10 controlled feet at the beginning of your turn. The Spirit Bomb has a radius of 20ft, plus an additional 10ft per round charged after the first. If any part of the Spirit Bomb hits a corporeal object, including it's target, it explodes, all creatures and objects within 100ft of the Spirit Bomb's edge must succeed a DC 15+your Ki effect modifier Dexterity or Wisdom saving throw or take it's damage. Good creatures have advantage on this saving throw. <br />
<br />
You regain use of this feature at the end of a long rest.<br />
<br />
====Martial Arts Genius====<br />
At 14th level, you have mastered hand-to-hand combat. On unarmed critical hits, instead of dealing additional damage, you can choose to knock the opponent prone or grapple them. When using Meteor Combo, if all other attacks hit, your last attack has advantage.<br />
<br />
====Spirit Saiyan====<br />
At 17th level, you can bring the Spirit Bomb into your very being. You must charge a Spirit Bomb for at least 2 rounds. Instead of launching it, you absorb it. Any d10 stored in said Spirit Bomb enter a pool. You can expend any amount of d10 to increase your unarmed, ki blast, or Kamehameha damage or to heal yourself or others. Your aura increases by an amount of feet equal to 5 x the number of d10 you have stored. You can store as many d10 as twice your Strength modifier +2, after which you must succeed a DC 15+the amount of additional d10 Strength saving throw or the energy dissipates. Using this feature does use your use of Spirit Bomb. This can be used at the same time as other forms. Any stored d10 dissipate after 5 minutes. <br />
<br />
You regain use of this feature at the end of a long rest.<br />
<br />
====Universal Spirit Bomb====<br />
At 20th level, you are no longer limited in your control of the spirit bomb. You may now charge it indefinitely and no longer have to make saves to control the bomb. Taking damage does not cause it to dissipate, instead it remains in the air till you make an action to gain control of it again, For every 50 feet past 300 feet from the blast edge, damage taken by creatures from this is reduced by one tenth.<br />
<br />
== Legend ==<br />
Once every 1,000 years, a legendary saiyan is born. These Saiyans have a massive pool of incredibly powerful ki. This ki is nigh uncontrollable, often causing them to go berserk. <br />
<br />
====Powerful Ki====<br />
<br />
At 3rd level, your ki is directly pulled from your unending rage. Your ki blasts deal necrotic damage. In addition, you can spend 1 ki point to make your ki blasts also attack every creature within 5 feet of the target for half damage, you also gain and additional 1 ki per level retroactively.<br />
<br />
====Echos of the Legend====<br />
<br />
At 6th level, your ki begins to replicate the myth your kind created. As an action, you gain partial bonuses of a {{inpage|Super Saiyan}}. You must spend 1 ki point at the beginning of each turn to maintain this form.<br />
<br />
*Your unarmed strikes deal +1 damage die of your level.<br />
*Your aura radiates bright light for 10 feet and dim light for another 10 feet.<br />
*You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.<br />
<br />
====Eraser Cannon====<br />
At 7th level, as an action, you can use the Eraser Cannon, a massive ki blast that deals 1d10 necrotic damage for every point of Ki you charge into it. Every creature in a 10 + 5 per ki point foot sphere centered on a point no further than 30 + 10 per ki point feet from you must succeed a Constitution saving throw to take half damage. You may charge it for 0.5 a round to compress 1 point of ki into the blast a number of times equal to your Strength modifier. (Cost 3 Ki Points)<br />
<br />
====True Demon====<br />
<br />
At 9th level, pain and pleasure become mixed. When you take more than 7 damage from a single attack, you gain 1 ki points. If you are healed for more than 7 hit points from a single source, you lose 2 ki points, this does not effect hit dice healing or long rest.<br />
<br />
====Legendary Super Saiyan====<br />
<br />
At 14th level, your rage wreaths your Super Saiyan forms in green ki. As a bonus action, you can enhance the Super Saiyan form you are in for 1 ki. For every turn you use this enhanced form, you must spend 1 ki and must make 2 Wisdom saving throws at the beginning of your turn. If the first is a failure, you must spend +1 ki every turn, to a maximum of +5. The second’s DC is your spell save DC+twice the amount of ki spent using this form. If it is a failure, your next attack must be against the closest creature. While in this form, you gain the following features:<br />
*Your unarmed attack’s deal an additional 1 necrotic damage for every ki point spent maintaining this form. <br />
*Your ki blasts are always under the effect of Powerful Ki without spending the ki point.<br />
*Your aura increases by 10 feet.<br />
*The entirety of your aura is dim light.<br />
<br />
====Overflowing Power====<br />
<br />
At 17th level, you can harness your berserk state. While above half of your maximum ki points and using Legendary Super Saiyan, you may choose to go berserk in exchange for your action and bonus action. While berserk, you benefit from any form you were already in, as well as the following:<br />
*You must attack the Strongest creature within 240 feet. <br />
*You know the Strongest creature within 240 feet. <br />
*You deal double damage to objects. <br />
*You can not be {{5c|Frightened}}, and have advantage against being {{5c|Charmed}} and effects that would make you {{5c|Unconcious}}. <br />
*You have twice your normal maximum of Ki and you regain your maximum Ki Points when you enter this form. <br />
*This form lasts for 4d20 rounds or until you are knocked {{5c|Unconcious}}, {{5c|Charmed}}, killed, or run out of ki.<br />
*Your aura increases by 10 feet.<br />
*You spend 5 ki each turn on Legendary Super Saiyan.<br />
<br />
====Blaster Meteor====<br />
At 20th level, as an action, you may surrounded yourself with a shield of Ki. Until the beginning of your next turn, you gain a damage reduction of 30. At the beginning of your next turn, you launch a number of Ki blasts equal to your strength modifier x 10. The ki blasts are split evenly between all creatures within range to attack. (Costs 15 Ki Points)<br />
<br />
== Successor ==<br />
Successor saiyans came about when a disaster forced the few remaining saiyans to breed with humans. What they lack in the raw power of their forefathers, they make up in their ability to grow exponentially. <br />
<br />
====Masenko====<br />
At 3rd level, your ki blasts deal radiant damage. In addition, you gain the Masenko: a strong ki beam with a 30 foot long and a 10 foot wide line range that deals 2d8 radiant damage that can be used as an action. You can add an additional 1d8 damage at the cost of 1 additional ki point at 9th, 13th, and 17th level. (Costs 1 ki point)<br />
<br />
====Trained Ki====<br />
<br />
At 6th level, you use ki sparingly and efficiently. You may add your Wisdom modifier to your ki point maximum.<br />
<br />
====Flashes of Rage====<br />
At 7th level, when one of your allies drops to 0 hit points or dies, you may immediately take a turn. This can be done once, regaining use at the end of a long rest.<br />
<br />
====Hidden Ki====<br />
<br />
At 9th level, you know not to waste any ki. You can choose whether or not your transformations have an aura, and in turn its Stealth disadvantage.<br />
<br />
====Potential Unlocked====<br />
<br />
At 14th level, your limits are lessened. Your Strength, Dexterity, Wisdom, and Constituion score maximums increase by +2, as does one of their scores.<br />
<br />
====Mystical Ki====<br />
<br />
At 17th level, your ki resonates with that of the gods. While in any transformation, you gain resistance to necrotic damage as well as the following for 1 minute, regaining use at the end of a long rest.<br />
*Your ki now is much better suited for your abilities, you now spend half as much ki on all abilities for the same benefit.<br />
*Your speed and flying speed increase by 30 feet<br />
*You have +3 bonus to attack rolls on martial arts<br />
<br />
====Mystical Ki Fully Unlocked====<br />
At 20th level, Your ki seems to fully adapt to the mystic benefits fully. You gain all of the benefits of Mystical Ki permanently.<br />
<br />
== Traveler ==<br />
Travelers are similar to successors in that they are not pure-blooded saiyans. Having come from many places and even times, their abilities make use of their vast experience. <br />
<br />
====Ki-Blade====<br />
At 3rd level, you gain proficiency in a single one handed martial weapon. While wielding this martial weapon, you can choose do deal your unarmed damage die instead of its own, and it counts as an unarmed strike<br />
<br />
====Burning Attack====<br />
<br />
At 6th level, you can fire a ki blast that deals 3d8 fire damage to a single creature within 45 feet. You can spend 1 additional ki point to move 15 feet and make an unarmed strike as part of your action.(Costs 1 ki point)<br />
<br />
====Spirit of Vengance====<br />
At 7th level, when a friendly creature is reduced to 0 hit points, you gain the benefits of {{inpage|Super Saiyan}} until then end of your next turn. <br />
<br />
====Finish Buster====<br />
<br />
At 9th level, as an action, you can fire a beam of Ki in a 60 foot x 5 foot line as an attack roll. As a bonus action, if you are already grappling a creature, you can throw them 20 feet into the air on a successful grapple check, ending the grapple and gaining advantage on this feature’s attack roll. On a hit, they take 8d8 fire damage (Costs 4 ki)<br />
<br />
====Super Saiyan Grade 3====<br />
<br />
At 14th level, you can push your Super Saiyan power to the limit. While in Super Saiyan, as an action, your muscles gain a significant amount of mass and your hair becomes thicker. You can exit this form as a bonus action. You gain the following bonuses:<br />
*Your movement and flying speed decreases by 5 feet. <br />
*You add your Proficiency bonus to your damage rolls instead of your attack rolls. <br />
*Your Strength increases by +2. <br />
*At the beginning of your turn, you spend 2 ki. <br />
<br />
====Sword of Hope====<br />
<br />
At 17th level, you can charge your ki into your martial melee weapon for two turns. At the beginning of your third turn, your weapon’s damage die becomes 2d10. You must spend 1 ki each turn to maintain this.<br />
<br />
====Super Saiyan Rage====<br />
At 20th level, you may enter a Rage State. Your attacks now deal triple damage and you have a +5 to hit one creature selected when you initiate this form. You must spend 5 ki at the beginning of your turn to sustain this state. You regain 1/2 a use at the end of a long rest.<br />
<br />
==Soldier==<br />
Soldier saiyans, unlike warrior saiyans, do not fight for pleasure, but rather for power. They typically desire nothing more than to conquer planet after planet. <br />
<br />
====Unbridled Oozaru====<br />
At 3rd level, as a full turn action, you can transform into an oozaru regardless of time of day. While transformed in this way, you have disadvantage on the Intelligence or Charisma saving throw to avoid attacking the nearest creature. You can revert to your normal state at a full turn action.<br />
<br />
====Rebellion Spear====<br />
At 6th level, as an action and bonus action, you can move 30+your flying speed feet, taking half damage from opportunity attacks, after which you force every creature within a 15 foot x 5 foot line to make a Dexterity saving throw or take 6d8 lightning damage. (Costs 3 Ki Points)<br />
<br />
====Rising Strength====<br />
At 7th level, when a friendly creature is reduced to 0 hit points or killed, you become immune to all conditions until the end of your next turn. <br />
<br />
====Deflection====<br />
At 9th level, as a reaction, when you are targeted by a ranged attack, you can contest their attack roll with one of your own. On a success, you can make the same ranged attack against a different creature. If you are targeted by a spell-like effect that’s range is a line that requires a saving throw, you can choose to increase the DC for yourself by +3, decreasing by 1 for every additional ki point spend. On a success, you can change the direction of the remaining range. (Costs 3 Ki Points)<br />
<br />
====Oozaru Blast====<br />
At 14th level, as an action while you are an Oozaru, you can open your maw and fire a massive blast. Every creature in a 120 foot x 25 foot line must succeed a Dexterity saving throw or take 5d10 lightning damage. (Costs 5 Ki Points)<br />
<br />
====Time-Breaker====<br />
At 17th level, while above 2/3 your maximum hit points, you are immune to being charmed and frightened. When you become an Oozaru, you may choose what ability scores are effected. Becoming an Oozaru in this way does not change your size.<br />
<br />
====Visions of the Future====<br />
At 20th level, when you are killed by a creature, you may revert time 1d6 hours before you died, you may only use this ability a number of times equal to your Wisdom modifier. You can not regain uses for this feature.<br />
<br />
==Crusher==<br />
Crusher saiyans are mercenaries and pirates. They fight for neither king nor country, but rather for power. Those who work for them do so either out of fear or for their wealth. <br />
<br />
====Crusher Corp====<br />
At 3rd level, you gain proficiency in Persuasion checks and have advantage on such checks to haggle with mercenaries. <br />
<br />
====Spread-Shot Retreat====<br />
At 6th level, when you take the disengage action, you may make a ki-blast attack. <br />
<br />
====Sudden Storm====<br />
At 7th level, when you make a ki-blast attack, you can reduce its damage by 1 die tier (2d8>2d6>2d4>1d8) to attack an additional time. This can be done multiple times on a single attack, but you must spend 1 ki point for every other additional creature attacked past 3. <br />
<br />
====Kill Driver====<br />
At 9th level, you can fire a powerful ring of Ki. You must charge for 2 rounds. Every creature in a 120 foot line must succeed a {{5a|dex}} saving throw or take 6d12 radiant damage and are restrained, taking half damage and not being restrained on a success. If a creature fails this saving throw, the ring can not deal any damage additional creatures. Creatures that are Small or Tiny have advantage on this saving throw. (Costs 4 Ki Points)<br />
<br />
====Tree of Might Seed====<br />
At 14th level, you gain a single seed for the Tree of Might, an evil, life-eradicating tree. You may plant the seed. For every day it grows, it creates a 1 mile radius in which all life with a CR lower than 1/4 dies. The tree must grow a for 15 days before it produces a single fruit, after which consuming said fruit increases your Ki pool by the number of miles its dead zone grew and it ceases growing. If the seed is destroyed before the tree bears fruit, you must spend an entire day focusing your ki to create another. You may only create one tree that produces fruit.<br />
<br />
====Crusher Corp Captain====<br />
At 17th level, you gain proficiency, or expertise if you already have proficiency, in {{5a|Cha}} saving throws and Persuasion checks. <br />
<br />
====Fully Unleashed Tree of Might====<br />
At 20th level, you may plant a second tree of might seed. The tree’s growth is no longer restricted to 15 days, and kills creatures with a CR of 1 or lower. This tree produces endless Fruit of Might, with a new fruit being grown every 3 days. You may exchange 20 Ki Points from your maximum to increase an ability score by +2 permanently. Over the course of the various fruits growing, the DM may send stronger enemies as the Fruits are grown. Once the planet has been fully absorbed, a seed will be formed from the now dead tree for you to take.<br />
<br />
==Brute==<br />
Saiyan brutes fight with overwhelming strength out of a sense of duty, often disguising a deep fear of their superiors.<br />
<br />
==== Heavy Finish ====<br />
At 3rd level, as part of a successful unarmed strike, you may spend 2 Ki Points to force the target to succeed a Dexterity saving throw or become {{5c|stunned}} until the end of their next turn.<br />
<br />
==== Arm Break ====<br />
At 6th level, as part of a successful unarmed strike, you may spend 3 Ki Points to force the target to succeed a Strength saving throw or have their arm broken, removing their ability to use it until the end of their next long rest or until they are subject to [[5e SRD:Greater Restoration|Greater Restoration]].<br />
<br />
==== Break Cannon ====<br />
At 7th level, you can spend 1 Ki Point as part of a Ki Blast to negate disadvantage and the need to have a free hand by firing it from your mouth.<br />
<br />
====Saibamen====<br />
At 9th level, as an action, you can convert a normal seed of any kind into a saibaman seed for 5 ki points. When planted as an action, it becomes a [[Saibaman (5e Creature)|saibaman]] at the end of your next turn. You may have up to 3 saibamen alive at once. They are allied to you, but not charmed by you. Each saibaman lasts for 1 minute, after which they die instantly.<br />
<br />
==== Blazing Storm ====<br />
At 14th level, as an action, you create a 15 ft. radius explosion anywhere within 90 ft. of you. Every creature within range must attempt a Constitution saving throw. On a failure, they take 5d10 force damage. You may charge this for 1 round without spending additional ki to double its range or damage. (8 Ki Points)<br />
<br />
==== Double Sunday ====<br />
At 17th level, you learn the Big Bang Attack. You fire a ki blast up to 120ft that deals 2d10 radiant damage. Every creature within a 30ft radius of the target is hit and must make a Dexterity saving throw, taking half damage on a success. This damage decreases by 1 die for every 5 feet away from the initial target they are. You may do this twice on a single action, doubling its cost. (Costs 4 ki points)<br />
<br />
==== Saibamaster ====<br />
At 20th level, you can have any number of saibamen alive at a time, they last until the end of your next long rest, and they are {{5c|charmed}} by you.<br />
<br />
==Evil Saiyan==<br />
Evil saiyans are an ancient breed, dating back to the oldest eras of the Saiyan race. In some respects, they are the truest form of saiyan, having the raw strength all saiyans strive for. At your DM’s behest, your alignment must be Evil to take this archetype. <br />
<br />
====Dèsastre Claw====<br />
At 3rd level, as a bonus action, you can create a pair of hands made of Ki. While this is active, your unarmed strikes have an additional 5 feet of reach, deal necrotic damage, and do not have disadvantage while restrained. You must spend 1 ki every minute to keep this active.<br />
<br />
====Bloodlust====<br />
At 6th level, when you enter combat alone against a creature with a CR higher than your own, you can choose to regain 1 ki point at the beginning of your turn. To use this feature again, it must recharge (5-6).<br />
<br />
====Shadow Tail====<br />
At 7th level, for 1 ki point you can regrow your tail. While you have your saiyan tail, you gain proficiency or expertise in Intimidation. <br />
<br />
====Dèsastre Eraser====<br />
At 9th level, as a full turn action, you can charge a large blast of dark ki. You can create up to 2 blasts, 4 while {{inpage|Dèsastre Claw}} is active. Each blast can hit a different target within 120 feet as a ranged ki attack, dealing 3d8 necrotic damage on a hit. Every creature within 10 feet of a successfully hit creature takes damage as well, decreasing by 1d8 for every 5 feet. (Costs 3 ki per Blast)<br />
<br />
====Super Saiyan Berserk====<br />
At 14th level, while in a Super Saiyan form, you can corrupt a creature within 60 feet as an action. They gain the effects of {{inpage|Super Saiyan}}, even if they are already in a saiyan form, and must succeed a Charisma saving throw or attack the closest creature within 120 feet that is not you. They can repeat the saving throw at the end of each turn. This last for 10 minutes or until they are unconscious. (Costs 4 Ki Points)<br />
<br />
====Savagery====<br />
At 17th level, when you are reduced to 0 hit points, you may instead drop to 1 hit point and gain a damage threshold of 5 for 1 minute. You may use this once, regaining use at the end of a short rest. <br />
<br />
====Super Saiyan 3 Full-Power====<br />
At 20th level, while using Super Saiyan 3, you do not lose ki at the end of your turn and you can maintain it for up to 10 minutes at a time.<br />
<br />
----<br />
<br />
==Variant Features==<br />
<br />
===Non-Transformation Variant Features===<br />
The following take the place of the saiyan transformations. If you take one of the following features, you must take the later level ones as well. <br />
<br />
==== Trained Fighter ====<br />
Starting at 6th level, you have become an expert martial artist, and through training, your body and mind have become increasing hardened and astute, granting you the following benefits. <br />
*You may reroll one damage die on your turn and must use the new roll.<br />
*You are immune to the effects of extreme weather as described in chapter 5 of the Dungeon Master’s Guide.<br />
*You gain proficiency in the {{5s|Athletics}} skill, and if you already have proficiency in it, your proficiency bonus is doubled for any {{5a|str}} ({{5s|Athletics}}) check you make.<br />
<br />
====Retaliatory Strike====<br />
Starting at 12th level, whenever you use the {{inpage|Stand Ground}} or {{inpage|Perfect Dodge}} features as a bonus action, you gain an additional reaction, in which you may shoot a {{inpage|Ki Blast}} or make an unarmed strike against the creature that made an attack against you.<br />
<br />
====Ki Peak====<br />
Starting at 16th level, you have honed your ki to the point of perfection, allowing you to enter a state of unrivaled power. As a bonus action, you may enter Ki Peak for 1 minute. You regain use of this feature after you finish a long rest. While in Ki Peak, you gain the following benefits:<br />
*At the start of your turn, you gain 10 {{5e|Temporary Hit Points}} and you regain 1 ki point.<br />
*You can not have disadvantage on attack rolls with your unarmed strikes or with ranged spell attacks with {{inpage|Ki Blast}} and subclass techniques. <br />
*You may use this a second time without taking a long rest if you are attacking a CR 21 or greater creature at your DMs discretion.<br />
<br />
===Other Variant Features===<br />
====Natural Prodigy====<br />
Your Martial arts are seemingly above and beyond that of your peers,You may take this feat in place of an {{inpage|Ability Score Increase}}.<br />
When you make a unarmed attack you may add half of your level to damage rounded down,as well as gaining a +1 to attack.<br />
When you use Flurry of blows you may attack an extra time.<br />
<br />
====Strength of Body====<br />
You may take this feat in place of an {{inpage|Ability Score Increase}}. The user’s maximum Ki Points increase by an amount equal to their level + their Strength modifier<br />
<br />
====Perfected Super Saiyan====<br />
At 12th or 16th level, in place of Super Saiyan 2 or 3, entering Super Saiyan no longer consumes uses gained at the end of a long rest. If this is taken at 16th level, you can not gain Super Saiyan 3. <br />
<br />
====Super Saiyan Power====<br />
After one has obtained {{inpage|Super Saiyan}}, in place of an {{inpage|Ability Score Increase}}, they may take this feature. You can expend 1 ki point to transform as a bonus action to enter this form. You are cloaked in a golden aura as your hair is swept up similar to Super Saiyan, but lacking the golden hair or cyan eyes. While transformed, you gain the following features:<br />
*Your unarmed strikes deal +1 damage.<br />
*Your {{5a|str}} and {{5a|con}} increases by an additinal +2, and so does its cap.<br />
*Your aura radiates bright light for 10 feet and dim light for another 10 feet. <br />
*You and creatures within 20 feet of you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks.<br />
*You can transform into {{inpage|Super Saiyan}} for 1 ki as a free action and revert to this form from Super Saiyan 1, 2, or 3 as a bonus action. <br />
<br />
At 14th level, you master the transformation and no longer need ki to transform into it.<br />
<br />
This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are reduced to 0 hit points or ki points, or go {{5c|Unconscious}}. You may use this a number of times equal to your Constitution modifier, regaining all uses at the end of a long rest.<br />
<br />
====False Super Saiyan====<br />
At 1st level, you may take a feature allowing you to gain a false state of the super saiyan transformation under certain conditions<br />
<br />
*1. All of your party must be downed or below 1/4 their maximum health<br />
*2. You have 1 or more Ki remaining<br />
*3. [[Saiyan (5e Race)|Further Beyond]] must have already been used<br />
If all conditions are met, you may enrage and transforms into the false super saiyan state as a bonus action or reaction. Your hair flares up, you gain a red aura as your eyes go white, and your body bulges as it uses latent power it should not be able to access.<br />
While in this State you gain the following benefits and downsides<br />
*Your unarmed damage is doubled <br />
*Your speed increases by 10 feet<br />
*You have unlimited ki in this form<br />
*You lose all conditions and magical effects of your choice, except Exhaustion<br />
*Your health may go below 0 and you will remain standing, however doing so will increase the severity of the downsides as follows<br />
=====Downsides=====<br />
*At the beginning of every turn spent in this form, your Strength, Dexterity and Constitution decrease by 1. If you are below 0 hitpoints, they decrease by 2.<br />
*Taking damage when below 0 while in this form further decreases your Constitution by 1/10 the damage taken rounded down. <br />
*You leave this form at the end of combat automatically<br />
*You are Paralyzed from the neck down until you complete a long rest once you have left the form<br />
*You may regain one point of Strength, Dexterity and Constitution at the end of each long rest<br />
<br />
====Past Level 20====<br />
If you wish to further increase your power as a saiyan to absurd heights, consider the [[Ascended Saiyan, Variant (5e Class)]].<br />
<br />
=== Multiclassing ===<br />
<br />
A DM can choose whether the [[Saiyan (5e Race)]] is a requirement for this class. If a PC wants to use this class without being a saiyan, use the variant features above.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the saiyan fighter class, you must meet these prerequisites: {{5a|str}} of 13 and {{5a|con}} of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the saiyan fighter class, you gain the following proficiencies: none.<br />
<br />
(This class is based off of an existing class called saiyan fighter, variant all credit goes to that, this is just my edits of it)<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Saiyan_fighter,_3rd_variant_(5e_Class)&diff=1761389Saiyan fighter, 3rd variant (5e Class)2023-09-07T17:50:49Z<p>Plywood tank: </p>
<hr />
<div>{{abandoned|23:47, 27 August 2023 (MDT)|Issue(s) unaddressed for over a year.}}<br />
{{needsbalance|Almost identical to [[Saiyan Fighter, 2nd Variant (5e Class)]] but with earlier acquisition of features.}}<br />
{{Copyright Disclaimer|owner=Toei Animation|franchise=Dragon Ball}}<br />
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<br />
==Saiyan Fighter== <br />
<br />
Saiyan fighers are those trained in the art of destroying their foes with devastating blows and powerful ki attacks. These expert warriors originated from the planet Vegeta, where constant fights and immense gravity are common place. They are fighters at heart, absolutely vicious in battle, and are quick to anger.<br />
<br />
===Creating a Saiyan Fighter===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/7/72/Gohan%2C_all_depictions%2C_2014.jpg|A saiyan that has become a Super Saiyan. Akira Toriyama }}<br />
<br />
When making a saiyan figher, think about how you grew up. Were you trained since childhood to be a fighter? Or do you have other interests mixed into your life? Think about what goals you would have. Do you want to become powerful to gain something, protect someone, or do you just want to fight strong opponents?<br />
<br />
;Quick Build<br />
You can make a saiyan fighter quickly by following these suggestions. First, choose the [[Saiyan (5e Race)|saiyan]] race. Second, {{5a|str}} should be your highest ability score, followed by {{5a|con}}, then {{5a|dex}}.<br />
<br />
{{5e Class Features<br />
|name=Saiyan Fighter<br />
|summary=Powerful warriors capable of surpassing their limits with powerful transformations. <br />
|hd=8<br />
|spellcasting=<br />
|armor=None<br />
|weapons=Simple weapons<br />
|tools=None<br />
|saves={{5a|str}}, choose 1 other save<br />
|skills=Choose three from {{5s|Athletics}}, {{5s|Acrobatics}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Perception}}, {{5s|Nature}}, and {{5s|Survival}}<br />
|item1a=training gi<br />
|item1b=common clothes<br />
|item1c=[[Battle Armor, Variant (5e Equipment)|battle armor]]<br />
|item2a=any two simple weapons<br />
|item2b= [[Scouter (5e Equipment)|A Scouter]]<br />
|item3a=A dungeoneer's pack<br />
|item3b=An explorer's pack<br />
|wealth=2d4 x 10 gp<br />
|classfeatures1=[[#Ki|Ki]], [[#Martial Arts|Martial Arts]], [[#Unarmored Defense|Unarmored Defense]], [[#Ki Blast|Ki Blast]], [[#Unarmored Movement|Unarmored Movement]]<br />
|classfeatures2=[[#Training|Training]], {{inpage|Oozaru}}<br />
|classfeatures3={{inpage|Saiyan Archetype}}<br />
|classfeatures4=[[#Ki Strike|Ki Strike]]<br />
|classfeatures5=[[#Extra Attack|Extra Attack]], [[#Energy Detection|Energy Detection]]<br />
|classfeatures6={{inpage|Saiyan Archetype}}, ,<br />
|classfeatures7=[[#Flight|Flight]], [[Evasion]], {{inpage|Saiyan Archetype}}<br />
|classfeatures8= {{inpage|Super Saiyan}}<br />
|classfeatures9={{inpage|Saiyan Archetype}}, [[#Unarmored Movement|Unarmored Movement]]<br />
|classfeatures10=[[#Ki Charge|Ki Charge]], <br />
|classfeatures11=<br />
|classfeatures12= {{inpage|Super Saiyan 2}}<br />
|classfeatures13={{inpage|Limit Break}}<br />
|classfeatures14={{inpage|Saiyan Archetype}}, <br />
|classfeatures15={{inpage|Endurable}}<br />
|classfeatures16= {{inpage|Super Saiyan 3}}<br />
|classfeatures17={{inpage|Saiyan Archetype}}<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=, {{inpage|Golden Oozaru}}, {{inpage|Saiyan Archetype}}<br />
<br />
|extrasonleft=3<br />
|extra1_name=Ki Points<br />
|extra1_1=1<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19<br />
|extra1_20=20<br />
<br />
|extra2_name=Martial Arts<br />
|extra2_1=1d4<br />
|extra2_2=1d4<br />
|extra2_3=1d4<br />
|extra2_4=1d4<br />
|extra2_5=1d6<br />
|extra2_6=1d6<br />
|extra2_7=1d6<br />
|extra2_8=1d6<br />
|extra2_9=1d6<br />
|extra2_10=1d8<br />
|extra2_11=1d8<br />
|extra2_12=1d8<br />
|extra2_13=1d8<br />
|extra2_14=1d8<br />
|extra2_15=1d10<br />
|extra2_16=1d10<br />
|extra2_17=1d10<br />
|extra2_18=1d10<br />
|extra2_19=1d10<br />
|extra2_20=2d6<br />
<br />
|extra3_name=Flying Speed<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
|extra3_5=-<br />
|extra3_6=-<br />
|extra3_7=10 Feet<br />
|extra3_8=10 Feet<br />
|extra3_9=10 Feet<br />
|extra3_10=15 Feet<br />
|extra3_11=15 Feet<br />
|extra3_12=15 Feet<br />
|extra3_13=20 Feet<br />
|extra3_14=20 Feet<br />
|extra3_15=20 Feet<br />
|extra3_16=20 Feet<br />
|extra3_17=25 Feet<br />
|extra3_18=25 Feet<br />
|extra3_19=25 Feet<br />
|extra3_20=30 Feet<br />
<br />
|extra4_name=Unarmored Movement<br />
|extra4_1=-<br />
|extra4_2=+10 Feet<br />
|extra4_3=+10 Feet<br />
|extra4_4=+10 Feet<br />
|extra4_5=+10 Feet<br />
|extra4_6=+15 Feet<br />
|extra4_7=+15 Feet<br />
|extra4_8=+15 Feet<br />
|extra4_9=+15 Feet<br />
|extra4_10=+20 Feet<br />
|extra4_11=+20 Feet<br />
|extra4_12=+20 Feet<br />
|extra4_13=+20 Feet<br />
|extra4_14=+25 Feet<br />
|extra4_15=+25 Feet<br />
|extra4_16=+25 Feet<br />
|extra4_17=+25 Feet<br />
|extra4_18=+30 Feet<br />
|extra4_19=+30 Feet<br />
|extra4_20=+30 Feet<br />
}}<br />
<br />
<br />
<br />
==== Ki ====<br />
<br />
Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of Ki Points. Your Ki points are calculated by adding the Ki Points column of the Saiyan Fighter table.<br />
You can spend these points to fuel various Ki Features and Special Attacks. You start knowing Seven such features: Flurry of Blows, Perfect Dodge, Stand Ground, Ki Jump, Ki Surge and Ki Dash. You learn more ki features as you gain levels in this class.<br />
When you spend a Ki Point, it is unavailable until you finish a long rest, at the end of which you regenerate all expended ki.<br />
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:<br />
;Ki effect save DC = 8 + your proficiency bonus + your Strength modifier<br />
;Ki attack modifier = your proficiency bonus + Strength modifier<br />
;If you are attacked while charging a feature, you must succeed a concentration saving throw. <br />
<br />
;Flurry of Blows - <br />
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.<br />
<br />
;Perfect Dodge - <br />
You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.<br />
<br />
;Stand Ground - <br />
You can spend 1 ki point to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.<br />
<br />
;Exchange Blows -<br />
When you are attacked, you can spend 2 ki as a reaction to make an unarmed attack.<br />
<br />
;Ki Jump -<br />
You may spend 1 Ki point and use a bonus action to make a jump kick at an enemy 30 feet or less away,making one unarmed strike.<br />
<br />
;Ki Surge -<br />
You may spends 10 Ki points to activate Ki Surge,letting you have another action on your turn.<br />
<br />
;Ki Dash -<br />
You may spend 2 Ki points and forfeiting your action and bonus action to Dash forwards at 4x your movement speed,passing through enemies with them taking opportunity attacks at disadvantage.<br />
<br />
==== Martial Arts ====<br />
<br />
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:<br />
<br />
;You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain Ki Fighter levels, as shown in the Martial Arts column of the Saiyan Fighter table.<br />
<br />
;When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.<br />
<br />
==== Unarmored Defense ====<br />
<br />
At 1st level while not wearing armor your AC equals 10 + Strength Modifier + Constitution Modifier.<br />
<br />
==== Ki Blast ====<br />
<br />
At 1st level you can manifest a Ki blast from either hand at any single opponent within range for 1d8 + Strength modifier. This spell's damage increases by 1d8 when you reach 5th level (2d8), and 11th level (3d8). The range of this attack is equal to 30 ft. plus your Flight Speed, as shown in the Flight Speed column of the Ki Fighter chart. This spell is also subject to the extra attack feat,as an action you may charge the attack and increase the damage by 1d8 per round.<br />
<br />
==== Training ====<br />
<br />
At 2nd level, you can take ten hours to train and make a DC 10+1/2 your Proficiency bonus+your Constitution modifier Athletics check. This training must be all at once. After training, either your Strength, Dexterity, Wisdom, or Constitution increases by +2 for 4d20 hours. If you train again before the previous training bonus has worn off, you may redistribute the +2 to +1s in two stats and reset the time limit, but you can only benefit from one training session at a time.<br />
<br />
====Unarmored Movement====<br />
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain saiyan fighter levels, as shown in the table.<br />
<br />
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.<br />
<br />
====Oozaru====<br />
<br />
At 2nd level, your Saiyan blood leads to a bizarre transformation. You must have your saiyan tail for the following to take effect. Every full moon, you must make a Constitution or Intelligence saving throw to avoid looking at it. If you look at the moon voluntarily or fail the saving throw, your body transforms into an oozaru. You become a giant ape, as on page 323 of the Monster Manual, and you lose all conditions and magical effects of your choice, except Exhaustion. At the beginning of each turn, you must make an Intelligence or Wisdom saving throw DC 10+prof mod. On a failure, you must attack the closest creature within 120 feet. Creatures must make a DC 18 Intelligence saving throw to learn that you need your tail to transform. Your tail has 1/4 of your maximum hit points, and occupies one space of your choosing that you cover. If your tail is destroyed or the night ends, you revert to your normal state and you must succeed a DC 15 Constitution saving throw. On a failure, you are unconscious for 1 hour.<br />
<br />
==== Saiyan Archetype ====<br />
<br />
Upon reaching the 3rd level Saiyan Fighters must choose an archetype.<br />
<br />
You gain additional features at 6th, 7th, 9th, 14th, 17th and 20th level<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Ki-Empowered Strikes====<br />
Starting at 4th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Energy Detection ====<br />
Beginning at 5th level, you have advantage on Perception checks for tracking down another creature, as long as they are still alive and fully organic.<br />
<br />
==== Evasion ====<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
==== Flight ====<br />
<br />
At 7th level you gain the ability to use your Ki to fly or levitate short distances. As you gain levels 10th, 15th, 17th, and 20th the distance you may travel increases. You can activate this technique as a bonus action. This technique remains active until you either run out of Ki points or choose to deactivate it as another bonus action. You must have at least 1 Ki point to activate this ability<br />
<br />
==== Ki Charge ====<br />
At 10th level, you can regain ki. In place of a turn, you can regain an amount of ki using your unarmed damage die. You regain use of this feature at the end of a long rest.<br />
<br />
==== Super Saiyan ====<br />
<br />
At 8th level, you gain the Super Saiyan transformation. You can expend 2 ki points to transform as a bonus action to enter this form. While a Super Saiyan, your now fiery golden hair stands on end, your irises and pupils become a pale cyan, and you gain a visible ki aura. <br />
Optionally, you may talk with your DM on how you unlock this transformation, even with the possiblity of gaining it earlier than level 8.<br />
While transformed, you gain the following features:<br />
*Your unarmed strikes deal +1 damage die for every base existing die.<br />
*Your {{5a|str}} and {{5a|con}} increases by +2, and so does it's cap.<br />
*Your aura radiates bright light for 10 feet and dim light for another 10 feet. <br />
*You and creatures within 20 feet of you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks.<br />
<br />
You may only use this transformation once, regaining use at the end of a long rest. At 11th level, you master the transformation and no longer need ki to transform into it,nor does it have a time limit<br />
<br />
This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are reduced to 0 hit points or ki points, or go {{5c|Unconscious}}.<br />
<br />
==== Limit Break ====<br />
At 13th level, you can push yourself past your limits. Your Strength, Dexterity, Wisdom, and Constitution maximums increase by +2. When you are under 1/4 of your hit point maximum, your Strength, Dexterity, Wisdom and Constitution increases by +2, to a maximum of 24.<br />
<br />
==== Endurable ====<br />
Starting at 15th level, you have advantage on saving throws against being {{5c|Poisoned}}, {{5c|Petrified}}, and {{5c|Blinded}} and you gain advantage on your next unarmed attack against a creature that attempts to poison, petrify, or blind you.<br />
<br />
==== Super Saiyan 2 ====<br />
At 12th level, you can trancend the power of a Super Saiyan. You can transform from Super Saiyan 1 to 2 for 1 ki point as a bonus action. Leaving your Super Saiyan 1 form no longer requires a bonus action. Your hair becomes swept back by the immense force of your ki, and your aura gains electric sparks. This form lasts for 1 minute, after which you return to Super Saiyan.<br />
While in this form, you gain the following benefits in addition to those of Super Saiyan 1.<br />
*Your aura increases by 5 feet.<br />
*You gain proficiency in {{5a|con}} saving throws. <br />
*Your Movement and Flying increase by 5 feet<br />
*Ranged ki attacks deal 1 damage die extra of lightning damage.<br />
<br />
==== Super Saiyan 3 ====<br />
<br />
At 16th level, you gain the ability to go even further beyond. While in this form, your hair extends to just below your waist, and you lose your eyebrows. You can enter the Super Saiyan 3 form as an action for 3 ki point if you are already in Super Saiyan 2. You must spend 2 ki points every round after to maintain this form. You can not enter this form while below half of your total ki, but it can be maintained past this limit. You return to Super Saiyan 2 as a bonus action or when you are reduced to 0 ki points. While in this form, you gain the following benefits in addition to those of Super Saiyan 2. <br />
*Your unarmed strikes deal +1 damage die for every existing die.<br />
*Your flying speed increases by 10 feet.<br />
*All abilities that use ki deal +1 damage die.<br />
*Your {{5a|str}} and {{5a|dex}} increases by +2. <br />
*Your {{5a|Con}} decreases by -2.<br />
*Your aura increases by 5 feet.<br />
<br />
==== Golden Oozaru ====<br />
At 20th level, you gain full access to your Oozaru power. You can benefit from both Oozaru and any Super Saiyan form simultaneously. You have disadvantage on saves to not attacking the closest creature while benefiting from both forms.<br />
Golden oozaru have a maximum Strength, Dexterity, and Constitution of 30.<br />
<br />
=Saiyan Archetypes=<br />
Features that require charging are considered fully charged on initiative count 20 x rounds after you use your action to begin charging, where x represents the listed number of rounds required to charge. Charging for “half a round” means charging costs an action, your movement, or half your movement and a bonus action. Firing a charged feature does not require an action. <br />
<br />
== Royal ==<br />
Royal saiyans, as the name would imply, are saiyans or royal decent. They often view others as lesser warriors simply by not being royal, even other saiyans. They have been known to murder allies simply for underperforming in combat, and view others as either subjects or corpses. <br />
<br />
====Superior Conditioning====<br />
At 3rd level, your royal lineage tailors you to become the perfect warrior. You gain Expertise in the Acrobatics and Athletics skills, you also gain +1 to attack rolls with your marital arts.<br />
<br />
====Galick Gun====<br />
At 6th level, you gain access to the Galick Gun, a beam that rivals the Kamehameha. It takes 1.5 turns to charge. It fires in a 60ft long and 20ft wide line. Every creature in its path must make a Constitution saving throw. If they fail, they take 8d10 radiant damage, but if they succeed they take half damage. You can expend 1 additional ki to increase this damage by 8d10 at 9th and 11th level. Each additional ki increases its charge time by 0.5 turns. (Costs 5 ki points)<br />
<br />
====Gravity Rune Training====<br />
At 7th Level, your royal status allowed you to increase the benefits of training. You gain a +1 to attack rolls with your martial arts after training for a full 20 hours.<br />
<br />
====Power Ball====<br />
At 9th level, you can create a Power Ball. This ball replicates the Blutz waves that a full moon emits, transforming any saiyans within 120 feet into an Oozaru. Every non-saiyan creature within 120 feet has advantage on their first damage roll each turn. It can be thrown up to 60 feet in any direction where it hovers for 1 minute, until you ordered it to return to you, or it is destroyed. It has 12 AC and 10 hit points. (Costs 6 ki points)<br />
<br />
Additionally, you no longer need to make saving throws to control your Oozaru form, even in the event of a full moon.<br />
<br />
====Big Bang Attack====<br />
At 14th level, you learn the Big Bang Attack. You fire a ki blast up to 120ft that deals 12d10 radiant damage. Every creature within a 30ft radius of the target is hit and must make a Dexterity save, taking half damage on a success. This damage decreases by 1 die for every 5 feet away from the initial target they are. (Costs 10 ki points)<br />
<br />
====Final Flash====<br />
At 17th level, you can fire the Final Flash. It must charge for one turn. This attack fires out a massive ki blast that is 120ft long and 60ft wide. This attack costs your all current ki points. Every creature in range must make a Constitution saving throw. On a fail, they take (ki spent x 2)d20 radiant damage. On a success, they take half. This circumvents features that reduce all/half effects to half/none. You take 1d6-your {{5a|con}} modifier levels of exhaustion immediately after using this.<br />
<br />
====Final Sacrifice====<br />
At 20th level, as a full round action, you may charge up and release a massive self sacrificing blast of ki from your body. Every creature in a 240 feet + 20 feet for every point of ki radius takes the amount of ki you have remaining x 2d20 damage. Creatures can not have immunity, resistance, or vulnerability to this damage. After this feature is used, you die instantly and your form crumples to ash. You may only be revived using True Resurrection or a Wish spell.<br />
<br />
== Warrior ==<br />
Saiyan warriors are often lower class saiyans. As members of a warrior race, they love to fight, often partaking in sparing matches with friends and seeking out enemies. <br />
<br />
====Meteor Combo====<br />
At 3rd level, you can deal a series of blows in quick succession. When you take the attack action using only unarmed attacks, you gain 1 additional attack in exchange for decreasing your damage die 1 tier. <br />
<br />
====Kamehameha====<br />
At 6th level, you learn the Kamehameha. As an action, you begin to charge. For your next two turns, you can only charge and change the aim of your kamehameha by turning your body. When kamehameha is unleashed, it fires a massive blue ki wave 60ft long and 30ft wide in a straight line. Every creature in its path must make a Constitution saving throw. If they fail they take 8d10 radiant damage, but if they succeed they take half damage. You can charge for an additional round to increase the dice to 10d10 at 9th level (3 turns), 12d10 at 14th (4 turns), and finally 16d10 at 17th (5 turns). (Costs 5 ki points+1 for each additional round charging)<br />
<br />
====Dragon Fist====<br />
At 7th level, you learn the dragon fist. As an action, you may spend ki to charge forwards at a creature, fist ready. A dragon of ki forms around you as you move, forcing all creatures of your choosing within 5 feet of your path to make a Dexterity or Constitution save or be knocked prone. The distance of this attack is a base 60 feet + 10 feet for every additional ki point you spend on the attack. When you reach your target, you make one unarmed attack with advantage, however when rolling damage, you deal 1 additional die of damage for every additional point of Ki spent on the attack. On impact, the dragon leaves you and slams into the target making it get pushed back 10 feet + 1d10 feet for every ki point spent in total for the move. (Ki cost base 3)<br />
<br />
====Spirit Bomb====<br />
At 9th level, you have mastered the Spirit Bomb. By calling on the Ki of every living thing, you can create a bomb on immense energy. For every round spent charging the bomb, it gains 2d10 force damage. You can gather and control energy up to your Strength score x 2d10, afterwards you must make a DC 15 + (number of d10 above your maximum) Strength saving throw or have the bomb dissipate, loosing all the energy stored inside. If you are in a Saiyan transformation, the amount of d10 you can control is decreased by 20. <br />
<br />
If you are attacked while controlling or charging the Spirit Bomb, you must make a DC 20 Wisdom saving throw to avoid loosing control of the Spirit Bomb. You have disadvantage if you are in a Saiyan transformation. Loosing control of the Spirit Bomb while charging results in it dissipating as described above.<br />
<br />
When you launch the Spirit Bomb, it moves at a pace of 30+the amount of d10 controlled feet at the beginning of your turn. The Spirit Bomb has a radius of 20ft, plus an additional 10ft per round charged after the first. If any part of the Spirit Bomb hits a corporeal object, including it's target, it explodes, all creatures and objects within 100ft of the Spirit Bomb's edge must succeed a DC 15+your Ki effect modifier Dexterity or Wisdom saving throw or take it's damage. Good creatures have advantage on this saving throw. <br />
<br />
You regain use of this feature at the end of a long rest.<br />
<br />
====Martial Arts Genius====<br />
At 14th level, you have mastered hand-to-hand combat. On unarmed critical hits, instead of dealing additional damage, you can choose to knock the opponent prone or grapple them. When using Meteor Combo, if all other attacks hit, your last attack has advantage.<br />
<br />
====Spirit Saiyan====<br />
At 17th level, you can bring the Spirit Bomb into your very being. You must charge a Spirit Bomb for at least 2 rounds. Instead of launching it, you absorb it. Any d10 stored in said Spirit Bomb enter a pool. You can expend any amount of d10 to increase your unarmed, ki blast, or Kamehameha damage or to heal yourself or others. Your aura increases by an amount of feet equal to 5 x the number of d10 you have stored. You can store as many d10 as twice your Strength modifier +2, after which you must succeed a DC 15+the amount of additional d10 Strength saving throw or the energy dissipates. Using this feature does use your use of Spirit Bomb. This can be used at the same time as other forms. Any stored d10 dissipate after 5 minutes. <br />
<br />
You regain use of this feature at the end of a long rest.<br />
<br />
====Universal Spirit Bomb====<br />
At 20th level, you are no longer limited in your control of the spirit bomb. You may now charge it indefinitely and no longer have to make saves to control the bomb. Taking damage does not cause it to dissipate, instead it remains in the air till you make an action to gain control of it again, For every 50 feet past 300 feet from the blast edge, damage taken by creatures from this is reduced by one tenth.<br />
<br />
== Legend ==<br />
Once every 1,000 years, a legendary saiyan is born. These Saiyans have a massive pool of incredibly powerful ki. This ki is nigh uncontrollable, often causing them to go berserk. <br />
<br />
====Powerful Ki====<br />
<br />
At 3rd level, your ki is directly pulled from your unending rage. Your ki blasts deal necrotic damage. In addition, you can spend 1 ki point to make your ki blasts also attack every creature within 5 feet of the target for half damage, you also gain and additional 1 ki per level retroactively.<br />
<br />
====Echos of the Legend====<br />
<br />
At 6th level, your ki begins to replicate the myth your kind created. As an action, you gain partial bonuses of a {{inpage|Super Saiyan}}. You must spend 1 ki point at the beginning of each turn to maintain this form.<br />
<br />
*Your unarmed strikes deal +1 damage die of your level.<br />
*Your aura radiates bright light for 10 feet and dim light for another 10 feet.<br />
*You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.<br />
<br />
====Eraser Cannon====<br />
At 7th level, as an action, you can use the Eraser Cannon, a massive ki blast that deals 1d10 necrotic damage for every point of Ki you charge into it. Every creature in a 10 + 5 per ki point foot sphere centered on a point no further than 30 + 10 per ki point feet from you must succeed a Constitution saving throw to take half damage. You may charge it for 0.5 a round to compress 1 point of ki into the blast a number of times equal to your Strength modifier. (Cost 3 Ki Points)<br />
<br />
====True Demon====<br />
<br />
At 9th level, pain and pleasure become mixed. When you take more than 7 damage from a single attack, you gain 1 ki points. If you are healed for more than 7 hit points from a single source, you lose 2 ki points, this does not effect hit dice healing or long rest.<br />
<br />
====Legendary Super Saiyan====<br />
<br />
At 14th level, your rage wreaths your Super Saiyan forms in green ki. As a bonus action, you can enhance the Super Saiyan form you are in for 1 ki. For every turn you use this enhanced form, you must spend 1 ki and must make 2 Wisdom saving throws at the beginning of your turn. If the first is a failure, you must spend +1 ki every turn, to a maximum of +5. The second’s DC is your spell save DC+twice the amount of ki spent using this form. If it is a failure, your next attack must be against the closest creature. While in this form, you gain the following features:<br />
*Your unarmed attack’s deal an additional 1 necrotic damage for every ki point spent maintaining this form. <br />
*Your ki blasts are always under the effect of Powerful Ki without spending the ki point.<br />
*Your aura increases by 10 feet.<br />
*The entirety of your aura is dim light.<br />
<br />
====Overflowing Power====<br />
<br />
At 17th level, you can harness your berserk state. While above half of your maximum ki points and using Legendary Super Saiyan, you may choose to go berserk in exchange for your action and bonus action. While berserk, you benefit from any form you were already in, as well as the following:<br />
*You must attack the Strongest creature within 240 feet. <br />
*You know the Strongest creature within 240 feet. <br />
*You deal double damage to objects. <br />
*You can not be {{5c|Frightened}}, and have advantage against being {{5c|Charmed}} and effects that would make you {{5c|Unconcious}}. <br />
*You have twice your normal maximum of Ki and you regain your maximum Ki Points when you enter this form. <br />
*This form lasts for 4d20 rounds or until you are knocked {{5c|Unconcious}}, {{5c|Charmed}}, killed, or run out of ki.<br />
*Your aura increases by 10 feet.<br />
*You spend 5 ki each turn on Legendary Super Saiyan.<br />
<br />
====Blaster Meteor====<br />
At 20th level, as an action, you may surrounded yourself with a shield of Ki. Until the beginning of your next turn, you gain a damage reduction of 30. At the beginning of your next turn, you launch a number of Ki blasts equal to your strength modifier x 10. The ki blasts are split evenly between all creatures within range to attack. (Costs 15 Ki Points)<br />
<br />
== Successor ==<br />
Successor saiyans came about when a disaster forced the few remaining saiyans to breed with humans. What they lack in the raw power of their forefathers, they make up in their ability to grow exponentially. <br />
<br />
====Masenko====<br />
At 3rd level, your ki blasts deal radiant damage. In addition, you gain the Masenko: a strong ki beam with a 30 foot long and a 10 foot wide line range that deals 2d8 radiant damage that can be used as an action. You can add an additional 1d8 damage at the cost of 1 additional ki point at 9th, 13th, and 17th level. (Costs 1 ki point)<br />
<br />
====Trained Ki====<br />
<br />
At 6th level, you use ki sparingly and efficiently. You may add your Wisdom modifier to your ki point maximum.<br />
<br />
====Flashes of Rage====<br />
At 7th level, when one of your allies drops to 0 hit points or dies, you may immediately take a turn. This can be done once, regaining use at the end of a long rest.<br />
<br />
====Hidden Ki====<br />
<br />
At 9th level, you know not to waste any ki. You can choose whether or not your transformations have an aura, and in turn its Stealth disadvantage.<br />
<br />
====Potential Unlocked====<br />
<br />
At 14th level, your limits are lessened. Your Strength, Dexterity, Wisdom, and Constituion score maximums increase by +2, as does one of their scores.<br />
<br />
====Mystical Ki====<br />
<br />
At 17th level, your ki resonates with that of the gods. While in any transformation, you gain resistance to necrotic damage as well as the following for 1 minute, regaining use at the end of a long rest.<br />
*Your ki now is much better suited for your abilities, you now spend half as much ki on all abilities for the same benefit.<br />
*Your speed and flying speed increase by 30 feet<br />
*You have +3 bonus to attack rolls on martial arts<br />
<br />
====Mystical Ki Fully Unlocked====<br />
At 20th level, Your ki seems to fully adapt to the mystic benefits fully. You gain all of the benefits of Mystical Ki permanently.<br />
<br />
== Traveler ==<br />
Travelers are similar to successors in that they are not pure-blooded saiyans. Having come from many places and even times, their abilities make use of their vast experience. <br />
<br />
====Ki-Blade====<br />
At 3rd level, you gain proficiency in a single one handed martial weapon. While wielding this martial weapon, you can choose do deal your unarmed damage die instead of its own, and it counts as an unarmed strike<br />
<br />
====Burning Attack====<br />
<br />
At 6th level, you can fire a ki blast that deals 3d8 fire damage to a single creature within 45 feet. You can spend 1 additional ki point to move 15 feet and make an unarmed strike as part of your action.(Costs 1 ki point)<br />
<br />
====Spirit of Vengance====<br />
At 7th level, when a friendly creature is reduced to 0 hit points, you gain the benefits of {{inpage|Super Saiyan}} until then end of your next turn. <br />
<br />
====Finish Buster====<br />
<br />
At 9th level, as an action, you can fire a beam of Ki in a 60 foot x 5 foot line as an attack roll. As a bonus action, if you are already grappling a creature, you can throw them 20 feet into the air on a successful grapple check, ending the grapple and gaining advantage on this feature’s attack roll. On a hit, they take 8d8 fire damage (Costs 4 ki)<br />
<br />
====Super Saiyan Grade 3====<br />
<br />
At 14th level, you can push your Super Saiyan power to the limit. While in Super Saiyan, as an action, your muscles gain a significant amount of mass and your hair becomes thicker. You can exit this form as a bonus action. You gain the following bonuses:<br />
*Your movement and flying speed decreases by 5 feet. <br />
*You add your Proficiency bonus to your damage rolls instead of your attack rolls. <br />
*Your Strength increases by +2. <br />
*At the beginning of your turn, you spend 2 ki. <br />
<br />
====Sword of Hope====<br />
<br />
At 17th level, you can charge your ki into your martial melee weapon for two turns. At the beginning of your third turn, your weapon’s damage die becomes 2d10. You must spend 1 ki each turn to maintain this.<br />
<br />
====Super Saiyan Rage====<br />
At 20th level, you may enter a Rage State. Your attacks now deal triple damage and you have a +5 to hit one creature selected when you initiate this form. You must spend 5 ki at the beginning of your turn to sustain this state. You regain 1/2 a use at the end of a long rest.<br />
<br />
==Soldier==<br />
Soldier saiyans, unlike warrior saiyans, do not fight for pleasure, but rather for power. They typically desire nothing more than to conquer planet after planet. <br />
<br />
====Unbridled Oozaru====<br />
At 3rd level, as a full turn action, you can transform into an oozaru regardless of time of day. While transformed in this way, you have disadvantage on the Intelligence or Charisma saving throw to avoid attacking the nearest creature. You can revert to your normal state at a full turn action.<br />
<br />
====Rebellion Spear====<br />
At 6th level, as an action and bonus action, you can move 30+your flying speed feet, taking half damage from opportunity attacks, after which you force every creature within a 15 foot x 5 foot line to make a Dexterity saving throw or take 6d8 lightning damage. (Costs 3 Ki Points)<br />
<br />
====Rising Strength====<br />
At 7th level, when a friendly creature is reduced to 0 hit points or killed, you become immune to all conditions until the end of your next turn. <br />
<br />
====Deflection====<br />
At 9th level, as a reaction, when you are targeted by a ranged attack, you can contest their attack roll with one of your own. On a success, you can make the same ranged attack against a different creature. If you are targeted by a spell-like effect that’s range is a line that requires a saving throw, you can choose to increase the DC for yourself by +3, decreasing by 1 for every additional ki point spend. On a success, you can change the direction of the remaining range. (Costs 3 Ki Points)<br />
<br />
====Oozaru Blast====<br />
At 14th level, as an action while you are an Oozaru, you can open your maw and fire a massive blast. Every creature in a 120 foot x 25 foot line must succeed a Dexterity saving throw or take 5d10 lightning damage. (Costs 5 Ki Points)<br />
<br />
====Time-Breaker====<br />
At 17th level, while above 2/3 your maximum hit points, you are immune to being charmed and frightened. When you become an Oozaru, you may choose what ability scores are effected. Becoming an Oozaru in this way does not change your size.<br />
<br />
====Visions of the Future====<br />
At 20th level, when you are killed by a creature, you may revert time 1d6 hours before you died, you may only use this ability a number of times equal to your Wisdom modifier. You can not regain uses for this feature.<br />
<br />
==Crusher==<br />
Crusher saiyans are mercenaries and pirates. They fight for neither king nor country, but rather for power. Those who work for them do so either out of fear or for their wealth. <br />
<br />
====Crusher Corp====<br />
At 3rd level, you gain proficiency in Persuasion checks and have advantage on such checks to haggle with mercenaries. <br />
<br />
====Spread-Shot Retreat====<br />
At 6th level, when you take the disengage action, you may make a ki-blast attack. <br />
<br />
====Sudden Storm====<br />
At 7th level, when you make a ki-blast attack, you can reduce its damage by 1 die tier (2d8>2d6>2d4>1d8) to attack an additional time. This can be done multiple times on a single attack, but you must spend 1 ki point for every other additional creature attacked past 3. <br />
<br />
====Kill Driver====<br />
At 9th level, you can fire a powerful ring of Ki. You must charge for 2 rounds. Every creature in a 120 foot line must succeed a {{5a|dex}} saving throw or take 6d12 radiant damage and are restrained, taking half damage and not being restrained on a success. If a creature fails this saving throw, the ring can not deal any damage additional creatures. Creatures that are Small or Tiny have advantage on this saving throw. (Costs 4 Ki Points)<br />
<br />
====Tree of Might Seed====<br />
At 14th level, you gain a single seed for the Tree of Might, an evil, life-eradicating tree. You may plant the seed. For every day it grows, it creates a 1 mile radius in which all life with a CR lower than 1/4 dies. The tree must grow a for 15 days before it produces a single fruit, after which consuming said fruit increases your Ki pool by the number of miles its dead zone grew and it ceases growing. If the seed is destroyed before the tree bears fruit, you must spend an entire day focusing your ki to create another. You may only create one tree that produces fruit.<br />
<br />
====Crusher Corp Captain====<br />
At 17th level, you gain proficiency, or expertise if you already have proficiency, in {{5a|Cha}} saving throws and Persuasion checks. <br />
<br />
====Fully Unleashed Tree of Might====<br />
At 20th level, you may plant a second tree of might seed. The tree’s growth is no longer restricted to 15 days, and kills creatures with a CR of 1 or lower. This tree produces endless Fruit of Might, with a new fruit being grown every 3 days. You may exchange 20 Ki Points from your maximum to increase an ability score by +2 permanently. Over the course of the various fruits growing, the DM may send stronger enemies as the Fruits are grown. Once the planet has been fully absorbed, a seed will be formed from the now dead tree for you to take.<br />
<br />
==Brute==<br />
Saiyan brutes fight with overwhelming strength out of a sense of duty, often disguising a deep fear of their superiors.<br />
<br />
==== Heavy Finish ====<br />
At 3rd level, as part of a successful unarmed strike, you may spend 2 Ki Points to force the target to succeed a Dexterity saving throw or become {{5c|stunned}} until the end of their next turn.<br />
<br />
==== Arm Break ====<br />
At 6th level, as part of a successful unarmed strike, you may spend 3 Ki Points to force the target to succeed a Strength saving throw or have their arm broken, removing their ability to use it until the end of their next long rest or until they are subject to [[5e SRD:Greater Restoration|Greater Restoration]].<br />
<br />
==== Break Cannon ====<br />
At 7th level, you can spend 1 Ki Point as part of a Ki Blast to negate disadvantage and the need to have a free hand by firing it from your mouth.<br />
<br />
====Saibamen====<br />
At 9th level, as an action, you can convert a normal seed of any kind into a saibaman seed for 5 ki points. When planted as an action, it becomes a [[Saibaman (5e Creature)|saibaman]] at the end of your next turn. You may have up to 3 saibamen alive at once. They are allied to you, but not charmed by you. Each saibaman lasts for 1 minute, after which they die instantly.<br />
<br />
==== Blazing Storm ====<br />
At 14th level, as an action, you create a 15 ft. radius explosion anywhere within 90 ft. of you. Every creature within range must attempt a Constitution saving throw. On a failure, they take 5d10 force damage. You may charge this for 1 round without spending additional ki to double its range or damage. (8 Ki Points)<br />
<br />
==== Double Sunday ====<br />
At 17th level, you learn the Big Bang Attack. You fire a ki blast up to 120ft that deals 2d10 radiant damage. Every creature within a 30ft radius of the target is hit and must make a Dexterity saving throw, taking half damage on a success. This damage decreases by 1 die for every 5 feet away from the initial target they are. You may do this twice on a single action, doubling its cost. (Costs 4 ki points)<br />
<br />
==== Saibamaster ====<br />
At 20th level, you can have any number of saibamen alive at a time, they last until the end of your next long rest, and they are {{5c|charmed}} by you.<br />
<br />
==Evil Saiyan==<br />
Evil saiyans are an ancient breed, dating back to the oldest eras of the Saiyan race. In some respects, they are the truest form of saiyan, having the raw strength all saiyans strive for. At your DM’s behest, your alignment must be Evil to take this archetype. <br />
<br />
====Dèsastre Claw====<br />
At 3rd level, as a bonus action, you can create a pair of hands made of Ki. While this is active, your unarmed strikes have an additional 5 feet of reach, deal necrotic damage, and do not have disadvantage while restrained. You must spend 1 ki every minute to keep this active.<br />
<br />
====Bloodlust====<br />
At 6th level, when you enter combat alone against a creature with a CR higher than your own, you can choose to regain 1 ki point at the beginning of your turn. To use this feature again, it must recharge (5-6).<br />
<br />
====Shadow Tail====<br />
At 7th level, for 1 ki point you can regrow your tail. While you have your saiyan tail, you gain proficiency or expertise in Intimidation. <br />
<br />
====Dèsastre Eraser====<br />
At 9th level, as a full turn action, you can charge a large blast of dark ki. You can create up to 2 blasts, 4 while {{inpage|Dèsastre Claw}} is active. Each blast can hit a different target within 120 feet as a ranged ki attack, dealing 3d8 necrotic damage on a hit. Every creature within 10 feet of a successfully hit creature takes damage as well, decreasing by 1d8 for every 5 feet. (Costs 3 ki per Blast)<br />
<br />
====Super Saiyan Berserk====<br />
At 14th level, while in a Super Saiyan form, you can corrupt a creature within 60 feet as an action. They gain the effects of {{inpage|Super Saiyan}}, even if they are already in a saiyan form, and must succeed a Charisma saving throw or attack the closest creature within 120 feet that is not you. They can repeat the saving throw at the end of each turn. This last for 10 minutes or until they are unconscious. (Costs 4 Ki Points)<br />
<br />
====Savagery====<br />
At 17th level, when you are reduced to 0 hit points, you may instead drop to 1 hit point and gain a damage threshold of 5 for 1 minute. You may use this once, regaining use at the end of a short rest. <br />
<br />
====Super Saiyan 3 Full-Power====<br />
At 20th level, while using Super Saiyan 3, you do not lose ki at the end of your turn and you can maintain it for up to 10 minutes at a time.<br />
<br />
----<br />
<br />
==Variant Features==<br />
<br />
===Non-Transformation Variant Features===<br />
The following take the place of the saiyan transformations. If you take one of the following features, you must take the later level ones as well. <br />
<br />
==== Trained Fighter ====<br />
Starting at 6th level, you have become an expert martial artist, and through training, your body and mind have become increasing hardened and astute, granting you the following benefits. <br />
*You may reroll one damage die on your turn and must use the new roll.<br />
*You are immune to the effects of extreme weather as described in chapter 5 of the Dungeon Master’s Guide.<br />
*You gain proficiency in the {{5s|Athletics}} skill, and if you already have proficiency in it, your proficiency bonus is doubled for any {{5a|str}} ({{5s|Athletics}}) check you make.<br />
<br />
====Retaliatory Strike====<br />
Starting at 12th level, whenever you use the {{inpage|Stand Ground}} or {{inpage|Perfect Dodge}} features as a bonus action, you gain an additional reaction, in which you may shoot a {{inpage|Ki Blast}} or make an unarmed strike against the creature that made an attack against you.<br />
<br />
====Ki Peak====<br />
Starting at 16th level, you have honed your ki to the point of perfection, allowing you to enter a state of unrivaled power. As a bonus action, you may enter Ki Peak for 1 minute. You regain use of this feature after you finish a long rest. While in Ki Peak, you gain the following benefits:<br />
*At the start of your turn, you gain 10 {{5e|Temporary Hit Points}} and you regain 1 ki point.<br />
*You can not have disadvantage on attack rolls with your unarmed strikes or with ranged spell attacks with {{inpage|Ki Blast}} and subclass techniques. <br />
*You may use this a second time without taking a long rest if you are attacking a CR 21 or greater creature at your DMs discretion.<br />
<br />
===Other Variant Features===<br />
====Natural Prodigy====<br />
Your Martial arts are seemingly above and beyond that of your peers,You may take this feat in place of an {{inpage|Ability Score Increase}}.<br />
When you make a unarmed attack you may add half of your level to damage rounded down,as well as gaining a +1 to attack.<br />
When you use Flurry of blows you may attack an extra time.<br />
<br />
====Strength of Body====<br />
You may take this feat in place of an {{inpage|Ability Score Increase}}. The user’s maximum Ki Points increase by an amount equal to their level + their Strength modifier<br />
<br />
====Perfected Super Saiyan====<br />
At 12th or 16th level, in place of Super Saiyan 2 or 3, entering Super Saiyan no longer consumes uses gained at the end of a long rest. If this is taken at 16th level, you can not gain Super Saiyan 3. <br />
<br />
====Super Saiyan Power====<br />
After one has obtained {{inpage|Super Saiyan}}, in place of an {{inpage|Ability Score Increase}}, they may take this feature. You can expend 1 ki point to transform as a bonus action to enter this form. You are cloaked in a golden aura as your hair is swept up similar to Super Saiyan, but lacking the golden hair or cyan eyes. While transformed, you gain the following features:<br />
*Your unarmed strikes deal +1 damage.<br />
*Your {{5a|str}} and {{5a|con}} increases by an additinal +2, and so does its cap.<br />
*Your aura radiates bright light for 10 feet and dim light for another 10 feet. <br />
*You and creatures within 20 feet of you have disadvantage on {{5a|dex}} ({{5s|Stealth}}) checks.<br />
*You can transform into {{inpage|Super Saiyan}} for 1 ki as a free action and revert to this form from Super Saiyan 1, 2, or 3 as a bonus action. <br />
<br />
At 14th level, you master the transformation and no longer need ki to transform into it.<br />
<br />
This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are reduced to 0 hit points or ki points, or go {{5c|Unconscious}}. You may use this a number of times equal to your Constitution modifier, regaining all uses at the end of a long rest.<br />
<br />
====False Super Saiyan====<br />
At 1st level, you may take a feature allowing you to gain a false state of the super saiyan transformation under certain conditions<br />
<br />
*1. All of your party must be downed or below 1/4 their maximum health<br />
*2. You have 1 or more Ki remaining<br />
*3. [[Saiyan (5e Race)|Further Beyond]] must have already been used<br />
If all conditions are met, you may enrage and transforms into the false super saiyan state as a bonus action or reaction. Your hair flares up, you gain a red aura as your eyes go white, and your body bulges as it uses latent power it should not be able to access.<br />
While in this State you gain the following benefits and downsides<br />
*Your unarmed damage is doubled <br />
*Your speed increases by 10 feet<br />
*You have unlimited ki in this form<br />
*You lose all conditions and magical effects of your choice, except Exhaustion<br />
*Your health may go below 0 and you will remain standing, however doing so will increase the severity of the downsides as follows<br />
=====Downsides=====<br />
*At the beginning of every turn spent in this form, your Strength, Dexterity and Constitution decrease by 1. If you are below 0 hitpoints, they decrease by 2.<br />
*Taking damage when below 0 while in this form further decreases your Constitution by 1/10 the damage taken rounded down. <br />
*You leave this form at the end of combat automatically<br />
*You are Paralyzed from the neck down until you complete a long rest once you have left the form<br />
*You may regain one point of Strength, Dexterity and Constitution at the end of each long rest<br />
<br />
====Past Level 20====<br />
If you wish to further increase your power as a saiyan to absurd heights, consider the [[Ascended Saiyan, Variant (5e Class)]].<br />
<br />
=== Multiclassing ===<br />
<br />
A DM can choose whether the [[Saiyan (5e Race)]] is a requirement for this class. If a PC wants to use this class without being a saiyan, use the variant features above.<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the saiyan fighter class, you must meet these prerequisites: {{5a|str}} of 13 and {{5a|con}} of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the saiyan fighter class, you gain the following proficiencies: none.<br />
<br />
(This class is based off of an existing class called saiyan fighter, variant all credit goes to that, this is just my edits of it)<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1749205Talk:Naruto: Shinobi (5e Class)2023-07-26T16:40:39Z<p>Plywood tank: forgot to add an extra space</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)uu<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (Prior Versions of Overhauled Content)<br />
|label7= Archive 7 (TBA)<br />
|label8= Archive 8 (TBA)<br />
|label9= Archive 9 (TBA)<br />
|label10= Archive 10 (TBA) <br />
|label11= Archive 11 (TBA)<br />
|label12= Archive 12 (TBA)<br />
|label13= Archive 13 (TBA)<br />
|label14= Archive 14 (TBA)<br />
|label15= Archive 15 (TBA)<br />
|label16= Archive 16 (TBA)<br />
|label17= Archive 17 (TBA)<br />
|label18= Archive 18 (TBA)<br />
|label19= Archive 19 (TBA)<br />
|label20= Archive 20 (TBA)<br />
}}<br />
<br />
<br />
==Core Rules and Major Changes==<br />
<br />
Recently since Reference left the page for a while, we've noticed some editors changing major and core things in the class that might flip it all around and ruin campaigns. For example, recently someone, i don't know who changed the number of Jutsus that can be gained though that was reversed back to normal. We ask that any major changes to the class be discussed with others first, preferably here before being implemented, so ongoing campaigns don't get ruined because of these changes being out of place or wrong.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 11:18, 18 May 2021 (MDT)<br />
<br />
<br />
I'm currently considering converting the various Hashirama's Cells feats and boons into a path (tentatively named "Path of Vitality"). H-Cells don't really fit the idea of a feat, since it's not really a skill that you train, and implantable paths are already the go-to system for growing one's mastery of a genetic ability, making the boons a bit of a standout. The only problem I can think this may cause (beyond giving me a headache fixing character sheets, I still haven't fixed all the Uchiha's genjutsu) is that it would further imbalance the ratio of dojutsu to non-dojutsu implantable paths to 6/9, but that could be easily solved with more info on the Jogan, Isshiki's Dojutsu (I've heard "Dharmagan" thrown around a bit, could work Shinjutsu in with it), or Senrigan (maybe roll Yome's dojutsu into it).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:20, 9 January 2023 (MST)<br />
<br />
I have created a mockup [[Path of the X (Shinobi World Supplement)|here]]. Wood Style itself could be merged into Path of Vitality Unique Jutsu, since they're unique to Hashirama and people with his cells, making the separation between Mud Style and Wood Style more clear-cut. It also occurred to me that the 6/9 balance could be solved by splitting implantable into Dojutsu/Vessel/DNA paths, leaving us with a 6/5/4 ratio after Vitality is introduced, though I'd want another opinion before going through with it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:54, 9 January 2023 (MST)<br />
<br />
==Clarifications==<br />
Think anything isn't how it should be? Is something worded confusingly? Bring it up here! --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
<br />
Please be sure to check the 4th archive to the right before asking. CTRL + F works wonders. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:18, 27 January 2021 (MST)<br />
<br />
I have a question about the Sage chakra of the jinchuuriki of the ten tails. Does it last forever, even if it's spent, being recovered already in Sage Mode, or do you need to convert the new chakra normally? -- [[User:NescauOtaku|NescauOtaku]] ([[User talk:NescauOtaku|talk]]) 10:15, 09 April 2023 (BRT)<br />
<br />
:I'm not sure what you mean, since being the ten-tails' jinchuriki doesn't grant senjutsu directly. Chakra granted from Six Paths Power from the Constitution saving throw can be regained due to having the Otsutsuki boon. If you mean the secondary bonus from a 29+ Wisdom saving throw, it makes Sage Mode active from when you enter it as an action to until you no longer have least 1 senjutsu chakra point. If you mean Six Paths Senjutsu from the Dexterity saving throw, which I don't think you are but it's worth including just in case, you still need to use the jutsu to gain its benefits.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:50, 11 April 2023 (MDT)<br />
<br />
When having affinty in fuinjutsu and some of them having saving throws to restrain them do you roll and results incress the DC? Or it only effects with the ones that do damage?<br />
-Ren<br />
<br />
:Affinity only affects damage, since a potential +16 to a jutsu's DC would be insane.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:10, 6 March 2022 (MST)<br />
<br />
Is it possable to take taijutsu and basic ninjutsu? -RenBimu<br />
<br />
:Basic Ninjutsu and Taijutsu can be taken like any other nature, the only restriction is at 2nd level so a player doesn't take two elemental natures on a single level to limit when Kekkei Genkai can be gained.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:59, 7 March 2022 (MST)<br />
<br />
<br />
I was honesty to impatient to read where was best to put this so here is my question. Is nature affinity additional unarmed per hit on a jutsu or per jutsu? Because with specialisation and affinity in lightning or wind, a level 3 or 4 character could be putting out 90+ damage with a one chakra jutsu (ie. sand buckshot or lightning ball with masterful chakra control). That is kinda super wack, like sets a clear meta.<br />
<br />
:The intent of affinity is that it only applies once per jutsu, but getting the wording exactly right is kinda difficult. Sooner or later, I might just rewrite the chakra feature to make more sense.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:49, 2 December 2021 (MST)<br />
<br />
I DM a pure Naruto campaign and there have been numerous discussions on how Substitution Jutsu works. I know the wording states "when hit by an attack..." which for me translates to being hit by an attack roll. However, my players have argued the point that jutsu that have a saving throw, such as Thunderbolt, counts as being "hit" and can use Substitution Jutsu to avoid it. I feel that using it that way is wildly overpowered. Should Substitution Jutsu only be applicable when hit by an attack that uses an attack roll? -CleverNot, 3:09, 8 August 2022.<br />
<br />
:You must be hit by an attack roll, otherwise it would be overpowered as you said, and it would make [[Path_of_the_Snake_(Shinobi_World_Supplement)#Path_of_the_Snake_Unique_Jutsu|Orochimaru Style Substitution]] and numerous other reactions useless.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:04, 9 August 2022 (MDT)<br />
<br />
<br />
Hey, i was wondering since there is a jinchuriki race, would i be allowed to put my [[Otsutsuki_(5e_Race)|Otsutsuki]] along with it? I would like to ask before doing so to see if i would have to make alterations before putting it there.-(Xandelicious)<br />
<br />
:Sorry for the delay. The jinchuriki race is more of a remnant of an older version than anything. I suppose it wouldn’t be the worst thing once the race is completed given the setting already has its own race alternative. That being said, pretty much anything that would make an Otsutsuki unique is already adapted somewhere in this class, so I’m unsure there is room for it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:05, 14 August 2022 (MDT)<br />
<br />
Is there a Statblock for the human Araya?- Plague<br />
<br />
I have a question about a jutsu of the "Steel Release". The name of the jutsu is "Quarantine Wall" and the question is about the increase in life, where the following is quoted:<br />
"You may increase the wall's hit point by spending half as many of chakra points."<br />
I didn't understand how much chakra I need to spend, and how much life would increase to the wall, with each increase, if it can increase more than once.<br />
<br />
:This has been clarified on page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:03, 15 November 2022 (MST)<br />
<br />
How the Datara change to the stage one, to two and three?<br />
<br />
:As stated in the Forms header, it's based on how many Tailed Beasts it has absorbed. To what extent is ultimately up to the DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:17, 19 November 2022 (MST)<br />
<br />
::I have added more information.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:01, 19 November 2022 (MST)<br />
<br />
Another question is about Hashirama, Jiraiya and Kashin Koji, Tha don't need to become prone and blind to enter in the Sage mode. Is there any feat that allows this? The only thing I know, is about becoming jinchuuriki of the ten tails, which allows you to get Natural Energy with a bonus action.<br />
<br />
:I have added a handful of alternate features to account for Hashirama, Minato, and Koji, but Jiraiya uses ''Sage Art: Amphibian Technique'' to achieve this effect.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:17, 19 November 2022 (MST)<br />
<br />
If I have the "Six Paths Power" and the "Otsutski" Boons, could I spend 2 points of normal chakra, to turn into 100 points of otsutsuki chakra? Or only 1 to 50?<br />
<br />
:Unless you have the Six Paths Power boon more than once, your Six Paths chakra maximum is 50, so you can only spend 1 chakra to regain 50 Six Paths chakra, and can not have more than 50 Six Paths chakra at a time. If you had 4 Six Paths Power boons (200 Six Paths chakra), you would spend 1 chakra point to regain 200 Six Paths chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:17, 19 November 2022 (MST)<br />
<br />
I feel like the otsutski boon is a little op isn't it? With it you have 50 times how ever much normal chakra you have. Which feels a little nuts. Maybe have it more like senjutsu. You can spend shinobi level plus int modifyer chakra for twice as much 6 paths chakra.<br />
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:While I get where you're coming from, boons exist outside of normal gameplay. Players can't gain them by leveling, and the Otsutsuki boon specifically is practically impossible to justify gaining outside of the DM deliberately giving it to the player, unlike boons like Rinnegan Manifestation or EMS. Beyond that, while I'm usually not a fan of "but the lore", the Otsutsuki are defined by their naturally near-endless chakra supply that is only further bolstered by dozens to hundreds of Chakra Fruit, so to me this is a better solution that giving Otsutsuki thousands of chakra points. That all being said, I could see about increasing its cost from 1 to 5, which feels like it splits the difference.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:53, 17 January 2023 (MST)<br />
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That's fair, but in that case shouldn't there be another way to regain 6 paths chakra? As it is its essentially just a feat you get so you can get other feats since there is no other way to recover it than that boon. Also kind of unrelated, but I feel like sharingan should just get plus int mod to AC and then just the other stuff at 7 and 10 rather than just +1 +1 +1. And I feel it's kind of weird that the feat for fast hand seals let's you use jutsu as a bonus action, but the one that lets you skip handseals alltogether doesn't. I think the making someone else do seals thing should be something seperate.<br />
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:Six Paths Power is a boon not a feat, but that's on me for wonky wording and has been corrected. The fact that Six Paths Power chakra can't be regained normally is intended as a matter of DM control. If a DM wants to grant players a big powerup for the BBEG, but not have the powerup last forever like a typical boon or extra levels would, it gives hard boundaries for when it's lost. This is also based on how Naruto seeming loses SPSM after Shippuden (whether or not he actually loses it is a different discussion, either is reasonable). As for the sharingan, a potential +5 bonus to AC would be a bit much, especially at 3rd level, and especially on a subclass already this strong; the +3 across 3 early features is already pushing it. As for the seals feats, I've combined the two (with some modifications for balance), since both covered the same idea.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:38, 18 January 2023 (MST)<br />
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For the sharingan maybe increase the chakra cost to compensate? The halfing of 1 rounded down makes it free once you get sharingan mastery. maybe make activation cost 3 and maintenance cost 2 per round in combat, but outside of combat the starting cost keeps it active for an hour since you don't have to use it as extensively. That just feels more accurate, the sharingan is super powerful, but is not cheap to maintain. especially at early levels. Also feel like resistant should just be replaced with evasion. In theory shinobi are supposed to avoid being hit not tank the hits. I am aware that that isn't always the case in Naruto, but still.<br />
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:While the sharingan isn't cheep to maintain for characters like Kakashi, Sasuke is never shown struggling to maintain his sharingan in part 1, and we see Itachi have it active effectively every time we see him, thus Mangekyō is used as the point at which it can be indefinitely maintained without implantation, and implantation causes a higher maintenance cost. If we make activation 3 and maintenance 2, a 3rd level player who maximized their chakra would be spending half of their maximum chakra (11) for a single round. Even [[Sasuke, Young (Shinobi World Supplement)|Chunin Exams Sasuke]] would be spending 1/3 of his chakra for a single round, and wouldn't be able to cast a single chidori after 2. While the sharingan is super powerful, 3-tomoe is supposed to be equal to the Byakugan and inferior to Initial Release, and I can't imagine putting it much higher than other 10th level features like a fully-developed Second Stage Cursed Mark or near-Jiraiya-level Sage Mode.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:10, 19 January 2023 (MST)<br />
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Is it possible to use the jutsu "creation of all things" to create some Doujutsu? (if you can't, what if you spend using an Epic Boon?)<br />
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:There is no jutsu that creates dojutsu, and there's no boon to make Creation of All Things do so.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:17, 19 November 2022 (MST)<br />
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If my character has both Rinnegan and Tenseigan, could he use the six paths with the Tenseigan?<br />
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:Not entirely sure what you mean. You can use the Tenseigan Deva Path while your Rinnegan's Deva Path is on cooldown due to using different terminology. If you mean specifically ''Rinne Six Paths'', I have added wording to give your paths any other dojutsu you have, similarly to Obito's Six Paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:17, 19 November 2022 (MST)<br />
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Regarding the '''Path of the Cursed''' subclass, under the Aquatic Curse the text states; ''"You gain a swimming speed equal to double your movement speed. . .When you make an unarmed strike, you may spend 1 chakra to fire a barrage of scales, granting it a range equal to your movement speed."'' Does your swimming speed equal twice your highest stated/given movement speed or your just your walking speed? Can the user attack with the barrage of scales more than one unarmed strike per turn? After spending 1 chakra on the first unarmed strike, does that one spent chakra effect the rest of the user's unarmed strikes that turn making them ranged or are you required to use 1 additional chakra for each unarmed strike? Does the range of the unarmed strike refer to your movement speed as the speed you are currently using or the highest of your stated/given movement speeds? Would the range of the unarmed strike increase after taking the Dash Action? (Initial walking speed of 50ft, activate Dash for 100ft, now the user can move 100ft and can "punch" an additional 100ft) Would you have disadvantage using the barrage of scales if a hostile creature within 5ft of you were present? If not, wouldn't it rather be an increase in reach than range? (Bugbear go brrrr)<br />
Though that covers everything I can think of about the Aquatic Curse, I also wanted to bring up that under the ''"Path of the Cursed Unique Jutsu"'' section - both ''"Cellular Regeneration Ejection"'' and ''"Cellular Regeneration Absorption"'' state neither a duration nor does ejection have a given range and Absorption also raises the question on if having the Aquatic Curse allows you to leech hp from large distances as your attacks are still considered unarmed strikes. Sorry about the wall of text a lot happened in the last few sessions.--[[User:Windslinger8|Windslinger8]] ([[User talk:Windslinger8|talk]]) 17:15, 21 November 2022 (MST)<br />
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:In 5e’s general mechanics, movement speed generally refers to your walking speed. The scales effect can be used on any unarmed strike you make and only lasts for that unarmed strike, if it affected every unarmed strike for a turn or could only be used once per turn there’d be wording for that. The Dash action grants additional “movement” but does not specifically increase your “movement speed”, so this effect’s range wouldn’t change. Since it’s a ranged attack you would have disadvantage against creatures within 5 ft., but why would you spend chakra to grant yourself disadvantage? The Cellular Regeneration jutsu have been fixed.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:05, 24 November 2022 (MST)<br />
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::''"Since it’s a ranged attack you would have disadvantage against creatures within 5 ft., but why would you spend chakra to grant yourself disadvantage?"'' It's more of a question on if whether or not you can attack a retreating target (starting outside your range) with an enemy in your 5 ft range without receiving disadvantage, and I wasn't quite sure if the Aquatic Curse at the time of writing my original question was Canonical or Fan-made. Though I did recently find out about the filler episode (#170) debuting the Kaima Form which after seeing it in action does clear things up as well. '''I also wanted to ask if a subclass's Unique Jutsu - if unlisted as a specific chakra nature - defaults to any of the basic chakra natures or something akin to the subclass having it's own nature?''' --[[User:Windslinger8|Windslinger8]] ([[User talk:Windslinger8|talk]]) 15:24, 24 November 2022 (MST)<br />
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:::Sorry about that, I always forget that rule in ranged attacks. Subclass Unique Jutsu act as their own chakra nature that you automatically get when you take a subclass and can benefit from its own Affinity.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:46, 24 November 2022 (MST)<br />
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In the crystal style are missing some jutsus from Guren. For example, the jutsu "Crystal Armor", which she shows against Tenten and Rock Lee, using both defense and attack. Another is the jutsu of the giant shurikens and shurikens, which has only on the giant, but claims to be just a normal shurikens, and she creates her own shurikens like anything else from her jutsu. She probably has some slashing bonuses, because she's surprised by the Defense of Three Caldas. It also lacks the jutsu that it freezes living beings, as froze Hinata and the insects of the Shino.<br />
- Crystal Prison (kesshou gokakurou<br />
- Shuishou Rou<br />
- Hanahirake, Shouton, Shuisou Meikyuu<br />
- Telescope Technique<br />
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:Guren’s shuriken at least are adapted as the Giant Hexagonal Weapon jutsu in order to allow for more than just shuriken. Crimson Fruit and Crystal Encampment Wall are intended to act as a Crystal Prison with more versatility, but I can see about adding more jutsu in a few days, as unfortunately I am in a place where I can not make large edits (particularly things like formatting full features and jutsu).—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 05:55, 25 November 2022 (MST)<br />
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::Telescope Technique is already part of [[Yin Style (Shinobi World Supplement)]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:06, 29 November 2022 (MST)<br />
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So if you use advanced training to get to sage path to the 10th level feature, and then use perfect chakra thief to get the 15th level do you actually get the feature, even though Chakra thief says you don't get any abilities to create the special chakra.<br />
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:Only features gained from Perfect Chakra Thief lack the ability to gain the path's special chakra, so while you'd still be able to meditate as outlined in Partial Sage Mode, Passive Meditation was gained from Perfect Chakra Thief and thus would not function.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:41, 19 January 2023 (MST)<br />
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For funds you mean 5d4 times 10 right?--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 15:58, 26 January 2023 (MST)<br />
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:I'm not sure where you're getting that, it's just 5d4 gp, which would be 5-14-20 gp. Looking at it, that does put it a little under starting equipment (35.5 gp), but that's still comparable to a figher's 50-140-200 vs 195 gp. That being said, I might double it to fully get the ratios right.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:59, 26 January 2023 (MST)<br />
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In the players handbook under starting wealth by class the lowest one is barbarian, which is 2d4x10 gold pieces, while the highest ones like paladin are 5d4 x 10gp. Only used if you don't get any starting equipment. So gp from class and background are ignored. Fighters also get 5d4 x 10gp--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 19:39, 26 January 2023 (MST)<br />
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So I'm not entirely clear on what the 2 different dice things are for the martial arts. If it's a choice than 4d4 is way better than 1d8. Nvm, I figured it out.<br />
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So does the resistant feature line count as resistance against an onyx jutsu?<br />
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:It does not. In that feature, "resistance" refers to 5e's resistance mechanic, rather than the Resistant feature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 29 January 2023 (MST)<br />
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Didn't think so, Kaguya is a beast. Which is totally fair, but those truth seeking orb absorbing damage is a pain. On that note if a jutsu uses senjutsu does it count as senjutsu or only if it's cast as a sage art?--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 11:23, 29 January 2023 (MST)<br />
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:As long as the jutsu uses senjutsu, it ignores immunity from Six Paths Senjutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:12, 29 January 2023 (MST)<br />
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With the ten tails variant rule, if i got 29+ on a saving throw would i also get the previous features of that saving throw, for example with the constitution saving throw, would i just get the boons or would I also be level 20 in path of the beast?--[[User:Johnjustjohn|Johnjustjohn]] ([[User talk:Johnjustjohn|talk]]) 10:47, 4 February 2023 (MST)<br />
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:This has been clarified this on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:10, 5 February 2023 (MST)<br />
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With the ten tails variant rule, it feels like the charisma saving throw is more of a debuff than a buff, you already need to be level 20 with path of exalted for ten tails coffin seal so everything but the last feature won't benefit you, then if you have a sharingan you lose the ability to use susanoo, the path of hatred's capstone ability.--[[User:Johnjustjohn|Johnjustjohn]] ([[User talk:Johnjustjohn|talk]]) 13:38, 17 February 2023 (MST)<br />
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:I've removed the Susano'o restriction from <29, but the other restrictions are mostly for canon accuracy. Obito can't use Kamui or his Rinnegan abilities, while one-eyed Madara can't use Susano'o.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:25, 18 February 2023 (MST)<br />
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Going through the wiki specifically, I cannot find a way to roll high enough to get 29+ on saving throws. Im fairly new to dnd and my first ever campaign was using this page. Basically what im asking is, how do I get high enough saving throws to become the ten tails jinchuriki, or is there a jutsu im missing that allows you to just pass the saves? ~~ Snake 3:52 pm (EST) April 14 2023<br />
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:With an ability score (i.e. Strength) of 20, that ability has a modifier of +5, which you add to saving throws of that ability (i.e. Strength saving throws). 9th level increases your proficiency bonus to +4, which you can add to saving throws you are proficient in (+9 total). With a roll of 20 (all saving throws and skill checks in 5e add bonuses to the roll of a d20 unless otherwise stated (which is very rare)), you have a total roll of 29. At 17th level or higher (+6 proficiency bonus, +11 total), the minimum needed roll becomes 18. Using the Beyond 20th Level variant rule at the bottom of this page, ability scores can be increased to 30 (+10 (minimum roll 19 without being proficient)), and eventually higher, not to mention the rule's increasing proficiency bonus. 29 is very hard for a reason, but not altogether unattainable (plus, 29 is only required to have the full benefits of being the Ten-Tails' jinchuriki).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:17, 14 April 2023 (MDT)<br />
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I have looked through the fuinjutsu tab a few times over, i can only find one jutsu that allows the removal of a tailed beast. that being sen no rikyu, and they have to critically fail a save for it to happen. Is there any way in to remove a jinchurikis tailed beast other then that way? ~~ Snake 12:09 PM April 15 2023 (EST)<br />
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:This is already clarified in [[Path_of_the_Beast_(Shinobi_World_Supplement)#Jinch.C5.ABriki_Creation|Jinchuriki Creation]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:20, 15 April 2023 (MDT)<br />
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Is there a reason that the genjutsu's that would be auditory can only target one creature? for instance, "Cajolery of Glamor" in yin style. It only allows the targeting of one creature within range. also im new to using wikis so thank you for telling me about the ~~ --[[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 14:25, 15 April 2023 (MDT)<br />
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:No worries. The main reason Cajolery of Glamor only targets 1 creature is for balance reasons, though the [[Path_of_the_Mind_(Shinobi_World_Supplement)#Auditory_Genjutsu|Auditory Genjutsu]] feature can increase the number of targets that can be targeted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:40, 16 April 2023 (MDT)<br />
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Another question, Is there any chance you can add the archive for susanoo weapons? [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 17:41, 15 April 2023 (MDT)<br />
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:I'm not sure what you mean by "the archive", can you clarify?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:40, 16 April 2023 (MDT)<br />
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Well there is archives on the right side of the page and they have old features so i was wondering if there was an archive that had the old susanoo weapons, atleast my friends told me that there was an old ruling on the susanoo weapons. There was shisuis lance, and other weapons. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 14:30, 16 April 2023 (MDT)<br />
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:Thanks, that makes a lot more sense. They have been added to the Overhauled Content archive, though I will say that you can still build them using the current system (save for the lance, which requires Susano'o: Tsukumo and the shuriken, which requires Kamui Amplification).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:47, 16 April 2023 (MDT)<br />
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What would the options for a player typically be if they have jutsu slots but no jutsu to take?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 01:01, 16 April 2023 (MDT)<br />
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:They'd have to wait until they can take a new nature or path with path unique jutsu, though somewhere lower on this page CleverNot and I had a similar conversation you could weigh in on.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:40, 16 April 2023 (MDT)<br />
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Not much of a clarification needed but more of an idea for Dming, what do you think it would be for someone who gets a gash down one eye like Kakashi or Boruto in a battle.<br />
Would it be a critical hit using the fair critical hit variant with +10 gradual blindness (that's one half of the eyes limb hp)? If so, would they always have a -10 penalty to perception checks with sight? Just need some ideas on this area.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 15:06, 20 April 2023 (MDT)<br />
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:I would rule it that way, though gradual blindness applies to all checks that rely on sight (which includes most attacks). I'd also let them regain eye limb hit points without necessarily regaining their eye, since a -10 forever wouldn't be fun. To be honest, I'm considering changing it to an exponential growth instead of +5s, since missing one eye is difficult, but not necessarily as debilitating as a -10.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:20, 20 April 2023 (MDT)<br />
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Okay so in "Chakra Tags" There is the "Structure Sealing Tag". Does that seal affect any creatures within said structure? So say someone was to be encased in rock from "Bedrock Coffin". Slapping the Structure Sealing Tag on it would or would not seal the creature within said coffin? Im asking because I have been brainstorming a lot lately on how many different ways there is to seal creatures haha, Thanks in advance! [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 17:25, 20 April 2023 (MDT)<br />
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:To be honest, I haven't even looked at that page in quite a while. A Structure Sealing Tag only keeps objects that can open closed, and while it's up to your DM if rocks closing in around a target counts as an object closing, I would not. The main way of escaping Bedrock Coffin is by taking damage anyway, which the tag would not be able to stop.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:20, 20 April 2023 (MDT)<br />
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Just to be sure, when calculating your chakra total - do you add your constitution modifier for every level similarly to hit points or only once in your character’s life time.<br />
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:You only add your Constitution modifier to your chakra maximum once. If you were to add it every level, you'd end up with a range of 0 - 140 at 20th level just from leveling (which would cause you to either be practically useless or insanely strong) instead of 35 - 45 (which makes balancing costs so much easier).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:36, 28 April 2023 (MDT) <br />
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If you were to knock a (flying w/ no hover) creature in the air prone beforehand on the same turn - would using the Taijutsu ''Iron Claw'' cause you and your target to both take falling damage damage separately, split the damage, or put all the damage on the target as an added benefit of the jutsu? My understanding of the jutsu is that it has only really been used on the ground in the canon medium, but I had some thoughts about its use in the above context and wanted to consult the "design team" on their thoughts on the subject.--[[User:Windslinger8|Windslinger8]] ([[User talk:Windslinger8|talk]]) 10:57, 13 May 2023 (MDT)<br />
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:In the [[5e_SRD:Movement_and_Position|SRD]], "If a flying creature is knocked prone... the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell" so if the fall is big enough to take falling damage, both creatures would take it (though this is one of those situations where it'd be totally within reason for your DM to decide only the target takes the damage within reason).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 13 May 2023 (MDT)<br />
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Is there anyway to control the tailed beasts with a sharingan? Its stated within the show that a mangekyou sharingan can control the 9 tails. Im not sure how but i think it would be cool to be able to control the tailed beast and add your susanoo to it like madara. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 13:41, 16 May 2023 (MDT)<br />
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:Visual Genjutsu allows you to cast the Complete Control genjutsu, and Complete-Body Susano'o allows you to grant another creature the effects of your Susano'o.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 17 May 2023 (MDT)<br />
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For Humanoid Susanoo it states "however, the creature cannot affect anything outside of it from within. If you and another creature are both occupying your Susano'o, they may contribute the benefits of any feature that has a duration and would target themselves, such as Second Stage or Sage Mode, to your Susano'o instead." But it does not state whether or not you yourself can benefit from your own cursemark or sagemode while in susanoo. Is there a reason for this or do we have to have another person put their cursemark or sage mode onto the susanoo? [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 06:49, 10 June 2023 (MDT)<br />
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Generally your own features should be useable unless otherwise stated, the text you mentioned only clarifies that you can benefit from the effects of others with Susanoo.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:11, 10 June 2023 (MDT)<br />
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For Path of Youth - when it comes to the jutsu 'Morning Peacock', is the initial target considered to be in range of the 20ft cone of fire due to them being the "origin" of the effect? <br />
Also could you consider lowering the chakra cost of 'Rumored Endeavor Star' from 30, it feels like a little much for its 1d4 per 10 ft ratio compared to surrounding path unique jutsu.--[[User:Windslinger8|Windslinger8]] ([[User talk:Windslinger8|talk]]) 02:04, 24 June 2023 (MDT)<br />
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:The original target only takes the 2d4 damage, those affected by the cone are behind the target as stated in the jutsu.<br />
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:As for Rumored Endeavor Star I believe that it and any other similar jutsu's chakra cost is justified, it's a technique that will cause your strikes and probably any other path of youth jutsu or taijutsu deal much more damage simply for circling the target or something of the like, not to forget that its duration can be indefinite as long as the gates are open.<br />
:That said, even when we calculate the bonus gained at the minimum level you can take that jutsu, you can see that it is pretty absurd, at 10th level your speed is at least 50, taking the added bonus from the fifth gate makes it 90 (Possibly doubling that with ninja speed as a bonus action).<br />
:And with probably any taijutsu user you would have shadow of the dancing leaf, bringing that up to a whopping 135 feet (and also making opportunity attacks rarely hit you) considering you don't have any other bonuses to speed such as the weight of guts or chakra alternatives.<br />
:At only 10th level, if you have enough chakra, you have an increased damage on top of your regular modifiers equal to 7 + an average of 26 and a maximum of 52 if you use all your movement speed (double that if you spend ninja speed as well), once each single turn you have your gates open, and with attacks that have a low chance of missing due to your attack roll bonus of +5 from the gates.<br />
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:Taking all this into consideration and how it can last a long time and be stacked onto other taijutsu labeled as unarmed strikes makes it the contrary to what you claimed, as it is quite an absurd bonus (even if you're not really trying too hard to exploit different movement speed bonuses) having a high chakra cost makes it somewhat more balanced or justifiable (although it is still too absurd and requires a nerf in my opinion) not to mention that a taijutsu user from the might clan can potentially halve that cost to 15.<br />
So I hope this gave you a new outlook on this jutsu.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:59, 24 June 2023 (MDT)<br />
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In Complete Control Genjutsu it does not state whether or not you can control the creature on your turn. It only states that you can on their turn, Also it costs 10 chakra to cast it and an additional 5 every time its the creatures turn again. Not to mention it takes your reaction as well, which is understandable but I just wished you can control them on your turn. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 17:47, 24 June 2023 (MDT)<br />
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:The jutsu already steals another creature's entire turn, I don't see why it should allow the target to take 2 turns controlled by the user (which isn't really within the bounds of what a genjutsu can do), especially when doing so has the potential of making a player significantly stronger. I get that it would be cool, but I don't really see introducing such a thing in a way that would be satisfying and balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:36, 26 June 2023 (MDT)<br />
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So in every nature there is a basic x technique. Excluding Chakra Absorbing Jutsu and Fuinjutsu. I feel they too should have a free/basic technique jutsu. For example, Chakra Siphon can be the basic technique for CAJ, and Enclosing Technique for Fuinjutsu. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 14:21, 17 July 2023 (MDT)<br />
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So i'm back again with more questions as always. this time its regarding some clarification on Advanced Training. one of my players brought forward that if you gain a subclasses feature at 17, 18, and/or 19th level, could the 20th level Ninja Path grant you progression of a subclass that you chose from Advanced Training? i feel the intent of advanced training is to only grant you the features and not count as actually taking the path as if you had at 3rd level (or for gestalt) when it comes to the Ninja Path feature. please correct me if i'm wrong on that point. the other thing i ask, is that if you gain a feature from a class from Advanced Training, does that grant you use of that path's unique jutsu? - CleverNot 12:16, 26 July 2023 (EST)<br />
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You would not be able to gain the 20th level feature from the path chosen from advanced training, but you would gain use of that path's unique jutsu. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 10:39, 26 July 2023 (MDT)<br />
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==Requests==<br />
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As per the editing guide, feel free to add any jutsu/path/etc that you wish to see implemented, though it may or may not be edited. If you don’t know how to write what you want in game terms, feel free to request it here. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:03, 11 July 2019 (MDT)<br />
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:also so do you want us to put Homebrew jutsus here because we can't edit the page I'm asking for one of my players who wants to share some of theirs<br />
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That would be perfectly acceptable. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:11, 26 November 2019 (MST)<br />
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:Also can we also make requests for jutsus that involve with the whole team combining jutsus? If so I have a few ideas [[user:RenBimu|RenBimu]]<br />
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You can suggest anything, but a lot of team jutsu are simply ninja using certain jutsu at the same time, such as the Ino-Shika-Cho formation, so be sure to avoid those ones specifically. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:45, 11 May 2020 (MDT)<br />
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A subclass based around shurikenjutsu<br />
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A booby trap subclass<br />
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:Sorry, I had to take a break from editing for a bit. A trap based subclass would be interesting, but may end up being worked into a puppet subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:33, 26 July 2019 (MDT)<br />
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can we have a section for gadgets for the puppet Master class just to give them more variety like what I don't know a spiked sword or trapping system for its own way to shoot darts<br />
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Double Human Bullet Tank<br />
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:Double Human Bullet Tank is simply 2 people using Human Bullet Tank so I have not adapted it.-[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:30, 20 January 2020 (MST)<br />
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Earth Release: Rock Shuriken<br />
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:I’ve added a handful of the requested jutsu. Rock shuriken was not added as one can simply use shuriken shadow clone or rock weapon and simply call it rock shuriken. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:27, 4 March 2020 (MST)<br />
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Wind Release: Wind Cutter Technique.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:32, 7 March 2020 (MST)<br />
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Sound release<br />
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Is there any possibility of a Sand style or something similar to what Gaara does? The closest I can see trying get it is using Earth style and stylizing it as sand.<br />
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:You are correct. The closest thing to a “Sand Style” is flavoring Earth Style, Magnet Style, a handful of Wind Style Unique Jutsu, and Path of Permanence features. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:05, 20 April 2020 (MDT)<br />
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Okay sorry didn't see that thanks. Can you also add wind style great breakthrough?<br />
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:I can't really think of a way to differentiate it from the other wind style jutsu, but I might come back to it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:02, 3 July 2020 (MDT)<br />
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Could you add twin lightning blades if that is canon, but something along those lines. If that makes sense lol-D<br />
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:I've thought about a good way to adapt double raikiri/double rasengan, but I haven't come up with a good way to do it. The easy answer is to make a jutsu with the same effects twice, but that seems to restrictive. Meanwhile, making a boon to allow for twin jutsu would require marking every jutsu individually as one- or two-handed. I'm sure I'll figure something out, or just buckle and do one of the options I mentioned, but we'll see. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:43, 12 July 2020 (MDT)<br />
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Okay thanks and sorry if it is to much extra work. I was also wondering if there is some way to like grapple or able to move sand like gaara does? If that makes any sense? Lol-D<br />
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:No worries. Gaara's sand coffin was adapted into the Path of Permanence's Elemental Coffin feature. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:31, 16 July 2020 (MDT)<br />
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Yeah I know, I'm not trying to sound mean or rude, I was meaning something like gaara vs sasuke kage summit fight if I'm remembering right. It could be the game version, but gaara was using his sand I guess more like extra limbs like an octopus if that makes any sense lol. Sorry if this is super confusing lol-D<br />
Spiked Human Bullet Tank<br />
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*Sealing Technique: Spirit Sealing<br />
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:I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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[https://www.gaiaonline.com/guilds/viewtopic.php?t=22319521&page=1] And [https://www.gaiaonline.com/guilds/viewforum.php?f=1186115] Like so? Plenty of material to adapt off of. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 22:14, 26 December 2020 (MST)<br />
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:Thanks! Definitely gonna take a look tomorrow --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:38, 26 December 2020 (MST)<br />
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Is there gonna be a variant rule regarding Obito supposedly not being able to handle more than 1 Rinnegan?<br />
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:Obito's ability to control his rinnegan has always been super vague to the point that there's no actual effects to base rules off of.-[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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One Thousand Years Of Death?<br />
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- You position your fingers in a way that can cause a creature “great pain” and thrust it against them, make a spell attack, on a hit the creature takes 1d6 + Strength Mod, the DC increases by 2d6 for every size above Medium and is reduced to a D4 if the creature is tiny<br />
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- You can also use simple melee weapons in tandem with this Jutsu and add the weapon’s damage with the Jutsu’s<br />
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:I'm very unsure of adding this jutsu. Why is the DC increasing with size on a jutsu that doesn't have a saving throw? If you meant damage, that still doesn't make much sense. The closest way I could see this working is as a taijutsu variant of the already-adapted Sexy Jutsu with a range of touch and an attack roll instead of a saving throw, but even then I'd have to think on it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::I'm pretty sure they meant that the damage increases. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 02:37, 17 April 2021 (MDT)<br />
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Oof prolly should’ve worded it out better but here’s an example, <br />
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Tiny Creatures using this jutsu have a damage die of a d4<br />
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Medium Creatures have a d6<br />
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Large Creatures have 3d6<br />
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And so on and so forth<br />
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The main reason I made the damage dice increase per size is because of the 𝘴𝘪𝘻𝘦 of the hands being used to attack<br />
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:But why would this apply to this jutsu, but not a regular unarmed strike? And why wouldn't this just be an unarmed strike with an additional temporary effect?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:15, 17 April 2021 (MDT)<br />
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Fair enough I guess, the only thing that sets this Taijutsu different from others is that you can use it along with a simple weapon (as shown with Naruto against Gaara)<br />
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I know this may sound stupid, but i was wondering if we could add an extra chakra optional rule based off of ninjas like jiraya or deidara. i doubt that jiraya could summon the equivalent of 3 gamabuntas (the "clumsy" frog and fukasaku and shima) and still be able to fight pain with epic jutsus with the current chakra limit. maybe we could multiply the chakra by two again for the optional rule. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 19:23, 30 April 2021 (MDT)<br />
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I think the Jiraiya Clan Boon and Cooperation Jutsu Variant rule can pretty much explain on how Jiraiya’s able to summon toads and continue to cast Jutsus with them. Plus I think average Chakra costs are pretty fair since we’ve got tons of Feats (Masterful Chakra Control,Overflowing Chakra,etc) and Boons (Improved Hashirama Cells,Ashura’s Reincarnation,etc) that add to the chakra cost. Because an average Shinobi has nowhere near the same amount of chakra as people like Naruto, take a look at Jonins like Kakashi,Asuma and Konohamaru, they don’t spam jutsus since it would be chakra-wasting and only use 1-3 jutsus during full fights on average, the rest are just unarmed strikes. That being said, it’s all up to Ref3rence if the chakra maximum were to be increased I guess --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 08:15, 1 May 2021 (MDT)<br />
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:As Bobert stated above, it just wouldn't make sense for every character to have ridiculous levels of chakra. Jiraiya can easily be represented using the Jiraiya Clan Boon and Cooperation Jutsu, while Deidara can be represented using the Iwagakure Kinjutsu boon, and there's numerous ways to increase your maximum chakra without arbitrarily doubling it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:45, 1 May 2021 (MDT)<br />
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Hey ref3 this is killshot300 idk if you remember me but I'm just here to thank you and to show my thanks for making this class still going. i still remember when the class was like 5 justus only for the basic natures and I kept bothering you for new things and thanks for everything- killshot<br />
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:Hey, man! Thanks, that means a lot, I really hope you're doing well. The work of other users on this page really can't be understated, though. This class couldn't've become how it is today without the work of every person who's edited this page, including you.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 3 May 2021 (MDT)<br />
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No problem I also saw that there was a origami jutsu in path of exalted but basically nothing in path of Shikigami which seems to be in desperate need of jutsu and options.<br />
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:Origami Replacement Technique is one of Urashiki's Rinnegan abilities. As for Path of the Shikigami, that's mostly because Konan doesn't use all that many jutsu outside of the ones that were converted into path features. There are 1 or 2 we have yet to add, but I'm currently working on another project. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:33, 5 November 2021 (MDT)<br />
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Would it be possible to get a more generic taijutsu subclass not based around the inner gates?<br />
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:The [[Naruto: Shinobi (5e Class)/Path of Specialization|Path of Specialization]] was intended to cover specialization into any particular nature, and features like Specialized Chakra fit surprisingly well when paired with Taijutsu. Other than that, Assassin or Adequacy would be the best subclasses for specializing into generic Taijutsu. If you can think of a way to make generic Taijutsu specialization unique, I'm all ears, but I personally think we have plenty to work with as is.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:07, 10 November 2021 (MST)<br />
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:Gotcha. Thanks for the reply!<br />
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I was wondering if the feat "uzumaki clan" could be done in a way that focused on fuinjutsu and summoning jutsus since the uzumaki clan was known for that in the series, I was also wondering if the "way of the mind" could have an ability to see memories as in the series, a greeting :D<br />
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:The Uzumaki clan's fuinjutsu was Hiden, whereas their high chakra reserves are a fundamental part of Uzumaki biology, so a fuinjutsu-based clan boon should be for a separate clan. As for the ability to see memories, more than just the Yamanaka clan has such a jutsu, so such a thing would more likely be a genjutsu than a class feature. That all being said, I am working on these alternatives.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:20, 11 November 2021 (MST)<br />
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Clan uzumaki<br />
Could the Uzumaki clan have advantages to sealing jutsus? in kishimoto's data guide it says they were stamp experts--{{unsigned|Maicol}}<br />
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:As per above, their Fuinjutsu expertise was clan Hiden, not a kekkei genkai. While some clan boons do grant Hiden (i.e. the Ino-Shika-Cho clans), KG benefits like the Uzumaki clan's strong chakra and vitality always come before Hiden, and adding full advantage on all Fuinjutsu, especially on top of its current benefits, would be unbalanced to say the least. If you would like a Fuinjutsu-specific clan boon, please see the Bunpuku clan.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:13, 22 November 2021 (MST)<br />
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Lightning Barrel, Sealing Tag Barrier, Secret Technique: Insect Bog.<br />
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:I see a lot of really good things here, thanks! For future reference, please be sure to fully check if something has been adapted before requesting it (which can be done pretty easily by for jutsu by putting the class before the jutsu name when searching). By the looks of it, Sealing Tag Barrier (and Sealing Tags as a whole) have mostly been adapted as Paralysis Seal. Insect Bog seems a bit too similar to Insect Sphere.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:53, 17 December 2021 (MST)<br />
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Mind's Eye of the Kagura, Wind Release: Flag Current, Umbrella, Ninja Info Cards, Tsurukame, Petrification Gauntlet, Tenseigan (Energy Vessel), Binding Cloth, Injection Shot, ice Bomb, Sealing Arm Braces, Manipulated Tools: Ten Thousand Wild Heavenly Blade, May Rain Blood River sorry again if to musch-killshot<br />
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:Thanks for all the suggestions. Minds Eye of the Kagura has been adapted as the Sensor Nin feat.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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Hiding in Shadow Technique, Toad Flatness — Shadow Manipulation Technique, Hiding in a Toad Technique, Reverse Summoning Technique, Demonic Flute, Fangs of Lightning<br />
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The Genryū?<br />
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I was wondering about creating a separate page for homebrewed content relevant to this homebrew which wouldn't interefere or confuse with the context that comes straight from the anime? I know my friends and I have some interesting ideas for dojutsu and etc but I wouldn't want to mix it in with the ninja paths that come from the anime; they should be separate. [[User:Janderion|Janderion]] ([[User talk:Janderion|talk]]) 15:06, 31 March 2022 (MDT)<br />
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:There absolutely should be a place for homebrew paths, since homebrew jutsu are already added, but I don't think a whole separate page would be necessary. I've added a subheader beneath the canon paths, though it's commented out at the moment. Once your path(s) is/are complete, you should be able to remove the comments and slightly modify the link beneath it, or let me know here and I can do that for you.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:06, 31 March 2022 (MDT)<br />
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Basically there could be an addition to the puppet master where you are able to custom build your own puppets, like with different features you could apply to them <br />
instead of just using some vanilla creatures Statblocks that don't really have any puppet gadgets and whatnot. {{unsigned|DaddyPlague}}<br />
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:The [[Bestiary (Shinobi World Setting)|setting's bestiary]] has a section for puppets meant to work with the Path of the Puppetmaster's header design note level option that I'm sure you could take inspiration from to build your own. As far as adding gadgets though, I'd say the path's unique jutsu do well enough.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 6 August 2022 (MDT) <br />
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So could there be additions to the bestiary that are different variants of the type of salamander that Ibuse is? Like juveniles and half grown ones.<br />
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could you add the third kazekage puppet, like one that has the stuff like the Thousand Arm Manipulation Force, and the sword arm thing and whatnot.<br />
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:After thinking on it for a while, I'm not sure. Thousand Hands Manipulation Force seems like it would work better as a jutsu, <br />
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I feel like there should before options and maybe some jutsu in path of the puppetmaster that is focused around poisons, since that is a big part of puppetry in naruto, and it is kind of inconvenient to have to gestalt path into path of the assassin just for Poisonous Claw Excretion. For example, maybe a puppet master could have a number of poison formulas equal to their proficiency bonus, and there could be a list of some basic poisons? - Plague<br />
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:Any player can always just buy/craft poisons, it's a core part of 5e. Poisonous Claw Excretion doesn't grant nearly the kind of poison Sasori uses. That being said, I might add a third 15th level option for Path of the Puppetmaster to accelerate the process of crafting poisons.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:35, 16 August 2022<br />
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I do get that, but I was more talking about some unique types, for instance, something similar to mages bane, which makes it so that the victim had some sort of penalty to chakra, or something along those lines. Although I do appreciate you being so quick to respond about this and the kazekage puppet and whatnot. I do think that it should at least get something like Poisonous claw excretion.<br />
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Could you maybe add Mukades puppets and puppet form? Also, maybe something like that celestial prison jutsu from one of the math to movies<br />
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:Celestial Prison is already added under Fire Style, though I might move it to Chakra Absorbing to make it a bit stronger and more difficult to get.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:00, 18 August 2022 (MDT)<br />
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So maybe there could be a section with Fuinjutsu and chakra absorption jutsu that is all of the non path specific Bukijutsu, or it could just be there with basic ninjutsu and taijutsu, while removing the bukijutsu from taijutsu?--([[User talk:DaddyPlague|Plague]]) 20:43, 21 August 2022 (MDT)<br />
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<s>Hanabi Style: Revolving Heaven, Gentle Fist Art One Blow Body, Gentle Step Twin Palms, Gentle Fist: Tenketsu Needle</s>, Ice Release: One Horned White Whale, Ice Release: Tearing Dragon Fierce Tiger, <s>Ice Release: Swallow Snow Storm</s>, Genjutsu: Unknown Fire, Genjutsu: Mirage, Cactus Genjutsu, <s>Gospel of the Angel</s>, Zero-Tails Sealing Technique<br />
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:I can't find any difference between Hanabi Style and normal Rotation, Chakra Needle is already part of Path of Sight, Swallow Snow Storm is already under Ice Style, Gospel of the Angel is already a Path of the Shikigami unique jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:16, 5 November 2022 (MDT)<br />
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So 2 things. One I love the advanced training feature, it has always bothered me that no uchiha's ever learned sage mode without 10 tails bs. Second I feel like shinobi can cast jutsu they don't have a natural affinity for, so I think you should be able to use non kekai genkai jutsu you don't have the nature for just with an additional chakra cost.<br />
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:In order to cast a jutsu, you still need to know how to mold chakra into its nature, so you'd still need to gain its chakra nature. Natural affinity is represented under Chakra Nature Alternatives. I'm not sure I like the idea of players being able to have access to every basic jutsu as long as they have enough chakra, since that would definitely make high-chakra builds the main/only way to build a strong shinobi.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:41, 19 January 2023 (MST)<br />
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I disagree, spending twice as much chakra to deal fire damage instead of lightning damage is almost never going to be worth it for combat, this was more for outside of combat. Like even a shinobi who doesn't have much skill with fire could probably start a fire, and I feel like they could use the jutsu, just without the necessary practice a lot of chakra goes to waste. Actually why not add that as part of the narrative jutsu. They can't focus enough in the middle of combat to do it, but outside of combat with time to focus and make sure they don't mess up the hand seals.<br />
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:It would probably fit better as an optional rule. We never see something like this in canon to my knowledge, and it only makes each player in a party with multiple shinobi feel less unique, but I guess if we're fully doubling cost it probably wouldn't be unbalanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:14, 19 January 2023 (MST)<br />
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I think of it like when we see people learning jutsu as long as they get the hand seals right something happens. Even if it's this really pathetic looking version of the jutsu. So in theory if you pumped enough chakra into it it would look close enough to the real thing.--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 20:59, 19 January 2023 (MST)<br />
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:This has been added as an optional rule. I also used the wording of the new rule to revamp Cooperation Jutsu, since I've never liked the old wording, even when I was writing it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:04, 24 January 2023 (MST)<br />
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So it feels odd that affinity for a nature doesn't do anything for saves, or duration type jutsu. I feel like it should add a +1 to spell Dc, and maybe plus 1/4th duration. Never more than 1 of those on a single jutsu though.<br />
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:I've been wanting to change Affinity to +1 to DC, attack, and damage rolls for a while now, but it has always seemed like it would be an actual nightmare to change (for reference, there's currently almost 600 creatures in the Shinobi World setting, and even just assuming half have Affinity in ~5 jutsu on their page...). No time like the present to start with the new rules though I suppose.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:59, 26 January 2023 (MST)<br />
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You can just add it on as an appendix rule. Creatures with affinity in the technique they are using have their dc increase by 1--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 19:42, 26 January 2023 (MST)<br />
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:That felt too much like a half-solution, and having both the damage and DC bonus would be far too powerful. Regardless, it's already done, and I'm satisfied with how it is.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 27 January 2023 (MST)<br />
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Is there an app where I can download this to use for a character sheet? I'm struggling to make it myself in 5th edition custom builder.--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 15:24, 6 February 2023 (MST)<br />
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:There is not. It would probably be easier to use a fillable character sheet (or I suppose you could make a user page here and use the Shinobi World Creature preload).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:13, 8 February 2023 (MST)<br />
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What's a shinobi world creature preload?--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 14:27, 8 February 2023 (MST)<br />
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:It's what we use to make creatures for [[Shinobi World (5e Campaign Setting)]]. It'd be easiest to access through the input box at the top of [[Bestiary (Shinobi World Supplement)]] (though you'd want to either change the box to something like "User:Azura/Creature Name" and remove the categories at the bottom, or make it normally with (Shinobi World Supplement) at the end of the page name and replace <nowiki>[[Category:Other Village]] with [[Category:OC]]</nowiki>).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:47, 12 February 2023 (MST)<br />
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Not certain where to really post this. not much of a request, but maybe a suggestion. for the pure naruto campaign i host, i find once you get up to around 12-16th level you essentially have all the jutsu you really need and thus players kinda look through natures they have and mull about jutsu that they know aren't useful but they gotta take something. i've introduced a rule that seems balanced. the rule i use is: "when you would learn a new jutsu, you may forgo learning it to increase your maximum chakra by 1. this cannot be undone and you cannot reduce your chakra point maxiumum to learn more jutsu." granted this does pose an issue to those such as pure tiajutsu users just forgoing a bunch of jutsu for chakra, but then again, if you're doing pure taijutsu, you've already nerfed yourself enough. another issue this poses is those who min-max chakra/chakra nature alternatives until they can get a big OP jutsu, then just forgo every jutsu after that so they can spam their big OP jutsu in a fight, but that has yet to happen for myself. this is just food for thought though. - CleverNot 16:22, 24 March 2023 (EST)<br />
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:That's a pretty good house rule, I personally don't require players to take jutsu the moment they have unspent jutsu maximum but mine only solves half the problem. Alternatively, if ~20 is about the point where having more jutsu stops being useful, we could decrease the number of jutsu known to be equal to your level, which would make what jutsu you know more of an interesting choice, which in turn would make room for feats that allow for more known jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:56, 24 March 2023 (MDT)<br />
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:i wouldn't necessarily say that ~20 would stop being entirely useless all together. i do agree that at roughly 20 jutsu a shinobi has all they need in a full on confrontational fight. those extra 10 jutsu from like 14th-20th level are more or less, icing on the cake that is their shinobi. but feats that increase jutsu number would be very useful if the total number of jutsu is reduced. perhaps also add into the Advanced Training feature gained at 17, 18, and 19th level to be able to increase your max jutsu by like 2 or something. that could also open up a possibility to a change in the Nindo "I Will Master All Jutsu" to perhaps increase their max jutsu by like half their INT modifier. again, just food for thought. - CleverNot 12:26, 26 March 2023 (EST)<br />
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:i suppose i should also mention that while my players are only 9th level, i have been creating many characters above that as bosses for them to fight and so far i only find that around 12th-16th level that the shinobi has what they need. this is not a reflection of what my players are going through. once they encounter this i will certainly update and see if there is indeed a slump where they dont really wanna pick jutsu - CleverNot 12:30, 26 March 2023 (EST)<br />
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::Sounds like a plan, I'm currently running a game as well, though they're only 6th level at the moment, if either of our players run into this as a problem, a rule change should definitely be implemented. An alternative could be implementing jutsu ranks, so a player taking only E- and D-rank jutsu could still have the full 30 (maybe even increase the limit to 40), but a player only taking S-ranks would only have maybe 8.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 27 March 2023 (MDT)<br />
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I was thinking maybe add a madara clan boon? The benefits can be something along the lines of susanoo levels required being halfed, Or advantage on the con saving throw from mangekyou usage. Im not very versed in creating boons or feats, or anything like that. It was just something i was thinking about because there is a senju clan and a hashirama clan. ~~ Snake 11:32 AM April 15 2023 (EST)<br />
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:Hashirama has a clan because implantable paths (other than Path of the Beast, which has its own restrictions) need a clan to choose at character creation. Madara already has a clan; he's an Uchiha, his uniqueness is in being an exceptional one and being Indra's reincarnation (which is also already adapted), not having some sort of unique hiden or mutation. Additionally, I don't see why he would have advantage on MS's saving throw (he's the only manga MS user to not have a named MS ability in any media and he went from not using MS or Susano'o to having EMS), and while Susano'o levels would make a little more sense, the Uchiha clan's secondary bonus already fits him well enough. Also, if you're logged in, you can use <nowiki>~~~~</nowiki> to generate a signature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:20, 15 April 2023 (MDT)<br />
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Ive been looking and there is not many jutsus that seal creatures away. For instance, In yin-yang style (the KG) There is no Yin Yang seal like how hamura and hagaromo did to kaguya. Also in Magnet style i was looking for grand sand mausoleum but it was not there. I would love to see that jutsu added to magnet style, it would make fighting against edo tenseis more manageable because as it is right now theres not many ways to seal them away. From what i have found atleast. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 09:23, 16 April 2023 (MDT)<br />
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:Yin-Yang Resonance (the first jutsu under Yin-Yang Style) is meant to be the jutsu Hagoromo and Hamura, and Naruto and Sasuke, used to seal Kaguya, while Grand Sand Mausoleum uses the manga's "Imperial Funeral" name and uses the gold dust version, as Gaara's sand doesn't use Magnet Style. As for sealing edos, there's typically at least 1 jutsu in every nature that causes creatures to become restrained or paralyzed, which is meant to be the way to do that, although I might add that edos have disadvantage on saving throws to escape these conditions.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:40, 16 April 2023 (MDT)<br />
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I think it would be cool for the masterful chakra control feat to make it so you are always under the effects of basic ninjutsu technique and can turn it off at will. Also maybe a separate jutsu "Advanced ninjutsu technique" which is just for climbing vertical surfaces instead of going across water. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 01:17, 26 June 2023 (MDT)<br />
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:Walking and running vertically is a level based feature obtained at level 9 along with chakra infused strikes, in my campaign I've allowed this feature earlier, albeit with a chakra and bonus action cost as an additional option in ninja speed, making an arcana check if they want to use it without spending a bonus action after my players were taught it by a jonin, since level 9 feels more like the point where it's mastered to the point of effortlessness seeing as it has no chakra cost<br />
:All in all, wall climbing is already part of the class.<br />
:[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:06, 26 June 2023 (MDT)<br />
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== [[Shinobi World (5e Campaign Setting)]] ==<br />
Would anybody find it at all useful if I created a campaign setting page for Naruto? I’ve been kicking around the idea for a while, but I want to know if anyone would actually use it. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:13, 13 November 2019 (MST)<br />
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I think that's an excellent idea. This class in particular is heavily bent towards working better in its own setting rather than in a normal D&D setting.<br />
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I honestly think creating a setting on its own for it would be optimal. <br />
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-[[User:Kiralokiin|Kiralokiin]] ([[User talk:Kiralokiin|talk]]) 06:24, 13 November 2019 (MST)<br />
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Wonderful! I’ll get to working on it right away. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:31, 13 November 2019 (MST)<br />
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I'm loving the look of it so far, and I'm glad to see my items have been added to it too.<br />
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- [[User:Voided Essence|Voided Essence, The Void Walker]] ([[User talk:Voided Essence|talk]]) 18:52, 13 November 2019 (MST)<br />
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Since the [[Tailed Beasts (5e Creature)]] are CR 21-30, what CR should I make the [[Akatsuki (5e Creature)]] and [[Sannin (5e Creature)]]? -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:22, 20 November 2019 (MST)<br />
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In my opinion they should probably be around CR 10-15 depending on the Character. <br />
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Considering the Akatsuki were supposed to be able to take down tailed beasts in teams of two (With the assistance of their rings, if I remember correctly. Which could be incorporated into their stat blocks), maybe their CR could increment depending on the amount of members present at the time. <br />
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Having Akatsuki members' abilities synergise with their respective partners could also be a fun idea.<br />
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The Sannin are a bit harder to decide though. They're supposed to be great on their own, rather than specifically as an unit. So I think a CR 18 or so might be appropriate, if they can utilise minions (summoning creatures to help, for example) that CR could probably be pumped up.<br />
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-[[User:Kiralokiin|Kiralokiin]] ([[User talk:Kiralokiin|talk]]) 11:44, 20 November 2019 (MST)<br />
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Is it possible to add movie creatures like the zero tails<br />
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Hey I don't want to come off rude or anything but when do you plan on working more on the Akatsuki members? Sorry if it sounds like I am coming off rude lol.-D<br />
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:I kinda put the project to the side for a while. I will most likely add them at a later date, but if anybody wants to contribute to the Akatsuki or any other part of this setting, go right ahead. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:46, 16 March 2020 (MDT)<br />
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I would love to help but I am pretty new to DND. But sounds great and thanks for everything. -D<br />
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:I recently made a large amount of stat blocks for the [[Akatsuki (5e Creature)]] and Naruto at [[Jinchuriki Overview (5e Creature)]]. I would really appreciate if some of y'all could sort through the new pages because I'm sure I missed some things. I also botched all but Naruto's base forms's CRs, but I'm so burned out at this point to fix it right now. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:23, 15 April 2020 (MDT)<br />
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Damn dude you put alot of work into this and I'm like impressed af over all this hard work you ever take any breaks my dude? [[User: RenBimu | RenBimu]]<br />
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:Thanks for your support! I didn't have to do anything else for the past few days, so this is pretty much all I've done save for walking my dog so I don't atrophy. I finally got into the flow of making creatures, so it looks like more work than it is. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:15, 16 April 2020 (MDT)<br />
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Hey man under the Jinchuriki Overview you have nine tailed jinchuriki listed twice [[user: RenBimu | RenBimu]]<br />
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:Thanks for catching that. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:42, 18 April 2020 (MDT)<br />
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I check back on here very 3 hours or so seeing what's been added and if I cetch anything I'll let you know bro [[user:RenBimu | RenBimu]]<br />
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:Thanks! Feel free to correct anything you find. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:39, 18 April 2020 (MDT)<br />
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I've corrected two so far. 1: 3rd hokage was the 4th hokage name I and I changed that to his rightful name. And 2: in 4th hokage his big ball rasangon you had "from naruto" and I changed that to his rightful name.[[user: RenBimu | RenBimu]]<br />
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:Thanks again. I used Minato as a base for the other Hokage, and I think Minato himself was derived from Sage Naruto. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:36, 19 April 2020 (MDT)<br />
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Well in cannon Minato did take the yin or yang part of the 9 tails and sealed it inside himself and sealed the other half in naruto before he died and what little chakra they had left they left ot there just in case the seal breaks [[user: RenBimu| RenBimu]]<br />
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I have a question my man. Are you going to make a campaign or set up different missions? [[User: RenBimu| RenBimu]]<br />
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:Definitely, but I think it’ll probably be the, or at least one of the, last steps. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 22 April 2020 (MDT)<br />
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'''''Rogue Requests:'''''<br />
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I feel like this is better balanced and earlier versions and easier to understand, I just wanted to make some requests. Could evasion & ninja speed not use chakra? I did like some other the older feats like the way shadow clone jutsu & substitution worked, also picking which saving throws you wanted. Lastly I just wanted to ask if you could add sneak attack and expertise, I feel like those would be useful mechanics for a shinobi both combat and roleplaywise. -[[User:Lowrider93]] 11:54, 17 January 2021 (PT)<br />
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:Ninja Speed uses chakra for the sake of at least trying to be balanced in normal play, other core classes get similar features but are more bread-and-butter there than in this class. Evasion doesn't use chakra, so I don't know what you're asking there. Path of the Assassin shinobi get sneak attack, and there are numerous ways to get specific expertise, once again these are added in lesser/more restricted forms due to being less of BNB features. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:47, 17 January 2021 (MST)<br />
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Whats on our to do list today boss? [[User: RenBimu|RenBimu]]<br />
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:I'll probably finish off the Leaf and then start working my way down the Sound from the top. If you wanted, I would really appreciate it if you helped with Dosu down to Karin. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:20, 30 April 2020 (MDT)<br />
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Should we make a naruto human race that gives clan and a slight buff tonthe class or no? ~killshot<br />
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:I always figured the variant human works pretty well for that with the adaptable ASI and, while it isn't outright stated, the feat choice could be used for hiden/kekkei genkai jutsu. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:44, 6 May 2020 (MDT)<br />
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I think maybe the cells traits or epic boons could bee the reward of missions from Orochimaru seeing how advanced his base is in Boruto<br />
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:That's entirely up to the DM. While they certainly could be, completely restricting them to one source would heavily limit a DM. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:29, 25 July 2020 (MDT)<br />
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But I do have questions do you plan on making the sound 4 or kaguya or naruto and sasuke as creatures?<br />
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That's awesome to see at least the important characters are gonna be in there it fit well for the campaign setting you have I just wish I knew how this format works and I'd create some of the characters along side you -Bimu<br />
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:Honestly, I’d say the best way to start is to make an account and use trial and error. If you need any help, don’t hesitate to ask. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:03, 21 March 2020 (MDT)<br />
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Alright ill give that a shot bro -Bimu<br />
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Hey I saw in the campaign settings for the leaf you did have the anbu but took it away. I was wondering if you are going to or if you could add anbu? Of course whenever you are done with your break.-Sean<br />
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:The purpose of Anbu was originally to be the Hidden Leaf's "special shinobi" in the same way that the Sand has puppet masters, Mist has hunter-nin, Cloud has kenjutsu, and Stone has Kamizuru, though I may replace them with Explosion Corps. Since Konoha has a ton of unique clans, Anbu kinda lost its place. You can pretty much use any jonin or clan to represent Anbu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:54, 27 May 2020 (MDT)<br />
I think Six Paths Sage Mode Naruto and Indra Susanoo Sasuke should be more powerfull because they are suposed to be able to fight kaguya and as of right now kaguya can one shot them whit: "Eighty Gods Vacuum Attack (50 Chakra). All creatures in a 30 ft. x 90 ft. line must attempt a DC 32 Constitution saving throw. On a failure, they take 244 (36d12 + 10) magical bludgeoning damage. On a success, they take half as much damage."--[[User:Ranuto08|Ranuto08]] ([[User talk:Ranuto08|talk]]) 02:37, 11 December 2020 (MST)<br />
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To add onto the above, They are indeed WAY too weak, and naruto's chakra is not what it should be (it should be like 90, asura's reincarnation and overflowing chakra) nore are their features up to date (Like susanoo taking chakra) -- {{unsigned|The Archmage Karsus}}<br />
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:If you want, you are free to make your changes to this setting. To be honest, it's not that high up on my priorities right now. Also, please be sure to sign your posts (can be done with <nowiki> ~~~~ </nowiki>). --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:20, 8 January 2021 (MST)<br />
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Hey, thanks for the love for the jutsu's! ^^ I put quiet a bit of thought into a lot of them. I wanted to ask though, as this seems to be a mix between a conversion kit and a playable DND 5e class, is that what it's supposed to be? I personally wanted to with some friends, make a conversation kit using your system as a basis if you do not mind as well.<br />
--[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit (Wo)Man|talk]]) 11:35, 3 April 2021 (CDT)<br />
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:I guess I've never really thought of it like that, but I guess it is. [[Shinobi World (5e Campaign Setting)]] is meant to more-or-less replace everything except the core rules of 5e. You're free to do whatever you like with this page, nothing on this wiki is copywritten or anything, but if you'd like I've been trying to overhaul the NPCs in this setting to be more shonen-friendly by rebuilding them from the ground up as player characters, so if you're interested in hopping on that with me let me know and I'll try to give you some general pointers.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:27, 3 April 2021 (MDT)<br />
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Oh I probably will help. I actually play in like, 2 games with one game being played in and one DMing for, both pure naruto. I wanted to make an actual like, Conversion Kit for this as, the class is near impossible to play in a normal game and the class itself is hard enough to balance normally. But, a lot of good work has been done<br />
--[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit (Wo)Man|talk]]) 12:50, 3 April 2021 (CDT)<br />
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:As much as we've tried, this class is a bit sketch to use in a base 5e game. For those pointers I was talking about, rank is based on CR/level for the sake of categories, not necessarily their actual canon rank, though most tend to match. CR 10 is high Genin/low Chunin, CR 15 is high Chunin/low Jonin, CR 20 is high Jonin/low Kage, and CR 25 is high Kage/low Otsutsuki, but Otsutsuki tier is a lot more up to interpretation (see [[Kakashi, Six Paths (Shinobi World Supplement)]]). The only creatures who should have jutsu lists are those with multiple pages for the same person like Naruto. I would prefer you leave the Leaf, Generic, and Legendary pages alone for now as there's still a lot of major changes to be made there that I really don't want to trust other people to make, but otherwise, go at it. I would suggest you look at a handful of "finalized" pages first to get a handle on formatting (finalized pages should be moved so they end with (Shinobi World Supplement) instead of (5e Creature)). I'm so glad to have another person on this project.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:38, 3 April 2021 (MDT)<br />
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We should just move scrolls over to the setting rather than the class page, they would fit in better over there.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:17, 22 April 2021 (MDT)<br />
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Hey is it possible that the Genryū will be added considering the dragon blade is here?-killshot<br />
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:They will be added at some point, but for the most part my process is to fix characters that have already been created, then make new characters that appear in the manga/anime, then novel characters, then game exclusives, so it might be a while before I start them.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:16, 31 July 2022 (MDT)<br />
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Is there like a discord or something, for this? I'd like to try and find a game that allows this class at least if not in the setting. All of my friends are physically incapable of following a set schedule so...--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 08:56, 26 January 2023 (MST)<br />
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:There is not, at least to my knowledge. Then again, I have seen some LFG posts on some Naruto communities, with the most recent I've seen being on the Naruto subreddit if I'm not mistaken. Maybe start looking there.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:59, 26 January 2023 (MST)<br />
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== Quality Article Nomination ==<br />
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{{Quality Article Nominee|01:02, 12 February 2021 (MST)}}<br />
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'''Support.''' The shinobi is a class with a unique role for any party that is also full with interesting mechanics, rules that add flavor to the campaign, and a system like spells. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:02, 12 February 2021 (MST)<br />
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'''Support.''' I believe this class to be a relatively sound example of how to adapt content, with things like the paths of the exalted and totality being both accurately represented, yet balanced with things like the path of the shikigami and puppet master, and nothing under the sun being given any particularly ludicrous benefits. That being said, when viewing this as a QA, I'm not entirely sure having unarmored movement <s>and increasing unarmed strikes</s> adds all that much to the class, and really just serves to cause overlap with monks in a traditional party, but that isn't something that can't be ironed out. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 04:58, 12 February 2021 (MST)<br />
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'''Support''' While I personally have issues with the source material, the sheer amount of effort put into cataloging, translating into game mechanics, and balancing everything from a god-knows-how-long anime is staggering. This article is a great example of the best of the active, user-lead projects on the wiki. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 12:14, 23 March 2021 (MDT)<br />
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'''Oppose''' See my comment below; I think the sheer size of the page hinders its readability. If the page length is reduced, I'd be open to changing my vote to support. {{User:Geodude671/Signature}} . . 13:20, 14 April 2021 (MDT) it got reduced -plywood tank<br />
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'''Support''' I believe this is a great class and has some great mechanics that make it fun to play even after playing it ten times because of the variety of subclasses. {{unsigned|Plywood tank}}<br />
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'''Support''' I believe this class to be a fantastic example of how to adapt homebrew content from existing sources in a balanced manner, while also granting unique abilities that not only make it extremely different from any other class in combat but bring up a lot of funny and memorable roleplaying moments as well. The community has been nothing shy of exemplary and is an awesome example of working together and working hard to adapt content, and I'm glad to say that this is definitely the best class I've ever spent time working on and playing.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:58, 21 April 2021 (MDT)<br />
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'''Oppose''' This outshines the monk by far. Why play monk if you have this better monk version. Better breakdown to follow. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 10:54, 22 April 2021 (MDT)<br />
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'''Support''' This class is one of the best examples of a well-done class on the Wiki. It is incredibly well-written, clear, and balanced. While I do agree that it is a bit wordy, it has a lot of flavor to it, and it is incredibly well done. Every class on the wiki should strive to be something like this in terms of clarity of features and general balance. While I don't know anything about the world of Naruto, this class seems to be balanced, so whoever adapted it, good job. --[[User:MarshDASavage|MarshDASavage]] ([[User talk:MarshDASavage|talk]]) 20:47, 22 April 2021 (MDT)<br />
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'''Oppose''' This is a technicality, but a quality article is "Not extensive enough to be a Featured Article." A problem of this class is that it may be too complex to even be a featured article, so it being given the "simple and modest" title of Quality Article instead is nuts. If this is nominated for a Featured Article instead, I will reconsider. [[User:Vladulenta|vladulenta]] ([[User talk:Vladulenta|talk]])<br />
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== RLL Review ==<br />
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I hope these comments help.<br />
*fix jutsu column. says one jutsu at level but it isn't a feature until level two. I think it can also be detailed better. Chakra is the topic but jutsu comes out of left field. To non-Naruto people this probably isn't an issue but I find a little clarity could be useful here.<br />
*scrolls, non-shinobi DC is arbitrary. Why 17? maybe make it equal to a DC of whoever created the scroll. DMs and improvise DCs for random scrolls. I also don't know how to use these scrolls. Weapon scrolls give some guidance but as far as I can tell, all I can do is draw the scrolls.<br />
*Chakra seems to start simple but then Natures, paths, etc are discussed and the feature becomes convoluted. This really needs to be simplified and when natures or paths are introduced, they can describe in what way they affect chakra i.e. under subclasses you include chakra learned do not count against the number of chakra you learn. Leave that out of the chakra section. I like the touch of non-damage chakra using half jutsu out of combat. Reminds me of a ritual casting, and the reasoning is flavorful with canon i'd say.<br />
*scroll upgrade seems to compound an already utility feature for a class. This better monk is already got options and utuility, I dare say more than an artificer? 5e wants options for players over moar damage for sure, but ideally this is a party game and no one class should be doing everything. I could be wrong and the class isn't but glancing over, sooo much utility here.<br />
*I really don't feel like I need to explain why giving a class an additional subclass is OP. I would develop a more traditional feature for 5e and create a sidebar for this to be an optional feature that follows canon.<br />
*what is the classes final feature? level 20 subclass feature? obviously but I feel jipped. I won't make it negative. It is unconventional though.<br />
I'd like to address Nindo, Paths, Natures, and feats in separate posts. It will also help spot balance concerns. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:02, 22 April 2021 (MDT)<br />
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===Nindo===<br />
I am confused how a mantra bestows benefits. That said, it is a fantasy game. In the features current state, there appears no reason for how to decide the benefits. It is literally, decide with your DM what bonus they'll give you as long as you roleplay in accordance with said characters ninja way. D&D crunch is usually much more precise than this, and it is why I don't like this feature. I am also taking the practice jutso 1,000 times nindo because +3 hit and damage bonus is on par with a legendary item *cough cough*. I recommend determining a method to this madness so each nindo has some sort of balance to another. Not perfect, just comparable. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:18, 22 April 2021 (MDT)<br />
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===Nature===<br />
So closer look I've learned the nature thing is just a school of magic like thing. I think the chakra section would greatly benefit if subtitles were used to give a heads up to readers. Like the wizard has Ritual Casting title under spell casting. Like I didn't know in order to pick jutsu I needed a nature. I also wasn't following that jutsu are essentially spells. The chakra section isn't precise about these nuances. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:41, 22 April 2021 (MDT)<br />
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==Balance Requests==<br />
While playtesting this class with some of my good friends we found a few issues. The playtest was in the scenario of the Zabuza arc, meaning we were level 9 (because that was directly after they learned to walk up walls, and directly before they receive the abilities used in the chunin exams.) and we found a few things wrong with the class.<br />
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Path of Sight: One of the more minor things we noticed is that the byakugan (now that I think about it, I think multiple subclasses get it) receives a truesight of 30 feet at level 3. A warlock whose whole thing is oooh Ethereal plane oooh, receives truesight at level 15, while specific classes can only get truesight from a sixth level spell. Again, it's not a huge deal, because it's not all too powerful and won't be used too often unless you come across the invisible man, but I think it's a bit unfair for the other classes who want the same thing. Also, in the setting of Naruto, there are a lot of characters who specialize in genjutsu are made useless against them, for instance, the path of blood. I would recommend making it blindsight with the addition of being able to see chakra and whatnot. Though, one of the things I am a bit unhappy about is that the blindspot of byakugan is never once mentioned, regardless of it being a huge weakness.<br />
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Maximum for how much chakra can be put into jutsu: When said fight with Zabuza actually began, I noticed something was wrong with specifically, great fireball. It says you can put one extra chakra point into the jutsu to do an extra 1d6 fire damage. This is very close to how the fireball spell works, so I can see why you missed this. There is not a maximum for how many points you can put into the jutsu. With the con modifier of the character making 20 chakra points total, it allowed the character to put 12 points into the jutsu, making it the equivalent of a 15TH LEVEL FIREBALL, which as you know, isn't even possible to cast. You unlock 9th level spells at around the end of progression, but a shinobi can cast the equivalent of a 9th level fireball by level 7 at the latest. I'm sure this issue exists with other jutsu as well, and some of them it isn't a huge deal, such as substitution, which essentially allows you to completely dodge an attack for enough chakra points, which is on par with deflect missiles from the monk. Jutsu such as that, where it doesn't outclass similar features or spells from other classes by a landslide, nor does it allow the players to do an average of 80 damage per turn at level 9. You can argue that it's too risky to spend all of your chakra on a single jutsu for a chance of instantly killing the boss, but you underestimate the stupidity of both my and other players. They thought the best plan of action was that ALL OF THEM use all of their chakra on great fireball because it gave Zabuza no chance of surviving. You can also argue that most of the ninjas have evasion, but the majority of monsters don't, so in a normal setting, player characters can just breeze through combat, especially at later levels.<br />
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Increasing the DC for saving throws is stupid: For example, sealing jutsu allows you to increase the DC of the save for a singular chakra point. This is similar to how certain spells allow you to increase the DC for a save by expending spell slots, but not only is that limited to the 9th level, most of those require multiple spell slots more than the original cost to even increase the DC by 1. This is similar to the last issue I mentioned both because there is no limit to how many chakra points you can spend on it, but also because there is no limit on the stupidity of players, and they will make the DC impossible to pass, especially at later levels.<br />
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Those are all of the issues I've found as of now. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 11:33, 28 April 2021 (MDT)<br />
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Under Path of Hatred, there are two jutsu in particular that seem to be terribly expensive with Chakra or underpowered. 1st: Susano'o: Tsukumo. for 15 chakra you do get a generous 15ft wide, 60ft long line, but only for 3d8 damage. correct me if i'm wrong, but the amount of chakra being spend vs the area and damage seems to be worth it. personally, i think either buffing the damage to 5d8 or reducing the chakra cost to 10 would be reasonable. 2nd: Yasaka Magatama. for 15 chakra you get to make 3 ranged attacks within 60ft and they deal 3d8 on a hit. while you do get 3 whole attacks and a range of 60ft, the cost of 15 chakra seems to be a little steep. i think that maybe reducing the chakra cost to 12 may be reasonable. again, these fixes are simply requests that i feel could simply balance out those 2 jutsu into being balanced. -- (CleverNot, 8:33, 6 October 2022)<br />
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==Is Jutsu spelt with caps or not?==<br />
This sounds very persnickery compared to the above posts that are explaining pertinent balance posts, but as I want to at least clear up the writing of this class, I would like a clarification if "Jutsu" is spelt with caps or not. It really seems to jump from one way or the other, and I don't know if it may be reffering to two different things ("jutsu" might be the concept, while "Jutsu" might refer to the mechanical feature), or is just inconsistent writing. Whatever it is, it's throwing me off. {{unsigned|vladulenta}}<br />
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:Jutsu should be lowercase in the same way spell or technique would be. To my knowledge, there are no points in this page where it references jutsu as a feature, it was simply written by multiple people.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:08, 16 August 2022 (MDT)<br />
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== Wood Release ==<br />
<br />
I that Yamato, Danzo, Obito and Madara all could use it do too the Hashirama Cell's in there body. You could make it Yang, Water and Earth for the elements and a transplant that will be a very low chance to survive the experiment.<br />
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:Since every character to use Wood Release has done so due to having Hashirama's cells, Wood Style was moved from its own nature to [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] unique jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:48, 28 April 2023 (MDT)</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1749203Talk:Naruto: Shinobi (5e Class)2023-07-26T16:39:45Z<p>Plywood tank: /* Clarifications */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)uu<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (Prior Versions of Overhauled Content)<br />
|label7= Archive 7 (TBA)<br />
|label8= Archive 8 (TBA)<br />
|label9= Archive 9 (TBA)<br />
|label10= Archive 10 (TBA) <br />
|label11= Archive 11 (TBA)<br />
|label12= Archive 12 (TBA)<br />
|label13= Archive 13 (TBA)<br />
|label14= Archive 14 (TBA)<br />
|label15= Archive 15 (TBA)<br />
|label16= Archive 16 (TBA)<br />
|label17= Archive 17 (TBA)<br />
|label18= Archive 18 (TBA)<br />
|label19= Archive 19 (TBA)<br />
|label20= Archive 20 (TBA)<br />
}}<br />
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<br />
==Core Rules and Major Changes==<br />
<br />
Recently since Reference left the page for a while, we've noticed some editors changing major and core things in the class that might flip it all around and ruin campaigns. For example, recently someone, i don't know who changed the number of Jutsus that can be gained though that was reversed back to normal. We ask that any major changes to the class be discussed with others first, preferably here before being implemented, so ongoing campaigns don't get ruined because of these changes being out of place or wrong.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 11:18, 18 May 2021 (MDT)<br />
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I'm currently considering converting the various Hashirama's Cells feats and boons into a path (tentatively named "Path of Vitality"). H-Cells don't really fit the idea of a feat, since it's not really a skill that you train, and implantable paths are already the go-to system for growing one's mastery of a genetic ability, making the boons a bit of a standout. The only problem I can think this may cause (beyond giving me a headache fixing character sheets, I still haven't fixed all the Uchiha's genjutsu) is that it would further imbalance the ratio of dojutsu to non-dojutsu implantable paths to 6/9, but that could be easily solved with more info on the Jogan, Isshiki's Dojutsu (I've heard "Dharmagan" thrown around a bit, could work Shinjutsu in with it), or Senrigan (maybe roll Yome's dojutsu into it).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:20, 9 January 2023 (MST)<br />
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I have created a mockup [[Path of the X (Shinobi World Supplement)|here]]. Wood Style itself could be merged into Path of Vitality Unique Jutsu, since they're unique to Hashirama and people with his cells, making the separation between Mud Style and Wood Style more clear-cut. It also occurred to me that the 6/9 balance could be solved by splitting implantable into Dojutsu/Vessel/DNA paths, leaving us with a 6/5/4 ratio after Vitality is introduced, though I'd want another opinion before going through with it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:54, 9 January 2023 (MST)<br />
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==Clarifications==<br />
Think anything isn't how it should be? Is something worded confusingly? Bring it up here! --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
<br />
Please be sure to check the 4th archive to the right before asking. CTRL + F works wonders. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:18, 27 January 2021 (MST)<br />
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I have a question about the Sage chakra of the jinchuuriki of the ten tails. Does it last forever, even if it's spent, being recovered already in Sage Mode, or do you need to convert the new chakra normally? -- [[User:NescauOtaku|NescauOtaku]] ([[User talk:NescauOtaku|talk]]) 10:15, 09 April 2023 (BRT)<br />
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:I'm not sure what you mean, since being the ten-tails' jinchuriki doesn't grant senjutsu directly. Chakra granted from Six Paths Power from the Constitution saving throw can be regained due to having the Otsutsuki boon. If you mean the secondary bonus from a 29+ Wisdom saving throw, it makes Sage Mode active from when you enter it as an action to until you no longer have least 1 senjutsu chakra point. If you mean Six Paths Senjutsu from the Dexterity saving throw, which I don't think you are but it's worth including just in case, you still need to use the jutsu to gain its benefits.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:50, 11 April 2023 (MDT)<br />
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When having affinty in fuinjutsu and some of them having saving throws to restrain them do you roll and results incress the DC? Or it only effects with the ones that do damage?<br />
-Ren<br />
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:Affinity only affects damage, since a potential +16 to a jutsu's DC would be insane.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:10, 6 March 2022 (MST)<br />
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Is it possable to take taijutsu and basic ninjutsu? -RenBimu<br />
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:Basic Ninjutsu and Taijutsu can be taken like any other nature, the only restriction is at 2nd level so a player doesn't take two elemental natures on a single level to limit when Kekkei Genkai can be gained.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:59, 7 March 2022 (MST)<br />
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<br />
I was honesty to impatient to read where was best to put this so here is my question. Is nature affinity additional unarmed per hit on a jutsu or per jutsu? Because with specialisation and affinity in lightning or wind, a level 3 or 4 character could be putting out 90+ damage with a one chakra jutsu (ie. sand buckshot or lightning ball with masterful chakra control). That is kinda super wack, like sets a clear meta.<br />
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:The intent of affinity is that it only applies once per jutsu, but getting the wording exactly right is kinda difficult. Sooner or later, I might just rewrite the chakra feature to make more sense.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:49, 2 December 2021 (MST)<br />
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I DM a pure Naruto campaign and there have been numerous discussions on how Substitution Jutsu works. I know the wording states "when hit by an attack..." which for me translates to being hit by an attack roll. However, my players have argued the point that jutsu that have a saving throw, such as Thunderbolt, counts as being "hit" and can use Substitution Jutsu to avoid it. I feel that using it that way is wildly overpowered. Should Substitution Jutsu only be applicable when hit by an attack that uses an attack roll? -CleverNot, 3:09, 8 August 2022.<br />
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:You must be hit by an attack roll, otherwise it would be overpowered as you said, and it would make [[Path_of_the_Snake_(Shinobi_World_Supplement)#Path_of_the_Snake_Unique_Jutsu|Orochimaru Style Substitution]] and numerous other reactions useless.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:04, 9 August 2022 (MDT)<br />
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<br />
Hey, i was wondering since there is a jinchuriki race, would i be allowed to put my [[Otsutsuki_(5e_Race)|Otsutsuki]] along with it? I would like to ask before doing so to see if i would have to make alterations before putting it there.-(Xandelicious)<br />
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:Sorry for the delay. The jinchuriki race is more of a remnant of an older version than anything. I suppose it wouldn’t be the worst thing once the race is completed given the setting already has its own race alternative. That being said, pretty much anything that would make an Otsutsuki unique is already adapted somewhere in this class, so I’m unsure there is room for it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:05, 14 August 2022 (MDT)<br />
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Is there a Statblock for the human Araya?- Plague<br />
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I have a question about a jutsu of the "Steel Release". The name of the jutsu is "Quarantine Wall" and the question is about the increase in life, where the following is quoted:<br />
"You may increase the wall's hit point by spending half as many of chakra points."<br />
I didn't understand how much chakra I need to spend, and how much life would increase to the wall, with each increase, if it can increase more than once.<br />
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:This has been clarified on page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:03, 15 November 2022 (MST)<br />
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How the Datara change to the stage one, to two and three?<br />
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:As stated in the Forms header, it's based on how many Tailed Beasts it has absorbed. To what extent is ultimately up to the DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:17, 19 November 2022 (MST)<br />
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::I have added more information.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:01, 19 November 2022 (MST)<br />
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Another question is about Hashirama, Jiraiya and Kashin Koji, Tha don't need to become prone and blind to enter in the Sage mode. Is there any feat that allows this? The only thing I know, is about becoming jinchuuriki of the ten tails, which allows you to get Natural Energy with a bonus action.<br />
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:I have added a handful of alternate features to account for Hashirama, Minato, and Koji, but Jiraiya uses ''Sage Art: Amphibian Technique'' to achieve this effect.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:17, 19 November 2022 (MST)<br />
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If I have the "Six Paths Power" and the "Otsutski" Boons, could I spend 2 points of normal chakra, to turn into 100 points of otsutsuki chakra? Or only 1 to 50?<br />
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:Unless you have the Six Paths Power boon more than once, your Six Paths chakra maximum is 50, so you can only spend 1 chakra to regain 50 Six Paths chakra, and can not have more than 50 Six Paths chakra at a time. If you had 4 Six Paths Power boons (200 Six Paths chakra), you would spend 1 chakra point to regain 200 Six Paths chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:17, 19 November 2022 (MST)<br />
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I feel like the otsutski boon is a little op isn't it? With it you have 50 times how ever much normal chakra you have. Which feels a little nuts. Maybe have it more like senjutsu. You can spend shinobi level plus int modifyer chakra for twice as much 6 paths chakra.<br />
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:While I get where you're coming from, boons exist outside of normal gameplay. Players can't gain them by leveling, and the Otsutsuki boon specifically is practically impossible to justify gaining outside of the DM deliberately giving it to the player, unlike boons like Rinnegan Manifestation or EMS. Beyond that, while I'm usually not a fan of "but the lore", the Otsutsuki are defined by their naturally near-endless chakra supply that is only further bolstered by dozens to hundreds of Chakra Fruit, so to me this is a better solution that giving Otsutsuki thousands of chakra points. That all being said, I could see about increasing its cost from 1 to 5, which feels like it splits the difference.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:53, 17 January 2023 (MST)<br />
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That's fair, but in that case shouldn't there be another way to regain 6 paths chakra? As it is its essentially just a feat you get so you can get other feats since there is no other way to recover it than that boon. Also kind of unrelated, but I feel like sharingan should just get plus int mod to AC and then just the other stuff at 7 and 10 rather than just +1 +1 +1. And I feel it's kind of weird that the feat for fast hand seals let's you use jutsu as a bonus action, but the one that lets you skip handseals alltogether doesn't. I think the making someone else do seals thing should be something seperate.<br />
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:Six Paths Power is a boon not a feat, but that's on me for wonky wording and has been corrected. The fact that Six Paths Power chakra can't be regained normally is intended as a matter of DM control. If a DM wants to grant players a big powerup for the BBEG, but not have the powerup last forever like a typical boon or extra levels would, it gives hard boundaries for when it's lost. This is also based on how Naruto seeming loses SPSM after Shippuden (whether or not he actually loses it is a different discussion, either is reasonable). As for the sharingan, a potential +5 bonus to AC would be a bit much, especially at 3rd level, and especially on a subclass already this strong; the +3 across 3 early features is already pushing it. As for the seals feats, I've combined the two (with some modifications for balance), since both covered the same idea.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:38, 18 January 2023 (MST)<br />
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For the sharingan maybe increase the chakra cost to compensate? The halfing of 1 rounded down makes it free once you get sharingan mastery. maybe make activation cost 3 and maintenance cost 2 per round in combat, but outside of combat the starting cost keeps it active for an hour since you don't have to use it as extensively. That just feels more accurate, the sharingan is super powerful, but is not cheap to maintain. especially at early levels. Also feel like resistant should just be replaced with evasion. In theory shinobi are supposed to avoid being hit not tank the hits. I am aware that that isn't always the case in Naruto, but still.<br />
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:While the sharingan isn't cheep to maintain for characters like Kakashi, Sasuke is never shown struggling to maintain his sharingan in part 1, and we see Itachi have it active effectively every time we see him, thus Mangekyō is used as the point at which it can be indefinitely maintained without implantation, and implantation causes a higher maintenance cost. If we make activation 3 and maintenance 2, a 3rd level player who maximized their chakra would be spending half of their maximum chakra (11) for a single round. Even [[Sasuke, Young (Shinobi World Supplement)|Chunin Exams Sasuke]] would be spending 1/3 of his chakra for a single round, and wouldn't be able to cast a single chidori after 2. While the sharingan is super powerful, 3-tomoe is supposed to be equal to the Byakugan and inferior to Initial Release, and I can't imagine putting it much higher than other 10th level features like a fully-developed Second Stage Cursed Mark or near-Jiraiya-level Sage Mode.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:10, 19 January 2023 (MST)<br />
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Is it possible to use the jutsu "creation of all things" to create some Doujutsu? (if you can't, what if you spend using an Epic Boon?)<br />
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:There is no jutsu that creates dojutsu, and there's no boon to make Creation of All Things do so.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:17, 19 November 2022 (MST)<br />
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If my character has both Rinnegan and Tenseigan, could he use the six paths with the Tenseigan?<br />
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:Not entirely sure what you mean. You can use the Tenseigan Deva Path while your Rinnegan's Deva Path is on cooldown due to using different terminology. If you mean specifically ''Rinne Six Paths'', I have added wording to give your paths any other dojutsu you have, similarly to Obito's Six Paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:17, 19 November 2022 (MST)<br />
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Regarding the '''Path of the Cursed''' subclass, under the Aquatic Curse the text states; ''"You gain a swimming speed equal to double your movement speed. . .When you make an unarmed strike, you may spend 1 chakra to fire a barrage of scales, granting it a range equal to your movement speed."'' Does your swimming speed equal twice your highest stated/given movement speed or your just your walking speed? Can the user attack with the barrage of scales more than one unarmed strike per turn? After spending 1 chakra on the first unarmed strike, does that one spent chakra effect the rest of the user's unarmed strikes that turn making them ranged or are you required to use 1 additional chakra for each unarmed strike? Does the range of the unarmed strike refer to your movement speed as the speed you are currently using or the highest of your stated/given movement speeds? Would the range of the unarmed strike increase after taking the Dash Action? (Initial walking speed of 50ft, activate Dash for 100ft, now the user can move 100ft and can "punch" an additional 100ft) Would you have disadvantage using the barrage of scales if a hostile creature within 5ft of you were present? If not, wouldn't it rather be an increase in reach than range? (Bugbear go brrrr)<br />
Though that covers everything I can think of about the Aquatic Curse, I also wanted to bring up that under the ''"Path of the Cursed Unique Jutsu"'' section - both ''"Cellular Regeneration Ejection"'' and ''"Cellular Regeneration Absorption"'' state neither a duration nor does ejection have a given range and Absorption also raises the question on if having the Aquatic Curse allows you to leech hp from large distances as your attacks are still considered unarmed strikes. Sorry about the wall of text a lot happened in the last few sessions.--[[User:Windslinger8|Windslinger8]] ([[User talk:Windslinger8|talk]]) 17:15, 21 November 2022 (MST)<br />
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:In 5e’s general mechanics, movement speed generally refers to your walking speed. The scales effect can be used on any unarmed strike you make and only lasts for that unarmed strike, if it affected every unarmed strike for a turn or could only be used once per turn there’d be wording for that. The Dash action grants additional “movement” but does not specifically increase your “movement speed”, so this effect’s range wouldn’t change. Since it’s a ranged attack you would have disadvantage against creatures within 5 ft., but why would you spend chakra to grant yourself disadvantage? The Cellular Regeneration jutsu have been fixed.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:05, 24 November 2022 (MST)<br />
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::''"Since it’s a ranged attack you would have disadvantage against creatures within 5 ft., but why would you spend chakra to grant yourself disadvantage?"'' It's more of a question on if whether or not you can attack a retreating target (starting outside your range) with an enemy in your 5 ft range without receiving disadvantage, and I wasn't quite sure if the Aquatic Curse at the time of writing my original question was Canonical or Fan-made. Though I did recently find out about the filler episode (#170) debuting the Kaima Form which after seeing it in action does clear things up as well. '''I also wanted to ask if a subclass's Unique Jutsu - if unlisted as a specific chakra nature - defaults to any of the basic chakra natures or something akin to the subclass having it's own nature?''' --[[User:Windslinger8|Windslinger8]] ([[User talk:Windslinger8|talk]]) 15:24, 24 November 2022 (MST)<br />
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:::Sorry about that, I always forget that rule in ranged attacks. Subclass Unique Jutsu act as their own chakra nature that you automatically get when you take a subclass and can benefit from its own Affinity.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:46, 24 November 2022 (MST)<br />
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In the crystal style are missing some jutsus from Guren. For example, the jutsu "Crystal Armor", which she shows against Tenten and Rock Lee, using both defense and attack. Another is the jutsu of the giant shurikens and shurikens, which has only on the giant, but claims to be just a normal shurikens, and she creates her own shurikens like anything else from her jutsu. She probably has some slashing bonuses, because she's surprised by the Defense of Three Caldas. It also lacks the jutsu that it freezes living beings, as froze Hinata and the insects of the Shino.<br />
- Crystal Prison (kesshou gokakurou<br />
- Shuishou Rou<br />
- Hanahirake, Shouton, Shuisou Meikyuu<br />
- Telescope Technique<br />
<br />
:Guren’s shuriken at least are adapted as the Giant Hexagonal Weapon jutsu in order to allow for more than just shuriken. Crimson Fruit and Crystal Encampment Wall are intended to act as a Crystal Prison with more versatility, but I can see about adding more jutsu in a few days, as unfortunately I am in a place where I can not make large edits (particularly things like formatting full features and jutsu).—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 05:55, 25 November 2022 (MST)<br />
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::Telescope Technique is already part of [[Yin Style (Shinobi World Supplement)]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:06, 29 November 2022 (MST)<br />
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So if you use advanced training to get to sage path to the 10th level feature, and then use perfect chakra thief to get the 15th level do you actually get the feature, even though Chakra thief says you don't get any abilities to create the special chakra.<br />
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:Only features gained from Perfect Chakra Thief lack the ability to gain the path's special chakra, so while you'd still be able to meditate as outlined in Partial Sage Mode, Passive Meditation was gained from Perfect Chakra Thief and thus would not function.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:41, 19 January 2023 (MST)<br />
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For funds you mean 5d4 times 10 right?--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 15:58, 26 January 2023 (MST)<br />
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:I'm not sure where you're getting that, it's just 5d4 gp, which would be 5-14-20 gp. Looking at it, that does put it a little under starting equipment (35.5 gp), but that's still comparable to a figher's 50-140-200 vs 195 gp. That being said, I might double it to fully get the ratios right.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:59, 26 January 2023 (MST)<br />
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In the players handbook under starting wealth by class the lowest one is barbarian, which is 2d4x10 gold pieces, while the highest ones like paladin are 5d4 x 10gp. Only used if you don't get any starting equipment. So gp from class and background are ignored. Fighters also get 5d4 x 10gp--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 19:39, 26 January 2023 (MST)<br />
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So I'm not entirely clear on what the 2 different dice things are for the martial arts. If it's a choice than 4d4 is way better than 1d8. Nvm, I figured it out.<br />
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So does the resistant feature line count as resistance against an onyx jutsu?<br />
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:It does not. In that feature, "resistance" refers to 5e's resistance mechanic, rather than the Resistant feature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 29 January 2023 (MST)<br />
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Didn't think so, Kaguya is a beast. Which is totally fair, but those truth seeking orb absorbing damage is a pain. On that note if a jutsu uses senjutsu does it count as senjutsu or only if it's cast as a sage art?--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 11:23, 29 January 2023 (MST)<br />
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:As long as the jutsu uses senjutsu, it ignores immunity from Six Paths Senjutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:12, 29 January 2023 (MST)<br />
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With the ten tails variant rule, if i got 29+ on a saving throw would i also get the previous features of that saving throw, for example with the constitution saving throw, would i just get the boons or would I also be level 20 in path of the beast?--[[User:Johnjustjohn|Johnjustjohn]] ([[User talk:Johnjustjohn|talk]]) 10:47, 4 February 2023 (MST)<br />
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:This has been clarified this on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:10, 5 February 2023 (MST)<br />
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With the ten tails variant rule, it feels like the charisma saving throw is more of a debuff than a buff, you already need to be level 20 with path of exalted for ten tails coffin seal so everything but the last feature won't benefit you, then if you have a sharingan you lose the ability to use susanoo, the path of hatred's capstone ability.--[[User:Johnjustjohn|Johnjustjohn]] ([[User talk:Johnjustjohn|talk]]) 13:38, 17 February 2023 (MST)<br />
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:I've removed the Susano'o restriction from <29, but the other restrictions are mostly for canon accuracy. Obito can't use Kamui or his Rinnegan abilities, while one-eyed Madara can't use Susano'o.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:25, 18 February 2023 (MST)<br />
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Going through the wiki specifically, I cannot find a way to roll high enough to get 29+ on saving throws. Im fairly new to dnd and my first ever campaign was using this page. Basically what im asking is, how do I get high enough saving throws to become the ten tails jinchuriki, or is there a jutsu im missing that allows you to just pass the saves? ~~ Snake 3:52 pm (EST) April 14 2023<br />
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:With an ability score (i.e. Strength) of 20, that ability has a modifier of +5, which you add to saving throws of that ability (i.e. Strength saving throws). 9th level increases your proficiency bonus to +4, which you can add to saving throws you are proficient in (+9 total). With a roll of 20 (all saving throws and skill checks in 5e add bonuses to the roll of a d20 unless otherwise stated (which is very rare)), you have a total roll of 29. At 17th level or higher (+6 proficiency bonus, +11 total), the minimum needed roll becomes 18. Using the Beyond 20th Level variant rule at the bottom of this page, ability scores can be increased to 30 (+10 (minimum roll 19 without being proficient)), and eventually higher, not to mention the rule's increasing proficiency bonus. 29 is very hard for a reason, but not altogether unattainable (plus, 29 is only required to have the full benefits of being the Ten-Tails' jinchuriki).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:17, 14 April 2023 (MDT)<br />
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I have looked through the fuinjutsu tab a few times over, i can only find one jutsu that allows the removal of a tailed beast. that being sen no rikyu, and they have to critically fail a save for it to happen. Is there any way in to remove a jinchurikis tailed beast other then that way? ~~ Snake 12:09 PM April 15 2023 (EST)<br />
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:This is already clarified in [[Path_of_the_Beast_(Shinobi_World_Supplement)#Jinch.C5.ABriki_Creation|Jinchuriki Creation]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:20, 15 April 2023 (MDT)<br />
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Is there a reason that the genjutsu's that would be auditory can only target one creature? for instance, "Cajolery of Glamor" in yin style. It only allows the targeting of one creature within range. also im new to using wikis so thank you for telling me about the ~~ --[[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 14:25, 15 April 2023 (MDT)<br />
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:No worries. The main reason Cajolery of Glamor only targets 1 creature is for balance reasons, though the [[Path_of_the_Mind_(Shinobi_World_Supplement)#Auditory_Genjutsu|Auditory Genjutsu]] feature can increase the number of targets that can be targeted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:40, 16 April 2023 (MDT)<br />
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Another question, Is there any chance you can add the archive for susanoo weapons? [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 17:41, 15 April 2023 (MDT)<br />
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:I'm not sure what you mean by "the archive", can you clarify?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:40, 16 April 2023 (MDT)<br />
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Well there is archives on the right side of the page and they have old features so i was wondering if there was an archive that had the old susanoo weapons, atleast my friends told me that there was an old ruling on the susanoo weapons. There was shisuis lance, and other weapons. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 14:30, 16 April 2023 (MDT)<br />
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:Thanks, that makes a lot more sense. They have been added to the Overhauled Content archive, though I will say that you can still build them using the current system (save for the lance, which requires Susano'o: Tsukumo and the shuriken, which requires Kamui Amplification).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:47, 16 April 2023 (MDT)<br />
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What would the options for a player typically be if they have jutsu slots but no jutsu to take?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 01:01, 16 April 2023 (MDT)<br />
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:They'd have to wait until they can take a new nature or path with path unique jutsu, though somewhere lower on this page CleverNot and I had a similar conversation you could weigh in on.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:40, 16 April 2023 (MDT)<br />
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Not much of a clarification needed but more of an idea for Dming, what do you think it would be for someone who gets a gash down one eye like Kakashi or Boruto in a battle.<br />
Would it be a critical hit using the fair critical hit variant with +10 gradual blindness (that's one half of the eyes limb hp)? If so, would they always have a -10 penalty to perception checks with sight? Just need some ideas on this area.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 15:06, 20 April 2023 (MDT)<br />
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:I would rule it that way, though gradual blindness applies to all checks that rely on sight (which includes most attacks). I'd also let them regain eye limb hit points without necessarily regaining their eye, since a -10 forever wouldn't be fun. To be honest, I'm considering changing it to an exponential growth instead of +5s, since missing one eye is difficult, but not necessarily as debilitating as a -10.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:20, 20 April 2023 (MDT)<br />
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Okay so in "Chakra Tags" There is the "Structure Sealing Tag". Does that seal affect any creatures within said structure? So say someone was to be encased in rock from "Bedrock Coffin". Slapping the Structure Sealing Tag on it would or would not seal the creature within said coffin? Im asking because I have been brainstorming a lot lately on how many different ways there is to seal creatures haha, Thanks in advance! [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 17:25, 20 April 2023 (MDT)<br />
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:To be honest, I haven't even looked at that page in quite a while. A Structure Sealing Tag only keeps objects that can open closed, and while it's up to your DM if rocks closing in around a target counts as an object closing, I would not. The main way of escaping Bedrock Coffin is by taking damage anyway, which the tag would not be able to stop.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:20, 20 April 2023 (MDT)<br />
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Just to be sure, when calculating your chakra total - do you add your constitution modifier for every level similarly to hit points or only once in your character’s life time.<br />
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:You only add your Constitution modifier to your chakra maximum once. If you were to add it every level, you'd end up with a range of 0 - 140 at 20th level just from leveling (which would cause you to either be practically useless or insanely strong) instead of 35 - 45 (which makes balancing costs so much easier).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:36, 28 April 2023 (MDT) <br />
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If you were to knock a (flying w/ no hover) creature in the air prone beforehand on the same turn - would using the Taijutsu ''Iron Claw'' cause you and your target to both take falling damage damage separately, split the damage, or put all the damage on the target as an added benefit of the jutsu? My understanding of the jutsu is that it has only really been used on the ground in the canon medium, but I had some thoughts about its use in the above context and wanted to consult the "design team" on their thoughts on the subject.--[[User:Windslinger8|Windslinger8]] ([[User talk:Windslinger8|talk]]) 10:57, 13 May 2023 (MDT)<br />
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:In the [[5e_SRD:Movement_and_Position|SRD]], "If a flying creature is knocked prone... the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell" so if the fall is big enough to take falling damage, both creatures would take it (though this is one of those situations where it'd be totally within reason for your DM to decide only the target takes the damage within reason).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 13 May 2023 (MDT)<br />
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Is there anyway to control the tailed beasts with a sharingan? Its stated within the show that a mangekyou sharingan can control the 9 tails. Im not sure how but i think it would be cool to be able to control the tailed beast and add your susanoo to it like madara. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 13:41, 16 May 2023 (MDT)<br />
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:Visual Genjutsu allows you to cast the Complete Control genjutsu, and Complete-Body Susano'o allows you to grant another creature the effects of your Susano'o.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 17 May 2023 (MDT)<br />
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For Humanoid Susanoo it states "however, the creature cannot affect anything outside of it from within. If you and another creature are both occupying your Susano'o, they may contribute the benefits of any feature that has a duration and would target themselves, such as Second Stage or Sage Mode, to your Susano'o instead." But it does not state whether or not you yourself can benefit from your own cursemark or sagemode while in susanoo. Is there a reason for this or do we have to have another person put their cursemark or sage mode onto the susanoo? [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 06:49, 10 June 2023 (MDT)<br />
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Generally your own features should be useable unless otherwise stated, the text you mentioned only clarifies that you can benefit from the effects of others with Susanoo.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:11, 10 June 2023 (MDT)<br />
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For Path of Youth - when it comes to the jutsu 'Morning Peacock', is the initial target considered to be in range of the 20ft cone of fire due to them being the "origin" of the effect? <br />
Also could you consider lowering the chakra cost of 'Rumored Endeavor Star' from 30, it feels like a little much for its 1d4 per 10 ft ratio compared to surrounding path unique jutsu.--[[User:Windslinger8|Windslinger8]] ([[User talk:Windslinger8|talk]]) 02:04, 24 June 2023 (MDT)<br />
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:The original target only takes the 2d4 damage, those affected by the cone are behind the target as stated in the jutsu.<br />
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:As for Rumored Endeavor Star I believe that it and any other similar jutsu's chakra cost is justified, it's a technique that will cause your strikes and probably any other path of youth jutsu or taijutsu deal much more damage simply for circling the target or something of the like, not to forget that its duration can be indefinite as long as the gates are open.<br />
:That said, even when we calculate the bonus gained at the minimum level you can take that jutsu, you can see that it is pretty absurd, at 10th level your speed is at least 50, taking the added bonus from the fifth gate makes it 90 (Possibly doubling that with ninja speed as a bonus action).<br />
:And with probably any taijutsu user you would have shadow of the dancing leaf, bringing that up to a whopping 135 feet (and also making opportunity attacks rarely hit you) considering you don't have any other bonuses to speed such as the weight of guts or chakra alternatives.<br />
:At only 10th level, if you have enough chakra, you have an increased damage on top of your regular modifiers equal to 7 + an average of 26 and a maximum of 52 if you use all your movement speed (double that if you spend ninja speed as well), once each single turn you have your gates open, and with attacks that have a low chance of missing due to your attack roll bonus of +5 from the gates.<br />
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:Taking all this into consideration and how it can last a long time and be stacked onto other taijutsu labeled as unarmed strikes makes it the contrary to what you claimed, as it is quite an absurd bonus (even if you're not really trying too hard to exploit different movement speed bonuses) having a high chakra cost makes it somewhat more balanced or justifiable (although it is still too absurd and requires a nerf in my opinion) not to mention that a taijutsu user from the might clan can potentially halve that cost to 15.<br />
So I hope this gave you a new outlook on this jutsu.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:59, 24 June 2023 (MDT)<br />
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In Complete Control Genjutsu it does not state whether or not you can control the creature on your turn. It only states that you can on their turn, Also it costs 10 chakra to cast it and an additional 5 every time its the creatures turn again. Not to mention it takes your reaction as well, which is understandable but I just wished you can control them on your turn. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 17:47, 24 June 2023 (MDT)<br />
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:The jutsu already steals another creature's entire turn, I don't see why it should allow the target to take 2 turns controlled by the user (which isn't really within the bounds of what a genjutsu can do), especially when doing so has the potential of making a player significantly stronger. I get that it would be cool, but I don't really see introducing such a thing in a way that would be satisfying and balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:36, 26 June 2023 (MDT)<br />
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So in every nature there is a basic x technique. Excluding Chakra Absorbing Jutsu and Fuinjutsu. I feel they too should have a free/basic technique jutsu. For example, Chakra Siphon can be the basic technique for CAJ, and Enclosing Technique for Fuinjutsu. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 14:21, 17 July 2023 (MDT)<br />
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So i'm back again with more questions as always. this time its regarding some clarification on Advanced Training. one of my players brought forward that if you gain a subclasses feature at 17, 18, and/or 19th level, could the 20th level Ninja Path grant you progression of a subclass that you chose from Advanced Training? i feel the intent of advanced training is to only grant you the features and not count as actually taking the path as if you had at 3rd level (or for gestalt) when it comes to the Ninja Path feature. please correct me if i'm wrong on that point. the other thing i ask, is that if you gain a feature from a class from Advanced Training, does that grant you use of that path's unique jutsu? - CleverNot 12:16, 26 July 2023 (EST)<br />
You would not be able to gain the 20th level feature from the path chosen from advanced training, but you would gain use of that path's unique jutsu. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 10:39, 26 July 2023 (MDT)<br />
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==Requests==<br />
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As per the editing guide, feel free to add any jutsu/path/etc that you wish to see implemented, though it may or may not be edited. If you don’t know how to write what you want in game terms, feel free to request it here. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:03, 11 July 2019 (MDT)<br />
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:also so do you want us to put Homebrew jutsus here because we can't edit the page I'm asking for one of my players who wants to share some of theirs<br />
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That would be perfectly acceptable. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:11, 26 November 2019 (MST)<br />
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:Also can we also make requests for jutsus that involve with the whole team combining jutsus? If so I have a few ideas [[user:RenBimu|RenBimu]]<br />
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You can suggest anything, but a lot of team jutsu are simply ninja using certain jutsu at the same time, such as the Ino-Shika-Cho formation, so be sure to avoid those ones specifically. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:45, 11 May 2020 (MDT)<br />
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A subclass based around shurikenjutsu<br />
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A booby trap subclass<br />
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:Sorry, I had to take a break from editing for a bit. A trap based subclass would be interesting, but may end up being worked into a puppet subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:33, 26 July 2019 (MDT)<br />
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can we have a section for gadgets for the puppet Master class just to give them more variety like what I don't know a spiked sword or trapping system for its own way to shoot darts<br />
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Double Human Bullet Tank<br />
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:Double Human Bullet Tank is simply 2 people using Human Bullet Tank so I have not adapted it.-[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:30, 20 January 2020 (MST)<br />
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Earth Release: Rock Shuriken<br />
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:I’ve added a handful of the requested jutsu. Rock shuriken was not added as one can simply use shuriken shadow clone or rock weapon and simply call it rock shuriken. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:27, 4 March 2020 (MST)<br />
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Wind Release: Wind Cutter Technique.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:32, 7 March 2020 (MST)<br />
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Sound release<br />
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Is there any possibility of a Sand style or something similar to what Gaara does? The closest I can see trying get it is using Earth style and stylizing it as sand.<br />
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:You are correct. The closest thing to a “Sand Style” is flavoring Earth Style, Magnet Style, a handful of Wind Style Unique Jutsu, and Path of Permanence features. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:05, 20 April 2020 (MDT)<br />
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Okay sorry didn't see that thanks. Can you also add wind style great breakthrough?<br />
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:I can't really think of a way to differentiate it from the other wind style jutsu, but I might come back to it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:02, 3 July 2020 (MDT)<br />
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Could you add twin lightning blades if that is canon, but something along those lines. If that makes sense lol-D<br />
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:I've thought about a good way to adapt double raikiri/double rasengan, but I haven't come up with a good way to do it. The easy answer is to make a jutsu with the same effects twice, but that seems to restrictive. Meanwhile, making a boon to allow for twin jutsu would require marking every jutsu individually as one- or two-handed. I'm sure I'll figure something out, or just buckle and do one of the options I mentioned, but we'll see. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:43, 12 July 2020 (MDT)<br />
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Okay thanks and sorry if it is to much extra work. I was also wondering if there is some way to like grapple or able to move sand like gaara does? If that makes any sense? Lol-D<br />
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:No worries. Gaara's sand coffin was adapted into the Path of Permanence's Elemental Coffin feature. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:31, 16 July 2020 (MDT)<br />
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Yeah I know, I'm not trying to sound mean or rude, I was meaning something like gaara vs sasuke kage summit fight if I'm remembering right. It could be the game version, but gaara was using his sand I guess more like extra limbs like an octopus if that makes any sense lol. Sorry if this is super confusing lol-D<br />
Spiked Human Bullet Tank<br />
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*Sealing Technique: Spirit Sealing<br />
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:I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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[https://www.gaiaonline.com/guilds/viewtopic.php?t=22319521&page=1] And [https://www.gaiaonline.com/guilds/viewforum.php?f=1186115] Like so? Plenty of material to adapt off of. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 22:14, 26 December 2020 (MST)<br />
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:Thanks! Definitely gonna take a look tomorrow --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:38, 26 December 2020 (MST)<br />
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Is there gonna be a variant rule regarding Obito supposedly not being able to handle more than 1 Rinnegan?<br />
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:Obito's ability to control his rinnegan has always been super vague to the point that there's no actual effects to base rules off of.-[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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One Thousand Years Of Death?<br />
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- You position your fingers in a way that can cause a creature “great pain” and thrust it against them, make a spell attack, on a hit the creature takes 1d6 + Strength Mod, the DC increases by 2d6 for every size above Medium and is reduced to a D4 if the creature is tiny<br />
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- You can also use simple melee weapons in tandem with this Jutsu and add the weapon’s damage with the Jutsu’s<br />
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:I'm very unsure of adding this jutsu. Why is the DC increasing with size on a jutsu that doesn't have a saving throw? If you meant damage, that still doesn't make much sense. The closest way I could see this working is as a taijutsu variant of the already-adapted Sexy Jutsu with a range of touch and an attack roll instead of a saving throw, but even then I'd have to think on it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::I'm pretty sure they meant that the damage increases. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 02:37, 17 April 2021 (MDT)<br />
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Oof prolly should’ve worded it out better but here’s an example, <br />
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Tiny Creatures using this jutsu have a damage die of a d4<br />
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Medium Creatures have a d6<br />
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Large Creatures have 3d6<br />
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And so on and so forth<br />
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The main reason I made the damage dice increase per size is because of the 𝘴𝘪𝘻𝘦 of the hands being used to attack<br />
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:But why would this apply to this jutsu, but not a regular unarmed strike? And why wouldn't this just be an unarmed strike with an additional temporary effect?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:15, 17 April 2021 (MDT)<br />
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Fair enough I guess, the only thing that sets this Taijutsu different from others is that you can use it along with a simple weapon (as shown with Naruto against Gaara)<br />
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I know this may sound stupid, but i was wondering if we could add an extra chakra optional rule based off of ninjas like jiraya or deidara. i doubt that jiraya could summon the equivalent of 3 gamabuntas (the "clumsy" frog and fukasaku and shima) and still be able to fight pain with epic jutsus with the current chakra limit. maybe we could multiply the chakra by two again for the optional rule. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 19:23, 30 April 2021 (MDT)<br />
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I think the Jiraiya Clan Boon and Cooperation Jutsu Variant rule can pretty much explain on how Jiraiya’s able to summon toads and continue to cast Jutsus with them. Plus I think average Chakra costs are pretty fair since we’ve got tons of Feats (Masterful Chakra Control,Overflowing Chakra,etc) and Boons (Improved Hashirama Cells,Ashura’s Reincarnation,etc) that add to the chakra cost. Because an average Shinobi has nowhere near the same amount of chakra as people like Naruto, take a look at Jonins like Kakashi,Asuma and Konohamaru, they don’t spam jutsus since it would be chakra-wasting and only use 1-3 jutsus during full fights on average, the rest are just unarmed strikes. That being said, it’s all up to Ref3rence if the chakra maximum were to be increased I guess --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 08:15, 1 May 2021 (MDT)<br />
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:As Bobert stated above, it just wouldn't make sense for every character to have ridiculous levels of chakra. Jiraiya can easily be represented using the Jiraiya Clan Boon and Cooperation Jutsu, while Deidara can be represented using the Iwagakure Kinjutsu boon, and there's numerous ways to increase your maximum chakra without arbitrarily doubling it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:45, 1 May 2021 (MDT)<br />
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Hey ref3 this is killshot300 idk if you remember me but I'm just here to thank you and to show my thanks for making this class still going. i still remember when the class was like 5 justus only for the basic natures and I kept bothering you for new things and thanks for everything- killshot<br />
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:Hey, man! Thanks, that means a lot, I really hope you're doing well. The work of other users on this page really can't be understated, though. This class couldn't've become how it is today without the work of every person who's edited this page, including you.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 3 May 2021 (MDT)<br />
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No problem I also saw that there was a origami jutsu in path of exalted but basically nothing in path of Shikigami which seems to be in desperate need of jutsu and options.<br />
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:Origami Replacement Technique is one of Urashiki's Rinnegan abilities. As for Path of the Shikigami, that's mostly because Konan doesn't use all that many jutsu outside of the ones that were converted into path features. There are 1 or 2 we have yet to add, but I'm currently working on another project. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:33, 5 November 2021 (MDT)<br />
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Would it be possible to get a more generic taijutsu subclass not based around the inner gates?<br />
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:The [[Naruto: Shinobi (5e Class)/Path of Specialization|Path of Specialization]] was intended to cover specialization into any particular nature, and features like Specialized Chakra fit surprisingly well when paired with Taijutsu. Other than that, Assassin or Adequacy would be the best subclasses for specializing into generic Taijutsu. If you can think of a way to make generic Taijutsu specialization unique, I'm all ears, but I personally think we have plenty to work with as is.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:07, 10 November 2021 (MST)<br />
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:Gotcha. Thanks for the reply!<br />
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I was wondering if the feat "uzumaki clan" could be done in a way that focused on fuinjutsu and summoning jutsus since the uzumaki clan was known for that in the series, I was also wondering if the "way of the mind" could have an ability to see memories as in the series, a greeting :D<br />
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:The Uzumaki clan's fuinjutsu was Hiden, whereas their high chakra reserves are a fundamental part of Uzumaki biology, so a fuinjutsu-based clan boon should be for a separate clan. As for the ability to see memories, more than just the Yamanaka clan has such a jutsu, so such a thing would more likely be a genjutsu than a class feature. That all being said, I am working on these alternatives.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:20, 11 November 2021 (MST)<br />
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Clan uzumaki<br />
Could the Uzumaki clan have advantages to sealing jutsus? in kishimoto's data guide it says they were stamp experts--{{unsigned|Maicol}}<br />
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:As per above, their Fuinjutsu expertise was clan Hiden, not a kekkei genkai. While some clan boons do grant Hiden (i.e. the Ino-Shika-Cho clans), KG benefits like the Uzumaki clan's strong chakra and vitality always come before Hiden, and adding full advantage on all Fuinjutsu, especially on top of its current benefits, would be unbalanced to say the least. If you would like a Fuinjutsu-specific clan boon, please see the Bunpuku clan.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:13, 22 November 2021 (MST)<br />
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Lightning Barrel, Sealing Tag Barrier, Secret Technique: Insect Bog.<br />
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:I see a lot of really good things here, thanks! For future reference, please be sure to fully check if something has been adapted before requesting it (which can be done pretty easily by for jutsu by putting the class before the jutsu name when searching). By the looks of it, Sealing Tag Barrier (and Sealing Tags as a whole) have mostly been adapted as Paralysis Seal. Insect Bog seems a bit too similar to Insect Sphere.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:53, 17 December 2021 (MST)<br />
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Mind's Eye of the Kagura, Wind Release: Flag Current, Umbrella, Ninja Info Cards, Tsurukame, Petrification Gauntlet, Tenseigan (Energy Vessel), Binding Cloth, Injection Shot, ice Bomb, Sealing Arm Braces, Manipulated Tools: Ten Thousand Wild Heavenly Blade, May Rain Blood River sorry again if to musch-killshot<br />
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:Thanks for all the suggestions. Minds Eye of the Kagura has been adapted as the Sensor Nin feat.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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Hiding in Shadow Technique, Toad Flatness — Shadow Manipulation Technique, Hiding in a Toad Technique, Reverse Summoning Technique, Demonic Flute, Fangs of Lightning<br />
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The Genryū?<br />
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I was wondering about creating a separate page for homebrewed content relevant to this homebrew which wouldn't interefere or confuse with the context that comes straight from the anime? I know my friends and I have some interesting ideas for dojutsu and etc but I wouldn't want to mix it in with the ninja paths that come from the anime; they should be separate. [[User:Janderion|Janderion]] ([[User talk:Janderion|talk]]) 15:06, 31 March 2022 (MDT)<br />
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:There absolutely should be a place for homebrew paths, since homebrew jutsu are already added, but I don't think a whole separate page would be necessary. I've added a subheader beneath the canon paths, though it's commented out at the moment. Once your path(s) is/are complete, you should be able to remove the comments and slightly modify the link beneath it, or let me know here and I can do that for you.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:06, 31 March 2022 (MDT)<br />
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Basically there could be an addition to the puppet master where you are able to custom build your own puppets, like with different features you could apply to them <br />
instead of just using some vanilla creatures Statblocks that don't really have any puppet gadgets and whatnot. {{unsigned|DaddyPlague}}<br />
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:The [[Bestiary (Shinobi World Setting)|setting's bestiary]] has a section for puppets meant to work with the Path of the Puppetmaster's header design note level option that I'm sure you could take inspiration from to build your own. As far as adding gadgets though, I'd say the path's unique jutsu do well enough.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 6 August 2022 (MDT) <br />
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So could there be additions to the bestiary that are different variants of the type of salamander that Ibuse is? Like juveniles and half grown ones.<br />
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could you add the third kazekage puppet, like one that has the stuff like the Thousand Arm Manipulation Force, and the sword arm thing and whatnot.<br />
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:After thinking on it for a while, I'm not sure. Thousand Hands Manipulation Force seems like it would work better as a jutsu, <br />
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I feel like there should before options and maybe some jutsu in path of the puppetmaster that is focused around poisons, since that is a big part of puppetry in naruto, and it is kind of inconvenient to have to gestalt path into path of the assassin just for Poisonous Claw Excretion. For example, maybe a puppet master could have a number of poison formulas equal to their proficiency bonus, and there could be a list of some basic poisons? - Plague<br />
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:Any player can always just buy/craft poisons, it's a core part of 5e. Poisonous Claw Excretion doesn't grant nearly the kind of poison Sasori uses. That being said, I might add a third 15th level option for Path of the Puppetmaster to accelerate the process of crafting poisons.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:35, 16 August 2022<br />
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I do get that, but I was more talking about some unique types, for instance, something similar to mages bane, which makes it so that the victim had some sort of penalty to chakra, or something along those lines. Although I do appreciate you being so quick to respond about this and the kazekage puppet and whatnot. I do think that it should at least get something like Poisonous claw excretion.<br />
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Could you maybe add Mukades puppets and puppet form? Also, maybe something like that celestial prison jutsu from one of the math to movies<br />
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:Celestial Prison is already added under Fire Style, though I might move it to Chakra Absorbing to make it a bit stronger and more difficult to get.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:00, 18 August 2022 (MDT)<br />
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So maybe there could be a section with Fuinjutsu and chakra absorption jutsu that is all of the non path specific Bukijutsu, or it could just be there with basic ninjutsu and taijutsu, while removing the bukijutsu from taijutsu?--([[User talk:DaddyPlague|Plague]]) 20:43, 21 August 2022 (MDT)<br />
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<s>Hanabi Style: Revolving Heaven, Gentle Fist Art One Blow Body, Gentle Step Twin Palms, Gentle Fist: Tenketsu Needle</s>, Ice Release: One Horned White Whale, Ice Release: Tearing Dragon Fierce Tiger, <s>Ice Release: Swallow Snow Storm</s>, Genjutsu: Unknown Fire, Genjutsu: Mirage, Cactus Genjutsu, <s>Gospel of the Angel</s>, Zero-Tails Sealing Technique<br />
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:I can't find any difference between Hanabi Style and normal Rotation, Chakra Needle is already part of Path of Sight, Swallow Snow Storm is already under Ice Style, Gospel of the Angel is already a Path of the Shikigami unique jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:16, 5 November 2022 (MDT)<br />
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So 2 things. One I love the advanced training feature, it has always bothered me that no uchiha's ever learned sage mode without 10 tails bs. Second I feel like shinobi can cast jutsu they don't have a natural affinity for, so I think you should be able to use non kekai genkai jutsu you don't have the nature for just with an additional chakra cost.<br />
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:In order to cast a jutsu, you still need to know how to mold chakra into its nature, so you'd still need to gain its chakra nature. Natural affinity is represented under Chakra Nature Alternatives. I'm not sure I like the idea of players being able to have access to every basic jutsu as long as they have enough chakra, since that would definitely make high-chakra builds the main/only way to build a strong shinobi.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:41, 19 January 2023 (MST)<br />
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I disagree, spending twice as much chakra to deal fire damage instead of lightning damage is almost never going to be worth it for combat, this was more for outside of combat. Like even a shinobi who doesn't have much skill with fire could probably start a fire, and I feel like they could use the jutsu, just without the necessary practice a lot of chakra goes to waste. Actually why not add that as part of the narrative jutsu. They can't focus enough in the middle of combat to do it, but outside of combat with time to focus and make sure they don't mess up the hand seals.<br />
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:It would probably fit better as an optional rule. We never see something like this in canon to my knowledge, and it only makes each player in a party with multiple shinobi feel less unique, but I guess if we're fully doubling cost it probably wouldn't be unbalanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:14, 19 January 2023 (MST)<br />
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I think of it like when we see people learning jutsu as long as they get the hand seals right something happens. Even if it's this really pathetic looking version of the jutsu. So in theory if you pumped enough chakra into it it would look close enough to the real thing.--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 20:59, 19 January 2023 (MST)<br />
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:This has been added as an optional rule. I also used the wording of the new rule to revamp Cooperation Jutsu, since I've never liked the old wording, even when I was writing it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:04, 24 January 2023 (MST)<br />
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So it feels odd that affinity for a nature doesn't do anything for saves, or duration type jutsu. I feel like it should add a +1 to spell Dc, and maybe plus 1/4th duration. Never more than 1 of those on a single jutsu though.<br />
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:I've been wanting to change Affinity to +1 to DC, attack, and damage rolls for a while now, but it has always seemed like it would be an actual nightmare to change (for reference, there's currently almost 600 creatures in the Shinobi World setting, and even just assuming half have Affinity in ~5 jutsu on their page...). No time like the present to start with the new rules though I suppose.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:59, 26 January 2023 (MST)<br />
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You can just add it on as an appendix rule. Creatures with affinity in the technique they are using have their dc increase by 1--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 19:42, 26 January 2023 (MST)<br />
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:That felt too much like a half-solution, and having both the damage and DC bonus would be far too powerful. Regardless, it's already done, and I'm satisfied with how it is.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 27 January 2023 (MST)<br />
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Is there an app where I can download this to use for a character sheet? I'm struggling to make it myself in 5th edition custom builder.--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 15:24, 6 February 2023 (MST)<br />
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:There is not. It would probably be easier to use a fillable character sheet (or I suppose you could make a user page here and use the Shinobi World Creature preload).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:13, 8 February 2023 (MST)<br />
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What's a shinobi world creature preload?--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 14:27, 8 February 2023 (MST)<br />
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:It's what we use to make creatures for [[Shinobi World (5e Campaign Setting)]]. It'd be easiest to access through the input box at the top of [[Bestiary (Shinobi World Supplement)]] (though you'd want to either change the box to something like "User:Azura/Creature Name" and remove the categories at the bottom, or make it normally with (Shinobi World Supplement) at the end of the page name and replace <nowiki>[[Category:Other Village]] with [[Category:OC]]</nowiki>).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:47, 12 February 2023 (MST)<br />
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Not certain where to really post this. not much of a request, but maybe a suggestion. for the pure naruto campaign i host, i find once you get up to around 12-16th level you essentially have all the jutsu you really need and thus players kinda look through natures they have and mull about jutsu that they know aren't useful but they gotta take something. i've introduced a rule that seems balanced. the rule i use is: "when you would learn a new jutsu, you may forgo learning it to increase your maximum chakra by 1. this cannot be undone and you cannot reduce your chakra point maxiumum to learn more jutsu." granted this does pose an issue to those such as pure tiajutsu users just forgoing a bunch of jutsu for chakra, but then again, if you're doing pure taijutsu, you've already nerfed yourself enough. another issue this poses is those who min-max chakra/chakra nature alternatives until they can get a big OP jutsu, then just forgo every jutsu after that so they can spam their big OP jutsu in a fight, but that has yet to happen for myself. this is just food for thought though. - CleverNot 16:22, 24 March 2023 (EST)<br />
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:That's a pretty good house rule, I personally don't require players to take jutsu the moment they have unspent jutsu maximum but mine only solves half the problem. Alternatively, if ~20 is about the point where having more jutsu stops being useful, we could decrease the number of jutsu known to be equal to your level, which would make what jutsu you know more of an interesting choice, which in turn would make room for feats that allow for more known jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:56, 24 March 2023 (MDT)<br />
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:i wouldn't necessarily say that ~20 would stop being entirely useless all together. i do agree that at roughly 20 jutsu a shinobi has all they need in a full on confrontational fight. those extra 10 jutsu from like 14th-20th level are more or less, icing on the cake that is their shinobi. but feats that increase jutsu number would be very useful if the total number of jutsu is reduced. perhaps also add into the Advanced Training feature gained at 17, 18, and 19th level to be able to increase your max jutsu by like 2 or something. that could also open up a possibility to a change in the Nindo "I Will Master All Jutsu" to perhaps increase their max jutsu by like half their INT modifier. again, just food for thought. - CleverNot 12:26, 26 March 2023 (EST)<br />
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:i suppose i should also mention that while my players are only 9th level, i have been creating many characters above that as bosses for them to fight and so far i only find that around 12th-16th level that the shinobi has what they need. this is not a reflection of what my players are going through. once they encounter this i will certainly update and see if there is indeed a slump where they dont really wanna pick jutsu - CleverNot 12:30, 26 March 2023 (EST)<br />
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::Sounds like a plan, I'm currently running a game as well, though they're only 6th level at the moment, if either of our players run into this as a problem, a rule change should definitely be implemented. An alternative could be implementing jutsu ranks, so a player taking only E- and D-rank jutsu could still have the full 30 (maybe even increase the limit to 40), but a player only taking S-ranks would only have maybe 8.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 27 March 2023 (MDT)<br />
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I was thinking maybe add a madara clan boon? The benefits can be something along the lines of susanoo levels required being halfed, Or advantage on the con saving throw from mangekyou usage. Im not very versed in creating boons or feats, or anything like that. It was just something i was thinking about because there is a senju clan and a hashirama clan. ~~ Snake 11:32 AM April 15 2023 (EST)<br />
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:Hashirama has a clan because implantable paths (other than Path of the Beast, which has its own restrictions) need a clan to choose at character creation. Madara already has a clan; he's an Uchiha, his uniqueness is in being an exceptional one and being Indra's reincarnation (which is also already adapted), not having some sort of unique hiden or mutation. Additionally, I don't see why he would have advantage on MS's saving throw (he's the only manga MS user to not have a named MS ability in any media and he went from not using MS or Susano'o to having EMS), and while Susano'o levels would make a little more sense, the Uchiha clan's secondary bonus already fits him well enough. Also, if you're logged in, you can use <nowiki>~~~~</nowiki> to generate a signature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:20, 15 April 2023 (MDT)<br />
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Ive been looking and there is not many jutsus that seal creatures away. For instance, In yin-yang style (the KG) There is no Yin Yang seal like how hamura and hagaromo did to kaguya. Also in Magnet style i was looking for grand sand mausoleum but it was not there. I would love to see that jutsu added to magnet style, it would make fighting against edo tenseis more manageable because as it is right now theres not many ways to seal them away. From what i have found atleast. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 09:23, 16 April 2023 (MDT)<br />
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:Yin-Yang Resonance (the first jutsu under Yin-Yang Style) is meant to be the jutsu Hagoromo and Hamura, and Naruto and Sasuke, used to seal Kaguya, while Grand Sand Mausoleum uses the manga's "Imperial Funeral" name and uses the gold dust version, as Gaara's sand doesn't use Magnet Style. As for sealing edos, there's typically at least 1 jutsu in every nature that causes creatures to become restrained or paralyzed, which is meant to be the way to do that, although I might add that edos have disadvantage on saving throws to escape these conditions.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:40, 16 April 2023 (MDT)<br />
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I think it would be cool for the masterful chakra control feat to make it so you are always under the effects of basic ninjutsu technique and can turn it off at will. Also maybe a separate jutsu "Advanced ninjutsu technique" which is just for climbing vertical surfaces instead of going across water. [[User:THESNAKEOFHELL|THESNAKEOFHELL]] ([[User talk:THESNAKEOFHELL|talk]]) 01:17, 26 June 2023 (MDT)<br />
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:Walking and running vertically is a level based feature obtained at level 9 along with chakra infused strikes, in my campaign I've allowed this feature earlier, albeit with a chakra and bonus action cost as an additional option in ninja speed, making an arcana check if they want to use it without spending a bonus action after my players were taught it by a jonin, since level 9 feels more like the point where it's mastered to the point of effortlessness seeing as it has no chakra cost<br />
:All in all, wall climbing is already part of the class.<br />
:[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:06, 26 June 2023 (MDT)<br />
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== [[Shinobi World (5e Campaign Setting)]] ==<br />
Would anybody find it at all useful if I created a campaign setting page for Naruto? I’ve been kicking around the idea for a while, but I want to know if anyone would actually use it. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:13, 13 November 2019 (MST)<br />
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I think that's an excellent idea. This class in particular is heavily bent towards working better in its own setting rather than in a normal D&D setting.<br />
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I honestly think creating a setting on its own for it would be optimal. <br />
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-[[User:Kiralokiin|Kiralokiin]] ([[User talk:Kiralokiin|talk]]) 06:24, 13 November 2019 (MST)<br />
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Wonderful! I’ll get to working on it right away. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:31, 13 November 2019 (MST)<br />
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I'm loving the look of it so far, and I'm glad to see my items have been added to it too.<br />
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- [[User:Voided Essence|Voided Essence, The Void Walker]] ([[User talk:Voided Essence|talk]]) 18:52, 13 November 2019 (MST)<br />
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Since the [[Tailed Beasts (5e Creature)]] are CR 21-30, what CR should I make the [[Akatsuki (5e Creature)]] and [[Sannin (5e Creature)]]? -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:22, 20 November 2019 (MST)<br />
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In my opinion they should probably be around CR 10-15 depending on the Character. <br />
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Considering the Akatsuki were supposed to be able to take down tailed beasts in teams of two (With the assistance of their rings, if I remember correctly. Which could be incorporated into their stat blocks), maybe their CR could increment depending on the amount of members present at the time. <br />
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Having Akatsuki members' abilities synergise with their respective partners could also be a fun idea.<br />
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The Sannin are a bit harder to decide though. They're supposed to be great on their own, rather than specifically as an unit. So I think a CR 18 or so might be appropriate, if they can utilise minions (summoning creatures to help, for example) that CR could probably be pumped up.<br />
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-[[User:Kiralokiin|Kiralokiin]] ([[User talk:Kiralokiin|talk]]) 11:44, 20 November 2019 (MST)<br />
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Is it possible to add movie creatures like the zero tails<br />
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Hey I don't want to come off rude or anything but when do you plan on working more on the Akatsuki members? Sorry if it sounds like I am coming off rude lol.-D<br />
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:I kinda put the project to the side for a while. I will most likely add them at a later date, but if anybody wants to contribute to the Akatsuki or any other part of this setting, go right ahead. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:46, 16 March 2020 (MDT)<br />
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I would love to help but I am pretty new to DND. But sounds great and thanks for everything. -D<br />
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:I recently made a large amount of stat blocks for the [[Akatsuki (5e Creature)]] and Naruto at [[Jinchuriki Overview (5e Creature)]]. I would really appreciate if some of y'all could sort through the new pages because I'm sure I missed some things. I also botched all but Naruto's base forms's CRs, but I'm so burned out at this point to fix it right now. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:23, 15 April 2020 (MDT)<br />
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Damn dude you put alot of work into this and I'm like impressed af over all this hard work you ever take any breaks my dude? [[User: RenBimu | RenBimu]]<br />
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:Thanks for your support! I didn't have to do anything else for the past few days, so this is pretty much all I've done save for walking my dog so I don't atrophy. I finally got into the flow of making creatures, so it looks like more work than it is. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:15, 16 April 2020 (MDT)<br />
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Hey man under the Jinchuriki Overview you have nine tailed jinchuriki listed twice [[user: RenBimu | RenBimu]]<br />
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:Thanks for catching that. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:42, 18 April 2020 (MDT)<br />
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I check back on here very 3 hours or so seeing what's been added and if I cetch anything I'll let you know bro [[user:RenBimu | RenBimu]]<br />
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:Thanks! Feel free to correct anything you find. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:39, 18 April 2020 (MDT)<br />
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I've corrected two so far. 1: 3rd hokage was the 4th hokage name I and I changed that to his rightful name. And 2: in 4th hokage his big ball rasangon you had "from naruto" and I changed that to his rightful name.[[user: RenBimu | RenBimu]]<br />
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:Thanks again. I used Minato as a base for the other Hokage, and I think Minato himself was derived from Sage Naruto. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:36, 19 April 2020 (MDT)<br />
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Well in cannon Minato did take the yin or yang part of the 9 tails and sealed it inside himself and sealed the other half in naruto before he died and what little chakra they had left they left ot there just in case the seal breaks [[user: RenBimu| RenBimu]]<br />
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I have a question my man. Are you going to make a campaign or set up different missions? [[User: RenBimu| RenBimu]]<br />
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:Definitely, but I think it’ll probably be the, or at least one of the, last steps. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 22 April 2020 (MDT)<br />
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'''''Rogue Requests:'''''<br />
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I feel like this is better balanced and earlier versions and easier to understand, I just wanted to make some requests. Could evasion & ninja speed not use chakra? I did like some other the older feats like the way shadow clone jutsu & substitution worked, also picking which saving throws you wanted. Lastly I just wanted to ask if you could add sneak attack and expertise, I feel like those would be useful mechanics for a shinobi both combat and roleplaywise. -[[User:Lowrider93]] 11:54, 17 January 2021 (PT)<br />
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:Ninja Speed uses chakra for the sake of at least trying to be balanced in normal play, other core classes get similar features but are more bread-and-butter there than in this class. Evasion doesn't use chakra, so I don't know what you're asking there. Path of the Assassin shinobi get sneak attack, and there are numerous ways to get specific expertise, once again these are added in lesser/more restricted forms due to being less of BNB features. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:47, 17 January 2021 (MST)<br />
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Whats on our to do list today boss? [[User: RenBimu|RenBimu]]<br />
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:I'll probably finish off the Leaf and then start working my way down the Sound from the top. If you wanted, I would really appreciate it if you helped with Dosu down to Karin. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:20, 30 April 2020 (MDT)<br />
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Should we make a naruto human race that gives clan and a slight buff tonthe class or no? ~killshot<br />
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:I always figured the variant human works pretty well for that with the adaptable ASI and, while it isn't outright stated, the feat choice could be used for hiden/kekkei genkai jutsu. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:44, 6 May 2020 (MDT)<br />
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I think maybe the cells traits or epic boons could bee the reward of missions from Orochimaru seeing how advanced his base is in Boruto<br />
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:That's entirely up to the DM. While they certainly could be, completely restricting them to one source would heavily limit a DM. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:29, 25 July 2020 (MDT)<br />
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But I do have questions do you plan on making the sound 4 or kaguya or naruto and sasuke as creatures?<br />
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That's awesome to see at least the important characters are gonna be in there it fit well for the campaign setting you have I just wish I knew how this format works and I'd create some of the characters along side you -Bimu<br />
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:Honestly, I’d say the best way to start is to make an account and use trial and error. If you need any help, don’t hesitate to ask. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:03, 21 March 2020 (MDT)<br />
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Alright ill give that a shot bro -Bimu<br />
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Hey I saw in the campaign settings for the leaf you did have the anbu but took it away. I was wondering if you are going to or if you could add anbu? Of course whenever you are done with your break.-Sean<br />
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:The purpose of Anbu was originally to be the Hidden Leaf's "special shinobi" in the same way that the Sand has puppet masters, Mist has hunter-nin, Cloud has kenjutsu, and Stone has Kamizuru, though I may replace them with Explosion Corps. Since Konoha has a ton of unique clans, Anbu kinda lost its place. You can pretty much use any jonin or clan to represent Anbu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:54, 27 May 2020 (MDT)<br />
I think Six Paths Sage Mode Naruto and Indra Susanoo Sasuke should be more powerfull because they are suposed to be able to fight kaguya and as of right now kaguya can one shot them whit: "Eighty Gods Vacuum Attack (50 Chakra). All creatures in a 30 ft. x 90 ft. line must attempt a DC 32 Constitution saving throw. On a failure, they take 244 (36d12 + 10) magical bludgeoning damage. On a success, they take half as much damage."--[[User:Ranuto08|Ranuto08]] ([[User talk:Ranuto08|talk]]) 02:37, 11 December 2020 (MST)<br />
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To add onto the above, They are indeed WAY too weak, and naruto's chakra is not what it should be (it should be like 90, asura's reincarnation and overflowing chakra) nore are their features up to date (Like susanoo taking chakra) -- {{unsigned|The Archmage Karsus}}<br />
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:If you want, you are free to make your changes to this setting. To be honest, it's not that high up on my priorities right now. Also, please be sure to sign your posts (can be done with <nowiki> ~~~~ </nowiki>). --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:20, 8 January 2021 (MST)<br />
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Hey, thanks for the love for the jutsu's! ^^ I put quiet a bit of thought into a lot of them. I wanted to ask though, as this seems to be a mix between a conversion kit and a playable DND 5e class, is that what it's supposed to be? I personally wanted to with some friends, make a conversation kit using your system as a basis if you do not mind as well.<br />
--[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit (Wo)Man|talk]]) 11:35, 3 April 2021 (CDT)<br />
<br />
:I guess I've never really thought of it like that, but I guess it is. [[Shinobi World (5e Campaign Setting)]] is meant to more-or-less replace everything except the core rules of 5e. You're free to do whatever you like with this page, nothing on this wiki is copywritten or anything, but if you'd like I've been trying to overhaul the NPCs in this setting to be more shonen-friendly by rebuilding them from the ground up as player characters, so if you're interested in hopping on that with me let me know and I'll try to give you some general pointers.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:27, 3 April 2021 (MDT)<br />
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Oh I probably will help. I actually play in like, 2 games with one game being played in and one DMing for, both pure naruto. I wanted to make an actual like, Conversion Kit for this as, the class is near impossible to play in a normal game and the class itself is hard enough to balance normally. But, a lot of good work has been done<br />
--[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit (Wo)Man|talk]]) 12:50, 3 April 2021 (CDT)<br />
<br />
:As much as we've tried, this class is a bit sketch to use in a base 5e game. For those pointers I was talking about, rank is based on CR/level for the sake of categories, not necessarily their actual canon rank, though most tend to match. CR 10 is high Genin/low Chunin, CR 15 is high Chunin/low Jonin, CR 20 is high Jonin/low Kage, and CR 25 is high Kage/low Otsutsuki, but Otsutsuki tier is a lot more up to interpretation (see [[Kakashi, Six Paths (Shinobi World Supplement)]]). The only creatures who should have jutsu lists are those with multiple pages for the same person like Naruto. I would prefer you leave the Leaf, Generic, and Legendary pages alone for now as there's still a lot of major changes to be made there that I really don't want to trust other people to make, but otherwise, go at it. I would suggest you look at a handful of "finalized" pages first to get a handle on formatting (finalized pages should be moved so they end with (Shinobi World Supplement) instead of (5e Creature)). I'm so glad to have another person on this project.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:38, 3 April 2021 (MDT)<br />
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We should just move scrolls over to the setting rather than the class page, they would fit in better over there.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:17, 22 April 2021 (MDT)<br />
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Hey is it possible that the Genryū will be added considering the dragon blade is here?-killshot<br />
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:They will be added at some point, but for the most part my process is to fix characters that have already been created, then make new characters that appear in the manga/anime, then novel characters, then game exclusives, so it might be a while before I start them.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:16, 31 July 2022 (MDT)<br />
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Is there like a discord or something, for this? I'd like to try and find a game that allows this class at least if not in the setting. All of my friends are physically incapable of following a set schedule so...--[[User:Azura|Azura]] ([[User talk:Azura|talk]]) 08:56, 26 January 2023 (MST)<br />
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:There is not, at least to my knowledge. Then again, I have seen some LFG posts on some Naruto communities, with the most recent I've seen being on the Naruto subreddit if I'm not mistaken. Maybe start looking there.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:59, 26 January 2023 (MST)<br />
<br />
== Quality Article Nomination ==<br />
<br />
{{Quality Article Nominee|01:02, 12 February 2021 (MST)}}<br />
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'''Support.''' The shinobi is a class with a unique role for any party that is also full with interesting mechanics, rules that add flavor to the campaign, and a system like spells. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:02, 12 February 2021 (MST)<br />
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'''Support.''' I believe this class to be a relatively sound example of how to adapt content, with things like the paths of the exalted and totality being both accurately represented, yet balanced with things like the path of the shikigami and puppet master, and nothing under the sun being given any particularly ludicrous benefits. That being said, when viewing this as a QA, I'm not entirely sure having unarmored movement <s>and increasing unarmed strikes</s> adds all that much to the class, and really just serves to cause overlap with monks in a traditional party, but that isn't something that can't be ironed out. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 04:58, 12 February 2021 (MST)<br />
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'''Support''' While I personally have issues with the source material, the sheer amount of effort put into cataloging, translating into game mechanics, and balancing everything from a god-knows-how-long anime is staggering. This article is a great example of the best of the active, user-lead projects on the wiki. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 12:14, 23 March 2021 (MDT)<br />
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'''Oppose''' See my comment below; I think the sheer size of the page hinders its readability. If the page length is reduced, I'd be open to changing my vote to support. {{User:Geodude671/Signature}} . . 13:20, 14 April 2021 (MDT) it got reduced -plywood tank<br />
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'''Support''' I believe this is a great class and has some great mechanics that make it fun to play even after playing it ten times because of the variety of subclasses. {{unsigned|Plywood tank}}<br />
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'''Support''' I believe this class to be a fantastic example of how to adapt homebrew content from existing sources in a balanced manner, while also granting unique abilities that not only make it extremely different from any other class in combat but bring up a lot of funny and memorable roleplaying moments as well. The community has been nothing shy of exemplary and is an awesome example of working together and working hard to adapt content, and I'm glad to say that this is definitely the best class I've ever spent time working on and playing.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:58, 21 April 2021 (MDT)<br />
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'''Oppose''' This outshines the monk by far. Why play monk if you have this better monk version. Better breakdown to follow. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 10:54, 22 April 2021 (MDT)<br />
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'''Support''' This class is one of the best examples of a well-done class on the Wiki. It is incredibly well-written, clear, and balanced. While I do agree that it is a bit wordy, it has a lot of flavor to it, and it is incredibly well done. Every class on the wiki should strive to be something like this in terms of clarity of features and general balance. While I don't know anything about the world of Naruto, this class seems to be balanced, so whoever adapted it, good job. --[[User:MarshDASavage|MarshDASavage]] ([[User talk:MarshDASavage|talk]]) 20:47, 22 April 2021 (MDT)<br />
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'''Oppose''' This is a technicality, but a quality article is "Not extensive enough to be a Featured Article." A problem of this class is that it may be too complex to even be a featured article, so it being given the "simple and modest" title of Quality Article instead is nuts. If this is nominated for a Featured Article instead, I will reconsider. [[User:Vladulenta|vladulenta]] ([[User talk:Vladulenta|talk]])<br />
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== RLL Review ==<br />
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I hope these comments help.<br />
*fix jutsu column. says one jutsu at level but it isn't a feature until level two. I think it can also be detailed better. Chakra is the topic but jutsu comes out of left field. To non-Naruto people this probably isn't an issue but I find a little clarity could be useful here.<br />
*scrolls, non-shinobi DC is arbitrary. Why 17? maybe make it equal to a DC of whoever created the scroll. DMs and improvise DCs for random scrolls. I also don't know how to use these scrolls. Weapon scrolls give some guidance but as far as I can tell, all I can do is draw the scrolls.<br />
*Chakra seems to start simple but then Natures, paths, etc are discussed and the feature becomes convoluted. This really needs to be simplified and when natures or paths are introduced, they can describe in what way they affect chakra i.e. under subclasses you include chakra learned do not count against the number of chakra you learn. Leave that out of the chakra section. I like the touch of non-damage chakra using half jutsu out of combat. Reminds me of a ritual casting, and the reasoning is flavorful with canon i'd say.<br />
*scroll upgrade seems to compound an already utility feature for a class. This better monk is already got options and utuility, I dare say more than an artificer? 5e wants options for players over moar damage for sure, but ideally this is a party game and no one class should be doing everything. I could be wrong and the class isn't but glancing over, sooo much utility here.<br />
*I really don't feel like I need to explain why giving a class an additional subclass is OP. I would develop a more traditional feature for 5e and create a sidebar for this to be an optional feature that follows canon.<br />
*what is the classes final feature? level 20 subclass feature? obviously but I feel jipped. I won't make it negative. It is unconventional though.<br />
I'd like to address Nindo, Paths, Natures, and feats in separate posts. It will also help spot balance concerns. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:02, 22 April 2021 (MDT)<br />
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===Nindo===<br />
I am confused how a mantra bestows benefits. That said, it is a fantasy game. In the features current state, there appears no reason for how to decide the benefits. It is literally, decide with your DM what bonus they'll give you as long as you roleplay in accordance with said characters ninja way. D&D crunch is usually much more precise than this, and it is why I don't like this feature. I am also taking the practice jutso 1,000 times nindo because +3 hit and damage bonus is on par with a legendary item *cough cough*. I recommend determining a method to this madness so each nindo has some sort of balance to another. Not perfect, just comparable. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:18, 22 April 2021 (MDT)<br />
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===Nature===<br />
So closer look I've learned the nature thing is just a school of magic like thing. I think the chakra section would greatly benefit if subtitles were used to give a heads up to readers. Like the wizard has Ritual Casting title under spell casting. Like I didn't know in order to pick jutsu I needed a nature. I also wasn't following that jutsu are essentially spells. The chakra section isn't precise about these nuances. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:41, 22 April 2021 (MDT)<br />
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==Balance Requests==<br />
While playtesting this class with some of my good friends we found a few issues. The playtest was in the scenario of the Zabuza arc, meaning we were level 9 (because that was directly after they learned to walk up walls, and directly before they receive the abilities used in the chunin exams.) and we found a few things wrong with the class.<br />
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Path of Sight: One of the more minor things we noticed is that the byakugan (now that I think about it, I think multiple subclasses get it) receives a truesight of 30 feet at level 3. A warlock whose whole thing is oooh Ethereal plane oooh, receives truesight at level 15, while specific classes can only get truesight from a sixth level spell. Again, it's not a huge deal, because it's not all too powerful and won't be used too often unless you come across the invisible man, but I think it's a bit unfair for the other classes who want the same thing. Also, in the setting of Naruto, there are a lot of characters who specialize in genjutsu are made useless against them, for instance, the path of blood. I would recommend making it blindsight with the addition of being able to see chakra and whatnot. Though, one of the things I am a bit unhappy about is that the blindspot of byakugan is never once mentioned, regardless of it being a huge weakness.<br />
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Maximum for how much chakra can be put into jutsu: When said fight with Zabuza actually began, I noticed something was wrong with specifically, great fireball. It says you can put one extra chakra point into the jutsu to do an extra 1d6 fire damage. This is very close to how the fireball spell works, so I can see why you missed this. There is not a maximum for how many points you can put into the jutsu. With the con modifier of the character making 20 chakra points total, it allowed the character to put 12 points into the jutsu, making it the equivalent of a 15TH LEVEL FIREBALL, which as you know, isn't even possible to cast. You unlock 9th level spells at around the end of progression, but a shinobi can cast the equivalent of a 9th level fireball by level 7 at the latest. I'm sure this issue exists with other jutsu as well, and some of them it isn't a huge deal, such as substitution, which essentially allows you to completely dodge an attack for enough chakra points, which is on par with deflect missiles from the monk. Jutsu such as that, where it doesn't outclass similar features or spells from other classes by a landslide, nor does it allow the players to do an average of 80 damage per turn at level 9. You can argue that it's too risky to spend all of your chakra on a single jutsu for a chance of instantly killing the boss, but you underestimate the stupidity of both my and other players. They thought the best plan of action was that ALL OF THEM use all of their chakra on great fireball because it gave Zabuza no chance of surviving. You can also argue that most of the ninjas have evasion, but the majority of monsters don't, so in a normal setting, player characters can just breeze through combat, especially at later levels.<br />
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Increasing the DC for saving throws is stupid: For example, sealing jutsu allows you to increase the DC of the save for a singular chakra point. This is similar to how certain spells allow you to increase the DC for a save by expending spell slots, but not only is that limited to the 9th level, most of those require multiple spell slots more than the original cost to even increase the DC by 1. This is similar to the last issue I mentioned both because there is no limit to how many chakra points you can spend on it, but also because there is no limit on the stupidity of players, and they will make the DC impossible to pass, especially at later levels.<br />
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Those are all of the issues I've found as of now. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 11:33, 28 April 2021 (MDT)<br />
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Under Path of Hatred, there are two jutsu in particular that seem to be terribly expensive with Chakra or underpowered. 1st: Susano'o: Tsukumo. for 15 chakra you do get a generous 15ft wide, 60ft long line, but only for 3d8 damage. correct me if i'm wrong, but the amount of chakra being spend vs the area and damage seems to be worth it. personally, i think either buffing the damage to 5d8 or reducing the chakra cost to 10 would be reasonable. 2nd: Yasaka Magatama. for 15 chakra you get to make 3 ranged attacks within 60ft and they deal 3d8 on a hit. while you do get 3 whole attacks and a range of 60ft, the cost of 15 chakra seems to be a little steep. i think that maybe reducing the chakra cost to 12 may be reasonable. again, these fixes are simply requests that i feel could simply balance out those 2 jutsu into being balanced. -- (CleverNot, 8:33, 6 October 2022)<br />
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==Is Jutsu spelt with caps or not?==<br />
This sounds very persnickery compared to the above posts that are explaining pertinent balance posts, but as I want to at least clear up the writing of this class, I would like a clarification if "Jutsu" is spelt with caps or not. It really seems to jump from one way or the other, and I don't know if it may be reffering to two different things ("jutsu" might be the concept, while "Jutsu" might refer to the mechanical feature), or is just inconsistent writing. Whatever it is, it's throwing me off. {{unsigned|vladulenta}}<br />
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:Jutsu should be lowercase in the same way spell or technique would be. To my knowledge, there are no points in this page where it references jutsu as a feature, it was simply written by multiple people.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:08, 16 August 2022 (MDT)<br />
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== Wood Release ==<br />
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I that Yamato, Danzo, Obito and Madara all could use it do too the Hashirama Cell's in there body. You could make it Yang, Water and Earth for the elements and a transplant that will be a very low chance to survive the experiment.<br />
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:Since every character to use Wood Release has done so due to having Hashirama's cells, Wood Style was moved from its own nature to [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] unique jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:48, 28 April 2023 (MDT)</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Fallen_Human,_Color_Wheel_Variant_(5e_Race)&diff=1742794Fallen Human, Color Wheel Variant (5e Race)2023-07-04T22:28:14Z<p>Plywood tank: </p>
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<div>{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
Author's note: Please suggest to discussion tab your changes to the race before you make big changes to this race. I would like this page reflect the overwhelming creativity of people in an organized fashion.<br />
==Fallen Human==<br />
<div class="externalimage-holder" style="width:38%;float:right"> {{5e Image|float:center|https://i.pinimg.com/originals/29/9c/71/299c7139126cfac9492f7b322e1ad705.jpg|[[https://www.pinterest.fr/pin/848436017274780143/?nic_v3=1a7vS3wLb Art by limegreensnake]]}}</div><br />
<br />
===Physical Description===<br />
Fallen humans are physically identical to normal humans; however, their souls are completely different. A fallen human's soul can take on a single personality trait that best define them. The seven most popular traits are determination, patience, bravery, integrity, perseverance, kindness, and justice. Each property reflects the personality of the fallen human and gives them unique traits and abilities. The soul of a fallen human is incredibly powerful and is fully capable of persisting on the mortal plane, far after their owner's death.<br />
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===History===<br />
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken, but eventually, the barrier, that kept monsterkind sealed underground, was destroyed and a small fallen human helped monsterkind incorporate themselves into human society.<br />
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===Society===<br />
Fallen humans are just another part of human society. They interact, form bonds, and procreate with other humans, so most of them will never discover their incredible abilities, but they can under two specific conditions. If a fallen human comes in contact with powerful magic, or a member of the monster race, their soul type will be revealed to them. Upon discovering their soul type, they gain access to its unique traits.<br />
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===Fallen Human Names===<br />
It is tradition for fallen humans to change their name to more gender neutral or unisex once they discover their soul trait.<br />
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'''Fallen Human Names:''' Addison, Blair, Casey, Chara, Devyn, Elian, Francis, Frisk, Gayle, Hibiki, Ivory, Jackie, Kris, Leslie, Morgan, Nicky, Ollie, Mira, Justine, Skyler, Ethan, Tracy<br />
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===Fallen Human Traits===<br />
{{5e Racial Traits<br />
|summary=Human, Fandom Undertale Edition.<br />
|abilities=Choose one of your ability scores to be increase by 1.<br />
|age= Fallen humans reach adulthood in their late teens and live less than a century. Most of them are fallen humans discover their special soul when they are children.<br />
|alignment=Fallen humans tend toward no particular alignment. The best and the worst are found among them.<br />
|size=Fallen humans vary widely in height and build, from barely 4 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Menu<br />
|description1= The ambient magic of a magic charged soul allows a fallen human to create and access a holographic 2d menu. As an action, you can say verbal or somatic command. A small menu that only you can see appears in front of you. It has three buttons; ACT, ITEM, and MERCY. You have a strange feeling that there is a button missing.<br />
|trait2=Menu->ACT<br />
|description2= When you select ACT from your menu, four words appear. The words are Check and three single words actions provided by the GM.<br />
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If you pick Check, you learn their name, amount of HP (Hope) they have, ATK (attack modifier of one of their primary weapon or magic), and DEF (AC or one of their saving throw modifiers) of a creature that you can see. GM may provide an one or two sentence about that creature.<br />
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If you pick the three action words, you make a skill check that best matches to that action vs their wisdom saving throw. If you win this contest, that creature have disadvantage attack rolls against you. Additionally, you have advantage on saving throws caused by that creature. These effects disappear at the end of their turn.<br />
|trait3=Menu->ITEM<br />
|description3= When you select ITEM from your menu, a list of items stored in your personal subspace appears. You can use this same action to activate the menu to pull one item from the inventory into your free hand or put an item in your hand into your inventory. You can hold up to 28 items in your inventory.<br />
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|trait4=Menu->MERCY<br />
|description4= When you select MERCY from your menu, two options appear: SPARE and FLEE.<br />
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If spare is chosen, all creatures with 120 ft of you magically learn that you have no desire to fight them. This does not force these creatures to spare you back.<br />
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If flee is chosen, your movement is doubled until the end of turn. For the rest of this turn, no creatures can provoke attack of opportunity. You have disadvantage to attack rolls and your save DC is reduced by 3. You are unable to willing move closer to an enemy until you leave combat or unable to escape combat.<br />
|trait5=Strong Attachment to this World<br />
|description5= When you die, your soul comes out of your body. It bobs up and a down a few inches off the ground. As long as your soul is not shattered, you cannot go to the afterlife. In order to bring you back to life, they need your body and your soul or just your body if your soul is destroyed and your spirit returned to the afterlife.<br />
|trait6=Soul Change<br />
|description6=During a stress-free downtime of at least 1 week, your soul may change color and personality to match your new primary personality. For the next week, you may experience chest pain, increased emotion, exhaustion, and headache. Once the week is over, your subclass, soul color, and soul personality matches with your primary personality.<br />
|languages=You can speak, read, and write Common and one extra language of your choice.<br />
|subrace= Your soul's personality trait and color determines your subclass.<br />
}}<br />
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== Personality Soul Traits==<br />
The following seven soul traits are the most common personality soul traits. Personality soul is when the soul of a fallen human matches with the fallen human's primary personality. You primary personality is a one word that best describes you. It does not mean that is your whole identity.<br />
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Example: You are a well driven person that strides to achieve their goal. You experience emotions like everyone else. Even with your determination (red soul), you sometimes have to give up your goal to work towards a better or more reasonable goal. You are still able to experience lost of motivation and will if things get too strong. Regardless what personality soul you have, you are human first and most important.<br />
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====Determination (Red Soul)====<br />
"Determination is the most basic of human qualities; however, a fallen human, who embodies determination, takes that concept to its illogical extreme. As someone who embodies determination, you never give up, no matter what." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 2.<br />
|trait1= Save Point<br />
|description1= When you are reminded of your determination, you are about to create a save point. Whenever you take a long rest or experience great amount of determination (GM tells you when this happens), you can use your action to create a small sized floating "star" called Save Point. Next time you touch your save point, you can use your action to remind yourself of the event that caused this creation of the Save Point. Save Points only be destroyed when targeted by a wish spell or moved in some way. The Save Point cannot be interacted or seen except by Determined souls or true sight.<br />
|trait2= But it refused<br />
|description2= You avoid your termination of your soul by using great amount of determination. When your soul shatters, you refused it from happening, and your soul reforms to a complete soul. You are back up with 1 hp with four levels of exhaustion. You are teleported to the last save point that you touch. You cannot use this trait if you have any levels of exhaustion.<br />
|trait3= Red Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a single handed weapons. You gain proficiency with all simple weapons that lack versatile and two-handed.<br />
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At 10th level, you can cast Magic Weapon on any dagger you wield. When you do this, it gains a demonic red glow. You cannot use this trait again until you complete a short or long rest.<br />
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At 10th level, as a bonus action, you can pour your soul's magic into a wooden one-handed weapon you wield. When you do this, it gains a eye catching red glow. The next time you throw your weapon and does not deal damage, all canines within 30 ft from the stick makes a wisdom saving throw with advantage vs 8 + your charisma modifier + your proficiency modifier, or be under the Command spell with the command word of fetch. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
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====Patience (Cyan Soul)====<br />
"Patience is a very basic virtue, but it's still one of the most important ones. Many believe that good things come to those who wait and you couldn't agree more. As someone who embodies patience, you're not only more likely to live longer, but also make fewer mistakes."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 2.<br />
|trait1= Planning next Move<br />
|description1= You take your time to plot your next move. At the start of your turn, you may choose to skip your turn. At the end of your next turn, you have {{5e|Advantage}} to all attacks. Additionally, your saving throws, save DC, and AC is increased by 2.<br />
|description2= Being a naturally observant and quiet person, you tend to pick up on things easier than others might and notice things other people may not at first glance. You have {{5e|Advantage}} on Perception and Investigation Checks.<br />
|trait3= Cyan Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with small bladed weapons. You gain proficiency with daggers and short swords.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the single handed weapon that your are wielding. For 1 minute, the first creature that you hit with enchanted single-handed weapon on your turn, gains cyan debuff until end of their turn. Creature with cyan debuff that moves willing on their turn, they take 1d12 slashing damage. When you do this, the single-handed weapon gains a steady blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Bravery (Orange Soul)====<br />
"True bravery has always been a commodity. There are plenty of people who don't realize the real danger of a situation and charge in blindly, but there are also those who only pretend to be brave. As someone who embodies true bravery, you never back down from a challenge, no matter the odds, but you're not reckless either, at least not completely."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 2.<br />
|trait1= Courage<br />
|description1= No matter how terrifying a foe may be, you never falter. You have {{5e|Advantage}} on saving throws against being {{5c|Frightened}}.<br />
|trait2= Orange mean Move<br />
|description2= You are always on the move. You can take the Disengage action as a bonus action on each of your turns.<br />
|trait3= Orange Soul's Favorite Weapon<br />
|description3=You are naturally comfortable with a gloves. You gain proficiency with gloves.<br />
<br />
Gloves: It deals 1d4 bludgeoning damage with light property. On a successful hit, the target must make a strength saving throw vs 8 + your strength modifier + your proficiency modifier, or be pushed back 5 ft.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into a glove(s) that you are wearing. For 1 minute, the first creature that you hit with your gloves on your turn, gains orange debuff until end of their turn. Creature with orange debuff takes 1d12 bludgeoning damage if the creature ends their turn without moving on their turn. When you do this, your glove(s) gains a strong orange glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Integrity (Blue Soul)====<br />
"Integrity is not something that is easily maintained. Life is full of temptations and difficult decisions; however, those that can keep their integrity intact live their lives with far less guilt and uncertainty. As someone who embodies integrity, you draw strength from it, giving you incredible mental and spiritual strength."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 2.<br />
|trait1= Moral Strength<br />
|description1= Both peer pressure and magical influences are always around you, but despite that, you stick to your moral code. Your soul resonates with your choice, giving you a clear head and a surge of confidence. You have {{5e|Advantage}} on saving throws against being {{5c|Charmed}}.<br />
|trait2= Light Soul<br />
|description2= You can use "blue" magic to slow down your decent. As a reaction, you can cast feather fall on only yourself. This effect lasts until you touch the ground. Once you use this trait, you cannot use it again until long rest.<br />
|trait3= Blue Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with combat shoes. You gain proficiency with combat shoes.<br />
<br />
Combat shoes are weaponized shoes made to combine dancing, acrobatics, and combat into a deadly art form.<br />
<br />
Ballet Shoes. They are combat shoes made for ballet. While a integrity soul wears it, they gain proficiency in acrobatics and performance while dancing. When kicked, ballet shoes deal 1d4 bludgeoning damage.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the combat shoes that you are wearing. For 1 minute, each creature that you hit with your combat shoe on your turn, gains blue debuff until end of their turn. Creature with blue debuff are unable to fly. When you do this, your combat shoes gains a steady blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Perseverance (Purple Soul)====<br />
"Perseverance is a trait commonly found in adventurers, but only the greatest of them will ever truly embody it, and the same could be said for any profession. Life is difficult, unfair, and cruel, so only those with the strength to keep moving forward will be able to reach the top. As someone who embodies perseverance, this world will never break you, but that doesn't mean it won't try..."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score increases by 2.<br />
|trait1= Stay Strong<br />
|description1= Despite what your enemies believe, being knocked down doesn't mean you're finished. Your burning desire to keep moving forward and win resonates deep within your soul. When you are reduced to 0 {{5e|Hit Points}} but not killed outright, you can drop to 1 hit point instead. You can’t use this trait again until you finish a long rest.<br />
|trait2= Stand Tall<br />
|description2= You're resilient, stubborn, and hard to knock down; You refuse to stand down, no matter what, because you don't let anyone push you around. You cannot be prone and you gain advantage to end magic status effects prematurely.<br />
|trait3= Purple Soul's favorite Weapon<br />
|description3= You are naturally comfortable with a books. You gain proficiency with books.<br />
<br />
Notebook: a common large book. It deals 1d4 bludgeoning damage with versatile property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the book that you are holding. For 1 minute, the first creature that you hit with your book on your turn, gains purple debuff until end of their turn. Creature with purple debuff only can move side to side. When you do this, your notebook gains a unchanging purple glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Kindness (Green Soul)====<br />
"Kindness is a subtle, yet powerful, force. Those who show it to others not only improve their lives but also their own. As someone who embodies kindness, you know this better than anyone. As you continue to make the lives of those around you better, your resolve to keep showing others your kindness only grows stronger." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 2.<br />
|trait1= Selfless Nature<br />
|description1= When a creature attacks your ally within 5 feet of you, you may use your reaction to move up to your ally and take the attack instead. You become the target of the attack, and it hits you automatically. You can use this ability a number of times equal to half of your proficiency bonus. You regain any expended uses when you finish a long rest.<br />
|trait2= Natural Cook<br />
|description2= As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.<br />
|trait3= Green Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a fighting with cook's utensils. You gain proficiency with cook's utensils and you can add your proficiency modifier when attack with cook's utensils.<br />
<br />
Frying pan: a common weapon from the cook's utensils. It deals 1d6 bludgeoning damage with two-handed property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the utensils that you are holding and cast mass cure wounds. When you do this, your utensils gains a gentle green glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Justice (Yellow Soul)====<br />
"Justice, and in what degree it should be applied, is easily the most subjective concept on the planet. Everyone's moral standards are shaped by their own unique experiences growing up, as well as, by those they surrounded themselves with. When someone feels like they've been wronged, they desire revenge, and they do so out of their own sense of justice; however, there are those who believe that true justice can only be determined by the law. Either way, humans that have a strong sense of justice feel the need to act. As someone who embodies justice, you refuse to stand aside and let someone wrong you or those you care about, so in one way or another, for better or for worse, you take action." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|dex}} score increases by 2.<br />
|trait1= Vengeance<br />
|description1= You're willing to let some transgressions slide, but when someone hurts those you care about, you feel a strong desire to make them pay for it. When a hostile creature deals damage to an ally within 30 feet of you, you may choose to give yourself {{5e|Advantage}} on your next attack roll against that creature. In addition, if that attack hits, you may roll damage twice and choose the higher of the two rolls. After you use this ability, you can't use it again until you finish a short or long rest.<br />
|trait2= People Reader<br />
|description2= You've always had a knack for getting a read on people. It's easy for you to scan a person like a book and get a feel for what their intentions are. You have advantage on Insight rolls when trying to determine the intentions of a creature, and Deception Checks against you have Disadvantage.<br />
|trait3= Yellow Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with one-handed firearms. You gain proficiency with any firearms that lacks two-handed property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the one-handed firearm that you are holding. For 1 minute, your fire arms do not required ammo nor the need to be reloaded. While this "yellow" buff is active, whenever an ally is hit, you can use your reaction to make one fire arm attack against that creature. While the "yellow" buff is active, your one-handed firearms gains a pure yellow glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Youth (Brown Soul)====<br />
Brown Souls are fallen humans that have no have a primary soul trait due to being too young to have a personality for the soul trait to surface. <br/><br />
{{5e Subrace Traits<br />
|abilities= 4 of your abilities score is increased by 1.<br />
|trait1= Clean Slate<br />
|description1= You are ready to see the new world with your eyes. As an action, you can permanently gain proficiency in any skill. Once you use this trait, you cannot use it ever again.<br />
}}<br />
<br />
==== Grey (Balanced Soul)====<br />
Like brown souls, you do not have a primary personality trait. Unlike brown, you are old enough<br/><br />
{{5e Subrace Traits<br />
|abilities= 1 of your abilities score is increased by 1.<br />
|trait1= Experienced<br />
|description1= Over your long life, you picked up a good tricks and abilities. You can pick one feat of your choice.<br />
|trait2= Weapon training<br />
|description2= You gain familiar with the weapon that you use for your travels. You gain proficiency in one simple weapon of your choice.<br />
}}<br />
<br />
==== Black (Hate Soul)====<br />
"Hate is as good as any to keep a man going. Better than most." -Sandor Clegane<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Str}} score is increases by 2.<br />
|trait1= I Hate You<br />
|description1= You pour your strength whenever you hit someone. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.<br />
|trait2= Deep Rooted Hatred<br />
|description2= Your hate cannot be easily ignored. As an action, you can allow your body to be consumed with hate. When you do so, your body is covered in black, gooey substance and your eyes glow murderous red. For one minute, you gain the following features:<br />
* You have advantage to stealth, insight, and intimidation checks<br />
* You have disadvantage to all intelligence, wisdom, and charisma skill checks<br />
* You crit on 19 and 20<br />
* Each turn you have to attack a living creature, which can be yourself<br />
This cannot be ended prematurely, not even death can end it. Once you use this feature, you cannot use it again until end of long rest.<br />
|trait3= Black Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with two-handed weapons. You gain proficiency with one two-handed weapon of your choice.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the two-handed weapon that you are holding. Next time a spell targets only you, you can slash at the spell with your weapon as your reaction. When you do so, you cast counter spell at 3rd level. Your strength score is your spellcasting modifier for this spell. When this trait is active, your two-handed weapon begin to slightly absorb light. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
== Negative Soul Traits ==<br />
What happens if the primary personality is bad for the fallen human? That is how negative souls are formed. They are exactly like personality souls except that they tend to be a darker color and their soul weaken the fallen human. Don't worry. These fallen humans have adapted to turn part of their "curse" into a "blessing".<br />
<br />
==== Despair (Dark Red Soul)====<br />
"We draw our strength from the very despair in which we have been forced to live. We shall endure." -Cesar Chavez <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Con}} score is increases by 2.<br />
|trait1= Depression<br />
|description1= You despair is so great that not even magic can change it. You have advantage to resist charm effects and to any magic that makes you laugh or smile. This trait ignores Heavy Weight trait.<br />
|trait2= Heavy Weight<br />
|description2= You are easily fall into despair. You have disadvantage to resist spells that causes a negative effect on you. As long you have a negative effect on you, you gain +1 to AC and saving throw for each negative effect.<br />
|trait3= Negative Red Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with clubs. You gain proficiency with clubs.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the club that you are holding. For 1 minute, your club gives you +2 AC. When this trait is active, your club gains a sad red glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Fear (Dark Orange Soul)====<br />
"Fear gives us the awareness that we are getting outside of our comfort zone and challenging ourselves to go beyond the previous limits. - Mark A. Riccobono" <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Dex}} score is increases by 2.<br />
|trait1= Flee for you Life<br />
|description1= You can use menu->MERCY->FLEE as a bonus action.<br />
|trait2= Scaredy Cat<br />
|description2= You are easy to be frightened by the world, and you grown used to it. You have disadvantage saving throws to resist being frightened. As long as you are frightened, you can use your bonus action to take the disengage, dash, or dodge action.<br />
|trait3= Negative Orange Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with shield. You gain proficiency with shields.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the shield that you are holding. For 1 minute, you can use your reaction to add the shield's bonus to ac to a wisdom saving throw. When this trait is active, your shield gains a flickering orange glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Corruption ( Dark Yellow Soul)====<br />
"We have allowed the system to be so corrupted that many want justice to be empathetic, not blind" -Glenn Beck <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Dex}} score is increases by 2.<br />
|trait1= Price Hike<br />
|description1= You are good at selling things at a better value. You can sell items at market price instead of half of market price.<br />
|trait2= Greed<br />
|description2= You are easily persuaded to turn a blind eye to evil actions. You have disadvantage to checks to resist being convinced to look away or leave something be. Whenever this happens, you gain 1d4+4 temporary hit points.<br />
|trait3= Negative Yellow Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with two-handed fire arms. You gain proficiency with two-handed fire arms.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the two-handed fire arm that you are holding. For 1 minute, you gain 30 ft of blind sense. When this trait is active, your two-handed fire arm gains a glittering yellow glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Wrath ( Dark Green Soul)====<br />
"Anger helps us handle emergency situations by providing a quick burst of energy and strength, so we can react to threats of danger" -Larisa Wainer <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score is increases by 2.<br />
|trait1= Short Fuse<br />
|description1= You are quick to anger. You can add your strength modifier to your initiative.<br />
|trait2= Anger<br />
|description2= You are easy to get angry for cruelty done to others. Whenever you become angry, you can use your bonus action to deal an extra damage equal to your strength modifier to all melee attacks. If you do so, you take extra damage equal to your strength modifier until the start of your next turn.<br />
|trait3= Negative Green Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with meat cleaver. You gain proficiency with long swords (meat cleaver).<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the long sword that you are holding. For 1 minute, you get a critical hit on 19 and 20 with your long sword. When this trait is active, your long sword gains an angry green glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Deceit ( Dark Blue Soul)====<br />
"When we believe a lie, we empower the liar" - Bill Johnson <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Cha}} score is increases by 2.<br />
|trait1= Lying to Yourself<br />
|description1= You cannot help be lie to yourself. You have advantage against resisting of becoming frightened or charmed.<br />
|trait2= Shady<br />
|description2= It is hard to tell the truth. Whenever you about to reveal an important truth, make a wisdom saving throw vs dc of 10 + your proficiency bonus. On a fail, you tell a lie and gain 1d8 to your next charisma skill check which can be used to make this lie more convincing.<br />
|trait3= Negative Blue Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with short sword. You gain proficiency with dagger.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the dagger that you are holding. For 1 minute, you can add 1d4 to all charisma checks. If you tell the truth, this effect ends. When this trait is active, your dagger gains a suspicious blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Recklessness ( Dark Cyan Soul)====<br />
"The best defense is a good offense” -George Washington <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Str}} score is increases by 2.<br />
|trait1= Restless<br />
|description1= You cannot handle doing nothing. If you spend all of your movement, action, bonus action, and reaction before the start of your next turn, you gain 5 ft of movement and do not provoke attacks of opportunity until the end of this turn.<br />
|trait2= Fear Abandoned<br />
|description2= You are too impatient to let the enemy kill itself, the time to attack is now. Whenever you are not frightened, you can use your bonus action to gain advantage to all melee attacks. If you do so, enemies have advantage to hit you until the start of your next turn.<br />
|trait3= Negative Cyan Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with heavy weapons. You gain proficiency with one weapon of your choice that has heavy property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the a weapon with heavy property that you are holding. For 1 minute, you can use Restlessness without fulfilling the requirements. When this trait is active, your weapon gains an urgent cyan glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Apathy ( Dark Purple Soul)====<br />
"... putting too much time and energy into worrying what other people think can be harmful to your self-image and mental health." - Kate Bettino <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score is increases by 2.<br />
|trait1= Disconnection<br />
|description1= Its hard for you to care about others. You cannot gain proficiency in charisma based skill. Whenever you are forced to learn a charisma based skill, you instead learn an intelligence based skill.<br />
Additionally, you can reroll a 1 on a d20 when making an intelligence skill check.<br />
|trait2= Lack of Care<br />
|description2= You have little interested in this doomed world. You have disadvantage to resist charm but advantage to resist frighten, blinded, and deafened.<br />
|trait3= Dark Purple Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with using your bare fist. You gain proficiency with unnamed attacks and they deal 1d4 bludgeoning damage.<br />
<br />
At 10th level, as an action, you pool your soul's magic into your fist. For 1 minute, your fist's deals 1d6 and gain the light property. Additionally, you cannot be charmed. When this trait is active, your fist gains a flat purple glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
== Inverted Soul Traits ==<br />
Inverted are a strange sort of souls. They have been corrupted by the force of HATE or LOVE which cause their soul to become darker or lighter. Instead of the soul reflecting the owner's primary personality, it is a reflection of the personality trait that they desire to inflict on others. They have the desire to make others feel the personality of their soul. While the soul no longer reflects their own personality, it is often for the fallen human with inverted soul to influence themself to feel this personality trait.<br />
<br />
Lore: Long ago, a force called HATE corrupted souls. This force desires to destroy the world and influenced the corrupted souls to lead the world to its ruins. Something happened, which is lost to the time of history, and the force of HATE lost their control and influence on others. In the modern day, the only way to become inverted is cast a powerful spell, allow HATE force to corrupt you, or allow the LOVE force to corrupt you. Regardless, you are not influenced by either strange forces.<br />
<br />
Author note: Darken inverted soul has a thicker black outline around their soul when compared to negative souls. It is almost like if their souls are still trapped by the dark force of HATE.<br />
<br />
=== HATE ===<br />
The following are mostly likely corrupted by the force of HATE.<br />
<br />
==== Ambitious ( Dark Red Soul)====<br />
"There is one weakness in people for which there is no remedy. It is the universal weakness of lack of ambition." -Napoleon Hill<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score is increases by 2.<br />
|trait1= Ambitious Dreams<br />
|description1= It is easy for you to find a persons' ambitions. Whenever you touch a sleeping creature, their dreams become their dreams of ambitions. When this happens, you learn what their ambitions are. Until your next long rest, you have advantage to charisma rolls against that creature as long as they believe that you will help complete their ambitions.<br />
|trait2= Awaken Ambition<br />
|description2= You can help people achieve their ambitions. As an action, all creatures of your choice within 30 ft of you make a wisdom saving throw DC 8 + your intelligence modifier + your proficiency modifier. On a fail, they are reminded of their dreams. They believe this is the right time to start working on it. This effect lasts for 1 minute. Once this trait is used, it cannot be used again until long rest.<br />
|trait3= Inverted Red Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with axes. You gain proficiency with all types of axes.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the axe that you are holding. When this trait is active, your gains a ax glow shinny red glow. For 1 minute, whenever you hit with your ax, they make an intelligence check vs 8 + your intelligence modifier + your proficiency modifier. On a failure, they must use their next action to attempt to steal your glowing axe. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Vengeance ( Dark Yellow Soul)====<br />
"Revenge is an act of passion; vengeance of justice. Injuries are revenged; crimes are avenged." -Samuel Johnson <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Dex}} score is increases by 2.<br />
|trait1= Eye for an Eye<br />
|description1= It is time to exact your revenged on others that has wronged you. After the damage of an attack and spell are resolved on you, you can use your reaction to use a portion of that effects onto them. Your attacker makes a dexterity saving throw vs 8 + your dexterity modifier + your proficiency modifier, or take half of the damage of the triggering attack. Once you use this trait, you cannot use it until you complete a long rest.<br />
|trait2= Time to Reap what you Sow<br />
|description2= You can give other creatures the power to exact their revenge. As an action, you can choose up to three creatures within 60 ft and fill them up with the desire of vengeance. For 1 minute, they can add 1d4 to any rolls related to any creature that has wronged them. Once you use this trait, you cannot use it again until end of next long rest.<br />
|trait3= Inverted Yellow Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with deck of cards. You gain proficiency in playing cards and combat cards.<br />
<br />
Deck of Spades: It is a type of combat cards with sharp metal edges on the sides of the cards. These sharpen cards that deals 1d4 slashing damage and has finesse and has a thrown property of 20/60 ft. <br />
<br />
At 10th level, as a bonus action, you can pour your soul's magic into the combat cards that you are holding. Until the end of your turn, you roll doubled the number of damage dices for tour combat cards. When this trait is active, your combat cards gains a piercing yellow glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Fear ( Dark Orange Soul)====<br />
"Fear keeps us focused on the past or worried about the future..." -Thomas Jefferson <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score is increases by 2.<br />
|trait1= Frightening Figure<br />
|description1= You are a natural at striking fear into people. You have advantage on intimidation checks.<br />
|trait2= Fear Me!<br />
|description2= You let lose a loud sound from horrifying creature that should not exist. As a bonus action, you can let out horrifying sound. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.<br />
|trait3= Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with short sword. You gain proficiency with short sword.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the short sword that you are holding. For 1 minute, whenever you hit a creature with your short sword, they make a wisdom saving throw vs 8 + your constitution + your proficiency bonus. On a failure, they are frightened of you until end of their turn. When this trait is active, your short sword gains a frightening yellow glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Despair ( Dark Purple Soul)====<br />
"Despair is the price one pays for self-awareness. Look deeply into life, and you'll always find despair" - Irvin D. Yalom <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score is increases by 2.<br />
|trait1= The End is Near<br />
|description1= Very few things cause wide spread despair as well as knowing your end is near. As an action, you can inform a creature within 30 ft from the truth that the world will end and it is pointless to try to stop it. That creature makes a wisdom saving throw vs 8 + your wisdom modifier + your proficiency bonus, or feel great despair and use their next turn to fall prone and weep. The creature automatically pass if the creature is deafened, immunity to charm, or does not understand you. You can use this trait once per long rest.<br />
|trait2= There is no Hope<br />
|description2= You are talented at robbing people hope. All creatures within 5 ft of you, they subtract 1 from saving throws.<br />
|trait3= Inverted Purple Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with spear. You gain proficiency with spear.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the spear that you are holding. For 1 minute, on your first hit each turn with your spear, you give the despaired debuff to the enemy until end of their turn. Despaired creatures subtract 1d4 to their next roll. When this trait is active, your spear gains a depressing purple glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Cruelty ( Dark Green Soul)====<br />
"I must be cruel only to be kind; Thus bad begins, and worse remains behind" -William Shakespeare <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Wis}} score is increases by 2.<br />
|trait1= False Hope<br />
|description1= You lead on that there is hope in surviving your attacks. When an enemy within 5 ft of you is healed or buffed by magic, you can your reaction to make a single weapon attack. Once you use this trait, you cannot use it again until end of your short or long rest.<br />
|trait2= Violent Tracker<br />
|description2= You can smell the pain and follow it, if any pain is afflicted within a radius of 120 feet, for you it's like a sweet smell.<br />
|trait3= Inverted Green Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with Morning-star. You gain proficiency with morning-star.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the morning star that you are holding. For 1 minute, you deal doubled damage to enemies. After each hit with your morning-star, you heal that same enemy for 1d10 hit points. When this trait is active, your morning-star gains a mean green glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Deceit ( Dark Blue Soul)====<br />
"A lie gets halfway around the world before the truth has a chance to get its pants on" - Winston Churchill <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Char}} score is increases by 2.<br />
|trait1= Fake Promises<br />
|description1= Lying and cheating is almost your hobbies. You have advantage on deception checks.<br />
|trait2= Zone of Lies<br />
|description2= You cause others around you to lie and deceive. Each creature within 5 ft of you make a charisma saving throw vs 8 + your charisma modifier + your proficiency modifier. On a failed save, a creature can’t speak a deliberate tell the truth for 1 minute. You know whether each creature succeeds or fails on its saving throw.<br />
An affected creature is aware of this effect and can thus avoid answering questions to which it would normally respond with a truth. To everyone who was not originally 5 ft away from you, they cannot tell that zone of lies in effect.<br />
Once you use this trait, you cannot use it again until end of long rest.<br />
|trait3= Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with daggers. You gain proficiency with daggers.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the dagger that you are holding. When this trait is active, your dagger gains a shimmering blue glow. For 1 minute, a second illusionary blue glowing dagger appears. As long the creature does not have true sight, you have advantage to all attack rolls made with the dagger. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Impulsive (Dark Cyan Soul)====<br />
"Opportunities are like sunrises. If you wait too long, you miss them" -William Arthur Ward<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score is increases by 2.<br />
|trait1= Double Time<br />
|description1= You can temporary cause time to flow faster. As an action, choose one creature that is 5 ft from you. If they are unwilling, that creature make an intelligence check vs 8 + your strength modifier + your proficiency bonus. They are under the effects of haste spell until end of their turn. Once their turn is over, they are paralyzed until the start of their turn. nce you use this trait, you cannot use it again until end of a long rest.<br />
|trait2= Time is Running Out<br />
|description2= You can you your soul's magic to cause others to realize the limited time is left on their life. As an action, choose one creature that is 5 ft from you. They make an intelligence check vs 8 + your strength modifier + your proficiency bonus, or they under a charm-like effect as they learn that their so much to do in a small amount of time. If this effects a player, they have 1 minute to take their turn before turn is over. If this effects a npc, that npc preforms the first action that they can think of, regardless how dangerous or random it could be. Once you use this trait, you cannot use it again until end of a long rest.<br />
|trait3= Inverted Cyan Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with Spiked Shield. You gain proficiency with spiked shield.<br />
<br />
Spiked shield: This shield only provides 1 AC instead of the normal 2 AC. Whenever a melee creature misses an attack, they take 1d4 piercing.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the spiked shield that you are holding. A creature within 30 ft of you make a wisdom saving throw vs 8 + strength modifier + your proficiency bonus. On a fail, that creature must attack the shield or you for 1 minute. When this trait is active, your gains a glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
=== LOVE ===<br />
These are most likely corrupted by force of LOVE<br />
<br />
==== Counsel ( Light Red Soul)====<br />
"You are determined to give others determination" <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 2.<br />
|trait1= But They Refuses<br />
|description1= When an ally with 5ft from you are reduced to 0 hit points but not killed outright, you use your reaction to cause then to drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
|trait2= You can do it!<br />
|description2= You are good at helping other achieve their goal. You learn the guidance cantrip.<br />
|trait3= Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a club and dagger. You gain proficiency clubs and daggers.<br />
<br />
At 10th level, you can cast Magic Weapon on any dagger you wield or you can cast Shield of Faith on any club. When you do this, it gains a strong red glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Invigorate ( Light Cyan Soul)====<br />
"If you follow the trail of your own enthusiastically repeated stories, you will begin to rediscover the things that invigorate and enliven you" -Mary Anne Radmacher <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 2.<br />
|trait1= Be Patience<br />
|description1= As a bonus action, you tell your ally within 60 ft of you to be more patient. If they agree and use their reaction, their next attack roll have advantage and save DC is increased by 2. On their next turn, they only can use prepared action for their action. This effect ends when you start your next turn or the patient creature uses their readied action.<br />
|description2= You try your best to create a calming atmosphere. Allies (not you) within 15 ft of you add 5 to their passive Perception and Investigation.<br />
|trait3= Cyan Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with small bladed weapons. You gain proficiency with daggers and short swords.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the single handed weapon that someone else is using. For 1 minute, the first creature that they hit with enchanted single-handed weapon on their turn, gains cyan debuff until end of effected creature's turn. Creature with cyan debuff that moves willing on their turn, they take 1d12 slashing damage. When you do this, the single-handed weapon gains a steady blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Reassure ( Light Orange Soul)====<br />
"One of the most important things you can do on this earth is to let people know they are not alone" -Shannon L. Alder<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 2.<br />
|trait1= Courage<br />
|description1= No matter how terrifying a foe may be, you serve as a beacon of hope. Allies (not you) with 15 ft of you have {{5e|Advantage}} on saving throws against being {{5c|Frightened}}.<br />
|trait2= Orange mean Move<br />
|description2= You help others keep moving on. As a bonus action, you can push a willing ally 15 ft away from you.<br />
|trait3= Orange Soul's Favorite Weapon<br />
|description3=You are naturally comfortable with a gloves. You gain proficiency with gloves.<br />
<br />
Gloves: It deals 1d4 bludgeoning damage with light property. On a successful hit, the target must make a strength saving throw vs 8 + your strength modifier + your proficiency modifier, or be pushed back 5 ft.<br />
<br />
At 10th level, as bonus action, you can pour your soul's magic into a glove(s) that someone else are wearing. For 1 hour, the wielder have advantage on saving throws against being frightened. When you do this, your glove(s) gains a strong orange glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Reliable ( Light Blue Soul)====<br />
"A reliable friend is a healing presence" - unknown<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 2.<br />
|trait1= Moral Strength<br />
|description1= You help others to keep their moral code, even in worst times. Allies (not you) with 15 ft of you have {{5e|Advantage}} on saving throws against being {{5c|Charmed}}.<br />
|trait2= Light Soul<br />
|description2= You can use "blue" magic to slow down everyone's decent. As a reaction, you can cast feather fall. This effect lasts until you touch the ground. Once you use this trait, you cannot use it again until long rest.<br />
|trait3= Blue Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with combat shoes. You gain proficiency with combat shoes.<br />
<br />
Combat shoes are weaponized shoes made to combine dancing, acrobatics, and combat into a deadly art form.<br />
<br />
Ballet Shoes. They are combat shoes made for ballet. While a reliable soul wears it, they doubled the range of Moral Strength as long they use their bonus action to keep on dancing. When kicked, ballet shoes deal 1d4 bludgeoning damage.<br />
<br />
At 10th level, at the end of long rest, you can pour your soul's magic into the combat shoes. Until the end of the next long rest, the wearer is immune to any gravity, lavation, and flying spells. They cannot be forced to leave the ground. When you do this, your combat shoes gains a steady blue glow. <br />
}}<br />
<br />
==== Steadfast ( Light Purple Soul)====<br />
"So we need people who will remain steadfast in any hardship and who have a high degree of resistance." - Moshe Sharett<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score increases by 2.<br />
|trait1= Stay Strong<br />
|description1= You cause burning desire to keep moving forward and win resonates deep within your ally's souls. When an ally (not you) within 5 ft of you are reduced to 0 {{5e|Hit Points}} but not killed outright, you can use your reaction to cause your ally to drop to 1 hit point instead. You can’t use this trait again until you finish a long rest.<br />
|trait2= Stand Tall<br />
|description2= You inspire others to stand tall and strong. Allies (not you) with 15 ft of you cannot be prone and they gain advantage to end magic status effects prematurely.<br />
|trait3= Purple Soul's favorite Weapon<br />
|description3= You are naturally comfortable with a books. You gain proficiency with books.<br />
<br />
Notebook: a common large book. It deals 1d4 bludgeoning damage with versatile property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the book that you are holding. For 1 minute, the first creature that you hit with your book on your turn, gains purple debuff until end of their turn. Creature with purple debuff only can move side to side. When you do this, your combat shoes gains a unchanging purple glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Companionate (Light Green Soul)====<br />
"Compassion is at the heart of every little thing we do. It is the dearest quality we possess. Yet all too often it can be cast aside with consequences too tragic to speak of. To lose our compassion, we lose what it is to be human" - Anonymous<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 2.<br />
|trait1= Selfless Nature<br />
|description1= When you are being attacked, your ally with 5 ft of you may use your reaction to move up to you and take the attack instead. Your ally become the target of the attack, and it hits them automatically. You can use this ability a number of times equal to half of your proficiency bonus. You regain any expended uses when you finish a long rest.<br />
|trait2= Give Med Kit<br />
|description2= As part of a short or long rest, you can teach someone else you use your med kit. Until the next short or long rest, that creature can use the med kit as an action. If they do, they heal a creature for hit points equal to their class level. Once they use the med kit, it cannot be used again. Once you use this trait, you cannot use it again until end of long rest.<br />
|trait3= Green Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a fighting with cook's utensils. You gain proficiency with cook's utensils and you can add your proficiency modifier when attack with cook's utensils.<br />
<br />
Frying pan: a common weapon from the cook's utensils. It deals 1d6 bludgeoning damage with two-handed property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the utensils that you are holding and cast mass cure wounds. When you do this, your utensils gains a gentle green glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Protective ( Light Yellow Soul)====<br />
"Friends do everything they can to protect each other" -Polly <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|dex}} score increases by 2.<br />
|trait1= Vengeance<br />
|description1= You tell others on how to punish bad people. When a hostile creature deals damage to an ally within 30 feet of you, you may choose to give your ally {{5e|Advantage}} on their next attack roll against that creature. In addition, if that attack hits, they may roll damage twice and choose the higher of the two rolls. After you use this ability, you can't use it again until you finish a short or long rest.<br />
|trait2= People Reader<br />
|description2= You teach others on key signs of someone's lies. Allies (not you) with 30 ft of you add 5 to their passive insight and add 1d4 to insight checks.<br />
|trait3= Yellow Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with one-handed firearms. You gain proficiency with any firearms that lacks two-handed property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the one-handed firearm that you are holding. For 1 minute, your fire arms do not required ammo nor the need to be reloaded. While this "yellow" buff is active, whenever an ally is hit, you can use your reaction to make one fire arm attack against that creature. While the "yellow" buff is active, your one-handed firearms gains a pure yellow glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
=== Magic ===<br />
These are most likely inverted by magic<br />
<br />
==== Hope (White Soul)====<br />
"Hope is being able to see that there is light despite all of the darkness." -Desmond Tutu<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Char}} score is increases by 2.<br />
|trait1= Hope Never Ends<br />
|description1= You stir hope in others, even in worst of times. You can cast Guidance cantrip.<br />
|trait2= Beacon of Hope<br />
|description2= You are a the light in the darkness. You can cast Light cantrip and Heroism spell. Charisma is your spellcasting ability. Once you cast Heroism without expending a spell slot, you can do it gain until you complete a short or long rest.<br />
|trait3= Inverted White Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with Lantern. You gain proficiency with Lanterns.<br />
<br />
Lanterns deals 1d6 fire damage.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the lantern that you are holding. After your next hit with the lantern, you heal a creature within 30 ft equal to half of the damage dealt as the healing fire jumps towards them. When this trait is active, your lantern gains a strong white glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
== Other Souls ==<br />
Here is a collection of fan made souls converted into dnd. You may use any of these below as your subclass. The author got too lazy to organize these.<br />
<br />
Author's note: Only patience, bravery, integrity, perseverance, kindness, and justice are official, existing souls. All the others are fancy examples of other souls.<br />
<br />
====Will (Red with a hint of blue Soul)====<br />
"All is possible with the will to change, some self-motivation. It is your life; you are at the helm!" -Amy <br/><br />
Source: levelnom1 <br/><br />
Note: many people believe that the red soul means will not determination <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 2.<br />
|trait1= But It Refuses<br />
|description1= When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
|trait2= Will Power<br />
|description2= Where there is a will there is a way. ...and no-one shall stand in your way. Choose what are willed to complete that not even Gods can stop you. As long you have an objective to complete and you are not directly not going against it, you can use reaction to reroll 1 on 1d20.<br />
|trait3= Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a club and dagger. You gain proficiency clubs and daggers.<br />
<br />
At 10th level, you can cast Magic Weapon on any dagger you wield or you can cast Shield of Faith on any club. When you do this, it gains a strong red glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Fear (Pink Soul)====<br />
"In fact, Fear's natural color is dark orange, but when the Bête Noire spell used on the Fear trait, it is pink." -glitchtale wiki <br/><br />
Source: glitchtale <br/><br />
Note: Inverted <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Char}} score is increases by 2.<br />
|trait1= Rhabdaphobia<br />
|description1= Your pink soul is perfect for countering magic. When you are targeted by a ranged spell attack, you may use your reaction to force the attacker to make a DC (8 + your Proficiency bonus + your Charisma modifier) Charisma save. On a failure, that spell is under the effects of 3rd level counter spell. You can do this once, and regain the use after a long rest.<br />
|trait2= Fearful Illusions<br />
|description2= You can create scary illusions to fill your target with fear. Once per long rest, you can dissonant whispers or cause fear.<br />
|trait3= "Inverted" Pink Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with reaper's scythe. You gain proficiency with battle axe (scythe).<br />
<br />
At 10th level, you can pour your soul's magic into the scythe that you are holding. For one minute, your scythe deals fire damage instead of normal damage. Additionally, the first creature you hit on your turn, they make a wisdom saving throw vs 8 + your charisma modifier + your proficiency modifier. If they failed, they are frightened until end of their turn. When this trait is active, your scythe gains a frightening pink glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Curiousity (Slightly Lighter Lilac Soul)====<br />
"How curious? I need to follow that..." <br/><br />
Source: Preboot Storyshift <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Wis}} score is increases by 2.<br />
|trait1= Curious and Curiouser<br />
|description1= You are constantly interested in new things. You have advantage on all skill checks that deals with finding new things or learning about new information.<br />
|trait2= Shift Reality<br />
|description2= Your reality is in a constant state of change. When you eat a cake, you gain the effects of enlarge person from enlarge/reduce spell. When you drink a potion, you gain the effects of reduce person from enlarge/reduce spell. Once you eat a cake or drink a potion, you cannot use this feature until long rest.<br />
|trait3= Lilac Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with croquet mallet. You gain proficiency with croquet mallet.<br />
<br />
Croquet mallet: deals a flat 2 + str modifier of bludgeoning damage.<br />
<br />
At 10th level, you can pour your soul's magic into the croquet mallet that you are holding. While holding the croquet mallet, you are under the effects of freedom of movement. This last for 1 minute. When this trait is active, your croquet mallet gains a interesting lilac glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Focus (Lilac Soul) ====<br />
"STAY FOCUSED" — Get It Done<br/><br />
Source: Richard Carter (https://undertale-rp.fandom.com/wiki/User:RichardCarter)<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score is increases by 2.<br />
|trait1= Note Taker<br />
|description1= You often take notes on events that capture your focus. As long you have your notes, you can perfectly recall any events described in your notes.<br />
|trait2= Perfect Focus<br />
|description2= You put all of your focus on to one enemy. As a bonus action, you can focus on a creature that you can see up to 1 minute. While focused you gain the following<br />
* You have advantage to all takes to hit the focused creature but you are unable to directly attack any other creatures.<br />
* The focused creature have disadvantage to any saving throws to resist your spells and effects.<br />
* As long as you can hear the focused creature, you know exactly where they are.<br />
* You are blind and deafened from all creature excepted the focused creature.<br />
You can stop focusing as a bonus action. Once you use this trait, you cannot use it again until end of short or long rest.<br />
|trait3= Lilac Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with clarinet. You gain proficiency with clarinet.<br />
<br />
Clarinet. While it is a normal musical instrument, in the hands of Lilac soul, it can be much more. A Lilac fallen human can use their action to blast wind to a creature within 15 ft from them. They make a strength saving throw vs 8 + your intelligence modifier + your proficiency bonus, or be pushed by 5 ft and take 1d4 thunder damage.<br />
<br />
At 10th level, as a bonus action, you can pour your soul's magic into the clarinet that you are holding. For 1 minute, your clarinet's damage is increased to 1d6 and push back distant to 15 ft. While this is active, you cannot use any other weapons or cast spells. When this trait is active, your clarinet gains a focused lilac glow.<br />
}}<br />
<br />
==== Charisma (Silver Soul)====<br />
"Charisma is a sparkle in people that money can’t buy. It’s an invisible energy with visible effects" - Marianne Williamson<br/><br />
Source: Hefflehof (https://undertale-rp.fandom.com/wiki/User:Hefflehof)<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|char}} score is increases by 2.<br />
|trait1= Charmer<br />
|description1= You are a lady killer or maneater. You have proficiency in persuasion when flirting with male or females. If you already have proficiency in persuasion, you gain expertise in persuasion.<br />
|trait2= These Charms are not just for my Date<br />
|description2= Your good looks make enemies confused when you spare them. Whenever you are about to swing your Warhammer, you can choose to automatically miss. The next time you hit that same enemy that you missed, you deal double damage. This effect ends at the end of your next turn.<br />
|trait3= Silver Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with Warhammers. You gain proficiency with Warhammer.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the Warhammer that you are holding. For 10 mins, whenever you hit a creature with your Warhammer, you can deal minimal damage and that creature makes charisma saving throw vs 8 + your charisma modifier + your proficiency. On a fail, that creature is charmed by you until end of their turn. instead When this trait is active, your Warhammer gains a charming silver glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Sadness(Dark blue with light blue tears and light blue glow to it Soul)====<br />
" Sadness is a force of great depth and breadth." - https://changetools.co.uk/2016/05/12/the-power-of-sadness/ <br/<br />
Source: SmileTale (https://aminoapps.com/c/undertale/page/item/soul-of-sadness/Zd6S_XILrKeWee3BP1JjGjK5q6v4GY)<br/><br />
Note: Introverted Soul<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score is increases by 1 and your {{5a|char}} score is increases by 1.<br />
|trait1= Doom and Gloom<br />
|description1= Your very presence causes others to not feel happy. Everyone within 30 ft of cannot laugh and is unaffected by magic that can make them laugh.<br />
Also, you know some good sad stories.<br />
|trait2= Rain on the Parade<br />
|description2= Your sadness is great, it begins to effects others. As an action, an illusionary dark cloud appears over a creature within 60 ft from you. They make a charisma saving throw vs 8 + your charisma modifier + your proficiency bonus as illusionary rain falls on them. On a fail, they have disadvantage to attack rolls as the creature begin to cry uncontrollably for 1 minute. They remake the saving throw at the end of their turn. <br />
|trait3= Blue Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with books and blankets. You gain proficiency with books.<br />
<br />
Comic Book: Comic book is a type book. Comic book deals d4 physic damage and have heavy property.<br />
<br />
At 10th level, you can pour your soul's magic into the book that you are holding. When this trait is active, your gains a sad dark blue yet light blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Wish (Blue Rose Soul)====<br />
"The blue rose symbolizes the impossible or the unattainable. Since the blue rose itself is a rarity in nature, it stands for something that is hardly within one's grasp, an object that seems too difficult to be achieved." <br/><br />
Source: Crimsonism ( https://undertale-rp.fandom.com/wiki/User:Crimsonism )<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Wis}} score is increases by 2.<br />
|trait1= Preform Miracles<br />
|description1= You can preform things that most people believe it is impossible. You can reroll any dice roll that you made. Once you use this feature, you cannot use it again until you complete a short or long rest.<br />
|trait2= "wish"<br />
|description2= You can use your soul's magic to preform feats of impossibility. As an action, you can preform "wish". Choose one of the options below:<br />
* Increase your speed by 10 for 1 minute<br />
* Cast any non-damaging cantrip<br />
* Increase your next attack roll by 1<br />
* Increase you next skill check by 1<br />
You can use this trait up to your wisdom modifier until you need a short or long rest to recover.<br />
|trait3=Blue Rose Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with wishing objects. You start with wishing object.<br />
<br />
Wishing Tag: Wishing tag is a type of wishing object. While a creature is holding this wishing tag, they can use their action to make a wish. As your reaction, you can "grant" that person's wish within 120 ft away from you. That creature gain +1 to the next roll related to that wish.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the wishing object that you are holding. For 1 minute, your "wish" trait's effects are doubled and can target a creature within 30 ft from you. When this trait is active, your wishing object gains a rosy blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Optimism (Pale Lavender Soul) ====<br />
"All I want to do is make people smile" <br/<br />
Source: Calibri-Chan (https://undertale-rp.fandom.com/wiki/User:Calibri-Chan)<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Char}} score is increases by 2.<br />
|trait1= Artist<br />
|description1= You use your artistic skills to bring happiness to others. You gain proficiency to performance when creating art work. If you already have proficiency in performance, you gain expertise instead.<br />
|trait2= Look on the Bright Side<br />
|description2= You are able always to look at the bright side, even at darkest times. When your HP is a quarter or less than your max HP, you can cast False Life on yourself without using any spell slots.<br />
Aditionally, you have advantage on saving throws to resist to be frightened.<br />
|trait3= Lavender Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with art supplies. You gain proficiency with art supplies.<br />
<br />
Ink Pen: It is an art supplies. It deals 1d4 with light and finesse property.<br />
<br />
At 10th level, you can pour your soul's magic into the art supplies that you are holding. As an action, you can cast fairy fire or Hideous Laughter. When this trait is active, your art supplies gains a happy, pale lavender glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Harden (Dark Green Soul)====<br />
"This soul is destined to have a hard life" <br/<br />
Source: FriskPacifist1 <br/><br />
Note: negative soul <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Con}} score is increases by 2.<br />
|trait1= Toughened<br />
|description1= You survived through many hardships. Your maximum HP is increased by 1 and 1 more again for everytime you level up.<br />
|trait2= Harsh Life<br />
|description2= You are used to getting stuck in a hard places. Whenever your movement is reduced down to 0, your AC is increased by 3 and you have advantage to saving throws<br />
|trait3= Dark Green Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with staff. You gain proficiency with staff.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the staff that you are holding. For one minute, your AC is decreased by 5. Whenever you are hit by an attack, you roll a d20. On a 20, the attack heals instead of damaging you. When this trait is active, your staff gains a hard, dark green glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Adventurous (Caput Mortuum Soul)====<br />
"Most often the CM (Caput Mortuum) SOUL will be found with other(s)..." <br/<br />
Source: CupcatLBL <br/><br />
Note: Inverted <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Wis}} score is increases by 2.<br />
|trait1= Experience Explorer<br />
|description1= You spend a lot of time in nature and you learn a few things. When travelling, you and your party ignore dificult terrain.<br />
Additionally, you gain proficiency in survival or nature.<br />
|trait2= Ready for Adventure<br />
|description2= You desire to adventure out with others. You can use your soul magic to help others feel more brave to venture with you. After a long rest, choose another creature that long rested with you. Your current and maximum HP is reduced by your level and that creature's current and maximum HP is increased by your level. This effect ends if you die or complete another long rest.<br />
|trait3= Caput Mortuum Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with whip. You gain proficiency with whip.<br />
<br />
Broken Headband: a poor quality whip. It deals 1d4 with reach property<br />
<br />
At 10th level, you can pour your soul's magic into the whip that you are holding. As an action, you and three allies that you can see within 30 ft gain the effects of Freedom of Movement spell. When this trait is active, your whip gains a exotic caput mortuum glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Zestful (Lemon Soul)====<br />
"Wielders of this SOUL type are always full of energy and ready for adventure. They're often a great cook, too!" <br/<br />
Source: CupcatLBL <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score is increases by 1.<br />
|trait1= Cook on the Road<br />
|description1= You are great at creating good food from poor quality food ingredients. You gain the Chief Feat<br />
|trait2= Energetic<br />
|description2= You are full of energy and ready to use it on your travels. You have advantage to saving throws to resist gaining exhaustion.<br />
|trait3= Lemon Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with cook utensils. You gain proficiency with cook utensils.<br />
<br />
Potatoes Peeler: It is a cook utensils. It deals 1d4 slashing with light property. It deals double damage to plants.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the cook utensils that you are holding. For ten minute, you cannot gain any level of exhaustion. When this trait is active, your cook utensils gains a energetic lemon glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Imagination (Pale Violet Red Soul)====<br />
"A book is a device to ignite the imagination." -Alan Bennett <br/<br />
Source: Strawberri Tea <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|char}} score is increases by 2.<br />
|trait1= Art Book<br />
|description1= You enjoy creating art into your colorful book. Once per long rest, you can use your action to cast cantrip from any spell list of your choice.<br />
|trait2= Think Outside the Page<br />
|description2= You can use your soul's magic to bring your creations into 3rd word. You learn minor illusion cantrip. Additionally, you can ritually cast major illusion spell. Charisma is your spell casting modifier.<br />
|trait3= Violet Red Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with art supplies. You gain proficiency with art supplies.<br />
<br />
Stained Paintbrush (child sized): Stained Paintbrush is an art supplies. It deals 1d4 bludgeoning. On a hit, the creature is painted. The paint cannot become invisible and slowly drips to the ground. This makes it near impossible to be invisible and everyone have advantage to track that creature.<br />
<br />
At 10th level, you can pour your soul's magic into the art supplies that you are holding. As an action, you can cast fairy fire spell without any spell slots. Charisma is your spell casting modifier. You can use one metamagic on this spell without spending any sorcerer points. When this trait is active, your art supplies gains a childish violet red glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
== Customizable Soul Traits ==<br />
Souls are not just limited to colors above. A fallen human's soul color is unlimited amount of possibilities to match with every single personality traits out their. As it is near limitless amount of possible soul colors with their personality traits, the following sections are guides to create your own soul. Just make sure that you check with your GM before using your customized soul.<br />
<br />
=== Dual Soul Traits ===<br />
In rare cases, it is possible for two different primary personality traits represent a fallen human. While often seen with fallen humans with multiple personality disorder, it is quite possible for a normal fallen human to have two primary personality traits.<br />
<br />
Author note: Dual souls are sometimes called split, twin, fusion, or patchwork.<br />
<br />
====Dual Soul (Color of the Left Side-Color of the Right Side Soul)====<br />
This is a template to create a dual soul from any two souls <br/><br />
{{5e Subrace Traits<br />
|abilities= Choose one ability score increases from the left soul, that ability score is increased by 1. Choose one ability score increases from the right soul, that ability score is increased by 1.<br />
|trait1= Dual Soul Trait<br />
|description1= You express both halves of your dual souls almost equally. Choose one trait from the left soul, You gain that trait. Choose one trait from the right soul, You gain that trait.<br />
|trait2= Soul Fusion (optional. Replaces Dual Soul Trait)<br />
|description2= You combine the aspects of both halves to create a new powerful trait. Take two similar traits from both the left and right side of the soul. With the help of the GM, create a new trait based on the combination of the original two traits. This trait cannot be more powerful than the two original trait's combined power.<br />
|trait3= Dual Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with both the left and right soul's favorite weapons. You gain proficiency with one of the weapons from the left soul and another weapon from the right soul.<br />
<br />
At 10th level, you gain one of the 10th level ability from one of your souls. You can apply that ability to either of your weapons.<br />
}}<br />
<br />
=== Tri-soul ===<br />
While it has never been seen it is quite possible for a soul to have three primary personality traits. To keep all three primary would require a great feat of balance and self control.<br />
<br />
====Tri-soul (Color of the 1st soul, color of the 2nd soul, and the color of the 3rd soul Soul)====<br />
This is a template to create a dual soul from any two souls <br/><br />
{{5e Subrace Traits<br />
|abilities= Choose one ability score increases from the 1st soul, that ability score is increased by 1. Choose one ability score increases from the 3rd soul, that ability score is increased by 1.<br />
|trait1= Two Soul Trait<br />
|description1= You gain the traits of two of your souls. Choose one trait from the left soul, You gain that trait. Choose one trait from the right soul, You gain that trait.<br />
|trait2= Soul Fusion (optional. Replaces Two Soul Trait)<br />
|description2= You combine the aspects of all of the three souls to create a new powerful trait. Take three similar traits from all three soul. With the help of the GM, create a new trait based on the combination of the original three traits.<br />
|trait3= 3rd Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with all soul's favorite weapons. You gain proficiency with one of the weapons from the 3rd soul.<br />
<br />
At 10th level, you gain one of the 10th level ability from 3rd souls. You can apply that ability to the weapon that you are proficient in.<br />
}}<br />
<br />
=== Create You Own Soul ===<br />
The following below is a template to create your own soul. If the soul color is already been claimed, then you could make a soul of that color with a hint of another color.<br />
<br />
Ex: Red soul is taken by determination. You can create a red with a touch of blue soul that is owned by will.<br />
<br />
Reminders of three different types of souls. Personality souls are a reflection of the fallen human's primary personality. Negative souls are personality souls but their primary personality can be unhealthy to the owner. Their second trait always contains a problem of their soul and at the same time, how they change it into a strength. The invert soul has no reflection to the fallen human's primary personality. Instead they desire to make others (and themselves) feel this personality. Their second trait always has a way to give or force this personality to others.<br />
<br />
==== Personality (Color Soul)====<br />
A template to creating your own soul. Add a smalt text about your soul<br/><br />
Source: give credit to the creature of the soul<br />
Note: is it a negative or inverted soul<br />
{{5e Subrace Traits<br />
|abilities= One of your ability score is increases by 2 or two of your abilities score is increased by 1.<br />
|trait1= 1st Trait<br />
|description1= Take one trait from the official races or from one of the subclasses of fallen human.<br />
|trait2= 2nd Trait<br />
|description2= Take one trait from the official races or from one of the subclasses of fallen human. If it is negative soul, it must contain a flaw and a boon. If it an inverted soul, it must contain a way to give or force a personality to others.<br />
|trait3= Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a weapon or item. You gain proficiency with one simple weapon or item.<br />
<br />
Combat Custom Item: This is a template on how to turn a normal item into a weapon. It deals 1d4 bludgeoning, piercing, or slashing damage. It gains one of the weapon properties:<br />
* Finesse<br />
* Versatile (1d6)<br />
* Light<br />
* Reach<br />
* Throw (20/60 ft)<br />
* Two-handed (this weapon's damage is increased to 1d6)<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the weapon that you proficiency from this subrace that you are holding. You cast a 2nd level spell. When this trait is active, your weapon gains a [[insert adjective here]] soul color glow. You cannot use this trait again until you complete a short or long rest.<br />
<br />
Optional: modifies the existing 1oth level trait. 10th level trait: You can cast 3rd level spell but you need to complete a long rest to cast it again.<br />
}}<br />
<br />
== Alternate History ==<br />
Like fandom with their numerous AU (alternate Universes), there are multiple possible histories for the Fallen Humans. As your GM if they are using one of the below histories for the lore of the Fallen Humans.<br />
<br />
==== Pre-barrier Timeline, dnd variant ====<br />
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken. To this day, the monsters are still trapped behind the barrier, waiting for more humans to fall.<br />
<br />
A couple hundreds year ago, this belief is shattered with the rise of the monsters. Not the monsters of Undertale, but the ones from dnd. With them, races from fantasy like elves and dwarves appear. The large amount of new magic caused some of humans to be "reborn" as fallen humans, very similar if they encounter the Undertale. Over time the world adapted to the fantasy races, magical fallen humans, and the more "modern" normal humans.<br />
<br />
==== Undertale Timeline ====<br />
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken. To this day, the monsters are still trapped behind the barrier, waiting for more humans to fall.<br />
<br />
The story begins with a normal human, with you, deciding to climb Mt. Ebott. You could be climbing this infamous mount for many, many reasons like trying the map all the cave system, find lost person, run away from thing or someone, or just feeling adventurer. Regardless, after a long trek, sun begin to set. You look for shelter night as the wind picks up and the clouds look angry. Near by, a large cave mouth looks safe and welcoming. A few moments after heavy rain begins to pour. You glad that you find this oddly convenient cave. You turn on your light source. Its a normal big, dark cave. As you work forward, your light reveals a dark hole. You approach carefully. You hold your light source over the hole. Not even light cannot reach the bottom. Spooked, you back away. Suddenly, a strong rope-like object hits your back. You are launch forward. The ground disappear as you begin to fall to your death.<br />
<br />
You wake up in a field of yellow flowers. The warm sunlight on your back. You get up and dust off the dirt and pollen. Nothing damaged and you feel no pain. You look around the room. There is only two ways up. The first is back up the hole. The walls are steep and the blinding light makes it hard to tell how high it is. The more reasonable path is down an artificial cave that ends with a fancy door.<br />
<br />
Little did you know, this a start of your adventure in the underground. Pass those doors is a monster waiting for a human to fall down. The moment they FIGHT the human, the human's soul will waken up and transform into a fallen human. This is the first battle of many. The newly fallen human will fight or befriend the entire underground of soul hungry monsters. I wonder how your story will pan out?<br />
<br />
For a more traditional Undertale experience, you are limited to the seven soul colors; red (determination and/or will), cyan (patience), orange (bravery), blue (integrity), purple (perseverance), green (kindness), and yellow (justice).<br />
<br />
== Optional Features ==<br />
Ask GM to if you are using the optional features<br />
<br />
==== Unchanging Soul ====<br />
Replaces: Soul Change<br />
In an alternate universe (AU), fallen human's souls are not a reflection of their personality. Their souls are what they are born with. Regardless your personality and your character, it is unable to change the soul's trait and color.<br />
<br />
It is up to the GM if it is possible for a personality or negative trait can still be transformed into an inverted soul.<br />
<br />
==== Shattering Soul ====<br />
In an alternate universe (AU), fallen human souls are more fragile and easier to leave the body. Expansion on Strong Attachment to this World<br />
You fall below 1 HP, your soul comes out of your body. Your soul and body van be separated until you fully die. Each time you fail a death saving throw, more cracks appear on your soul. When you die for three failed death saving throws, you may choose to let your soul shatter and allow your spirit join the afterlife. Otherwise, your soul heals up and remains in this world.<br />
<br />
==== Magic Spirit ====<br />
Expansion on Strong Attachment to this World<br />
In an alternate universe (AU), fallen humans can observe their surrounds in their spirit form when they die. When you die, your spirit and soul comes out of your body. A soul is the raw magic of your being why your spirit is the raw personality and memories of yourself. Your spirit cannot be more than 5 ft from your soul. When your spirit is destroyed, the spirit goes into the soul and reemerged from it after a long rest. While to soul is very visible as it creates a 5 ft of dim light, only creatures with true sight and see spirits can see and hear you. As a magic spirit you are unable to interact with anything. You have become an observer of the events around your soul.<br />
<br />
==Random Height and Weight==<br />
{{heightweight<br />
|name= Fallen Human<br />
|feet=4<br />
|inches=8<br />
|heightmod= 2d10<br />
|weight=110<br />
|weightmod=2d4<br />
}}<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Races Breadcrumb}} <br/><br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Fallen_Human,_Color_Wheel_Variant_(5e_Race)&diff=1742792Fallen Human, Color Wheel Variant (5e Race)2023-07-04T22:24:11Z<p>Plywood tank: /* Ambitious ( Dark Red Soul) */</p>
<hr />
<div>{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
Author's note: Please suggest to discussion tab your changes to the race before you make big changes to this race. I would like this page reflect the overwhelming creativity of people in an organized fashion.<br />
==Fallen Human==<br />
<div class="externalimage-holder" style="width:38%;float:right"> {{5e Image|float:center|https://i.pinimg.com/originals/29/9c/71/299c7139126cfac9492f7b322e1ad705.jpg|[[https://www.pinterest.fr/pin/848436017274780143/?nic_v3=1a7vS3wLb Art by limegreensnake]]}}</div><br />
<br />
===Physical Description===<br />
Fallen humans are physically identical to normal humans; however, their souls are completely different. A fallen human's soul can take on a single personality trait that best define them. The seven most popular traits are determination, patience, bravery, integrity, perseverance, kindness, and justice. Each property reflects the personality of the fallen human and gives them unique traits and abilities. The soul of a fallen human is incredibly powerful and is fully capable of persisting on the mortal plane, far after their owner's death.<br />
<br />
===History===<br />
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken, but eventually, the barrier, that kept monsterkind sealed underground, was destroyed and a small fallen human helped monsterkind incorporate themselves into human society.<br />
<br />
===Society===<br />
Fallen humans are just another part of human society. They interact, form bonds, and procreate with other humans, so most of them will never discover their incredible abilities, but they can under two specific conditions. If a fallen human comes in contact with powerful magic, or a member of the monster race, their soul type will be revealed to them. Upon discovering their soul type, they gain access to its unique traits.<br />
<br />
===Fallen Human Names===<br />
It is tradition for fallen humans to change their name to more gender neutral or unisex once they discover their soul trait.<br />
<br />
'''Fallen Human Names:''' Addison, Blair, Casey, Chara, Devyn, Elian, Francis, Frisk, Gayle, Hibiki, Ivory, Jackie, Kris, Leslie, Morgan, Nicky, Ollie, Mira, Justine, Skyler, Ethan, Tracy<br />
<br />
===Fallen Human Traits===<br />
{{5e Racial Traits<br />
|summary=Human, Fandom Undertale Edition.<br />
|abilities=Choose one of your ability scores to be increase by 1.<br />
|age= Fallen humans reach adulthood in their late teens and live less than a century. Most of them are fallen humans discover their special soul when they are children.<br />
|alignment=Fallen humans tend toward no particular alignment. The best and the worst are found among them.<br />
|size=Fallen humans vary widely in height and build, from barely 4 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Menu<br />
|description1= The ambient magic of a magic charged soul allows a fallen human to create and access a holographic 2d menu. As an action, you can say verbal or somatic command. A small menu that only you can see appears in front of you. It has three buttons; ACT, ITEM, and MERCY. You have a strange feeling that there is a button missing.<br />
|trait2=Menu->ACT<br />
|description2= When you select ACT from your menu, four words appear. The words are Check and three single words actions provided by the GM.<br />
<br />
If you pick Check, you learn their name, amount of HP (Hope) they have, ATK (attack modifier of one of their primary weapon or magic), and DEF (AC or one of their saving throw modifiers) of a creature that you can see. GM may provide an one or two sentence about that creature.<br />
<br />
If you pick the three action words, you make a skill check that best matches to that action vs their wisdom saving throw. If you win this contest, that creature have disadvantage attack rolls against you. Additionally, you have advantage on saving throws caused by that creature. These effects disappear at the end of their turn.<br />
|trait3=Menu->ITEM<br />
|description3= When you select ITEM from your menu, a list of items stored in your personal subspace appears. You can use this same action to activate the menu to pull one item from the inventory into your free hand or put an item in your hand into your inventory. You can hold up to 28 items in your inventory.<br />
<br />
|trait4=Menu->MERCY<br />
|description4= When you select MERCY from your menu, two options appear: SPARE and FLEE.<br />
<br />
If spare is chosen, all creatures with 120 ft of you magically learn that you have no desire to fight them. This does not force these creatures to spare you back.<br />
<br />
If flee is chosen, your movement is doubled until the end of turn. For the rest of this turn, no creatures can provoke attack of opportunity. You have disadvantage to attack rolls and your save DC is reduced by 3. You are unable to willing move closer to an enemy until you leave combat or unable to escape combat.<br />
|trait5=Strong Attachment to this World<br />
|description5= When you die, your soul comes out of your body. It bobs up and a down a few inches off the ground. As long as your soul is not shattered, you cannot go to the afterlife. In order to bring you back to life, they need your body and your soul or just your body if your soul is destroyed and your spirit returned to the afterlife.<br />
|trait6=Soul Change<br />
|description6=During a stress-free downtime of at least 1 week, your soul may change color and personality to match your new primary personality. For the next week, you may experience chest pain, increased emotion, exhaustion, and headache. Once the week is over, your subclass, soul color, and soul personality matches with your primary personality.<br />
|languages=You can speak, read, and write Common and one extra language of your choice.<br />
|subrace= Your soul's personality trait and color determines your subclass.<br />
}}<br />
<br />
== Personality Soul Traits==<br />
The following seven soul traits are the most common personality soul traits. Personality soul is when the soul of a fallen human matches with the fallen human's primary personality. You primary personality is a one word that best describes you. It does not mean that is your whole identity.<br />
<br />
Example: You are a well driven person that strides to achieve their goal. You experience emotions like everyone else. Even with your determination (red soul), you sometimes have to give up your goal to work towards a better or more reasonable goal. You are still able to experience lost of motivation and will if things get too strong. Regardless what personality soul you have, you are human first and most important.<br />
<br />
====Determination (Red Soul)====<br />
"Determination is the most basic of human qualities; however, a fallen human, who embodies determination, takes that concept to its illogical extreme. As someone who embodies determination, you never give up, no matter what." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 2.<br />
|trait1= Save Point<br />
|description1= When you are reminded of your determination, you are about to create a save point. Whenever you take a long rest or experience great amount of determination (GM tells you when this happens), you can use your action to create a small sized floating "star" called Save Point. Next time you touch your save point, you can use your action to remind yourself of the event that caused this creation of the Save Point. Save Points only be destroyed when targeted by a wish spell or moved in some way. The Save Point cannot be interacted or seen except by Determined souls or true sight.<br />
|trait2= But it refused<br />
|description2= You avoid your termination of your soul by using great amount of determination. When your soul shatters, you refused it from happening, and your soul reforms to a complete soul. You are back up with 1 hp with four levels of exhaustion. You are teleported to the last save point that you touch. You cannot use this trait if you have any levels of exhaustion.<br />
|trait3= Red Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a single handed weapons. You gain proficiency with all simple weapons that lack versatile and two-handed.<br />
<br />
At 10th level, you can cast Magic Weapon on any dagger you wield. When you do this, it gains a demonic red glow. You cannot use this trait again until you complete a short or long rest.<br />
<br />
At 10th level, as a bonus action, you can pour your soul's magic into a wooden one-handed weapon you wield. When you do this, it gains a eye catching red glow. The next time you throw your weapon and does not deal damage, all canines within 30 ft from the stick makes a wisdom saving throw with advantage vs 8 + your charisma modifier + your proficiency modifier, or be under the Command spell with the command word of fetch. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Patience (Cyan Soul)====<br />
"Patience is a very basic virtue, but it's still one of the most important ones. Many believe that good things come to those who wait and you couldn't agree more. As someone who embodies patience, you're not only more likely to live longer, but also make fewer mistakes."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 2.<br />
|trait1= Planning next Move<br />
|description1= You take your time to plot your next move. At the start of your turn, you may choose to skip your turn. At the end of your next turn, you have {{5e|Advantage}} to all attacks. Additionally, your saving throws, save DC, and AC is increased by 2.<br />
|description2= Being a naturally observant and quiet person, you tend to pick up on things easier than others might and notice things other people may not at first glance. You have {{5e|Advantage}} on Perception and Investigation Checks.<br />
|trait3= Cyan Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with small bladed weapons. You gain proficiency with daggers and short swords.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the single handed weapon that your are wielding. For 1 minute, the first creature that you hit with enchanted single-handed weapon on your turn, gains cyan debuff until end of their turn. Creature with cyan debuff that moves willing on their turn, they take 1d12 slashing damage. When you do this, the single-handed weapon gains a steady blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Bravery (Orange Soul)====<br />
"True bravery has always been a commodity. There are plenty of people who don't realize the real danger of a situation and charge in blindly, but there are also those who only pretend to be brave. As someone who embodies true bravery, you never back down from a challenge, no matter the odds, but you're not reckless either, at least not completely."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 2.<br />
|trait1= Courage<br />
|description1= No matter how terrifying a foe may be, you never falter. You have {{5e|Advantage}} on saving throws against being {{5c|Frightened}}.<br />
|trait2= Orange mean Move<br />
|description2= You are always on the move. You can take the Disengage action as a bonus action on each of your turns.<br />
|trait3= Orange Soul's Favorite Weapon<br />
|description3=You are naturally comfortable with a gloves. You gain proficiency with gloves.<br />
<br />
Gloves: It deals 1d4 bludgeoning damage with light property. On a successful hit, the target must make a strength saving throw vs 8 + your strength modifier + your proficiency modifier, or be pushed back 5 ft.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into a glove(s) that you are wearing. For 1 minute, the first creature that you hit with your gloves on your turn, gains orange debuff until end of their turn. Creature with orange debuff takes 1d12 bludgeoning damage if the creature ends their turn without moving on their turn. When you do this, your glove(s) gains a strong orange glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Integrity (Blue Soul)====<br />
"Integrity is not something that is easily maintained. Life is full of temptations and difficult decisions; however, those that can keep their integrity intact live their lives with far less guilt and uncertainty. As someone who embodies integrity, you draw strength from it, giving you incredible mental and spiritual strength."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 2.<br />
|trait1= Moral Strength<br />
|description1= Both peer pressure and magical influences are always around you, but despite that, you stick to your moral code. Your soul resonates with your choice, giving you a clear head and a surge of confidence. You have {{5e|Advantage}} on saving throws against being {{5c|Charmed}}.<br />
|trait2= Light Soul<br />
|description2= You can use "blue" magic to slow down your decent. As a reaction, you can cast feather fall on only yourself. This effect lasts until you touch the ground. Once you use this trait, you cannot use it again until long rest.<br />
|trait3= Blue Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with combat shoes. You gain proficiency with combat shoes.<br />
<br />
Combat shoes are weaponized shoes made to combine dancing, acrobatics, and combat into a deadly art form.<br />
<br />
Ballet Shoes. They are combat shoes made for ballet. While a integrity soul wears it, they gain proficiency in acrobatics and performance while dancing. When kicked, ballet shoes deal 1d4 bludgeoning damage.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the combat shoes that you are wearing. For 1 minute, each creature that you hit with your combat shoe on your turn, gains blue debuff until end of their turn. Creature with blue debuff are unable to fly. When you do this, your combat shoes gains a steady blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Perseverance (Purple Soul)====<br />
"Perseverance is a trait commonly found in adventurers, but only the greatest of them will ever truly embody it, and the same could be said for any profession. Life is difficult, unfair, and cruel, so only those with the strength to keep moving forward will be able to reach the top. As someone who embodies perseverance, this world will never break you, but that doesn't mean it won't try..."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score increases by 2.<br />
|trait1= Stay Strong<br />
|description1= Despite what your enemies believe, being knocked down doesn't mean you're finished. Your burning desire to keep moving forward and win resonates deep within your soul. When you are reduced to 0 {{5e|Hit Points}} but not killed outright, you can drop to 1 hit point instead. You can’t use this trait again until you finish a long rest.<br />
|trait2= Stand Tall<br />
|description2= You're resilient, stubborn, and hard to knock down; You refuse to stand down, no matter what, because you don't let anyone push you around. You cannot be prone and you gain advantage to end magic status effects prematurely.<br />
|trait3= Purple Soul's favorite Weapon<br />
|description3= You are naturally comfortable with a books. You gain proficiency with books.<br />
<br />
Notebook: a common large book. It deals 1d4 bludgeoning damage with versatile property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the book that you are holding. For 1 minute, the first creature that you hit with your book on your turn, gains purple debuff until end of their turn. Creature with purple debuff only can move side to side. When you do this, your notebook gains a unchanging purple glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Kindness (Green Soul)====<br />
"Kindness is a subtle, yet powerful, force. Those who show it to others not only improve their lives but also their own. As someone who embodies kindness, you know this better than anyone. As you continue to make the lives of those around you better, your resolve to keep showing others your kindness only grows stronger." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 2.<br />
|trait1= Selfless Nature<br />
|description1= When a creature attacks your ally within 5 feet of you, you may use your reaction to move up to your ally and take the attack instead. You become the target of the attack, and it hits you automatically. You can use this ability a number of times equal to half of your proficiency bonus. You regain any expended uses when you finish a long rest.<br />
|trait2= Natural Cook<br />
|description2= As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.<br />
|trait3= Green Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a fighting with cook's utensils. You gain proficiency with cook's utensils and you can add your proficiency modifier when attack with cook's utensils.<br />
<br />
Frying pan: a common weapon from the cook's utensils. It deals 1d6 bludgeoning damage with two-handed property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the utensils that you are holding and cast mass cure wounds. When you do this, your utensils gains a gentle green glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Justice (Yellow Soul)====<br />
"Justice, and in what degree it should be applied, is easily the most subjective concept on the planet. Everyone's moral standards are shaped by their own unique experiences growing up, as well as, by those they surrounded themselves with. When someone feels like they've been wronged, they desire revenge, and they do so out of their own sense of justice; however, there are those who believe that true justice can only be determined by the law. Either way, humans that have a strong sense of justice feel the need to act. As someone who embodies justice, you refuse to stand aside and let someone wrong you or those you care about, so in one way or another, for better or for worse, you take action." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|dex}} score increases by 2.<br />
|trait1= Vengeance<br />
|description1= You're willing to let some transgressions slide, but when someone hurts those you care about, you feel a strong desire to make them pay for it. When a hostile creature deals damage to an ally within 30 feet of you, you may choose to give yourself {{5e|Advantage}} on your next attack roll against that creature. In addition, if that attack hits, you may roll damage twice and choose the higher of the two rolls. After you use this ability, you can't use it again until you finish a short or long rest.<br />
|trait2= People Reader<br />
|description2= You've always had a knack for getting a read on people. It's easy for you to scan a person like a book and get a feel for what their intentions are. You have advantage on Insight rolls when trying to determine the intentions of a creature, and Deception Checks against you have Disadvantage.<br />
|trait3= Yellow Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with one-handed firearms. You gain proficiency with any firearms that lacks two-handed property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the one-handed firearm that you are holding. For 1 minute, your fire arms do not required ammo nor the need to be reloaded. While this "yellow" buff is active, whenever an ally is hit, you can use your reaction to make one fire arm attack against that creature. While the "yellow" buff is active, your one-handed firearms gains a pure yellow glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Youth (Brown Soul)====<br />
Brown Souls are fallen humans that have no have a primary soul trait due to being too young to have a personality for the soul trait to surface. <br/><br />
{{5e Subrace Traits<br />
|abilities= 4 of your abilities score is increased by 1.<br />
|trait1= Clean Slate<br />
|description1= You are ready to see the new world with your eyes. As an action, you can permanently gain proficiency in any skill. Once you use this trait, you cannot use it ever again.<br />
}}<br />
<br />
==== Grey (Balanced Soul)====<br />
Like brown souls, you do not have a primary personality trait. Unlike brown, you are old enough<br/><br />
{{5e Subrace Traits<br />
|abilities= 1 of your abilities score is increased by 1.<br />
|trait1= Experienced<br />
|description1= Over your long life, you picked up a good tricks and abilities. You can pick one feat of your choice.<br />
|trait2= Weapon training<br />
|description2= You gain familiar with the weapon that you use for your travels. You gain proficiency in one simple weapon of your choice.<br />
}}<br />
<br />
==== Black (Hate Soul)====<br />
"Hate is as good as any to keep a man going. Better than most." -Sandor Clegane<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Str}} score is increases by 2.<br />
|trait1= I Hate You<br />
|description1= You pour your strength whenever you hit someone. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.<br />
|trait2= Deep Rooted Hatred<br />
|description2= Your hate cannot be easily ignored. As an action, you can allow your body to be consumed with hate. When you do so, your body is covered in black, gooey substance and your eyes glow murderous red. For one minute, you gain the following features:<br />
* You have advantage to stealth, insight, and intimidation checks<br />
* You have disadvantage to all intelligence, wisdom, and charisma skill checks<br />
* You crit on 19 and 20<br />
* Each turn you have to attack a living creature, which can be yourself<br />
This cannot be ended prematurely, not even death can end it. Once you use this feature, you cannot use it again until end of long rest.<br />
|trait3= Black Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with two-handed weapons. You gain proficiency with one two-handed weapon of your choice.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the two-handed weapon that you are holding. Next time a spell targets only you, you can slash at the spell with your weapon as your reaction. When you do so, you cast counter spell at 3rd level. Your strength score is your spellcasting modifier for this spell. When this trait is active, your two-handed weapon begin to slightly absorb light. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
== Negative Soul Traits ==<br />
What happens if the primary personality is bad for the fallen human? That is how negative souls are formed. They are exactly like personality souls except that they tend to be a darker color and their soul weaken the fallen human. Don't worry. These fallen humans have adapted to turn part of their "curse" into a "blessing".<br />
<br />
==== Despair (Dark Red Soul)====<br />
"We draw our strength from the very despair in which we have been forced to live. We shall endure." -Cesar Chavez <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Con}} score is increases by 2.<br />
|trait1= Depression<br />
|description1= You despair is so great that not even magic can change it. You have advantage to resist charm effects and to any magic that makes you laugh or smile. This trait ignores Heavy Weight trait.<br />
|trait2= Heavy Weight<br />
|description2= You are easily fall into despair. You have disadvantage to resist spells that causes a negative effect on you. As long you have a negative effect on you, you gain +1 to AC and saving throw for each negative effect.<br />
|trait3= Negative Red Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with clubs. You gain proficiency with clubs.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the club that you are holding. For 1 minute, your club gives you +2 AC. When this trait is active, your club gains a sad red glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Fear (Dark Orange Soul)====<br />
"Fear gives us the awareness that we are getting outside of our comfort zone and challenging ourselves to go beyond the previous limits. - Mark A. Riccobono" <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Dex}} score is increases by 2.<br />
|trait1= Flee for you Life<br />
|description1= You can use menu->MERCY->FLEE as a bonus action.<br />
|trait2= Scaredy Cat<br />
|description2= You are easy to be frightened by the world, and you grown used to it. You have disadvantage saving throws to resist being frightened. As long as you are frightened, you can use your bonus action to take the disengage, dash, or dodge action.<br />
|trait3= Negative Orange Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with shield. You gain proficiency with shields.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the shield that you are holding. For 1 minute, you can use your reaction to add the shield's bonus to ac to a wisdom saving throw. When this trait is active, your shield gains a flickering orange glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Corruption ( Dark Yellow Soul)====<br />
"We have allowed the system to be so corrupted that many want justice to be empathetic, not blind" -Glenn Beck <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Dex}} score is increases by 2.<br />
|trait1= Price Hike<br />
|description1= You are good at selling things at a better value. You can sell items at market price instead of half of market price.<br />
|trait2= Greed<br />
|description2= You are easily persuaded to turn a blind eye to evil actions. You have disadvantage to checks to resist being convinced to look away or leave something be. Whenever this happens, you gain 1d4+4 temporary hit points.<br />
|trait3= Negative Yellow Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with two-handed fire arms. You gain proficiency with two-handed fire arms.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the two-handed fire arm that you are holding. For 1 minute, you gain 30 ft of blind sense. When this trait is active, your two-handed fire arm gains a glittering yellow glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Wrath ( Dark Green Soul)====<br />
"Anger helps us handle emergency situations by providing a quick burst of energy and strength, so we can react to threats of danger" -Larisa Wainer <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score is increases by 2.<br />
|trait1= Short Fuse<br />
|description1= You are quick to anger. You can add your strength modifier to your initiative.<br />
|trait2= Anger<br />
|description2= You are easy to get angry for cruelty done to others. Whenever you become angry, you can use your bonus action to deal an extra damage equal to your strength modifier to all melee attacks. If you do so, you take extra damage equal to your strength modifier until the start of your next turn.<br />
|trait3= Negative Green Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with meat cleaver. You gain proficiency with long swords (meat cleaver).<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the long sword that you are holding. For 1 minute, you get a critical hit on 19 and 20 with your long sword. When this trait is active, your long sword gains an angry green glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Deceit ( Dark Blue Soul)====<br />
"When we believe a lie, we empower the liar" - Bill Johnson <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Cha}} score is increases by 2.<br />
|trait1= Lying to Yourself<br />
|description1= You cannot help be lie to yourself. You have advantage against resisting of becoming frightened or charmed.<br />
|trait2= Shady<br />
|description2= It is hard to tell the truth. Whenever you about to reveal an important truth, make a wisdom saving throw vs dc of 10 + your proficiency bonus. On a fail, you tell a lie and gain 1d8 to your next charisma skill check which can be used to make this lie more convincing.<br />
|trait3= Negative Blue Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with short sword. You gain proficiency with dagger.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the dagger that you are holding. For 1 minute, you can add 1d4 to all charisma checks. If you tell the truth, this effect ends. When this trait is active, your dagger gains a suspicious blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Recklessness ( Dark Cyan Soul)====<br />
"The best defense is a good offense” -George Washington <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Str}} score is increases by 2.<br />
|trait1= Restless<br />
|description1= You cannot handle doing nothing. If you spend all of your movement, action, bonus action, and reaction before the start of your next turn, you gain 5 ft of movement and do not provoke attacks of opportunity until the end of this turn.<br />
|trait2= Fear Abandoned<br />
|description2= You are too impatient to let the enemy kill itself, the time to attack is now. Whenever you are not frightened, you can use your bonus action to gain advantage to all melee attacks. If you do so, enemies have advantage to hit you until the start of your next turn.<br />
|trait3= Negative Cyan Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with heavy weapons. You gain proficiency with one weapon of your choice that has heavy property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the a weapon with heavy property that you are holding. For 1 minute, you can use Restlessness without fulfilling the requirements. When this trait is active, your weapon gains an urgent cyan glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Apathy ( Dark Purple Soul)====<br />
"... putting too much time and energy into worrying what other people think can be harmful to your self-image and mental health." - Kate Bettino <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score is increases by 2.<br />
|trait1= Disconnection<br />
|description1= Its hard for you to care about others. You cannot gain proficiency in charisma based skill. Whenever you are forced to learn a charisma based skill, you instead learn an intelligence based skill.<br />
Additionally, you can reroll a 1 on a d20 when making an intelligence skill check.<br />
|trait2= Lack of Care<br />
|description2= You have little interested in this doomed world. You have disadvantage to resist charm but advantage to resist frighten, blinded, and deafened.<br />
|trait3= Dark Purple Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with using your bare fist. You gain proficiency with unnamed attacks and they deal 1d4 bludgeoning damage.<br />
<br />
At 10th level, as an action, you pool your soul's magic into your fist. For 1 minute, your fist's deals 1d6 and gain the light property. Additionally, you cannot be charmed. When this trait is active, your fist gains a flat purple glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
== Inverted Soul Traits ==<br />
Inverted are a strange sort of souls. They have been corrupted by the force of HATE or LOVE which cause their soul to become darker or lighter. Instead of the soul reflecting the owner's primary personality, it is a reflection of the personality trait that they desire to inflict on others. They have the desire to make others feel the personality of their soul. While the soul no longer reflects their own personality, it is often for the fallen human with inverted soul to influence themself to feel this personality trait.<br />
<br />
Lore: Long ago, a force called HATE corrupted souls. This force desires to destroy the world and influenced the corrupted souls to lead the world to its ruins. Something happened, which is lost to the time of history, and the force of HATE lost their control and influence on others. In the modern day, the only way to become inverted is cast a powerful spell, allow HATE force to corrupt you, or allow the LOVE force to corrupt you. Regardless, you are not influenced by either strange forces.<br />
<br />
Author note: Darken inverted soul has a thicker black outline around their soul when compared to negative souls. It is almost like if their souls are still trapped by the dark force of HATE.<br />
<br />
=== HATE ===<br />
The following are mostly likely corrupted by the force of HATE.<br />
<br />
==== Ambitious ( Dark Red Soul)====<br />
"There is one weakness in people for which there is no remedy. It is the universal weakness of lack of ambition." -Napoleon Hill<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score is increases by 2.<br />
|trait1= Ambitious Dreams<br />
|description1= It is easy for you to find a persons' ambitions. Whenever you touch a sleeping creature, their dreams become their dreams of ambitions. When this happens, you learn what their ambitions are. Until your next long rest, you have advantage to charisma rolls against that creature as long as they believe that you will help complete their ambitions.<br />
|trait2= Awaken Ambition<br />
|description2= You can help people achieve their ambitions. As an action, all creatures of your choice within 30 ft of you make a wisdom saving throw DC 8 + your intelligence modifier + your proficiency modifier. On a fail, they are reminded of their dreams. They believe this is the right time to start working on it. This effect lasts for 1 minute. Once this trait is used, it cannot be used again until long rest.<br />
|trait3= Inverted Red Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with axes. You gain proficiency with all types of axes.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the axe that you are holding. When this trait is active, your gains a ax glow shinny red glow. For 1 minute, whenever you hit with your ax, they make an intelligence check vs 8 + your intelligence modifier + your proficiency modifier. On a failure, they must use their next action to attempt to steal your glowing axe. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Vengeance ( Dark Yellow Soul)====<br />
"Revenge is an act of passion; vengeance of justice. Injuries are revenged; crimes are avenged." -Samuel Johnson <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Dex}} score is increases by 2.<br />
|trait1= Eye for an Eye<br />
|description1= It is time to exact your revenged on others that has wronged you. After the damage of an attack and spell are resolved on you, you can use your reaction to use a portion of that effects onto them. Your attacker makes a dexterity saving throw vs 8 + your dexterity modifier + your proficiency modifier, or take half of the damage of the triggering attack. Once you use this trait, you cannot use it until you complete a long rest.<br />
|trait2= Time to Reap what you Sow<br />
|description2= You can give other creatures the power to exact their revenge. As an action, you can choose up to three creatures within 60 ft and fill them up with the desire of vengeance. For 1 minute, they can add 1d4 to any rolls related to any creature that has wronged them. Once you use this trait, you cannot use it again until end of next long rest.<br />
|trait3= Inverted Yellow Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with deck of cards. You gain proficiency in playing cards and combat cards.<br />
<br />
Deck of Spades: It is a type of combat cards with sharp metal edges on the sides of the cards. These sharpen cards that deals 1d4 slashing damage and has finesse and has a thrown property of 20/60 ft. <br />
<br />
At 10th level, as a bonus action, you can pour your soul's magic into the combat cards that you are holding. Until the end of your turn, you roll doubled the number of damage dices for tour combat cards. When this trait is active, your combat cards gains a piercing yellow glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Fear ( Dark Orange Soul)====<br />
"Fear keeps us focused on the past or worried about the future..." -Thomas Jefferson <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score is increases by 2.<br />
|trait1= Frightening Figure<br />
|description1= You are a natural at striking fear into people. You have advantage on intimidation checks.<br />
|trait2= Fear Me!<br />
|description2= You let lose a loud sound from horrifying creature that should not exist. As a bonus action, you can let out horrifying sound. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.<br />
|trait3= Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with short sword. You gain proficiency with short sword.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the short sword that you are holding. For 1 minute, whenever you hit a creature with your short sword, they make a wisdom saving throw vs 8 + your constitution + your proficiency bonus. On a failure, they are frightened of you until end of their turn. When this trait is active, your short sword gains a frightening yellow glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Despair ( Dark Purple Soul)====<br />
"Despair is the price one pays for self-awareness. Look deeply into life, and you'll always find despair" - Irvin D. Yalom <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score is increases by 2.<br />
|trait1= The End is Near<br />
|description1= Very few things cause wide spread despair as well as knowing your end is near. As an action, you can inform a creature within 30 ft from the truth that the world will end and it is pointless to try to stop it. That creature makes a wisdom saving throw vs 8 + your wisdom modifier + your proficiency bonus, or feel great despair and use their next turn to fall prone and weep. The creature automatically pass if the creature is deafened, immunity to charm, or does not understand you. You can use this trait once per long rest.<br />
|trait2= There is no Hope<br />
|description2= You are talented at robbing people hope. All creatures within 5 ft of you, they subtract 1 from saving throws.<br />
|trait3= Inverted Purple Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with spear. You gain proficiency with spear.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the spear that you are holding. For 1 minute, on your first hit each turn with your spear, you give the despaired debuff to the enemy until end of their turn. Despaired creatures subtract 1d4 to their next roll. When this trait is active, your spear gains a depressing purple glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Cruelty ( Dark Green Soul)====<br />
"I must be cruel only to be kind; Thus bad begins, and worse remains behind" -William Shakespeare <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Wis}} score is increases by 2.<br />
|trait1= False Hope<br />
|description1= You lead on that there is hope in surviving your attacks. When an enemy within 5 ft of you is healed or buffed by magic, you can your reaction to make a single weapon attack. Once you use this trait, you cannot use it again until end of your short or long rest.<br />
|trait2= Violent Tracker<br />
|description2= You can smell the pain and follow it, if any pain is afflicted within a radius of 120 feet, for you it's like a sweet smell.<br />
|trait3= Inverted Green Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with Morning-star. You gain proficiency with morning-star.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the morning star that you are holding. For 1 minute, you deal doubled damage to enemies. After each hit with your morning-star, you heal that same enemy for 1d10 hit points. When this trait is active, your morning-star gains a mean green glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Deceit ( Dark Blue Soul)====<br />
"A lie gets halfway around the world before the truth has a chance to get its pants on" - Winston Churchill <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Char}} score is increases by 2.<br />
|trait1= Fake Promises<br />
|description1= Lying and cheating is almost your hobbies. You have advantage on deception checks.<br />
|trait2= Zone of Lies<br />
|description2= You cause others around you to lie and deceive. Each creature within 5 ft of you make a charisma saving throw vs 8 + your charisma modifier + your proficiency modifier. On a failed save, a creature can’t speak a deliberate tell the truth for 1 minute. You know whether each creature succeeds or fails on its saving throw.<br />
An affected creature is aware of this effect and can thus avoid answering questions to which it would normally respond with a truth. To everyone who was not originally 5 ft away from you, they cannot tell that zone of lies in effect.<br />
Once you use this trait, you cannot use it again until end of long rest.<br />
|trait3= Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with daggers. You gain proficiency with daggers.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the dagger that you are holding. When this trait is active, your dagger gains a shimmering blue glow. For 1 minute, a second illusionary blue glowing dagger appears. As long the creature does not have true sight, you have advantage to all attack rolls made with the dagger. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Impulsive (Dark Cyan Soul)====<br />
"Opportunities are like sunrises. If you wait too long, you miss them" -William Arthur Ward<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score is increases by 2.<br />
|trait1= Double Time<br />
|description1= You can temporary cause time to flow faster. As an action, choose one creature that is 5 ft from you. If they are unwilling, that creature make an intelligence check vs 8 + your strength modifier + your proficiency bonus. They are under the effects of haste spell until end of their turn. Once their turn is over, they are paralyzed until the start of their turn. nce you use this trait, you cannot use it again until end of a long rest.<br />
|trait2= Time is Running Out<br />
|description2= You can you your soul's magic to cause others to realize the limited time is left on their life. As an action, choose one creature that is 5 ft from you. They make an intelligence check vs 8 + your strength modifier + your proficiency bonus, or they under a charm-like effect as they learn that their so much to do in a small amount of time. If this effects a player, they have 1 minute to take their turn before turn is over. If this effects a npc, that npc preforms the first action that they can think of, regardless how dangerous or random it could be. Once you use this trait, you cannot use it again until end of a long rest.<br />
|trait3= Inverted Cyan Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with Spiked Shield. You gain proficiency with spiked shield.<br />
<br />
Spiked shield: This shield only provides 1 AC instead of the normal 2 AC. Whenever a melee creature misses an attack, they take 1d4 piercing.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the spiked shield that you are holding. A creature within 30 ft of you make a wisdom saving throw vs 8 + strength modifier + your proficiency bonus. On a fail, that creature must attack the shield or you for 1 minute. When this trait is active, your gains a glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
=== LOVE ===<br />
These are most likely corrupted by force of LOVE<br />
<br />
==== Counsel ( Light Red Soul)====<br />
"You are determined to give others determination" <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 2.<br />
|trait1= But They Refuses<br />
|description1= When an ally with 5ft from you are reduced to 0 hit points but not killed outright, you use your reaction to cause then to drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
|trait2= You can do it!<br />
|description2= You are good at helping other achieve their goal. You learn the guidance cantrip.<br />
|trait3= Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a club and dagger. You gain proficiency clubs and daggers.<br />
<br />
At 10th level, you can cast Magic Weapon on any dagger you wield or you can cast Shield of Faith on any club. When you do this, it gains a strong red glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Invigorate ( Light Cyan Soul)====<br />
"If you follow the trail of your own enthusiastically repeated stories, you will begin to rediscover the things that invigorate and enliven you" -Mary Anne Radmacher <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 2.<br />
|trait1= Be Patience<br />
|description1= As a bonus action, you tell your ally within 60 ft of you to be more patient. If they agree and use their reaction, their next attack roll have advantage and save DC is increased by 2. On their next turn, they only can use prepared action for their action. This effect ends when you start your next turn or the patient creature uses their readied action.<br />
|description2= You try your best to create a calming atmosphere. Allies (not you) within 15 ft of you add 5 to their passive Perception and Investigation.<br />
|trait3= Cyan Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with small bladed weapons. You gain proficiency with daggers and short swords.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the single handed weapon that someone else is using. For 1 minute, the first creature that they hit with enchanted single-handed weapon on their turn, gains cyan debuff until end of effected creature's turn. Creature with cyan debuff that moves willing on their turn, they take 1d12 slashing damage. When you do this, the single-handed weapon gains a steady blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Reassure ( Light Orange Soul)====<br />
"One of the most important things you can do on this earth is to let people know they are not alone" -Shannon L. Alder<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 2.<br />
|trait1= Courage<br />
|description1= No matter how terrifying a foe may be, you serve as a beacon of hope. Allies (not you) with 15 ft of you have {{5e|Advantage}} on saving throws against being {{5c|Frightened}}.<br />
|trait2= Orange mean Move<br />
|description2= You help others keep moving on. As a bonus action, you can push a willing ally 15 ft away from you.<br />
|trait3= Orange Soul's Favorite Weapon<br />
|description3=You are naturally comfortable with a gloves. You gain proficiency with gloves.<br />
<br />
Gloves: It deals 1d4 bludgeoning damage with light property. On a successful hit, the target must make a strength saving throw vs 8 + your strength modifier + your proficiency modifier, or be pushed back 5 ft.<br />
<br />
At 10th level, as bonus action, you can pour your soul's magic into a glove(s) that someone else are wearing. For 1 hour, the wielder have advantage on saving throws against being frightened. When you do this, your glove(s) gains a strong orange glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Reliable ( Light Blue Soul)====<br />
"A reliable friend is a healing presence" - unknown<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 2.<br />
|trait1= Moral Strength<br />
|description1= You help others to keep their moral code, even in worst times. Allies (not you) with 15 ft of you have {{5e|Advantage}} on saving throws against being {{5c|Charmed}}.<br />
|trait2= Light Soul<br />
|description2= You can use "blue" magic to slow down everyone's decent. As a reaction, you can cast feather fall. This effect lasts until you touch the ground. Once you use this trait, you cannot use it again until long rest.<br />
|trait3= Blue Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with combat shoes. You gain proficiency with combat shoes.<br />
<br />
Combat shoes are weaponized shoes made to combine dancing, acrobatics, and combat into a deadly art form.<br />
<br />
Ballet Shoes. They are combat shoes made for ballet. While a reliable soul wears it, they doubled the range of Moral Strength as long they use their bonus action to keep on dancing. When kicked, ballet shoes deal 1d4 bludgeoning damage.<br />
<br />
At 10th level, at the end of long rest, you can pour your soul's magic into the combat shoes. Until the end of the next long rest, the wearer is immune to any gravity, lavation, and flying spells. They cannot be forced to leave the ground. When you do this, your combat shoes gains a steady blue glow. <br />
}}<br />
<br />
==== Steadfast ( Light Purple Soul)====<br />
"So we need people who will remain steadfast in any hardship and who have a high degree of resistance." - Moshe Sharett<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score increases by 2.<br />
|trait1= Stay Strong<br />
|description1= You cause burning desire to keep moving forward and win resonates deep within your ally's souls. When an ally (not you) within 5 ft of you are reduced to 0 {{5e|Hit Points}} but not killed outright, you can use your reaction to cause your ally to drop to 1 hit point instead. You can’t use this trait again until you finish a long rest.<br />
|trait2= Stand Tall<br />
|description2= You inspire others to stand tall and strong. Allies (not you) with 15 ft of you cannot be prone and they gain advantage to end magic status effects prematurely.<br />
|trait3= Purple Soul's favorite Weapon<br />
|description3= You are naturally comfortable with a books. You gain proficiency with books.<br />
<br />
Notebook: a common large book. It deals 1d4 bludgeoning damage with versatile property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the book that you are holding. For 1 minute, the first creature that you hit with your book on your turn, gains purple debuff until end of their turn. Creature with purple debuff only can move side to side. When you do this, your combat shoes gains a unchanging purple glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Companionate (Light Green Soul)====<br />
"Compassion is at the heart of every little thing we do. It is the dearest quality we possess. Yet all too often it can be cast aside with consequences too tragic to speak of. To lose our compassion, we lose what it is to be human" - Anonymous<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 2.<br />
|trait1= Selfless Nature<br />
|description1= When you are being attacked, your ally with 5 ft of you may use your reaction to move up to you and take the attack instead. Your ally become the target of the attack, and it hits them automatically. You can use this ability a number of times equal to half of your proficiency bonus. You regain any expended uses when you finish a long rest.<br />
|trait2= Give Med Kit<br />
|description2= As part of a short or long rest, you can teach someone else you use your med kit. Until the next short or long rest, that creature can use the med kit as an action. If they do, they heal a creature for hit points equal to their class level. Once they use the med kit, it cannot be used again. Once you use this trait, you cannot use it again until end of long rest.<br />
|trait3= Green Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a fighting with cook's utensils. You gain proficiency with cook's utensils and you can add your proficiency modifier when attack with cook's utensils.<br />
<br />
Frying pan: a common weapon from the cook's utensils. It deals 1d6 bludgeoning damage with two-handed property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the utensils that you are holding and cast mass cure wounds. When you do this, your utensils gains a gentle green glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Protective ( Light Yellow Soul)====<br />
"Friends do everything they can to protect each other" -Polly <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|dex}} score increases by 2.<br />
|trait1= Vengeance<br />
|description1= You tell others on how to punish bad people. When a hostile creature deals damage to an ally within 30 feet of you, you may choose to give your ally {{5e|Advantage}} on their next attack roll against that creature. In addition, if that attack hits, they may roll damage twice and choose the higher of the two rolls. After you use this ability, you can't use it again until you finish a short or long rest.<br />
|trait2= People Reader<br />
|description2= You teach others on key signs of someone's lies. Allies (not you) with 30 ft of you add 5 to their passive insight and add 1d4 to insight checks.<br />
|trait3= Yellow Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with one-handed firearms. You gain proficiency with any firearms that lacks two-handed property.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the one-handed firearm that you are holding. For 1 minute, your fire arms do not required ammo nor the need to be reloaded. While this "yellow" buff is active, whenever an ally is hit, you can use your reaction to make one fire arm attack against that creature. While the "yellow" buff is active, your one-handed firearms gains a pure yellow glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
=== Magic ===<br />
These are most likely inverted by magic<br />
<br />
==== Hope (White Soul)====<br />
"Hope is being able to see that there is light despite all of the darkness." -Desmond Tutu<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Char}} score is increases by 2.<br />
|trait1= Hope Never Ends<br />
|description1= You stir hope in others, even in worst of times. You can cast Guidance cantrip.<br />
|trait2= Beacon of Hope<br />
|description2= You are a the light in the darkness. You can cast Light cantrip and Heroism spell. Charisma is your spellcasting ability. Once you cast Heroism without expending a spell slot, you can do it gain until you complete a short or long rest.<br />
|trait3= Inverted White Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with Lantern. You gain proficiency with Lanterns.<br />
<br />
Lanterns deals 1d6 fire damage.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the lantern that you are holding. After your next hit with the lantern, you heal a creature within 30 ft equal to half of the damage dealt as the healing fire jumps towards them. When this trait is active, your lantern gains a strong white glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
== Other Souls ==<br />
Here is a collection of fan made souls converted into dnd. You may use any of these below as your subclass. The author got too lazy to organize these.<br />
<br />
Author's note: Only patience, bravery, integrity, perseverance, kindness, and justice are official, existing souls. All the others are fancy examples of other souls.<br />
<br />
====Will (Red with a hint of blue Soul)====<br />
"All is possible with the will to change, some self-motivation. It is your life; you are at the helm!" -Amy <br/><br />
Source: levelnom1 <br/><br />
Note: many people believe that the red soul means will not determination <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 2.<br />
|trait1= But It Refuses<br />
|description1= When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
|trait2= Will Power<br />
|description2= Where there is a will there is a way. ...and no-one shall stand in your way. Choose what are willed to complete that not even Gods can stop you. As long you have an objective to complete and you are not directly not going against it, you can use reaction to reroll 1 on 1d20.<br />
|trait3= Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a club and dagger. You gain proficiency clubs and daggers.<br />
<br />
At 10th level, you can cast Magic Weapon on any dagger you wield or you can cast Shield of Faith on any club. When you do this, it gains a strong red glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Fear (Pink Soul)====<br />
"In fact, Fear's natural color is dark orange, but when the Bête Noire spell used on the Fear trait, it is pink." -glitchtale wiki <br/><br />
Source: glitchtale <br/><br />
Note: Inverted <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Char}} score is increases by 2.<br />
|trait1= Rhabdaphobia<br />
|description1= Your pink soul is perfect for countering magic. When you are targeted by a ranged spell attack, you may use your reaction to force the attacker to make a DC (8 + your Proficiency bonus + your Charisma modifier) Charisma save. On a failure, that spell is under the effects of 3rd level counter spell. You can do this once, and regain the use after a long rest.<br />
|trait2= Fearful Illusions<br />
|description2= You can create scary illusions to fill your target with fear. Once per long rest, you can dissonant whispers or cause fear.<br />
|trait3= "Inverted" Pink Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with reaper's scythe. You gain proficiency with battle axe (scythe).<br />
<br />
At 10th level, you can pour your soul's magic into the scythe that you are holding. For one minute, your scythe deals fire damage instead of normal damage. Additionally, the first creature you hit on your turn, they make a wisdom saving throw vs 8 + your charisma modifier + your proficiency modifier. If they failed, they are frightened until end of their turn. When this trait is active, your scythe gains a frightening pink glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Curiosity (Slightly Lighter Lilac Soul)====<br />
"How curios? I need to follow that..." <br/><br />
Source: Preboot Storyshift <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Wis}} score is increases by 2.<br />
|trait1= Curiouser and Curiouser<br />
|description1= You are constantly interested in new things. You have advantage on all skill checks that deals with finding new things or learning about new information.<br />
|trait2= Shift Reality<br />
|description2= Your reality is in a constant state of change. When you eat a cake, you gain the effects of enlarge person from enlarge/reduce spell. When you drink a potion, you gain the effects of reduce person from enlarge/reduce spell. Once you eat a cake or drink a potion, you cannot use this feature until long rest.<br />
|trait3= Lilac Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with croquet mallet. You gain proficiency with croquet mallet.<br />
<br />
Croquet mallet: deals a flat 2 + str modifier of bludgeoning damage.<br />
<br />
At 10th level, you can pour your soul's magic into the croquet mallet that you are holding. While holding the croquet mallet, you are under the effects of freedom of movement. This last for 1 minute. When this trait is active, your croquet mallet gains a interesting lilac glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Focus (Lilac Soul) ====<br />
"STAY FOCUSED" — Get It Done<br/><br />
Source: Richard Carter (https://undertale-rp.fandom.com/wiki/User:RichardCarter)<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|int}} score is increases by 2.<br />
|trait1= Note Taker<br />
|description1= You often take notes on events that capture your focus. As long you have your notes, you can perfectly recall any events described in your notes.<br />
|trait2= Perfect Focus<br />
|description2= You put all of your focus on to one enemy. As a bonus action, you can focus on a creature that you can see up to 1 minute. While focused you gain the following<br />
* You have advantage to all takes to hit the focused creature but you are unable to directly attack any other creatures.<br />
* The focused creature have disadvantage to any saving throws to resist your spells and effects.<br />
* As long as you can hear the focused creature, you know exactly where they are.<br />
* You are blind and deafened from all creature excepted the focused creature.<br />
You can stop focusing as a bonus action. Once you use this trait, you cannot use it again until end of short or long rest.<br />
|trait3= Lilac Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with clarinet. You gain proficiency with clarinet.<br />
<br />
Clarinet. While it is a normal musical instrument, in the hands of Lilac soul, it can be much more. A Lilac fallen human can use their action to blast wind to a creature within 15 ft from them. They make a strength saving throw vs 8 + your intelligence modifier + your proficiency bonus, or be pushed by 5 ft and take 1d4 thunder damage.<br />
<br />
At 10th level, as a bonus action, you can pour your soul's magic into the clarinet that you are holding. For 1 minute, your clarinet's damage is increased to 1d6 and push back distant to 15 ft. While this is active, you cannot use any other weapons or cast spells. When this trait is active, your clarinet gains a focused lilac glow.<br />
}}<br />
<br />
==== Charisma (Silver Soul)====<br />
"Charisma is a sparkle in people that money can’t buy. It’s an invisible energy with visible effects" - Marianne Williamson<br/><br />
Source: Hefflehof (https://undertale-rp.fandom.com/wiki/User:Hefflehof)<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|char}} score is increases by 2.<br />
|trait1= Charmer<br />
|description1= You are a lady killer or maneater. You have proficiency in persuasion when flirting with male or females. If you already have proficiency in persuasion, you gain expertise in persuasion.<br />
|trait2= These Charms are not just for my Date<br />
|description2= Your good looks make enemies confused when you spare them. Whenever you are about to swing your Warhammer, you can choose to automatically miss. The next time you hit that same enemy that you missed, you deal double damage. This effect ends at the end of your next turn.<br />
|trait3= Silver Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with Warhammers. You gain proficiency with Warhammer.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the Warhammer that you are holding. For 10 mins, whenever you hit a creature with your Warhammer, you can deal minimal damage and that creature makes charisma saving throw vs 8 + your charisma modifier + your proficiency. On a fail, that creature is charmed by you until end of their turn. instead When this trait is active, your Warhammer gains a charming silver glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Sadness(Dark blue with light blue tears and light blue glow to it Soul)====<br />
" Sadness is a force of great depth and breadth." - https://changetools.co.uk/2016/05/12/the-power-of-sadness/ <br/<br />
Source: SmileTale (https://aminoapps.com/c/undertale/page/item/soul-of-sadness/Zd6S_XILrKeWee3BP1JjGjK5q6v4GY)<br/><br />
Note: Introverted Soul<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score is increases by 1 and your {{5a|char}} score is increases by 1.<br />
|trait1= Doom and Gloom<br />
|description1= Your very presence cause others to not feel happy. Everyone within 30 ft of cannot laugh and are unaffected my magic that can make them laugh.<br />
Also, you know some good sad stories.<br />
|trait2= Rain on the Parade<br />
|description2= Your sadness is great, it begins to effects others. As an action, an illusionary dark cloud appears over a creature within 60 ft from you. They make a charisma saving throw vs 8 + your charisma modifier + your proficiency bonus as illusionary rain falls on them. On a fail, they have disadvantage to attack rolls as the creature begin to cry uncontrollably for 1 minute. They remake the saving throw at the end of their turn. <br />
|trait3= Blue Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with books and blankets. You gain proficiency with books.<br />
<br />
Comic Book: Comic book is a type book. Comic book deals d4 physic damage and have heavy property.<br />
<br />
At 10th level, you can pour your soul's magic into the book that you are holding. When this trait is active, your gains a sad dark blue yet light blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
====Wish (Blue Rose Soul)====<br />
"The blue rose symbolizes the impossible or the unattainable. Since the blue rose itself is a rarity in nature, it stands for something that is hardly within one's grasp, an object that seems too difficult to be achieved." <br/><br />
Source: Crimsonism ( https://undertale-rp.fandom.com/wiki/User:Crimsonism )<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Wis}} score is increases by 2.<br />
|trait1= Preform Miracles<br />
|description1= You can preform things that most people believe it is impossible. You can reroll any dice roll that you made. Once you use this feature, you cannot use it again until you complete a short or long rest.<br />
|trait2= "wish"<br />
|description2= You can use your soul's magic to preform feats of impossibility. As an action, you can preform "wish". Choose one of the options below:<br />
* Increase your speed by 10 for 1 minute<br />
* Cast any non-damaging cantrip<br />
* Increase your next attack roll by 1<br />
* Increase you next skill check by 1<br />
You can use this trait up to your wisdom modifier until you need a short or long rest to recover.<br />
|trait3=Blue Rose Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with wishing objects. You start with wishing object.<br />
<br />
Wishing Tag: Wishing tag is a type of wishing object. While a creature is holding this wishing tag, they can use their action to make a wish. As your reaction, you can "grant" that person's wish within 120 ft away from you. That creature gain +1 to the next roll related to that wish.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the wishing object that you are holding. For 1 minute, your "wish" trait's effects are doubled and can target a creature within 30 ft from you. When this trait is active, your wishing object gains a rosy blue glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Optimism (Pale Lavender Soul) ====<br />
"All I want to do is make people smile" <br/<br />
Source: Calibri-Chan (https://undertale-rp.fandom.com/wiki/User:Calibri-Chan)<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Char}} score is increases by 2.<br />
|trait1= Artist<br />
|description1= You use your artistic skills to bring happiness to others. You gain proficiency to performance when creating art work. If you already have proficiency in performance, you gain expertise instead.<br />
|trait2= Look on the Bright Side<br />
|description2= You are able always to look at the bright side, even at darkest times. When your HP is a quarter or less than your max HP, you can cast False Life on yourself without using any spell slots.<br />
Aditionally, you have advantage on saving throws to resist to be frightened.<br />
|trait3= Lavender Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with art supplies. You gain proficiency with art supplies.<br />
<br />
Ink Pen: It is an art supplies. It deals 1d4 with light and finesse property.<br />
<br />
At 10th level, you can pour your soul's magic into the art supplies that you are holding. As an action, you can cast fairy fire or Hideous Laughter. When this trait is active, your art supplies gains a happy, pale lavender glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Harden (Dark Green Soul)====<br />
"This soul is destined to have a hard life" <br/<br />
Source: FriskPacifist1 <br/><br />
Note: negative soul <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Con}} score is increases by 2.<br />
|trait1= Toughened<br />
|description1= You survived through many hardships. Your maximum HP is increased by 1 and 1 more again for everytime you level up.<br />
|trait2= Harsh Life<br />
|description2= You are used to getting stuck in a hard places. Whenever your movement is reduced down to 0, your AC is increased by 3 and you have advantage to saving throws<br />
|trait3= Dark Green Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with staff. You gain proficiency with staff.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the staff that you are holding. For one minute, your AC is decreased by 5. Whenever you are hit by an attack, you roll a d20. On a 20, the attack heals instead of damaging you. When this trait is active, your staff gains a hard, dark green glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Adventurous (Caput Mortuum Soul)====<br />
"Most often the CM (Caput Mortuum) SOUL will be found with other(s)..." <br/<br />
Source: CupcatLBL <br/><br />
Note: Inverted <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|Wis}} score is increases by 2.<br />
|trait1= Experience Explorer<br />
|description1= You spend a lot of time in nature and you learn a few things. When travelling, you and your party ignore dificult terrain.<br />
Additionally, you gain proficiency in survival or nature.<br />
|trait2= Ready for Adventure<br />
|description2= You desire to adventure out with others. You can use your soul magic to help others feel more brave to venture with you. After a long rest, choose another creature that long rested with you. Your current and maximum HP is reduced by your level and that creature's current and maximum HP is increased by your level. This effect ends if you die or complete another long rest.<br />
|trait3= Caput Mortuum Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with whip. You gain proficiency with whip.<br />
<br />
Broken Headband: a poor quality whip. It deals 1d4 with reach property<br />
<br />
At 10th level, you can pour your soul's magic into the whip that you are holding. As an action, you and three allies that you can see within 30 ft gain the effects of Freedom of Movement spell. When this trait is active, your whip gains a exotic caput mortuum glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Zestful (Lemon Soul)====<br />
"Wielders of this SOUL type are always full of energy and ready for adventure. They're often a great cook, too!" <br/<br />
Source: CupcatLBL <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score is increases by 1.<br />
|trait1= Cook on the Road<br />
|description1= You are great at creating good food from poor quality food ingredients. You gain the Chief Feat<br />
|trait2= Energetic<br />
|description2= You are full of energy and ready to use it on your travels. You have advantage to saving throws to resist gaining exhaustion.<br />
|trait3= Lemon Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with cook utensils. You gain proficiency with cook utensils.<br />
<br />
Potatoes Peeler: It is a cook utensils. It deals 1d4 slashing with light property. It deals double damage to plants.<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the cook utensils that you are holding. For ten minute, you cannot gain any level of exhaustion. When this trait is active, your cook utensils gains a energetic lemon glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
==== Imagination (Pale Violet Red Soul)====<br />
"A book is a device to ignite the imagination." -Alan Bennett <br/<br />
Source: Strawberri Tea <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|char}} score is increases by 2.<br />
|trait1= Art Book<br />
|description1= You enjoy creating art into your colorful book. Once per long rest, you can use your action to cast cantrip from any spell list of your choice.<br />
|trait2= Think Outside the Page<br />
|description2= You can use your soul's magic to bring your creations into 3rd word. You learn minor illusion cantrip. Additionally, you can ritually cast major illusion spell. Charisma is your spell casting modifier.<br />
|trait3= Violet Red Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with art supplies. You gain proficiency with art supplies.<br />
<br />
Stained Paintbrush (child sized): Stained Paintbrush is an art supplies. It deals 1d4 bludgeoning. On a hit, the creature is painted. The paint cannot become invisible and slowly drips to the ground. This makes it near impossible to be invisible and everyone have advantage to track that creature.<br />
<br />
At 10th level, you can pour your soul's magic into the art supplies that you are holding. As an action, you can cast fairy fire spell without any spell slots. Charisma is your spell casting modifier. You can use one metamagic on this spell without spending any sorcerer points. When this trait is active, your art supplies gains a childish violet red glow. You cannot use this trait again until you complete a short or long rest.<br />
}}<br />
<br />
== Customizable Soul Traits ==<br />
Souls are not just limited to colors above. A fallen human's soul color is unlimited amount of possibilities to match with every single personality traits out their. As it is near limitless amount of possible soul colors with their personality traits, the following sections are guides to create your own soul. Just make sure that you check with your GM before using your customized soul.<br />
<br />
=== Dual Soul Traits ===<br />
In rare cases, it is possible for two different primary personality traits represent a fallen human. While often seen with fallen humans with multiple personality disorder, it is quite possible for a normal fallen human to have two primary personality traits.<br />
<br />
Author note: Dual souls are sometimes called split, twin, fusion, or patchwork.<br />
<br />
====Dual Soul (Color of the Left Side-Color of the Right Side Soul)====<br />
This is a template to create a dual soul from any two souls <br/><br />
{{5e Subrace Traits<br />
|abilities= Choose one ability score increases from the left soul, that ability score is increased by 1. Choose one ability score increases from the right soul, that ability score is increased by 1.<br />
|trait1= Dual Soul Trait<br />
|description1= You express both halves of your dual souls almost equally. Choose one trait from the left soul, You gain that trait. Choose one trait from the right soul, You gain that trait.<br />
|trait2= Soul Fusion (optional. Replaces Dual Soul Trait)<br />
|description2= You combine the aspects of both halves to create a new powerful trait. Take two similar traits from both the left and right side of the soul. With the help of the GM, create a new trait based on the combination of the original two traits. This trait cannot be more powerful than the two original trait's combined power.<br />
|trait3= Dual Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with both the left and right soul's favorite weapons. You gain proficiency with one of the weapons from the left soul and another weapon from the right soul.<br />
<br />
At 10th level, you gain one of the 10th level ability from one of your souls. You can apply that ability to either of your weapons.<br />
}}<br />
<br />
=== Tri-soul ===<br />
While it has never been seen it is quite possible for a soul to have three primary personality traits. To keep all three primary would require a great feat of balance and self control.<br />
<br />
====Tri-soul (Color of the 1st soul, color of the 2nd soul, and the color of the 3rd soul Soul)====<br />
This is a template to create a dual soul from any two souls <br/><br />
{{5e Subrace Traits<br />
|abilities= Choose one ability score increases from the 1st soul, that ability score is increased by 1. Choose one ability score increases from the 3rd soul, that ability score is increased by 1.<br />
|trait1= Two Soul Trait<br />
|description1= You gain the traits of two of your souls. Choose one trait from the left soul, You gain that trait. Choose one trait from the right soul, You gain that trait.<br />
|trait2= Soul Fusion (optional. Replaces Two Soul Trait)<br />
|description2= You combine the aspects of all of the three souls to create a new powerful trait. Take three similar traits from all three soul. With the help of the GM, create a new trait based on the combination of the original three traits.<br />
|trait3= 3rd Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with all soul's favorite weapons. You gain proficiency with one of the weapons from the 3rd soul.<br />
<br />
At 10th level, you gain one of the 10th level ability from 3rd souls. You can apply that ability to the weapon that you are proficient in.<br />
}}<br />
<br />
=== Create You Own Soul ===<br />
The following below is a template to create your own soul. If the soul color is already been claimed, then you could make a soul of that color with a hint of another color.<br />
<br />
Ex: Red soul is taken by determination. You can create a red with a touch of blue soul that is owned by will.<br />
<br />
Reminders of three different types of souls. Personality souls are a reflection of the fallen human's primary personality. Negative souls are personality souls but their primary personality can be unhealthy to the owner. Their second trait always contains a problem of their soul and at the same time, how they change it into a strength. The invert soul has no reflection to the fallen human's primary personality. Instead they desire to make others (and themselves) feel this personality. Their second trait always has a way to give or force this personality to others.<br />
<br />
==== Personality (Color Soul)====<br />
A template to creating your own soul. Add a smalt text about your soul<br/><br />
Source: give credit to the creature of the soul<br />
Note: is it a negative or inverted soul<br />
{{5e Subrace Traits<br />
|abilities= One of your ability score is increases by 2 or two of your abilities score is increased by 1.<br />
|trait1= 1st Trait<br />
|description1= Take one trait from the official races or from one of the subclasses of fallen human.<br />
|trait2= 2nd Trait<br />
|description2= Take one trait from the official races or from one of the subclasses of fallen human. If it is negative soul, it must contain a flaw and a boon. If it an inverted soul, it must contain a way to give or force a personality to others.<br />
|trait3= Soul's Favorite Weapon<br />
|description3= You are naturally comfortable with a weapon or item. You gain proficiency with one simple weapon or item.<br />
<br />
Combat Custom Item: This is a template on how to turn a normal item into a weapon. It deals 1d4 bludgeoning, piercing, or slashing damage. It gains one of the weapon properties:<br />
* Finesse<br />
* Versatile (1d6)<br />
* Light<br />
* Reach<br />
* Throw (20/60 ft)<br />
* Two-handed (this weapon's damage is increased to 1d6)<br />
<br />
At 10th level, as an action, you can pour your soul's magic into the weapon that you proficiency from this subrace that you are holding. You cast a 2nd level spell. When this trait is active, your weapon gains a [[insert adjective here]] soul color glow. You cannot use this trait again until you complete a short or long rest.<br />
<br />
Optional: modifies the existing 1oth level trait. 10th level trait: You can cast 3rd level spell but you need to complete a long rest to cast it again.<br />
}}<br />
<br />
== Alternate History ==<br />
Like fandom with their numerous AU (alternate Universes), there are multiple possible histories for the Fallen Humans. As your GM if they are using one of the below histories for the lore of the Fallen Humans.<br />
<br />
==== Pre-barrier Timeline, dnd variant ====<br />
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken. To this day, the monsters are still trapped behind the barrier, waiting for more humans to fall.<br />
<br />
A couple hundreds year ago, this belief is shattered with the rise of the monsters. Not the monsters of Undertale, but the ones from dnd. With them, races from fantasy like elves and dwarves appear. The large amount of new magic caused some of humans to be "reborn" as fallen humans, very similar if they encounter the Undertale. Over time the world adapted to the fantasy races, magical fallen humans, and the more "modern" normal humans.<br />
<br />
==== Undertale Timeline ====<br />
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken. To this day, the monsters are still trapped behind the barrier, waiting for more humans to fall.<br />
<br />
The story begins with a normal human, with you, deciding to climb Mt. Ebott. You could be climbing this infamous mount for many, many reasons like trying the map all the cave system, find lost person, run away from thing or someone, or just feeling adventurer. Regardless, after a long trek, sun begin to set. You look for shelter night as the wind picks up and the clouds look angry. Near by, a large cave mouth looks safe and welcoming. A few moments after heavy rain begins to pour. You glad that you find this oddly convenient cave. You turn on your light source. Its a normal big, dark cave. As you work forward, your light reveals a dark hole. You approach carefully. You hold your light source over the hole. Not even light cannot reach the bottom. Spooked, you back away. Suddenly, a strong rope-like object hits your back. You are launch forward. The ground disappear as you begin to fall to your death.<br />
<br />
You wake up in a field of yellow flowers. The warm sunlight on your back. You get up and dust off the dirt and pollen. Nothing damaged and you feel no pain. You look around the room. There is only two ways up. The first is back up the hole. The walls are steep and the blinding light makes it hard to tell how high it is. The more reasonable path is down an artificial cave that ends with a fancy door.<br />
<br />
Little did you know, this a start of your adventure in the underground. Pass those doors is a monster waiting for a human to fall down. The moment they FIGHT the human, the human's soul will waken up and transform into a fallen human. This is the first battle of many. The newly fallen human will fight or befriend the entire underground of soul hungry monsters. I wonder how your story will pan out?<br />
<br />
For a more traditional Undertale experience, you are limited to the seven soul colors; red (determination and/or will), cyan (patience), orange (bravery), blue (integrity), purple (perseverance), green (kindness), and yellow (justice).<br />
<br />
== Optional Features ==<br />
Ask GM to if you are using the optional features<br />
<br />
==== Unchanging Soul ====<br />
Replaces: Soul Change<br />
In an alternate universe (AU), fallen human's souls are not a reflection of their personality. Their souls are what they are born with. Regardless your personality and your character, it is unable to change the soul's trait and color.<br />
<br />
It is up to the GM if it is possible for a personality or negative trait can still be transformed into an inverted soul.<br />
<br />
==== Shattering Soul ====<br />
In an alternate universe (AU), fallen human souls are more fragile and easier to leave the body. Expansion on Strong Attachment to this World<br />
You fall below 1 HP, your soul comes out of your body. Your soul and body van be separated until you fully die. Each time you fail a death saving throw, more cracks appear on your soul. When you die for three failed death saving throws, you may choose to let your soul shatter and allow your spirit join the afterlife. Otherwise, your soul heals up and remains in this world.<br />
<br />
==== Magic Spirit ====<br />
Expansion on Strong Attachment to this World<br />
In an alternate universe (AU), fallen humans can observe their surrounds in their spirit form when they die. When you die, your spirit and soul comes out of your body. A soul is the raw magic of your being why your spirit is the raw personality and memories of yourself. Your spirit cannot be more than 5 ft from your soul. When your spirit is destroyed, the spirit goes into the soul and reemerged from it after a long rest. While to soul is very visible as it creates a 5 ft of dim light, only creatures with true sight and see spirits can see and hear you. As a magic spirit you are unable to interact with anything. You have become an observer of the events around your soul.<br />
<br />
==Random Height and Weight==<br />
{{heightweight<br />
|name= Fallen Human<br />
|feet=4<br />
|inches=8<br />
|heightmod= 2d10<br />
|weight=110<br />
|weightmod=2d4<br />
}}<br />
<br />
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{{5e Races Breadcrumb}} <br/><br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1740927Sans, 2nd Variant (5e Class)2023-06-26T19:25:36Z<p>Plywood tank: </p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
=== Laziness ===<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
== Author's note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1={{inpage|Shortcuts (Short Range)}}, {{inpage|Attacks}}, {{inpage|Techniques}}<br />
|classfeatures2= {{inpage| Sans Points}}<br />
|classfeatures3= {{inpage|Shortcuts (Medium Range)}}<br />
|classfeatures4= {{inpage|Dodge}}<br />
|classfeatures5= {{inpage|Extra Attack}}, {{inpage|Totally Cheating}}<br />
|classfeatures6= {{inpage|shortcuts ( long range )}}<br />
|classfeatures7= {{inpage|Karma Control}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Lazy bones}}, {{inpage|Ability Score Improvement}} <br />
|classfeatures11= {{inpage|Extra Attack (2)}}, {{inpage|Sans points feature}} <br />
|classfeatures12=<br />
|classfeatures13= {{inpage|Combo attacks}} <br />
|classfeatures14= {{inpage|Get dunked on}} <br />
|classfeatures15= {{inpage|Extra Attack (3)}}<br />
|classfeatures16=<br />
|classfeatures17= {{inpage|The real battle}} <br />
|classfeatures18= {{inpage| A bad time}}<br />
|classfeatures19={{inpage|Dodging master}} <br />
|classfeatures20= {{inpage|True Power}} <br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 3 + dexterity or intelligence modifier + your proficiency bonus "Endurance" hit points each time you level up. If your proficiency bonus increases, then you may increase your endurance hit points the same amount (for example, if you have a bonus of 2, and you level up and gain a bonus of 3, you add 1 endurance hit point per previous level). As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your hit points. the target of the attack that you defend takes no damage. this cannot be used on spells with a radius like fireball, or spells that target a specific person, like charm person, but can be used on any spells with a line or cone effect. <br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to use specific techniques, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
<br />
==== Ability Score Improvement ====<br />
<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. You are able to be woken up by an ally while you are unconscious. You may use this feature once per long rest.<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. you can spend 1 sans point to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and doesnt bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw at the end of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
;{{#anc: Kind of hard to give it my all. (Prerequisite: Level 7)}}<br />
<br />
<br />
As a reaction, you spend 2 sans points and can remove a condition you have.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1734780Sans, 2nd Variant (5e Class)2023-06-03T14:34:34Z<p>Plywood tank: /* Creating Sans */</p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Author's note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1={{inpage|Shortcuts (Short Range)}}, {{inpage|Attacks}}, {{inpage|Techniques}}<br />
|classfeatures2= {{inpage| Sans Points}}<br />
|classfeatures3= {{inpage|Shortcuts (Medium Range)}}<br />
|classfeatures4= {{inpage|Dodge}}<br />
|classfeatures5= {{inpage|Extra Attack}}, {{inpage|Totally Cheating}}<br />
|classfeatures6= {{inpage|shortcuts ( long range )}}<br />
|classfeatures7= {{inpage|Karma Control}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Lazy bones}}, {{inpage|Ability Score Improvement}} <br />
|classfeatures11= {{inpage|Extra Attack (2)}}, {{inpage|Sans points feature}} <br />
|classfeatures12=<br />
|classfeatures13= {{inpage|Combo attacks}} <br />
|classfeatures14= {{inpage|Get dunked on}} <br />
|classfeatures15= {{inpage|Extra Attack (3)}}<br />
|classfeatures16=<br />
|classfeatures17= {{inpage|The real battle}} <br />
|classfeatures18= {{inpage| A bad time}}<br />
|classfeatures19={{inpage|Dodging master}} <br />
|classfeatures20= {{inpage|True Power}} <br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 3 + dexterity or intelligence modifier + your proficiency bonus "Endurance" hit points each time you level up. If your proficiency bonus increases, then you may increase your endurance hit points the same amount (for example, if you have a bonus of 2, and you level up and gain a bonus of 3, you add 1 endurance hit point per previous level). As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your hit points. the target of the attack that you defend takes no damage. this cannot be used on spells with a radius like fireball, or spells that target a specific person, like charm person, but can be used on any spells with a line or cone effect. <br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to use specific techniques, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. You are able to be woken up by an ally while you are unconscious. You may use this feature once per long rest.<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. you can spend 1 sans point to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and doesnt bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw at the end of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
;{{#anc: kind of hard to give it my all. (Prerequisite: Level 7)}}<br />
<br />
<br />
As a reaction, you spend 2 sans points and can remove a condition you have.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1734779Sans, 2nd Variant (5e Class)2023-06-03T14:33:29Z<p>Plywood tank: </p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Author's note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1={{inpage|Shortcuts (Short Range)}}, {{inpage|Attacks}}, {{inpage|Techniques}}<br />
|classfeatures2= {{inpage| Sans Points}}<br />
|classfeatures3= {{inpage|Shortcuts (Medium Range)}}<br />
|classfeatures4= {{inpage|Dodge}}<br />
|classfeatures5= {{inpage|Extra Attack}}, {{inpage|Totally Cheating}}<br />
|classfeatures6= {{inpage|shortcuts ( long range )}}<br />
|classfeatures7= {{inpage|Karma Control}}<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Lazy bones}}, {{inpage|Ability Score Improvement}} <br />
|classfeatures11= {{inpage|Extra Attack (2)}}, {{inpage|Sans points feature}} <br />
|classfeatures12=<br />
|classfeatures13= {{inpage|Combo attacks}} <br />
|classfeatures14= {{inpage|Get dunked on}} <br />
|classfeatures15= {{inpage|Extra Attack (3)}}<br />
|classfeatures16=<br />
|classfeatures17= {{inpage|The real battle}} <br />
|classfeatures18= {{inpage| A bad time}}<br />
|classfeatures19={{inpage|Dodging master}} <br />
|classfeatures20= {{inpage|True Power}} <br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 3 + dexterity or intelligence modifier + your proficiency bonus "Endurance" hit points each time you level up. If your proficiency bonus increases, then you may increase your endurance hit points the same amount (for example, if you have a bonus of 2, and you level up and gain a bonus of 3, you add 1 endurance hit point per previous level). As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your hit points. the target of the attack that you defend takes no damage. this cannot be used on spells with a radius like fireball, or spells that target a specific person, like charm person, but can be used on any spells with a line or cone effect. <br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to use specific techniques, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. You are able to be woken up by an ally while you are unconscious. You may use this feature once per long rest.<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. you can spend 1 sans point to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and doesnt bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw at the end of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
;{{#anc: kind of hard to give it my all. (Prerequisite: Level 7)}}<br />
<br />
<br />
As a reaction, you spend 2 sans points and can remove a condition you have.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1732610Sans, 2nd Variant (5e Class)2023-05-27T15:06:57Z<p>Plywood tank: </p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Author's note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range )<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Improvement<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=Dodging master<br />
|classfeatures20= True Power<br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 3 + dexterity or intelligence modifier + your proficiency bonus "Endurance" hit points each time you level up. If your proficiency bonus increases, then you may increase your endurance hit points the same amount (for example, if you have a bonus of 2, and you level up and gain a bonus of 3, you add 1 endurance hit point per previous level). As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your hit points. the target of the attack that you defend takes no damage. this cannot be used on spells with a radius like fireball, or spells that target a specific person, like charm person, but can be used on any spells with a line or cone effect. <br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to use specific techniques, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. You are able to be woken up by an ally while you are unconscious. You may use this feature once per long rest.<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. you can spend 1 sans point to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and doesnt bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw at the end of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
;{{#anc: kind of hard to give it my all. (Prerequisite: Level 7)}}<br />
<br />
<br />
As a reaction, you spend 2 sans points and can remove a condition you have.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Path_of_Suffering_(Shinobi_World_Supplement)&diff=1730326Path of Suffering (Shinobi World Supplement)2023-05-18T14:46:21Z<p>Plywood tank: /* Osteomancer */</p>
<hr />
<div>==Path of Suffering==<br />
Those who walk this path make use of a physical Kekkei Genkai known as Shikotsumyaku to enhance their Taijutsu. This Kekkei Genkai is used to manipulate bone growth and density to attack their enemies with “dances”. They feel physical pain while using these techniques, however they show no signs of this to enemies. Users of this subclass gain access to {{inpage|Path of Suffering Unique Jutsu}}.<br />
<br />
{{Design Note|When determining your saving throw DC, and attack and damage rolls for any taijutsu, you must replace your {{5a|int}} modifier with your {{5a|dex}} or {{5a|con}} modifier unless you can replace it with something else, such as with the [[Feats and Boons (Shinobi World Supplement)|Mighty Vigor]] feat.}}<br />
<br />
====Dance of the Camellia====<br />
At 3th level, you learn your first dance. You strike multiple times at different angles, changing your bone’s shape to increase their unpredictability. When you make the Attack action, you make one additional unarmed attack. At the start of your turn, you can expend half your movement to make your first attack with advantage.<br />
<br />
As a bonus action, you can spend 1 chakra to harden your bones, allowing you to use your Constitution modifier instead of your Dexterity modifier when determining your AC until the end of your next turn. <br />
<br />
Additionally, you gain the following jutsu:<br />
<br />
'''Clethra'''<br />
<br />
'''Cost:''' 1+ chakra and 1d8 psychic damage<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As a bonus action, you pull a bone from your body, replacing the bone from within and shaping the removed bone into one non-magical melee weapon or item of comparable size and shape. This weapon counts as [[Adamantine Weapons (5e Equipment)|adamantine]]. When you make an attack with this weapon, you may divert even more bone growth into it for 1 chakra, doubling its reach until the beginning of your next turn.<br />
<br />
====Resilience====<br />
At 7th level, the strength of your bones and your mental fortitude make you far harder to kill. At the start of each of your turns, you gain an amount of temporary hit points equal to 1 + your {{5a|con}} modifier (minimum 1).<br />
<br />
Additionally, you gain the following jutsu:<br />
<br />
'''Ten-Fingers Drilling Bullets'''<br />
<br />
'''Cost:''' 1-3 chakra and 1d4-3d4 psychic damage<br />
<br />
'''Range:''' 35/70 ft.<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As a ranged spell attack, you grow a duplicate of the first digit of your fingers beneath your preexisting ones, firing them from your fingertips at high speed. On a hit, they take 1d8 piercing damage. You may deal an additional 1d8 piercing damage for every additional chakra point spent and 1d4 psychic damage taken.<br />
<br />
====Exterior Growths====<br />
At 10th level, your bones naturally pierce your skin, creating spike-like, armored growths. You gain a +1 bonus to your AC, and may spend 2 chakra as a reaction to turn a {{5e|Damage Rolls#Critical Hits|critical hit}} against you into a normal hit. Additionally, you gain the following jutsu:<br />
<br />
'''Dance of the Clematis: Vine'''<br />
<br />
'''Cost:''' 5 chakra and 1d10 psychic damage<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As an action, rather than a rib or shoulder blade, you remove your spine, forming a sharp, whip-like weapon. You gain an [[Ultisword (5e Equipment)|ultisword]] that counts as counts as [[Adamantine Weapons (5e Equipment)|adamantine]] with a +15 ft. bonus to its reach. On a hit with this weapon, you may spend 2 chakra to cause the creature to become {{5c|restrained}} and be unable to make attacks with the weapon until they are not restrained. You may end this effect at will, and the target may attempt a {{5a|str}} saving throw at the end of each of their turns. On a failure, they take 1d6 + your {{5a|con}} modifier slashing damage. On a success, they take half as much damage and are no longer {{5c|restrained}}.<br />
<br />
<br />
'''Dance of the Clematis: Flower'''<br />
<br />
'''Cost:''' 5 chakra and 1d10 psychic damage.<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As an action, you cause the bones in one of your hands to explode into a massive, spear-like growth. You gain a light melee weapon with a damage die two sizes higher than your unarmed damage die (i.e. 2d4 &rarr; 2d8; 3d4 & 3d8) that deals magical piercing damage. Attacks with this weapon have disadvantage.<br />
<br />
====Full-Body Manipulation====<br />
At 15th level, you can weaponize every bone in your body. You gain the following jutsu<br />
<br />
'''Dance of the Larch'''<br />
<br />
'''Cost:''' 5+ chakra and 1d10 psychic damage<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As a reaction when you are targeted by a melee attack, or as a bonus action, you sprout sharp spikes from your body. You gain a +2 bonus to your AC until the end of your next turn. If an attack roll misses by 3 or less, they take 1d8 + your {{5a|con}} modifier piercing damage. If they roll a 1 on their attack roll and you would be able to grapple them, they become {{5c|restrained}} until the end of your next turn.<br />
<br />
<br />
'''Dance of the Seedling Fern'''<br />
<br />
'''Cost:''' 5+ chakra and 1d10 psychic damage<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As an action, you rapidly grow your bones into tree-like pillars. Every creature in a 15-foot radius, 50 ft. tall area around you must succeed a Dexterity saving throw or take 8d8 + your {{5a|con}} modifier piercing damage. This jutsu's area counts as difficult terrain for any creatures without this jutsu. You may move at twice your movement speed inside this forest, and may move in any direction within it as if it were normal movement. You may increase this jutsu's radius by 10 ft. for every additional 5 chakra spent and 1d10 psychic damage taken. After using this jutsu, you become {{5c|stunned}} until the beginning of your next turn.<br />
<br />
====Osteomancer====<br />
At 20th level, you have completely mastered your kekkei genkai. When you would take damage from casting one of this path's jutsu, you may decrease the damage taken by 2 for every additional chakra point spent. This is counted separately from any effects the jutsu would gain from spending additional chakra. If this would decrease the damage taken below 0, you instead regain a number of hit points equal to the "negative damage" taken. <br />
<br />
If you lose a limb, you may reattach it to your body as a bonus action for 2 chakra. Additionally, your temporary hit points from {{inpage|Resilience}} are doubled.<br />
<br />
====Yomotsu Hirasaka====<br />
At 23rd level, you begin to awaken the ancient truth of the Kaguya Clan. You gain the following jutsu:<br />
<br />
'''Yomotsu Hirasaka'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
As part of another action, you open a portal just large enough to fit your hands, feet, or head through. You may use said action from anywhere within range.<br />
<br />
====All-Killing Ash Bones====<br />
At 27th level, you combine the power of Yomotsu Hirasaka with Shikotsumyaku, resulting in one of the deadliest jutsu to ever exist.<br />
<br />
'''All-Killing Ash Bones'''<br />
<br />
'''Range:''' 15/30 feet<br />
<br />
'''Cost:''' 60 Chakra<br />
<br />
You produce a spike of hardened bone that fires from your body with frightening speed as a ranged spell attack. On a hit, creatures take 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by {{5E|true resurrection}} as they and all non-magical objects they are wearing are reduced to atoms. This jutsu's cost is halved if you have the {{inpage|Rinne Sharingan}}.<br />
<br />
==Path of Suffering Unique Jutsu==<br />
<br />
'''Alder'''<br />
<br />
'''Cost:''' 1-3 chakra and you take 2d4 psychic damage<br />
<br />
'''Range:''' Touch + 5 feet<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As an action, you extend your spine's vertebrae into spears, slamming your target to the ground as you flip over them. Make an unarmed strike against one creature within range. On a hit, they are knocked {{5c|prone}} and take 2d4 magical piercing damage, and you may move to any space that would leave the creature in range. You may spend 1 additional chakra point to use this as a bonus action, or 2 additional chakra points to use this as a reaction to a creature within range making a melee attack against you.<br />
<br />
<br />
'''Flying Bone Pellet'''<br />
<br />
'''Requirements:''' ''Ten-Fingers Drilling Bullets''<br />
<br />
'''Cost:''' 2-3 chakra and you take 2d4 psychic damage<br />
<br />
'''Range:''' 20/40 feet<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As an action, you leap up to 20 feet into the air, and shoot three sharpened bones. Make a ranged jutsu attack roll for each bone against the same or different targets within range. On a hit, they take 1d6 magical piercing damage. You may spend 1 chakra and halve this jutsu's range to shoot two additional bones.<br />
<br />
<br />
'''Dance of the Genji'''<br />
<br />
'''Requirements:''' ''Dance of the Clematis: Flower''<br />
<br />
'''Cost:''' 10 chakra and 1d10 psychic damage.<br />
<br />
'''Range:''' 15 ft. radius<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As an action, you extend your ribs and spine into an array of spears around you. All creatures within range must attempt a {{5a|dex}}] saving throw. On a failure, they take the damage they would have taken from a hit with ''Dance of the Clematis: Flower''. <br />
<br />
<br />
'''Tiger Lily'''<br />
<br />
'''Requirements:''' ''Dance of the Clematis: Vine''<br />
<br />
'''Cost:''' 5 chakra and 1d10 psychic damage<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As an action, you split your spine into three manipulatable spears. Make a melee jutsu attack roll for each spear against the same or different targets within range. On a hit, they take 2d8 magical piercing damage. <br />
<br />
<br />
'''Cypress'''<br />
<br />
'''Requirements:''' ''Clethra''<br />
<br />
'''Cost:''' 2-6 chakra and you take 1d4 psychic damage<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
When you create a weapon using ''Clethra'', you spend extra care and growth making it ideal for a shinobi. You must take the last listed effect that applies to the weapon: If the weapon is light, it gains a +1 bonus to attack rolls. If the weapon was one-handed but not light, it gains the light property. If the weapon was two-handed and not heavy, it becomes one-handed. If the weapon was heavy, it loses the heavy property.<br />
<br />
You may spend 1 additional chakra to apply 1 additional effect of this jutsu to the weapon. You may only have 1 of each effect applied at a time.<br />
<br />
<br />
'''Dance of the Willow'''<br />
<br />
'''Requirements:''' ''Clethra''<br />
<br />
'''Cost:''' 1+ chakra and you take 1d4 psychic damage<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As an action, you return a weapon made by ''Clethra'' to your body, jutting at various angles. You become unable to be disarmed of the weapon, and the hand holding it becomes open as the blade is inserted elsewhere in your body. You may spend 1 additional chakra for every additional weapon inserted. After 1 minute, 1 weapon is turned back into a normal bone and consumed into your body, causing you to regain 1 chakra.<br />
<br />
<br />
'''Holly'''<br />
<br />
'''Requirements:''' ''Clethra''<br />
<br />
'''Cost:''' 5-10 chakra, and you take 2d4 psychic damage<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As an action, you spin a weapon made by ''Clethra'' you are wielding like a drill, rushing at the target before stabbing them numerous times. You may move up to half your movement speed before making a melee spell attack. On a hit, it takes 4d6 piercing damage. You can expend additional chakra to deal an extra 1d6 piercing damage for every 2 additional chakra points.<br />
<br />
<br />
'''Pampas'''<br />
<br />
'''Requirements:''' ''Clethra''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As part of an attack made with a weapon made by ''Clethra'', you use your own knowledge of bone structure to strike at your target's weaknesses. The attack gains disadvantage, but on a hit you automatically score a critical hit.<br />
<br />
<br />
'''Thistle'''<br />
<br />
'''Requirements:''' ''Dance of the Larch''<br />
<br />
'''Cost:''' 2-3 chakra and you take 2d4 psychic damage<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As a bonus action, or as a reaction to a creature entering this jutsu's range for 1 additional chakra, your spine and ribs extend into an upward barrage of bone, piercing everything above you. All creatures in a 20 foot cone pointing directly above you must attempt a {{5a|dex}} saving throw. On a failure, they take your unarmed strike damage. On a success, they take half as much damage.<br />
<br />
<br />
'''Dance of the False Cleavers'''<br />
<br />
'''Requirements:''' ''Dance of the Larch''<br />
<br />
'''Cost:''' 6+ chakra and 1d10 psychic damage<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As a reaction or bonus action when a hostile creature that you can see moves into your reach, you sprout an arc of bone spikes toward them. The target must succeed a {{5a|dex}} saving throw or take 1d8 + your {{5a|con}} modifier piercing damage. Additionally, you gain the effects of ''Dance of the Larch''.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Path_of_Vitality_(Shinobi_World_Supplement)&diff=1728911Path of Vitality (Shinobi World Supplement)2023-05-12T16:36:42Z<p>Plywood tank: Undo revision 1728862 by Paul the anime Dm. (talk) no, thats way to overpowered. also, stop impersonating another user</p>
<hr />
<div>==Path of Vitality==<br />
In the early days of organized shinobi, there lived a pair of unmatched shinobi clan leaders: [[Madara (Shinobi World Supplement)|Madara Uchiha]] and [[Hashirama (Shinobi World Supplement)|Hashirama Senju]]. Madara left behind a group of powerful, warlike users of the [[Path of Hatred (Shinobi World Supplement)|sharingan]]. Hashirama on the other hand, his vitality unmatched but solely his, left behind the Hidden Village system, claiming numerous clans as his "family", including the Uchiha. Still, many sought Hashirama's unique abilities, including his near-bottomless well of chakra and the notorious Wood Style, and yet fewer succeeded.<br />
<br />
====Natural Regeneration====<br />
At 3rd level, you are able to naturally regenerate both your body and chakra. You gain the following benefits:<br />
*As a bonus action for 5 chakra points, you may regain a number of hit points equal to 1d10 + your Constitution modifier. <br />
*As a bonus action, you may regain chakra equal to half your level and gain 1 level of {{5c|exhaustion}}.<br />
<br />
====Acceptant Biology====<br />
At 7th level, in addition to healing you, your vitality is able to flawlessly mesh itself with others. You gain the [[Feats and Boons (Shinobi World Supplement)|Dōjutsu Master, Perfect Vessel, Universal Biology, or Dōjutsu-Acceptant Biology]] boon.<br />
<br />
====Enhanced Endurance====<br />
At 10th level, your natural vitality makes even starvation and blindness less of a problem. The number of levels of {{5c|exhaustion}}, as well as {{5asc|gradual blindness, deafness, and numbness}} required for each effect is doubled. Additionally, as a reaction when you end your turn, you may regain hit points or chakra points with {{inpage|Natural Regeneration}}.<br />
<br />
====Near-Immortality====<br />
At 15th level, your wounds passively heal themselves, making even the deepest scars fade in a matter of moments and fully resuscitating you from near-death in minutes. As an action for 5 chakra points, you may regain hit points equal to your {{5a|con}} modifier at the beginning of each of your turns for 1 minute or until you drop to 0 hit points.<br />
<br />
====God of Shinobi====<br />
At 20th level, your mastery of your unique biology equals Hashirama himself, if not surpasses him. When you regain hit points from {{inpage|Natural Regeneration}}, you take the maximum roll. Additionally, at the end of each hour, you make a DC 20 {{5a|con}} saving throw, losing 1 level of {{5c|exhaustion}} on a success. <br />
<br />
====Unnatural Vitality====<br />
At 23rd level, your physical health can hardly even be considered human. At the end of each short rest, you automatically lose 1 level of exhaustion. Additionally, you no longer need to eat or drink, though you may choose to do so.<br />
<br />
====True Vital Immortality====<br />
At 27th level, your vitality is forever, an unstoppable force for eternity. You may use {{inpage|Natural Regeneration}} once without using any form of action at the beginning of each of your turns. Additionally, you no longer age, and you no longer need to breath.<br />
<br />
==Path of Vitality Unique Jutsu==<br />
<br />
===Hand Seal Jutsu===<br />
<br />
'''Four-Pillar House'''<br />
<br />
'''Cost:''' 5-20 chakra<br />
<br />
As an action, you use your Wood Style to create a square house. The house has an AC of 14 and a number of hit points equal to 40 + your Intelligence modifier. The house can be empty or furnished (strictly wood and earth) and provide cover from the elements. Each floor is one room, and a balcony surrounds the second floor.<br />
<br />
*20ft by 20ft by 30ft. Single floor. Empty. Can hold 4 medium creatures comfortably. 5 chakra.<br />
*20ft by 20ft by 30ft. Single floor. Furnished. Can hold 4 medium creatures comfortably. 10 chakra.<br />
*30ft by 30ft by 60ft. 2 floors. Empty. Can hold 8 medium creatures comfortably. 10 chakra.<br />
*30ft by 30ft by 60ft. 2 floors. Furnished. Can hold 8 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 1d6 + your Intelligence modifier temporary hit points. 15 chakra.<br />
*40ft by 40ft by 80ft. 3 floors. Empty. Can hold 12 medium creatures comfortably. 15 chakra.<br />
*40ft by 40ft by 80ft. 3 floors. Furnished. Can hold 12 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 2d4 + your Intelligence modifier temporary hit points and increases its movement speed by 10 ft until it finishes a long rest. 20 chakra.<br />
<br />
If the house is destroyed, all creatures inside takes 2d10 bludgeoning damage.<br />
<br />
<br />
'''Four-Pillar Prison'''<br />
<br />
'''Requirements:''' Four-Pillar House<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action while within range of a ''Four-Pillar House'', you cause wooden bars to spring around one creature within the ''Four-Pillar House''. They are surrounded by a 10 ft. cube of wooden bars that only creatures that are Tiny can pass through until the house is destroyed.<br />
<br />
<br />
'''Stocks'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you make a set of stocks that form around one creature within range that is your size category or smaller. The target must make a Strength saving throw. On a failure, it is restrained. To break out, the restrained target can use its action to repeat the Strength saving throw. On a success, the target escapes and is no longer restrained.<br />
<br />
<br />
'''Laughing Buddha'''<br />
<br />
'''Requirements:''' Stocks<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you sprout trees from the ground in the shape of hands. One creature within range must make a Strength saving throw. On a failure, it is restrained. To break out, the restrained target can use its action to repeat the Strength saving throw. On a success, the target escapes and is no longer restrained. You may spend 5 additional chakra to cause this jutsu to target an additional creature within range.<br />
<br />
<br />
'''Wood Dome'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
As an action, you manipulate the roots in the ground to create a 10 ft. radius wooden dome. This dome provides total cover from the front. It has 100 hit points and an AC of 16. It is vulnerable to fire and magical slashing damage. At the start of your turn, it regains 1d6 hit points, unless it has taken fire damage this round.<br />
<br />
<br />
'''Wood Expulsion'''<br />
<br />
'''Requirements:''' Wood Dome<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action, one ''Wood Dome'' you can touch is split down the middle, now bearing the appearance of a dragon along its surface. The radius of the ''Wood Dome'' increases by 5 feet. As an action while touching a ''Wood Dome'' under the effects of this jutsu, you may cause it to open, causing it to no longer provide cover or be targetable, and creatures may freely pass through the dome. You may close the dome as a bonus action. If you attempt to do this while another creature with this jutsu is touching it, they may force you to attempt a saving throw using your jutsu casting ability, being unable to open or close the dome on a failure. <br />
<br />
<br />
'''Wood Dragon'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you create a huge wooden dragon. The dragon has 60 hit points. If destroyed, as an action, you can perform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets you with an area of effect or attack, you can move the dragon in the way, it’s targeted instead. The dragon acts on your initiative count and you can use your action to command it. If you do not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:<br />
*'''Speed''' 60 ft fly<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks. <br />
**'''Bite''' deals 1d8 piercing damage<br />
**'''Claw''' deals 1d6 slashing damage<br />
*'''Grapple.''' The dragon uses the grapple attack.<br />
*'''Breath Weapon (5-6 recharge).''' Each creature is a 20 ft cone must make a Dexterity saving throw. On a failure, it takes 2d8 bludgeoning damage.<br />
*'''Self Destruct.''' The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage. Once this feature is used, the dragon is destroyed.<br />
<br />
<br />
'''Deep Forest Emergence'''<br />
<br />
'''Cost:''' 17 chakra<br />
<br />
'''Range:''' 40 ft. radius, 20 ft. high<br />
<br />
As an action, you force a small plant to grow into a forest in an instant. The trees to grow into a dense forest covering this jutsu's range. You and creatures you choose are lifted by a root into the air. All other creatures in the area must make a Dexterity saving throw, taking 5d12 + your Intelligence modifier bludgeoning damage on a failure. On a success, they take half as much damage. The forest is difficult terrain to all creatures without this jutsu. As a bonus action, you can spend 4 chakra to make a large branch from the forest to attack one creature within it. Make a melee spell attack. On a hit, it takes 3d10 piercing or bludgeoning damage.<br />
<br />
<br />
'''Deep Forest Bloom'''<br />
<br />
'''Requirements:''' Deep Forest Emergence<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 30 ft. <br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As an action, you convert the trees of one ''Deep Forest Emergence'' within range into large flowers that produce a thick green pollen. For this jutsu's duration, any creature that ends their turn touching the ''Deep Forest Emergence'' must attempt a {{5a|cha}} saving throw. On a failure, they become {{5c|unconcious}} until the end of their next turn. <br />
<br />
<br />
'''Great Spear Tree'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Range:''' 50 ft. radius, 60 ft. high<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you summon a tangle of roots that surround you. Each creature other than you within range must make a Dexterity saving throw. On a failure, it takes 6d8 + your Intelligence modifier magical piercing damage and is {{5c|restrained}}. On a success, they take half as much damage. Creatures may attempt a {{5a|str}} saving throw as an action, no longer being restrained on a success. As an action, you can make three melee spell attacks against creatures within range, causing one of the following effects of your choice on a hit:<br />
*'''Vine:''' The target is knocked prone and takes 2d8 + your Intelligence modifier bludgeoning damage.<br />
*'''Branch:''' The target takes 4d6 + your Intelligence modifier piercing damage.<br />
*'''Log:''' The target must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier bludgeoning damage. On a success, they take half as much damage. This can only be used once every other round.<br />
<br />
<br />
'''Hokage-Style Sixty-Year-Old Technique — Kakuan Entering Society with Bliss-Bringing Hands'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
Erecting various wooden spiked pillars to temporarily block escape, you thrust forward a palm of chakra in order to suppress Tailed Beast chakra with Wood Style chakra. You can attempt to suppress a [[Path of the Beast (Shinobi World Supplement)|jinchuuriki]] out of any Bijuu Cloak form, contesting your Constitution save against their Strength save + their number of tailed beasts contained + number of Bijuu Cloak form (+1 for Initial Release, +2 for Tailed, +3 for Bijuu Chakra Mode or Tailed Beast Mode, +4 for Tailed Beast Avatar).<br />
<br />
<br />
'''Foo Dog Heads'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 30 ft.<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you erect a wood pillar covered in vine-like mouths anywhere within 5 ft. of you. As an action for this jutsu's duration while within range of the pillar, you may spend 6 chakra to make a ranged spell attack against one creature also within range of the pillar. On a hit, the target loses 2d4 chakra points. You may choose what kind of chakra points the target loses.<br />
<br />
<br />
'''Wood Human'''<br />
<br />
'''Requirements:''' Wood Dragon<br />
<br />
'''Cost:''' 32 chakra<br />
<br />
As an action, you fuel a massive amount of Wood Style chakra, creating a massive golem with its shoulders wreathed in a wood dragon. A [[Wood Human (Shinobi World Supplement)|wood human]] appears in the spot where you were standing and you are teleported on top of it.<br />
<br />
<br />
'''Shinsu Senju'''<br />
<br />
'''Requirements:''' Wood Human<br />
<br />
'''Cost:''' 32 chakra<br />
<br />
'''Range:''' 90 feet<br />
<br />
As an action, you sprout thousands, almost millions, of wooden palms from one [[Wood Human (Shinobi World Supplement)|wood human]] within range, turning it into an immobile, indestructible weapon; the [[Shinsu Senju (Shinobi World Supplement)|Shinsu Senju]].<br />
<br />
<br />
'''Great Forest'''<br />
<br />
'''Cost: 3 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you transform your arms into pillars of wood. You can not weave hand seals with that hand or cast spells with somatic components with that hand, but the arm gains an additional 10 feet of reach, and unarmed strikes with the arm deal your choice of magical bludgeoning, slashing, or piercing damage. You may spend 1 chakra point to end this jutsu’s effects early. <br />
<br />
<br />
'''Silent Strangle'''<br />
<br />
'''Requirements:''' Great Forest<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As an action while under the effects of ''Great Forest'', you wrap one creature in bands of wood. Your reach increases by 5 feet, and you attempt to grapple one creature within your reach regardless of their size category. You may increase your reach by 5 ft. for every 2 additional chakra spent. ''Great Forest'' ends and your reach increase only counts for this grapple.<br />
<br />
<br />
'''Spontaneous Tree Armor'''<br />
<br />
'''Requirements:''' Spontaneous Tree Summoning<br />
<br />
'''Cost:''' 25 chakra, 10 hit points<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you can use your cells as a conduit for Wood Style and your chakra control to shape them with precision, creating powerful, strong wooden armor around yourself. While this armor is equipped, you gain a +3 bonus to your AC, you gain a damage reduction of 6, and you take twice as much fire damage. If you do not have proficiency in heavy armor, your movement speed is reduced by 35 feet, and you have disadvantage on {{5a|dex}} saving throws and {{5s|Stealth}} checks. <br />
<br />
<br />
'''Hand Tool Manipulation'''<br />
<br />
'''Cost:''' 1-10 chakra<br />
<br />
'''Duration:''' Concentration, up to 1 hour<br />
<br />
As an action, you transform your hands into one set of tools you are proficient in for this jutsu's duration. You may spend 4 additional chakra to create a shield or weapon you are proficient with, and you may spend 5 additional chakra to gain proficiency with the created shield or weapon.<br />
<br />
<br />
'''God: Nativity of a World of Trees'''<br />
<br />
'''Cost:''' 100 chakra<br />
<br />
As an action, you release a massive sheet of absorbing Wood Style chakra, wrapping itself around your targets autonomously. For any creatures that are {{5c|unconcious}} or {{5c|paralyzed}} by any of your jutsu, you no longer need to concentrate to keep them under its effects, they no longer need to eat, drink, sleep, or breath, and your chakra point maximum increases by a number of points equal to the number of creatures effected by this jutsu.<br />
<br />
<br />
'''*Beautiful Wood Creation of Sapping Strength*'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' Self<br />
<br />
As a bonus action, you create a weapon out of wood, infusing it with your chakra. The weapon you create copies a weapon are proficient with, copying the entire weapon including its properties and damage die. Weapons created in this way lose any magical properties of the weapon they were based off of, but counts as magical for the purposes of overcoming bludgeoning, piercing and slashing damage resistance.<br />
<br />
<br />
'''Wood Style Shadow Clone Jutsu'''<br />
<br />
'''Requirements:''' Shadow Clone <br />
<br />
'''Cost:''' 3 chakra<br />
<br />
When creating shadow clones, you may imbue each of them with wood style chakra for 3 chakra. Clones under this effect have 15 hit points, and regain 5 hit points at the beginning of each of their turns. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
===Non-Hand Seal Jutsu===<br />
'''Basic Wood Style Technique'''<br />
<br />
'''Cost:''' 0-10<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
As an action, you can summon small trees and poles of wood from the earth as well as your body to create one of the following effects within a 5 foot cube:<br />
<br />
* You cause the newly grown wood to form into simple shapes and animate at your direction.<br />
* You envelop the targeted area with irregularly grown roots and branches and cause the area to become difficult terrain. Alternatively, you can cause the branches to clear a path and turn it into normal terrain if it is already difficult terrain.<br />
* You create a barrage of branches and trees that shoot up and fill the targeted area. A creature standing behind this wall of wood can use it as cover.<br />
<br />
You can return any wood you create back into the earth as a bonus action. <br />
Wood created this way cannot be used to deal damage directly, however it can be used to block paths and bar off areas. Your wooden creations have an AC of 11 and a number of hit points equal to your level plus your Intelligence modifier.<br />
<br />
You can spend additional chakra at the time of casting this Jutsu to increase the targeted area by 5 ft per 2 chakra points spent.<br />
<br />
<br />
'''Transmission Wood'''<br />
<br />
'''Cost: 3 chakra'''<br />
<br />
'''Duration:''' 72 hours<br />
<br />
You create a small wooden seeds that constantly transmits a minuscule amount of chakra that allows you to know the distance and direction of it over any distance. Creatures, even those with the ability to sense magical effects, must succeed an {{5s|Investigation}} check to find it.<br />
<br />
<br />
'''Spontaneous Tree Summoning'''<br />
<br />
'''Cost:''' 6 chakra, 3 hit points<br />
<br />
As a reaction when you are targeted by an attack or saving throw, you use your own cells as a conduit, growing a thick tree in the assault's path, granting you a +3 to your AC and Constitution or Dexterity saving throws until you move at least 5 feet away from the tree. Upon moving away from the tree, it withers away and dies. This effect does not stack with itself and this reaction cannot be used again until this tree disappears. The tree has an AC of 18 and hit points equivalent to 3 times your level plus your Intelligence modifier.<br />
<br />
<br />
'''Cutting Sprigs'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' 60 feet <br />
<br />
As an action, you can fire three wooden spikes from your body. Make a ranged spell attack for each. You can target a creature with all three or one creature with each. On a hit, the target takes 1d4 + your Intelligence modifier magical piercing or poison damage, your choice. As a bonus action on the same turn, you may cause the spikes to expand into large branches, spending 1 chakra per targeted spike that hit to deal an additional 1d4 + your {{5a|int}} modifier magical bludgeoning damage to the target it hit.<br />
<br />
<br />
'''Tree Bind Eternal Burial'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As a bonus action, you grow a tree-like mound of woody vines around one creature you are grappling. The grapple ends and the target becomes {{5c|restrained}}. The target can make a Strength saving throw as an action. On a success, the target escapes and is no longer restrained.<br />
<br />
<br />
'''Underground Roots'''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
As a reaction when a creature within range moves more than 5 feet without using a flying or swimming speed, you secretly burrow a root underground, trying to wrap it around the target's ankle. They must attempt a {{5a|wis}} saving throw. On a failure, they're knocked {{5c|prone}} and take 1 non-magical bludgeoning damage as they hit the ground. If the target is already prone when you use this jutsu, any damage this jutsu deals is doubled.<br />
<br />
<br />
'''Wood Spikes Ring'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As an action, one creature within range must attempt a {{5a|dex}} saving throw. On a failure, they are surrounded by a ring of wooden spikes. If they make an action or move more than 5 ft. within range, you may automatically deal your unarmed strikes' damage as piercing damage to them and reduce their movement speed to 0 until the beginning of their next turn.<br />
<br />
<br />
'''*Wood Jaws*'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you create a set of large jaws anywhere on your body that lunge at the target. One creature within range must make a {{5a|str}} saving throw. On a failure, they become {{5c|restrained}}. They or a creature that can touch them may retry this saving throw as an action, ending this effect early on a success. On a failure and when the target uses a jutsu, they lose 1d4 chakra points, and you regain an equal number of chakra points or increase their DC of the next saving throw of this kind by an equal number.<br />
<br />
<br />
'''*Wood Style: Draining Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with Wood Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage, and wooden thorns begin to drain their chakra causing them to lose 2d4 chakra at the end of their turns, or twice as many hit points if they no longer have any chakra. A creature that can touch the target may attempt a Strength saving throw as an action, removing the spikes on a success.<br />
-----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Fallen_Human_(5e_Race)&diff=1727845Fallen Human (5e Race)2023-05-08T19:14:13Z<p>Plywood tank: /* Fear (Pink Soul) */ just some formatting stuff for fear, no changes</p>
<hr />
<div>{{needsbalance|Different soul weapons are NOT balanced between eachother at all, let alone balanced on their own.}}<br />
==Fallen Human==<br />
<div class="externalimage-holder" style="width:38%;float:right"> {{5e Image|float:center|https://64.media.tumblr.com/47981639e97247473cb426519188762f/tumblr_o4bcn4My2F1rjinaso2_400.png|[[https://corgipale.tumblr.com/post/141373952985 Art by Corgipale]]}}</div><br />
<br />
===Physical Description===<br />
Fallen humans are physically identical to normal humans; however, their souls are completely different. A fallen human's soul can take on one of 7 different properties: determination, patience, bravery, integrity, perseverance, kindness, or justice. Each property reflects the personality of the fallen human and gives them unique traits and abilities. The soul of a fallen human is incredibly powerful and is fully capable of persisting on the mortal plane, far after their owner's death.<br />
<br />
===History===<br />
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken, but eventually, the barrier, that kept monsterkind sealed underground, was destroyed and a small fallen human helped monsterkind incorporate themselves into human society.<br />
<br />
===Society===<br />
Fallen humans are just another part of human society. They interact, form bonds, and procreate with other humans, so most of them will never discover their incredible abilities, but they can under two specific conditions. If a fallen human comes in contact with powerful magic, or a member of the monster race, their soul type will be revealed to them. Upon discovering their soul type, they gain access to its unique traits.<br />
<br />
===Fallen Human Names===<br />
Fallen humans appear to have a different naming structure than other humans. Instead of having traditionally male and female names, the names they give their children are gender neutral, or unisex.<br />
<br />
'''Fallen Human Names:''' Addison, Blair, Casey, Chara, Devyn, Elian, Francis, Frisk, Gayle, Hibiki, Ivory, Jackie, Kris, Leslie, Morgan, Nicky, Ollie, Mira, Justine, Skyler, Ethan, Tracy<br />
<br />
===Fallen Human Traits===<br />
{{5e Racial Traits<br />
|summary=Human, Undertale Edition.<br />
|abilities=Your {{5a|dex}} and {{5a|wis}} scores increase by 1.<br />
|age= Fallen humans reach adulthood in their late teens and live less than a century, most of them are children.<br />
|alignment=Fallen humans tend toward no particular alignment. The best and the worst are found among them.<br />
|size=Fallen humans vary widely in height and build, from barely 4 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Act<br />
|description1= A fallen human can use their soul to read the intentions of another sentient beings. You are proficient in the {{5s|Insight}} skill.<br />
|languages=You can speak, read, and write Common and one extra language of your choice.<br />
|subrace= The souls of fallen humans have one (or more if you get the feat of 7 positive traits: determination, patience, bravery, integrity, perseverance, kindness, and justice..<br />
}}<br />
<br />
== Soul Type==<br />
====Determination (Red Soul)====<br />
"Determination is the most basic of human qualities; however, a fallen human, who embodies determination, takes that concept to its illogical extreme. As someone who embodies determination, you never give up, no matter what." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 1.<br />
|trait1= Unbreakable Will<br />
|description1= No matter what pain your mind or body is forced to endure, you stubbornly refuse to give up. Whenever you make a death saving throw you can add your proficiency bonus to the roll.<br />
|trait2= Reset<br />
|description2= Whenever you roll a natural 1, you may reroll, but must use the result of the new roll, regardless of the outcome. You may do this as many times as equal to your proficiency bonus per long rest.<br />
|trait3= Red Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Determination's weapon is a knife that deals 1d4 piercing or slashing damage. It uses the stats of a dagger and has the finesse property. For every 5 creatures reduced to 0 health and killed with the knife slowly changes the color of the knife to red, and adds an extra point of damage to the damage roll, to a maximum of 10 points gained via this method, where it is glowing red, and seems demonic.<br />
}}<br />
<br />
====Patience (Light Blue / Cyan Soul)====<br />
"Patience is a very basic virtue, but it's still one of the most important ones. Many believe that good things come to those who wait and you couldn't agree more. As someone who embodies patience, you're not only more likely to live longer, but also make fewer mistakes."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Cumulative Wisdom<br />
|description1= The wisdom you've gained over the years has made you become much more cautious and skeptical of the world around you. You have {{5e|Advantage}} on {{5a|wis}} saving throws against magic.<br />
|trait2= I'm All Ears<br />
|description2= Being a naturally observant and quiet person, you tend to pick up on things easier than others might and notice things other people may not at first glance. You have advantage on Perception and Investigation Checks.<br />
|trait3= Cyan Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Patience's weapon is the Fake Knife. It does a 1d4 bludgeoning damage and has the finesse property. This weapon can non magically cast [[5e_SRD:Telekinesis|Telekinesis]] as many times as equal to your proficiency bonus per long rest.<br />
}}<br />
<br />
====Bravery (Orange Soul)====<br />
"True bravery has always been a commodity. There are plenty of people who don't realize the real danger of a situation and charge in blindly, but there are also those who only pretend to be brave. As someone who embodies true bravery, you never back down from a challenge, no matter the odds, but you're not reckless either, at least not completely."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Courage<br />
|description1= No matter how terrifying a foe may be, you never falter. You have {{5e|Advantage}} on saving throws against being {{5c|Frightened}}.<br />
|trait2= Go for Broke<br />
|description2= You believe that whoever strikes first will win, so you intend to do just that. During your first turn in combat, you have {{5e|Advantage}} on your first attack roll.<br />
|trait3= Orange Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Bravery's weapon is training gloves. It deals 1d6 bludgeoning damage and has the finesse property. The target must make a dexterity saving throw vs your dexterity dc, or take another 1d6 damage.<br />
}}<br />
<br />
====Integrity (Blue Soul)====<br />
"Integrity is not something that is easily maintained. Life is full of temptations and difficult decisions; however, those that can keep their integrity intact live their lives with far less guilt and uncertainty. As someone who embodies integrity, you draw strength from it, giving you incredible mental and spiritual strength."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Moral Strength<br />
|description1= Both peer pressure and magical influences are always around you, but despite that, you stick to your moral code. Your soul resonates with your choice, giving you a clear head and a surge of confidence. You have {{5e|Advantage}} on saving throws against being {{5c|Charmed}}.<br />
|trait2= Mental Fortitude<br />
|description2= By continuing to stand by your moral code, you've strengthened both your mind and soul, giving you resistance to psychic damage.<br />
|trait3= Blue Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Integrity's weapon is ballet shoes. It does a 2d6 bludgeoning damage and has the finesse property. If the weapon is used for an attack of opportunity, it automatically scores a critical.<br />
}}<br />
<br />
====Perseverance (Purple Soul)====<br />
"Perseverance is a trait commonly found in adventurers, but only the greatest of them will ever truly embody it, and the same could be said for any profession. Life is difficult, unfair, and cruel, so only those with the strength to keep moving forward will be able to reach the top. As someone who embodies perseverance, this world will never break you, but that doesn't mean it won't try..."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 1.<br />
|trait1= Second Wind<br />
|description1= Despite what your enemies believe, being knocked down doesn't mean you're finished. Your burning desire to keep moving forward and win resonates deep within your soul. When you are reduced to 0 {{5e|Hit Points}} but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
|trait2= Stand Tall<br />
|description2= You're resilient, stubborn, and hard to knock down; You refuse to stand down, no matter what, because you don't let anyone push you around. Whenever you are attacked during Combat you can force the assailant to reroll their attack and use the second roll. You may do this as many times as equal to your proficiency bonus per long rest.<br />
|trait3= Purple Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Perseverance's weapon is the Notebook. It does a 1d4 bludgeoning damage and has the finesse property. This weapon can non magically cast Hold person as many times as equal to your proficiency bonus per long rest.<br />
}}<br />
<br />
====Kindness (Green Soul)====<br />
"Kindness is a subtle, yet powerful, force. Those who show it to others not only improve their lives but also their own. As someone who embodies kindness, you know this better than anyone. As you continue to make the lives of those around you better, your resolve to keep showing others your kindness only grows stronger." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1= Selfless Nature<br />
|description1= When a creature attacks your ally within 10 feet of you, you may use your reaction to move up to your ally and take the attack instead. You become the target of the attack, and it hits you automatically, however you take half as much damage from this attack. You can use this ability a number of times equal to half of your proficiency bonus. You regain any expended uses when you finish a long rest.<br />
|trait2= Others Come First<br />
|description2= You have a natural instinct to put other people first, sticking your neck out for others at every turn. Whenever using any healing effect on a friendly creature, you may add an amount of hit points equal to your proficiency bonus; Add that many hit points to the effect's overall recovery. You may do this as many times as equal to your proficiency bonus per long rest.<br />
|trait3= Green Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Kindness's weapon is a Frying Pan. It deals 1d6 bludgeoning damage and has the finesse property. You may use a bonus action to heal yourself or an ally 1d8 hit points a number of times equal to your proficiency bonus. When equipped, the frying pan adds a bonus +1 to your AC.<br />
}}<br />
<br />
====Justice (Yellow Soul)====<br />
"Justice, and in what degree it should be applied, is easily the most subjective concept on the planet. Everyone's moral standards are shaped by their own unique experiences growing up, as well as, by those they surrounded themselves with. When someone feels like they've been wronged, they desire revenge, and they do so out of their own sense of justice; however, there are those who believe that true justice can only be determined by the law. Either way, humans that have a strong sense of justice feel the need to act. As someone who embodies justice, you refuse to stand aside and let someone wrong you or those you care about, so in one way or another, for better or for worse, you take action." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Vengeance<br />
|description1= You're willing to let some transgressions slide, but when someone hurts those you care about, you feel a strong desire to make them pay for it. When a hostile creature deals damage to an ally within 30 feet of you, you may choose to give yourself {{5e|Advantage}} on your next attack roll against that creature. In addition, if that attack hits, you may roll damage twice and choose the higher of the two rolls. After you use this ability, you can't use it again until you finish a short or long rest.<br />
|trait2= People Reader<br />
|description2= You've always had a knack for getting a read on people. It's easy for you to scan a person like a book and get a feel for what their intentions are. You have advantage on Insight rolls when trying to determine the intentions of a creature, and Deception Checks against you have Disadvantage.<br />
|trait3= Yellow Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Justice's weapon is a revolver. It deals 1d8 piercing damage and has the finesse property. The revolver never has to be reloaded, it has a short range of 40 feet and a long-range of 120 feet.<br />
}}<br />
<br />
====Fear (Pink Soul)====<br />
"FEAR is not the absence of BRAVERY, but the uncertainty if one is BRAVE enough to defy the odds."<br/><br />
{{5e Subrace Traits<br />
|abilities= One ability score of your choice increases by 1.<br />
|trait1= Rhabdaphobia<br />
|description1=When you or an ally are targeted by a ranged spell attack, you may use your reaction to force the attacker to make a DC (8 + your Proficiency bonus + your {{5a|cha}} modifier) {{5a|cha}} save. On a failure, the target of that spell is targeted towards the caster. Alternatively, if the spell requires a saving throw and it targeted towards you, you may force the attack to make the same saving throw. On a failure, you may cast that same spell once at the start of your next turn. You can do this once, and regain the use after a long rest.<br />
|trait2= Taste of Fear<br />
|description2= You are proficient in {{5s|insight}} and {{5s|intimidation}} checks. You also have advantage against being frightened.<br />
|trait3= Pink Soul's Weapon<br />
|description3= You have the power to weaponize your soul according to your soul trait. This weapon is a scythe that deals 1d10 slashing damage and has the finesse and reach properties. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Fallen Human<br />
|feet=4<br />
|inches=8<br />
|heightmod= 2d10<br />
|weight=110<br />
|weightmod=2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}} <br/><br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Fallen_Human_(5e_Race)&diff=1727844Fallen Human (5e Race)2023-05-08T19:13:40Z<p>Plywood tank: </p>
<hr />
<div>{{needsbalance|Different soul weapons are NOT balanced between eachother at all, let alone balanced on their own.}}<br />
==Fallen Human==<br />
<div class="externalimage-holder" style="width:38%;float:right"> {{5e Image|float:center|https://64.media.tumblr.com/47981639e97247473cb426519188762f/tumblr_o4bcn4My2F1rjinaso2_400.png|[[https://corgipale.tumblr.com/post/141373952985 Art by Corgipale]]}}</div><br />
<br />
===Physical Description===<br />
Fallen humans are physically identical to normal humans; however, their souls are completely different. A fallen human's soul can take on one of 7 different properties: determination, patience, bravery, integrity, perseverance, kindness, or justice. Each property reflects the personality of the fallen human and gives them unique traits and abilities. The soul of a fallen human is incredibly powerful and is fully capable of persisting on the mortal plane, far after their owner's death.<br />
<br />
===History===<br />
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken, but eventually, the barrier, that kept monsterkind sealed underground, was destroyed and a small fallen human helped monsterkind incorporate themselves into human society.<br />
<br />
===Society===<br />
Fallen humans are just another part of human society. They interact, form bonds, and procreate with other humans, so most of them will never discover their incredible abilities, but they can under two specific conditions. If a fallen human comes in contact with powerful magic, or a member of the monster race, their soul type will be revealed to them. Upon discovering their soul type, they gain access to its unique traits.<br />
<br />
===Fallen Human Names===<br />
Fallen humans appear to have a different naming structure than other humans. Instead of having traditionally male and female names, the names they give their children are gender neutral, or unisex.<br />
<br />
'''Fallen Human Names:''' Addison, Blair, Casey, Chara, Devyn, Elian, Francis, Frisk, Gayle, Hibiki, Ivory, Jackie, Kris, Leslie, Morgan, Nicky, Ollie, Mira, Justine, Skyler, Ethan, Tracy<br />
<br />
===Fallen Human Traits===<br />
{{5e Racial Traits<br />
|summary=Human, Undertale Edition.<br />
|abilities=Your {{5a|dex}} and {{5a|wis}} scores increase by 1.<br />
|age= Fallen humans reach adulthood in their late teens and live less than a century, most of them are children.<br />
|alignment=Fallen humans tend toward no particular alignment. The best and the worst are found among them.<br />
|size=Fallen humans vary widely in height and build, from barely 4 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Act<br />
|description1= A fallen human can use their soul to read the intentions of another sentient beings. You are proficient in the {{5s|Insight}} skill.<br />
|languages=You can speak, read, and write Common and one extra language of your choice.<br />
|subrace= The souls of fallen humans have one (or more if you get the feat of 7 positive traits: determination, patience, bravery, integrity, perseverance, kindness, and justice..<br />
}}<br />
<br />
== Soul Type==<br />
====Determination (Red Soul)====<br />
"Determination is the most basic of human qualities; however, a fallen human, who embodies determination, takes that concept to its illogical extreme. As someone who embodies determination, you never give up, no matter what." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 1.<br />
|trait1= Unbreakable Will<br />
|description1= No matter what pain your mind or body is forced to endure, you stubbornly refuse to give up. Whenever you make a death saving throw you can add your proficiency bonus to the roll.<br />
|trait2= Reset<br />
|description2= Whenever you roll a natural 1, you may reroll, but must use the result of the new roll, regardless of the outcome. You may do this as many times as equal to your proficiency bonus per long rest.<br />
|trait3= Red Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Determination's weapon is a knife that deals 1d4 piercing or slashing damage. It uses the stats of a dagger and has the finesse property. For every 5 creatures reduced to 0 health and killed with the knife slowly changes the color of the knife to red, and adds an extra point of damage to the damage roll, to a maximum of 10 points gained via this method, where it is glowing red, and seems demonic.<br />
}}<br />
<br />
====Patience (Light Blue / Cyan Soul)====<br />
"Patience is a very basic virtue, but it's still one of the most important ones. Many believe that good things come to those who wait and you couldn't agree more. As someone who embodies patience, you're not only more likely to live longer, but also make fewer mistakes."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Cumulative Wisdom<br />
|description1= The wisdom you've gained over the years has made you become much more cautious and skeptical of the world around you. You have {{5e|Advantage}} on {{5a|wis}} saving throws against magic.<br />
|trait2= I'm All Ears<br />
|description2= Being a naturally observant and quiet person, you tend to pick up on things easier than others might and notice things other people may not at first glance. You have advantage on Perception and Investigation Checks.<br />
|trait3= Cyan Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Patience's weapon is the Fake Knife. It does a 1d4 bludgeoning damage and has the finesse property. This weapon can non magically cast [[5e_SRD:Telekinesis|Telekinesis]] as many times as equal to your proficiency bonus per long rest.<br />
}}<br />
<br />
====Bravery (Orange Soul)====<br />
"True bravery has always been a commodity. There are plenty of people who don't realize the real danger of a situation and charge in blindly, but there are also those who only pretend to be brave. As someone who embodies true bravery, you never back down from a challenge, no matter the odds, but you're not reckless either, at least not completely."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Courage<br />
|description1= No matter how terrifying a foe may be, you never falter. You have {{5e|Advantage}} on saving throws against being {{5c|Frightened}}.<br />
|trait2= Go for Broke<br />
|description2= You believe that whoever strikes first will win, so you intend to do just that. During your first turn in combat, you have {{5e|Advantage}} on your first attack roll.<br />
|trait3= Orange Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Bravery's weapon is training gloves. It deals 1d6 bludgeoning damage and has the finesse property. The target must make a dexterity saving throw vs your dexterity dc, or take another 1d6 damage.<br />
}}<br />
<br />
====Integrity (Blue Soul)====<br />
"Integrity is not something that is easily maintained. Life is full of temptations and difficult decisions; however, those that can keep their integrity intact live their lives with far less guilt and uncertainty. As someone who embodies integrity, you draw strength from it, giving you incredible mental and spiritual strength."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Moral Strength<br />
|description1= Both peer pressure and magical influences are always around you, but despite that, you stick to your moral code. Your soul resonates with your choice, giving you a clear head and a surge of confidence. You have {{5e|Advantage}} on saving throws against being {{5c|Charmed}}.<br />
|trait2= Mental Fortitude<br />
|description2= By continuing to stand by your moral code, you've strengthened both your mind and soul, giving you resistance to psychic damage.<br />
|trait3= Blue Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Integrity's weapon is ballet shoes. It does a 2d6 bludgeoning damage and has the finesse property. If the weapon is used for an attack of opportunity, it automatically scores a critical.<br />
}}<br />
<br />
====Perseverance (Purple Soul)====<br />
"Perseverance is a trait commonly found in adventurers, but only the greatest of them will ever truly embody it, and the same could be said for any profession. Life is difficult, unfair, and cruel, so only those with the strength to keep moving forward will be able to reach the top. As someone who embodies perseverance, this world will never break you, but that doesn't mean it won't try..."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 1.<br />
|trait1= Second Wind<br />
|description1= Despite what your enemies believe, being knocked down doesn't mean you're finished. Your burning desire to keep moving forward and win resonates deep within your soul. When you are reduced to 0 {{5e|Hit Points}} but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
|trait2= Stand Tall<br />
|description2= You're resilient, stubborn, and hard to knock down; You refuse to stand down, no matter what, because you don't let anyone push you around. Whenever you are attacked during Combat you can force the assailant to reroll their attack and use the second roll. You may do this as many times as equal to your proficiency bonus per long rest.<br />
|trait3= Purple Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Perseverance's weapon is the Notebook. It does a 1d4 bludgeoning damage and has the finesse property. This weapon can non magically cast Hold person as many times as equal to your proficiency bonus per long rest.<br />
}}<br />
<br />
====Kindness (Green Soul)====<br />
"Kindness is a subtle, yet powerful, force. Those who show it to others not only improve their lives but also their own. As someone who embodies kindness, you know this better than anyone. As you continue to make the lives of those around you better, your resolve to keep showing others your kindness only grows stronger." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1= Selfless Nature<br />
|description1= When a creature attacks your ally within 10 feet of you, you may use your reaction to move up to your ally and take the attack instead. You become the target of the attack, and it hits you automatically, however you take half as much damage from this attack. You can use this ability a number of times equal to half of your proficiency bonus. You regain any expended uses when you finish a long rest.<br />
|trait2= Others Come First<br />
|description2= You have a natural instinct to put other people first, sticking your neck out for others at every turn. Whenever using any healing effect on a friendly creature, you may add an amount of hit points equal to your proficiency bonus; Add that many hit points to the effect's overall recovery. You may do this as many times as equal to your proficiency bonus per long rest.<br />
|trait3= Green Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Kindness's weapon is a Frying Pan. It deals 1d6 bludgeoning damage and has the finesse property. You may use a bonus action to heal yourself or an ally 1d8 hit points a number of times equal to your proficiency bonus. When equipped, the frying pan adds a bonus +1 to your AC.<br />
}}<br />
<br />
====Justice (Yellow Soul)====<br />
"Justice, and in what degree it should be applied, is easily the most subjective concept on the planet. Everyone's moral standards are shaped by their own unique experiences growing up, as well as, by those they surrounded themselves with. When someone feels like they've been wronged, they desire revenge, and they do so out of their own sense of justice; however, there are those who believe that true justice can only be determined by the law. Either way, humans that have a strong sense of justice feel the need to act. As someone who embodies justice, you refuse to stand aside and let someone wrong you or those you care about, so in one way or another, for better or for worse, you take action." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Vengeance<br />
|description1= You're willing to let some transgressions slide, but when someone hurts those you care about, you feel a strong desire to make them pay for it. When a hostile creature deals damage to an ally within 30 feet of you, you may choose to give yourself {{5e|Advantage}} on your next attack roll against that creature. In addition, if that attack hits, you may roll damage twice and choose the higher of the two rolls. After you use this ability, you can't use it again until you finish a short or long rest.<br />
|trait2= People Reader<br />
|description2= You've always had a knack for getting a read on people. It's easy for you to scan a person like a book and get a feel for what their intentions are. You have advantage on Insight rolls when trying to determine the intentions of a creature, and Deception Checks against you have Disadvantage.<br />
|trait3= Yellow Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Justice's weapon is a revolver. It deals 1d8 piercing damage and has the finesse property. The revolver never has to be reloaded, it has a short range of 40 feet and a long-range of 120 feet.<br />
}}<br />
<br />
====Fear (Pink Soul)====<br />
"FEAR is not the absence of BRAVERY, but the uncertainty if one is BRAVE enough to defy the odds."<br/><br />
{{5e Subrace Traits<br />
|abilities= One ability score of your choice increases by 1.<br />
|trait1= Rhabdaphobia<br />
|description1=When you or an ally are targeted by a ranged spell attack, you may use your reaction to force the attacker to make a DC (8 + your Proficiency bonus + your {{5a|cha}} modifier) {{5a|cha}} save. On a failure, the target of that spell is targeted towards the caster. Alternatively, if the spell requires a saving throw and it targeted towards you, you may force the attack to make the same saving throw. On a failure, you may cast that same spell once at the start of your next turn. You can do this once, and regain the use after a long rest.<br />
|trait2= Taste of Fear<br />
|description2= You are proficient in {{5s|insight}} and {{5s|intimidation}} checks. You also have advantage against being frightened.<br />
|trait3= Pink Soul's Weapon<br />
|description3= You have the power to weaponize your soul according to your soul trait. This weapon is a scythe that deals 1d10 slashing damage and has the finesse and reach properties. <br />
}}<br />
<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Fallen Human<br />
|feet=4<br />
|inches=8<br />
|heightmod= 2d10<br />
|weight=110<br />
|weightmod=2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}} <br/><br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Fallen_Human_(5e_Race)&diff=1727843Fallen Human (5e Race)2023-05-08T19:12:55Z<p>Plywood tank: /* Fear (Pink Soul) */</p>
<hr />
<div>{{needsbalance|Different soul weapons are NOT balanced between eachother at all, let alone balanced on their own.}}<br />
==Fallen Human==<br />
<div class="externalimage-holder" style="width:38%;float:right"> {{5e Image|float:center|https://64.media.tumblr.com/47981639e97247473cb426519188762f/tumblr_o4bcn4My2F1rjinaso2_400.png|[[https://corgipale.tumblr.com/post/141373952985 Art by Corgipale]]}}</div><br />
<br />
===Physical Description===<br />
Fallen humans are physically identical to normal humans; however, their souls are completely different. A fallen human's soul can take on one of 7 different properties: determination, patience, bravery, integrity, perseverance, kindness, or justice. Each property reflects the personality of the fallen human and gives them unique traits and abilities. The soul of a fallen human is incredibly powerful and is fully capable of persisting on the mortal plane, far after their owner's death.<br />
<br />
===History===<br />
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken, but eventually, the barrier, that kept monsterkind sealed underground, was destroyed and a small fallen human helped monsterkind incorporate themselves into human society.<br />
<br />
===Society===<br />
Fallen humans are just another part of human society. They interact, form bonds, and procreate with other humans, so most of them will never discover their incredible abilities, but they can under two specific conditions. If a fallen human comes in contact with powerful magic, or a member of the monster race, their soul type will be revealed to them. Upon discovering their soul type, they gain access to its unique traits.<br />
<br />
===Fallen Human Names===<br />
Fallen humans appear to have a different naming structure than other humans. Instead of having traditionally male and female names, the names they give their children are gender neutral, or unisex.<br />
<br />
'''Fallen Human Names:''' Addison, Blair, Casey, Chara, Devyn, Elian, Francis, Frisk, Gayle, Hibiki, Ivory, Jackie, Kris, Leslie, Morgan, Nicky, Ollie, Mira, Justine, Skyler, Ethan, Tracy<br />
<br />
===Fallen Human Traits===<br />
{{5e Racial Traits<br />
|summary=Human, Undertale Edition.<br />
|abilities=Your {{5a|dex}} and {{5a|wis}} scores increase by 1.<br />
|age= Fallen humans reach adulthood in their late teens and live less than a century, most of them are children.<br />
|alignment=Fallen humans tend toward no particular alignment. The best and the worst are found among them.<br />
|size=Fallen humans vary widely in height and build, from barely 4 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Act<br />
|description1= A fallen human can use their soul to read the intentions of another sentient beings. You are proficient in the {{5s|Insight}} skill.<br />
|languages=You can speak, read, and write Common and one extra language of your choice.<br />
|subrace= The souls of fallen humans have one (or more if you get the feat of 7 positive traits: determination, patience, bravery, integrity, perseverance, kindness, and justice..<br />
}}<br />
<br />
== Soul Type==<br />
====Determination (Red Soul)====<br />
"Determination is the most basic of human qualities; however, a fallen human, who embodies determination, takes that concept to its illogical extreme. As someone who embodies determination, you never give up, no matter what." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 1.<br />
|trait1= Unbreakable Will<br />
|description1= No matter what pain your mind or body is forced to endure, you stubbornly refuse to give up. Whenever you make a death saving throw you can add your proficiency bonus to the roll.<br />
|trait2= Reset<br />
|description2= Whenever you roll a natural 1, you may reroll, but must use the result of the new roll, regardless of the outcome. You may do this as many times as equal to your proficiency bonus per long rest.<br />
|trait3= Red Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Determination's weapon is a knife that deals 1d4 piercing or slashing damage. It uses the stats of a dagger and has the finesse property. For every 5 creatures reduced to 0 health and killed with the knife slowly changes the color of the knife to red, and adds an extra point of damage to the damage roll, to a maximum of 10 points gained via this method, where it is glowing red, and seems demonic.<br />
}}<br />
<br />
====Patience (Light Blue / Cyan Soul)====<br />
"Patience is a very basic virtue, but it's still one of the most important ones. Many believe that good things come to those who wait and you couldn't agree more. As someone who embodies patience, you're not only more likely to live longer, but also make fewer mistakes."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Cumulative Wisdom<br />
|description1= The wisdom you've gained over the years has made you become much more cautious and skeptical of the world around you. You have {{5e|Advantage}} on {{5a|wis}} saving throws against magic.<br />
|trait2= I'm All Ears<br />
|description2= Being a naturally observant and quiet person, you tend to pick up on things easier than others might and notice things other people may not at first glance. You have advantage on Perception and Investigation Checks.<br />
|trait3= Cyan Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Patience's weapon is the Fake Knife. It does a 1d4 bludgeoning damage and has the finesse property. This weapon can non magically cast [[5e_SRD:Telekinesis|Telekinesis]] as many times as equal to your proficiency bonus per long rest.<br />
}}<br />
<br />
====Bravery (Orange Soul)====<br />
"True bravery has always been a commodity. There are plenty of people who don't realize the real danger of a situation and charge in blindly, but there are also those who only pretend to be brave. As someone who embodies true bravery, you never back down from a challenge, no matter the odds, but you're not reckless either, at least not completely."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Courage<br />
|description1= No matter how terrifying a foe may be, you never falter. You have {{5e|Advantage}} on saving throws against being {{5c|Frightened}}.<br />
|trait2= Go for Broke<br />
|description2= You believe that whoever strikes first will win, so you intend to do just that. During your first turn in combat, you have {{5e|Advantage}} on your first attack roll.<br />
|trait3= Orange Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Bravery's weapon is training gloves. It deals 1d6 bludgeoning damage and has the finesse property. The target must make a dexterity saving throw vs your dexterity dc, or take another 1d6 damage.<br />
}}<br />
<br />
====Integrity (Blue Soul)====<br />
"Integrity is not something that is easily maintained. Life is full of temptations and difficult decisions; however, those that can keep their integrity intact live their lives with far less guilt and uncertainty. As someone who embodies integrity, you draw strength from it, giving you incredible mental and spiritual strength."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|wis}} score increases by 1.<br />
|trait1= Moral Strength<br />
|description1= Both peer pressure and magical influences are always around you, but despite that, you stick to your moral code. Your soul resonates with your choice, giving you a clear head and a surge of confidence. You have {{5e|Advantage}} on saving throws against being {{5c|Charmed}}.<br />
|trait2= Mental Fortitude<br />
|description2= By continuing to stand by your moral code, you've strengthened both your mind and soul, giving you resistance to psychic damage.<br />
|trait3= Blue Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Integrity's weapon is ballet shoes. It does a 2d6 bludgeoning damage and has the finesse property. If the weapon is used for an attack of opportunity, it automatically scores a critical.<br />
}}<br />
<br />
====Perseverance (Purple Soul)====<br />
"Perseverance is a trait commonly found in adventurers, but only the greatest of them will ever truly embody it, and the same could be said for any profession. Life is difficult, unfair, and cruel, so only those with the strength to keep moving forward will be able to reach the top. As someone who embodies perseverance, this world will never break you, but that doesn't mean it won't try..."<br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|con}} score increases by 1.<br />
|trait1= Second Wind<br />
|description1= Despite what your enemies believe, being knocked down doesn't mean you're finished. Your burning desire to keep moving forward and win resonates deep within your soul. When you are reduced to 0 {{5e|Hit Points}} but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
|trait2= Stand Tall<br />
|description2= You're resilient, stubborn, and hard to knock down; You refuse to stand down, no matter what, because you don't let anyone push you around. Whenever you are attacked during Combat you can force the assailant to reroll their attack and use the second roll. You may do this as many times as equal to your proficiency bonus per long rest.<br />
|trait3= Purple Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Perseverance's weapon is the Notebook. It does a 1d4 bludgeoning damage and has the finesse property. This weapon can non magically cast Hold person as many times as equal to your proficiency bonus per long rest.<br />
}}<br />
<br />
====Kindness (Green Soul)====<br />
"Kindness is a subtle, yet powerful, force. Those who show it to others not only improve their lives but also their own. As someone who embodies kindness, you know this better than anyone. As you continue to make the lives of those around you better, your resolve to keep showing others your kindness only grows stronger." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|cha}} score increases by 1.<br />
|trait1= Selfless Nature<br />
|description1= When a creature attacks your ally within 10 feet of you, you may use your reaction to move up to your ally and take the attack instead. You become the target of the attack, and it hits you automatically, however you take half as much damage from this attack. You can use this ability a number of times equal to half of your proficiency bonus. You regain any expended uses when you finish a long rest.<br />
|trait2= Others Come First<br />
|description2= You have a natural instinct to put other people first, sticking your neck out for others at every turn. Whenever using any healing effect on a friendly creature, you may add an amount of hit points equal to your proficiency bonus; Add that many hit points to the effect's overall recovery. You may do this as many times as equal to your proficiency bonus per long rest.<br />
|trait3= Green Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Kindness's weapon is a Frying Pan. It deals 1d6 bludgeoning damage and has the finesse property. You may use a bonus action to heal yourself or an ally 1d8 hit points a number of times equal to your proficiency bonus. When equipped, the frying pan adds a bonus +1 to your AC.<br />
}}<br />
<br />
====Justice (Yellow Soul)====<br />
"Justice, and in what degree it should be applied, is easily the most subjective concept on the planet. Everyone's moral standards are shaped by their own unique experiences growing up, as well as, by those they surrounded themselves with. When someone feels like they've been wronged, they desire revenge, and they do so out of their own sense of justice; however, there are those who believe that true justice can only be determined by the law. Either way, humans that have a strong sense of justice feel the need to act. As someone who embodies justice, you refuse to stand aside and let someone wrong you or those you care about, so in one way or another, for better or for worse, you take action." <br/><br />
{{5e Subrace Traits<br />
|abilities= Your {{5a|str}} score increases by 1.<br />
|trait1= Vengeance<br />
|description1= You're willing to let some transgressions slide, but when someone hurts those you care about, you feel a strong desire to make them pay for it. When a hostile creature deals damage to an ally within 30 feet of you, you may choose to give yourself {{5e|Advantage}} on your next attack roll against that creature. In addition, if that attack hits, you may roll damage twice and choose the higher of the two rolls. After you use this ability, you can't use it again until you finish a short or long rest.<br />
|trait2= People Reader<br />
|description2= You've always had a knack for getting a read on people. It's easy for you to scan a person like a book and get a feel for what their intentions are. You have advantage on Insight rolls when trying to determine the intentions of a creature, and Deception Checks against you have Disadvantage.<br />
|trait3= Yellow Soul's Weapon<br />
|description3= You have the power to weaponized your soul according to your soul trait. Justice's weapon is a revolver. It deals 1d8 piercing damage and has the finesse property. The revolver never has to be reloaded, it has a short range of 40 feet and a long-range of 120 feet.<br />
}}<br />
<br />
====Fear (Pink Soul)====<br />
"FEAR is not the absence of BRAVERY, but the uncertainty if one is BRAVE enough to defy the odds."<br />
{{5e Subrace Traits<br />
<br />
|abilities= One ability score of your choice increases by 1.<br />
|trait1= Rhabdaphobia<br />
|description1=When you or an ally are targeted by a ranged spell attack, you may use your reaction to force the attacker to make a DC (8 + your Proficiency bonus + your {{5a|cha}} modifier) {{5a|cha}} save. On a failure, the target of that spell is targeted towards the caster. Alternatively, if the spell requires a saving throw and it targeted towards you, you may force the attack to make the same saving throw. On a failure, you may cast that same spell once at the start of your next turn. You can do this once, and regain the use after a long rest.<br />
|trait2= Taste of Fear<br />
|description2= You are proficient in {{5s|insight}} and {{5s|intimidation}} checks. You also have advantage against being frightened.<br />
|trait3= Pink Soul's Weapon<br />
|description3= You have the power to weaponize your soul according to your soul trait. This weapon is a scythe that deals 1d10 slashing damage and has the finesse and reach properties. <br />
}}<br />
<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name= Fallen Human<br />
|feet=4<br />
|inches=8<br />
|heightmod= 2d10<br />
|weight=110<br />
|weightmod=2d4<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}} <br/><br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1727580Sans, 2nd Variant (5e Class)2023-05-07T20:49:51Z<p>Plywood tank: /* Dodging master */</p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Authors note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range )<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Improvement<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=Dodging master<br />
|classfeatures20= True Power<br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 3 + dexterity or intelligence modifier + your proficiency bonus "Endurance" hit points each time you level up. If your proficiency bonus increases, then you may increase your endurance hit points the same amount (for example, if you have a bonus of 2, and you level up and gain a bonus of 3, you add 1 endurance hit point per previous level). As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your hit points. the target of the attack that you defend takes no damage. this cannot be used on spells with a radius like fireball, or spells that target a specific person, like charm person, but can be used on any spells with a line or cone effect. <br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to use specific techniques, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. You are able to be woken up by an ally while you are unconscious. You may use this feature once per long rest.<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. you can spend 1 sans point to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and doesnt bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw at the end of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
;{{#anc: kind of hard to give it my all. (Prerequisite: Level 7)}}<br />
<br />
<br />
As a reaction, you spend 2 sans points and can remove a condition you have.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1727579Sans, 2nd Variant (5e Class)2023-05-07T20:46:46Z<p>Plywood tank: /* Attacks */</p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Authors note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range )<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Improvement<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=Dodging master<br />
|classfeatures20= True Power<br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 3 + dexterity or intelligence modifier + your proficiency bonus "Endurance" hit points each time you level up. If your proficiency bonus increases, then you may increase your endurance hit points the same amount (for example, if you have a bonus of 2, and you level up and gain a bonus of 3, you add 1 endurance hit point per previous level). As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your hit points. the target of the attack that you defend takes no damage. this cannot be used on spells with a radius like fireball, or spells that target a specific person, like charm person, but can be used on any spells with a line or cone effect. <br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to use specific techniques, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. you may use this feature once per long rest.<br />
<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. you can spend 1 sans point to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and doesnt bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw at the end of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
;{{#anc: kind of hard to give it my all. (Prerequisite: Level 7)}}<br />
<br />
<br />
As a reaction, you spend 2 sans points and can remove a condition you have.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1725957Sans, 2nd Variant (5e Class)2023-05-01T23:59:22Z<p>Plywood tank: </p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Authors note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range )<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Improvement<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=Dodging master<br />
|classfeatures20= True Power<br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 3 + dexterity or intelligence modifier + your proficiency bonus "Endurance" hit points each time you level up. If your proficiency bonus increases, then you may increase your endurance hit points the same amount (for example, if you have a bonus of 2, and you level up and gain a bonus of 3, you add 1 endurance hit point per previous level). As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your hit points. the target of the attack that you defend takes no damage. this cannot be used on spells with a radius like fireball, or spells that target a specific person, like charm person, but can be used on any spells with a line or cone effect. <br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. you may use this feature once per long rest.<br />
<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. you can spend 1 sans point to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and doesnt bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw at the end of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
;{{#anc: kind of hard to give it my all. (Prerequisite: Level 7)}}<br />
<br />
<br />
As a reaction, you spend 2 sans points and can remove a condition you have.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1725880Sans, 2nd Variant (5e Class)2023-05-01T16:40:39Z<p>Plywood tank: </p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Authors note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range )<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Improvement<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=Dodging master<br />
|classfeatures20= True Power<br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 3 + dexterity or intelligence modifier + your proficiency bonus "Endurance" hit points each time you level up. If your proficiency bonus increases, then you may increase your endurance hit points the same amount (for example, if you have a bonus of 2, and you level up and gain a bonus of 3, you add 1 endurance hit point per previous level). As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your hit points. the target of the attack that you defend takes no damage. this cannot be used on spells with a radius like fireball, or spells that target a specific person, like charm person, but can be used on any spells with a line or cone effect. <br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. you may use this feature once per long rest.<br />
<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. you can spend 1 sans point to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and doesnt bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw at the end of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
;{{#anc: kind of hard to give it my all. (Prerequisite: Level 7)}}<br />
<br />
<br />
As a reaction, you spend 2 sans points and can remove a condition you have.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Beast_(Shinobi_World_Supplement)&diff=1725872Path of the Beast (Shinobi World Supplement)2023-05-01T16:20:19Z<p>Plywood tank: /* Path of the Beast Unique Jutsu */</p>
<hr />
<div><br />
==Path of the Beast==<br />
Those who walk the path of the beast heifer a difficult life. To walk this path, you must choose [[Jinchuriki, Variant (5e Race)|Jinchuriki]] for your race or have a [[Tailed Beasts (5e Creature)|Tailed Beast]] sealed within you using the Sealing Jutsu. These shinobi draw their power from the incredibly powerful creatures contained inside them. A Jinchūriki can have more than one Bijūū (contained beast), causing them to become more powerful and at risk for an escape.<br />
<br />
{{Design Note|You may benefit from any Tailed Beast form (excluding Tailed Beast Mode) a number of times equal to the number of Tailed Beasts sealed inside you. Additionally, you can not benefit from a Tailed Beast form and any <br />
other form from this class, not including an active dojutsu, unless it activates automatically or is stated otherwise (i.e. [[Naruto: Shinobi (5e Class)/Path of the Sage|Sage Mode]], [[Naruto: Shinobi (5e Class)/Path of the Cursed|Cursed Mark]], [[Naruto: Shinobi (5e Class)/Path of the Celestial|Tenseigan Chakra Mode]], [[Naruto: Shinobi (5e Class)/Path of Hatred|Susanoo]], [[Naruto: Shinobi (5e Class)/Path of Succession|Kama Extraction]], [[Naruto: Shinobi (5e Class)/Path of Permanence|Spiritual Fusion]], [[Naruto: Shinobi (5e Class)/Path of the Snake|Eight-Headed Hydra]], [[Naruto: Shinobi (5e Class)/Path of Youth|the Gates]], etc.)}}<br />
<br />
====Hidden Chakra==== <br />
At 3rd level, when you have less than half your chakra, you can use an action to regain a number of special chakra equal to your level. These special "red" chakra are counted separately from your normal chakra. You can use all these chakra on one Jutsu or spread them across multiple, but you can not spend these points and your own normal chakra points on the same jutsu. This chakra can extend above your chakra point maximum, and is lost at the end of a short rest. You may use this a number of times equal to the number of Tailed Beasts sealed inside you, regaining all uses at the end of a long rest.<br />
<br />
If your own chakra is less than your red chakra in your base state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 14 {{5a|wis}} saving throw at the end of each of your turns. On a failure, you are forced into {{inpage|Initial Release}} and are controlled by your Bijūū. This ends if you become {{5c|unconcious}}, or if your Bijūū chooses to do so willingly. <br />
<br />
If you have defeated or befriended your Bijūū, you must attempt a DC 12 {{5a|con}} saving throw at the end of each of your turns instead, gaining 1 level of exhaustion on a failure.<br />
<br />
====Initial Release====<br />
At 7th level, as bonus action, you access a fraction of the power within to activate the Bijūū Cloak's Initial Release. Entering into this state reveals you as a Jinchūriki to anyone that can see you and anyone who can detect magic or see chakra may make an Insight check. The DC equals the Jinchūriki's Wisdom score to detect what creature they contain. While in this state, your appearance becomes feral as you are covered in a bubbly, orange chakra cloak and you gain the following benefits: <br />
*All Jutsu you know are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra. <br />
*Your movement speeds are increased by 10 feet. <br />
*At the start of your turn, you regain a number of hit points equal to your {{5a|con}} modifier. <br />
*You have advantage on {{5a|str}} and {{5a|dex}} checks and saving throws.<br />
*This state ends if you choose to do so as an action, or if you are knocked unconscious.<br />
<br />
You lose 2 chakra and gain 2 red chakra at the end of each of your turns, you may not go below 0 chakra when losing chakra in this way. If your own chakra is less than your red chakra in this state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 16 {{5a|wis}} saving throw at the end of each of your turns. On a failure, you are forced into {{inpage|Tailed Release}} and are controlled by your Bijūū. This ends if you become {{5c|unconcious}}, or if your Bijūū chooses to do so willingly. <br />
<br />
If you have defeated or befriended your Bijūū, you must attempt a DC 14 {{5a|con}} saving throw at the end of each of your turns, gaining 1 level of exhaustion on a failure.<br />
<br />
====Tailed Release====<br />
At 10th level, while in Initial Release, as an action, you access a greater portion of the power to activate the Bijuu Cloak's Tailed Release. While in this state, your appearance shifts from feral to almost beast-like, and your chakra cloak becomes a solid red barrier that takes the shape of the tailed beast, becoming more defined and solid as the form stays active. They gain the following benefits in addition to the benefits of your Initial Release: <br />
<br />
*Your unarmed strikes deal an additional 1d4 damage. This damage’s type is determined by their Bijūū (at the DM’s discretion). <br />
*Your movement speeds increase by an additional 5 x your {{5a|dex}} modifier feet. <br />
*At the start of your turn, the amount of hit points you regain is equal to twice your {{5a|con}} modifier.<br />
*You can activate {{inpage|Hidden Chakra}} as a bonus action, and you can use red chakra in tandem with your own.<br />
<br />
You lose 4 chakra and gain 4 red chakra at the end of each of your turns, you may not go below 0 chakra when losing chakra in this way. If your own chakra is less than your red chakra in this state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 18 {{5a|wis}} saving throw at the end of each of your turns. On a failure, you are forced into {{inpage|Tailed Beast Mode}} and are controlled by your Bijūū. This ends if you become {{5c|unconcious}}, or if your Bijūū chooses to do so willingly. <br />
<br />
If you have defeated or befriended your Bijūū, you must attempt a DC 16 {{5a|con}} saving throw at the end of each of your turns, gaining 1 level of exhaustion on a failure.<br />
<br />
====Tailed Beast Mode====<br />
At 15th level, as a [[More Actions (5e Variant Rule)|full turn action]], you can transform into your Bijuu or back into your normal form. You have the same percentage of your hit points remaining going into and out of Tailed Beast Mode. If you are reduced to 0 hit points, you return to your normal form at 0 hit points. You keep your features, chakra points, and chakra point maximum while in this form. <br />
<br />
You lose 6 chakra and gain 6 red chakra at the end of each of your turns, you may not go below 0 chakra when losing chakra in this way. If your own chakra is less than your red chakra in this state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 20 {{5a|wis}} saving throw at the end of each of your turns. On a failure, you are controlled by your Bijūū. If you spend more than 5 rounds (30 seconds) while controlled by your Bijūū, you are killed instantly, and your Tailed Beast is released on the same plane of existence you died in. This ends if you become {{5c|unconcious}}, or if your Bijūū chooses to do so willingly. <br />
<br />
If you have defeated or befriended your Bijūū, you must attempt a DC 18 {{5a|con}} saving throw at the end of each of your turns, gaining 1 level of exhaustion on a failure.<br />
<br />
====Alternate Feature: Bijūū Chakra Mode====<br />
At 15th level, as an action, you access to the Tailed Beast’s ultimate Release. You may only use this feature if you have defeated or befriended your Bijūū. You can enter and leave any form of the Bijuu Cloak at will as a bonus action. You may enter this form as an action, during which you gain the benefits of Initial Release and Tailed Release, in addition to the following:<br />
*You gain a damage reduction of 5.<br />
*You may gift a creature you can touch an amount of chakra or red chakra equal to your Constitution modifier as a bonus action.<br />
*You shed bright light for 10 feet and dim light for another 10 feet.<br />
*You gain 1 additional use of {{inpage|Hidden Chakra}}. This is only granted on your first use of this feature, regaining this use at the end of a long rest. <br />
*You may create a number of hands up to the most tails your Tailed Beast has for an equal number of chakra points that last until the end of this feature.<br />
<br />
You lose 6 chakra and gain 6 red chakra at the end of each of your turns, you may not go below 0 chakra when losing chakra in this way. If your own chakra is less than your red chakra in this state, you must attempt a DC 18 {{5a|con}} saving throw at the end of each of your turns, gaining 1 level of exhaustion on a failure.<br />
<br />
====Tailed Beast Avatar====<br />
At 20th level, you fully master your tailed beast’s power. You gain the 15th level feature you did not take, and you may choose what of your Bijuu's features you benefit from while in {{inpage|Tailed Beast Mode}}. You may benefit from any Release and any other forms from this class or Tailed Beast Mode at the same time, and you lose half as many chakra points to maintain each release state. While in any transformation granted by this path, you also gain the following Jutsu:<br />
<br />
'''Tailed Beast Ball'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 10 ft. wide, 60 ft. line<br />
<br />
As an action, you gather a huge amount of chakra into your mouth or hand that ruptures into a blast of light. Each creature in the area must make a Dexterity saving throw, taking 10d10 force damage, being pushed to the edge of the area, and knocked prone on a failure. On a success, they take half as much damage. This Jutsu ignores evasion.<br />
<br />
====Tailed Beast Mastery====<br />
At 23rd level, you may combine a Tailed Beast Ball into almost any jutsu. When you use a jutsu that deals damage, you may add Tailed Beast Ball's range, damage, or half of both for 15 additional chakra. Additionally, you may benefit from any Release, Tailed Beast Mode, and other form from this class at the same time.<br />
<br />
====Baryon Mode====<br />
At 27th level, your Bijuu trusts you enough to allow you to use their most forbidden technique. As an action, you may fuse you and your Tailed Beast's chakra in a fashion more akin to nuclear fusion that a traditional cloak form. While in Baryon Mode, you gain the following in addition to {{inpage|Bijūū Chakra Mode}}, which can not be used in addition to Tailed Beast Mode:<br />
*You gain an additional damage reduction of 5 (10 total).<br />
*You must add your Tailed Beast(s)'s and your hit points and chakra points to your hit points. (i.e. if your Tailed Beast is [[Shukaku (5e Creature)|Shukaku]] and you have 493 hit points and 20 chakra (Shukaku has 80), you would have 1000 hit points when you start Baryon Mode).<br />
*At the start of each of your turns, your current and maximum hit points are decreased by 20 hit points.<br />
*Any jutsu you use spends hit points instead of chakra points.<br />
*You shed bright light for 10 feet and dim light for another 10 feet (20 ft. total).<br />
*You have an additional number of hands up to the most tails your Tailed Beast has. (Minimum 1)<br />
*Your unarmed strikes deal an additional 1d4 force damage.<br />
*At the end of each of your turns, you may choose 1 creature who you have damaged with an unarmed strike on the same turn. That creature automatically loses 20 maximum and current hit points.<br />
*This feature ends when you become unconscious.<br />
*When your hit points are reduced to 0, you are stable, but you lose access to all {{inpage|Path of the Beast}} features as your Tailed Beast dies.<br />
<br />
====True Baryon====<br />
At 29th level, through infinitely careful, metered practice and brainstorming, you have mastered even the forbidden Baryon Mode. You may end Baryon Mode as an action if you succeed a DC 20 Constitution saving throw, and you may use this feature in addition to Tailed Beast Mode. When Baryon Mode ends, your remaining hit points are halved. You and your Tailed Beast gain an equal percentage of their maximum chakra and hit points, rounded down (i.e. using the Shukaku example earler, if you have 500 hit points when you end Baryon Mode, you would have 5 chakra and 123 hit points, and Shukaku would have 20 chakra and 101 hit points).<br />
<br />
=====Jinchūriki Creation=====<br />
If you later have a Tailed Beast sealed inside you through a [[Fuinjutsu (Shinobi World Supplement)|Jinchuriki Seal]] after taking a different class or subclass, you can only gain features up to Tailed Release, and you must be two levels higher than the listed requirement. <br />
<br />
If the creature you are the jinchuriki of has a CR of 16 or lower, you must take {{inpage|Tailed Beast Mode}} as this path's 15th level feature, and can not gain features from this path past Tailed Beast Mode, but you still gain Tailed Beast Ball at 20th level.<br />
<br />
A jinchūriki’s Tailed Beast can be removed from their body if Jinchuriki Seal is cast on them. If this happens, the jinchuriki must make a {{5a|dex}} saving throw. If they are also affected by a Jinchuriki Seal modifier, they have advantage on this saving throw. On a failure, their Tailed Beast is removed, and they must succeed a DC 20 Constitution saving throw or be killed instantly. This DC is decreased by 2 if the beast is allied with you. If you succeed, you are reduced to 0 hit points, but stable, and you are paralyzed for 1d12 days, after which you can no longer have access to your subclass features.<br />
<br />
==Path of the Beast Unique Jutsu==<br />
<br />
'''Tailed Beast Leg Clone'''<!--more generalized version of Killer B's Octopus Leg Clone--><br />
<br />
'''Requirements:''' {{inpage|Initial Release}} and [[Naruto: Shinobi (5e Class)/Basic Ninjutsu|Shadow Clone]]<br />
<br />
'''Cost:''' 4 red chakra<br />
<br />
When you create a shadow clone, you imbue it with a physical part of your Tailed Beast's body. The clone can not enter any of this subclass's forms. If the clone drops to 0 hit points, it becomes {{5c|unconcious}} instead of dying. If it spends longer than 1 hour {{5c|unconcious}}, or if its chakra points are dropped to 0, it dies instantly.<br />
<br />
<br />
'''Tailed Beast Chakra Arms'''<br />
<br />
'''Requirements:''' {{inpage|Tailed Release}}<br />
<br />
'''Cost:''' 1+ chakra<br />
<br />
As a bonus action while Tailed Release, {{inpage|Bijuu Chakra Mode}}, or {{inpage|Baryon Mode}} is active, you extend your chakra shroud past your hand, creating even more bestial appendages. Your reach increases by 5 ft. until the end of your turn. You may increase this reach by an additional 5 ft. for every 3 additional chakra spent.<br />
<br />
<br />
'''Bijuu Arm Strike'''<br />
<br />
'''Requirements:''' {{inpage|Bijuu Chakra Mode}}<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you gather your beast's chakra in one hand, creating a blast of chakra that you then force into the target's network. Make an unarmed strike against one creature within range. On a hit, they lose the effects of any genjutsu, and you may chose to deal up to twice your maximum unarmed strike damage roll.<br />
<br />
<br />
'''Bijuu Hug'''<!--generalized version of Killer B's Octopus Hug--><br />
<br />
'''Requirements:''' {{inpage|Tailed Beast Mode}} or a [[Naruto: Shinobi Feats and Boons (Other)|Jinchuriki Feat]]<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you manifest a small portion of your bijuu's tails, wrapping them around one creature within range. The target must attempt a {{5a|str}} saving throw. On a failure, they take 1d4 bludgeoning damage and become {{5c|Restrained}}. On a success, they take half as much damage. They may retry this saving throw at each of their turns, ending this effect on a success.<br />
<br />
<br />
'''Exploding Tailed Beast Ball'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 30/60 ft.<br />
<br />
As an action, you fire a tailed beast ball that keeps its form before exploding. Each creature in a 20 ft. radius area must make a Dexterity saving throw, taking 10d10 force damage, being pushed to the edge of the area, and knocked prone on a failure. On a success, they take half as much damage. If this jutsu targets anywhere within its long range, creatures have advantage on its saving throw. This Jutsu ignores evasion.<br />
<br />
<br />
'''Super Mini-Tailed Beast Ball'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you grind a tailed beast ball into your target. One creature must make a Dexterity saving throw, taking 10d12 force damage, being pushed 20 ft. away from you, and knocked prone on a failure. On a success, they take half as much damage. This Jutsu ignores evasion.<br />
<br />
<br />
'''Magnet Style Juinjutsu Amplification'''<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku’s Jinchuriki]]<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
When you cast a jutsu that deals damage, you cover it with Shukaku's black markings. All of its damage can be converted into magical bludgeoning damage (your choice). Additionally, if the target fails this jutsu's saving throw, they become {{5c|restrained}} for 5 minutes. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.<br />
<br />
<br />
'''Drilling Air Bullet'''<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku’s Jinchuriki]]<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 x 25 foot line<br />
<br />
As an action, you take in a deep breath and forcefully exhale. Each creature in the area must make a Constitution saving throw. On a failure, the creatures take 6d8 thunder damage and are pushed 40 ft away. If it collides with a creature or object, both take an additional 1d8 bludgeoning. Half as much on a success.<br />
<br />
<br />
'''Blue Fire Amplification'''<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi’s Jinchuriki]]<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
When you cast a jutsu that deals damage, Matatabi's blue flames engulf it in a violent tornado. All of its damage can be converted into fire damage (your choice). Additionally, if the target fails jutsu's this saving throw, they take 2d10 + your Intelligence modifier fire damage and at the start of its turn, it takes 1d10 + your Intelligence modifier fire damage for 1 minute. This jutsu can only affect one creature at a time. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.<br />
<br />
<br />
'''Mouse Hairball'''<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi’s Jinchuriki]]<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
As an action, you fire a mouse-shaped fireball that splits into multiple smaller fireballs, that in turn split into even more, causing damage to be inevitable but inconsequential. Two creatures within range takes 1d4 + 1 fire damage. You may use this jutsu up to 3 times on a single action.<br />
<br />
<br />
'''Deep-Sea Amplification'''<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu’s Jinchuriki]]<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
When you cast a jutsu that deals damage, it becomes as crushing as Isobu's watery depths. All of its damage can be converted into cold damage (your choice). Additionally, if the target fails jutsu's this saving throw, they {{5c|stunned}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.<br />
<br />
<br />
'''Coral Rising Ripples'''<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu’s Jinchuriki]]<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
'''Range:''' 30 ft. line + the weapon's reach<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
As an action, you slam your weapon into the ground, causing rows of coral to spike out of the ground. Make an attack roll against every creature within range. On a hit, they take the weapon's damage and their movement speed is decreased by 5 feet until the end of their next turn. You may decrease their movement speed by an additional 5 feet for every 3 additional chakra points spent.<br />
<br />
<br />
'''Lava Style Amplification'''<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū’s Jinchuriki]]<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
When you cast a jutsu that deals damage, its form becomes Son Gokū's raging lava. The jutsu decreases the target's maximum hit points by the amount of damage they would have taken.<br />
<br />
<br />
'''Monkey Flame Arson'''<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū’s Jinchuriki]]<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 x 25 foot line<br />
<br />
As an action, you release a stream of green fire from your mouth. Every creature within range must succeed a Dexterity saving throw, taking 6d10 fire damage on a failure and are knocked {{5c|prone}}. On a success, they take half as much and are not knocked {{5c|Prone}}.<br />
<br />
<br />
'''Vapor Style Amplification'''<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō’s Jinchuriki]]<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
When you cast a jutsu that deals damage, torrents of Kokuo's burning steam rage throughout it. All of its damage can be converted into fire damage (your choice). Additionally, if the target fails jutsu's this saving throw, they take an additional 4d4 damage from all sources for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.<br />
<br />
<br />
'''Five-Mountain Jump'''<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō’s Jinchuriki]]<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
'''Range:''' 5 foot radius<br />
<br />
As an action, you temporarily manifest the weight of your beast's powerful hooves. Each creature within range must attempt a Constitution saving throw. On a failure, they take 2d6 force damage and be pushed to the edge of this jutsu’s range. On a success, they take half as much damage and are moved half as far (rounded down). You can add an additional 1d6 damage and 5 feet to the affected radius and the distance the target is pushed for every additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage.<br />
<br />
<br />
'''Bubble Amplification'''<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken’s Jinchuriki]]<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
When you cast a jutsu that deals damage, Saiken's acidic bubbles seek your target. All of its damage can be converted into acid damage (your choice). Additionally, if the target fails this jutsu's saving throw, they gain a -2 penalty to their AC for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.<br />
<br />
<br />
'''Wisdom Wolf Decay'''<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken’s Jinchuriki]]<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 60 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You exhale a coarse, brown cloud of particles. Every creature within range must succeed a Wisdom saving throw. On a failure, they take 2d6 acid damage. Creatures must retry this saving throw every time they end their turn within range. The cloud can be blown away with a sufficiently powerful wind.<br />
<br />
<br />
''' insect Amplification'''<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei’s Jinchuriki]]<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
When you cast a jutsu that deals damage, its form is filled with Chōmei's insect like chakra and . All of its damage can be converted into poison damage (your choice). Additionally, if the target fails jutsu's this saving throw, they become {{5c|poisoned}} 1 minute and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.<br />
<br />
<br />
'''Scale Powder'''<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei’s Jinchuriki]]<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
All creatures within 60 feet must succeed a Wisdom saving throw. On a failure, they are {{5c|blind}} until the beginning of your next turn.<br />
<br />
<br />
'''Ink Amplification'''<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki’s Jinchuriki]]<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
When you cast a jutsu that deals damage, its form becomes as black as Gyūki's ink. All of its damage can be converted into thunder damage (your choice). Additionally, if the target fails jutsu's this saving throw, they become {{5c|blinded}} 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.<br />
<br />
<br />
'''Sealing Technique: Octopus Hold'''<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki’s Jinchuriki]], Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
When you create a shadow clone, you may imbue it with [[Gyūki (5e Creature)|Gyūki’s]] ink. When it is destroyed by any means other than being dispelled, the closest creature to the clone must attempt a {{5a|str}} saving throw. On a failure, they are {{5c|restrained}}. They may retry this saving throw at the end of each of their turns, ending this effect on a success. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''Vermillion Jutsu'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama’s Jinchuriki]]<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
When you cast a jutsu that deals damage, you supercharge it with the immense chakra of the strongest tailed beast. All of its damage dice becomes d10's and the jutsu ignores immunity, resistance, and vulnerability.<br />
<br />
<br />
'''Nine-Tails Beam'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama’s Jinchuriki]]<br />
<br />
'''Cost:''' 4 Chakra<br />
<br />
'''Range:''' 60 ft. line<br />
<br />
As an action, while in any tailed beast form gained after {{inpage|Initial Release}}, you release a beam of chakra from one of your hands. Every creature within range must attempt Dexterity saving throw, taking 2d6 force damage on a failure, or half as much on a success. You may use this jutsu a number of times equal to the number of hands you have on a single action.<br />
<br />
<br />
'''God Tree Creation'''<br />
<br />
'''Requirements:''' [[Datara (5e Creature)|Ten-Tails' Jinchuriki]]<br />
<br />
'''Cost:''' 100 chakra<br />
<br />
As an action, you expel out the true physical form of the [[Datara (5e Creature)|Ten-Tails]], the almighty God Tree. Each Ten-Tails may only create one God Tree at a time, even if it changes Jinchuriki. The God Tree counts as a permanently {{5c|unconcious}} Ten-Tails with 0 chakra points and the inability to regain chakra points by any means outside of this jutsu, and is 100 feet tall. When a creature dies within 100 feet of the God Tree, the tree regains 1 chakra point.<br />
<br />
<br />
'''God: Nativity of a World of Trees'''<br />
<br />
'''Requirements:''' [[Datara (5e Creature)|Ten-Tails' Jinchuriki]], God Tree Creation<br />
<br />
'''Cost:''' 100 chakra<br />
<br />
As an action while touching the God Tree, you release a massive sheet of absorbing Wood Style chakra, wrapping itself around your targets autonomously. For any creatures that are {{5c|unconcious}} or {{5c|paralyzed}} by any of your jutsu, you no longer need to concentrate to keep them under its effects, they no longer need to eat, drink, sleep, or breath, and your chakra point maximum increases by a number of points equal to the number of creatures effected by this jutsu. These creatures count as dead for the sake of the God Tree <br />
<br />
<br />
'''*Life Rent Deliberation*'''<br />
<br />
As a bonus action, you enter your inner world and demand your [[Tailed Beasts (5e Creature)|Tailed Beast]] grant you additional chakra. Make a DC 15 {{5a|Cha}} ({{5s|Persuasion}}) check. On a success, you gain 1 additional use of {{inpage|Hidden Chakra}}.if you fail, you gain 1 level of {{5c|exhaustion}}. If you have befriended your Bijūū they may choose to fail.<br />
<br />
<br />
'''*Jinchuriki Regeneration*'''<br />
<br />
'''Cost:''' 1+ chakra<br />
<br />
At will once per round, you course chakra through your body, allowing your tailed beast to weave it through your wounds to heal them. You regain a number of hit points equal to the number of chakra points spent to a maximum equal to your {{5a|con}} modifier.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1725829Sans, 2nd Variant (5e Class)2023-05-01T13:49:08Z<p>Plywood tank: /* Shortcuts (Short Range) */</p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Authors note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range )<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Improvement<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=Dodging master<br />
|classfeatures20= True Power<br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 3 + dexterity or intelligence modifier + your proficiency bonus "Endurance" hit points each time you level up. If your proficiency bonus increases, then you may increase your endurance hit points the same amount (for example, if you have a bonus of 2, and you level up and gain a bonus of 3, you add 1 endurance hit point per previous level). As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your hit points. the target of the attack that you defend takes no damage. this cannot be used on spells with a radius like fireball, or spells that target a specific person, like charm person, but can be used on any spells with a line or cone effect. <br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. you may use this feature once per long rest.<br />
<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1725816Sans, 2nd Variant (5e Class)2023-05-01T13:39:57Z<p>Plywood tank: </p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Authors note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range )<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Improvement<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=Dodging master<br />
|classfeatures20= True Power<br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 1 + dexterity or intelligence modifier + half your proficiency bonus "Endurance" hit points each time you level up. As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your endurance points. the target of the attack that you defend takes no damage.<br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. you may use this feature once per long rest.<br />
<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1724311Sans, 2nd Variant (5e Class)2023-04-28T15:44:29Z<p>Plywood tank: </p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Authors note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range ), Ability Score Increase<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Increase<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on, Ability Score Increase<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=Dodging master<br />
|classfeatures20= True Power<br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 1 + dexterity or intelligence modifier + half your proficiency bonus "Endurance" hit points each time you level up. As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your endurance points. the target of the attack that you defend takes no damage.<br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. you may use this feature once per long rest.<br />
<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1723936Sans, 2nd Variant (5e Class)2023-04-27T14:54:43Z<p>Plywood tank: /* Authors note */</p>
<hr />
<div>== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Authors note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
Also, i should mention that this class is more powerful then the average class, and that you should talk to the other players and your DM before playing, to make sure they know that you might be overpowered at the later levels.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range ), Ability Score Increase<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Increase<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on, Ability Score Increase<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=Dodging master<br />
|classfeatures20= True Power<br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 1 + dexterity or intelligence modifier + half your proficiency bonus "Endurance" hit points each time you level up. As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your endurance points. the target of the attack that you defend takes no damage.<br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. you may use this feature once per long rest.<br />
<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1723935Sans, 2nd Variant (5e Class)2023-04-27T14:46:37Z<p>Plywood tank: </p>
<hr />
<div>== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Authors note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range ), Ability Score Increase<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Increase<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on, Ability Score Increase<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=Dodging master<br />
|classfeatures20= True Power<br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 1 + dexterity or intelligence modifier + half your proficiency bonus "Endurance" hit points each time you level up. As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your endurance points. the target of the attack that you defend takes no damage.<br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful, dealing extra radiant damage equal to your level. and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead.<br />
<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====Dodging master====<br />
<br />
<br />
At level 19, If you get hit, you may dodge it and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time. you may use this feature once per long rest.<br />
<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1723910Sans, 2nd Variant (5e Class)2023-04-27T13:03:28Z<p>Plywood tank: </p>
<hr />
<div>== Sans ==<br />
<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
<br />
=== Laziness ===<br />
<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
<br />
== Authors note ==<br />
<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<br />
<!--Questions to help player develop character--><br />
<br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range ), Ability Score Increase<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Increase<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on, Ability Score Increase<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=<br />
|classfeatures20= True Power<br />
<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 1 + dexterity or intelligence modifier + half your proficiency bonus "Endurance" hit points each time you level up. As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your endurance points. the target of the attack that you defend takes no damage.<br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
<br />
==== Attacks ====<br />
<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
<br />
==== Techniques ====<br />
<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
<br />
==== Sans Points ====<br />
<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans points to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
<br />
==== Dodge ====<br />
<br />
<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
<br />
==== Extra Attack ====<br />
<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
<br />
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
<br />
==== Advanced Teleports ====<br />
<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
<br />
====shortcuts, (long range) ====<br />
<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
<br />
==== Karma Control ====<br />
<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
<br />
==== Lazy bones ====<br />
<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
<br />
====Combo attacks====<br />
<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
<br />
====Get dunked on====<br />
<br />
<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
<br />
====The real battle====<br />
<br />
<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead<br />
<br />
<br />
====A bad time====<br />
<br />
<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
<br />
====True Power====<br />
<br />
<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1723909Sans, 2nd Variant (5e Class)2023-04-27T13:00:54Z<p>Plywood tank: /* Techniques */</p>
<hr />
<div>== Sans ==<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
=== Laziness ===<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
== Authors note ==<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range ), Ability Score Increase<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Increase<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on, Ability Score Increase<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=<br />
|classfeatures20= True Power<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 1 + dexterity or intelligence modifier + half your proficiency bonus "Endurance" hit points each time you level up. As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your endurance points. the target of the attack that you defend takes no damage.<br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
==== Sans Points ====<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans point to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
==== Dodge ====<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
==== Extra Attack ====<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
==== Advanced Teleports ====<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====shortcuts, (long range) ====<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
==== Karma Control ====<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
==== Lazy bones ====<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
====Combo attacks====<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
====Get dunked on====<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead<br />
<br />
====A bad time====<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====True Power====<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
=== Techniques ===<br />
<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.<br />
<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Feats_and_Boons_(Shinobi_World_Supplement)&diff=1722160Feats and Boons (Shinobi World Supplement)2023-04-21T17:38:15Z<p>Plywood tank: cool dude, with all due respect, plese stop changing indras reincarnation. the jutsu system doesn't even work like that anymore. the new version of indras reincarnation adds a nice variety for reincarnations as well, and it is also more balanced then the last, keeping paths at there level requirements..</p>
<hr />
<div>=== Ninja Feats ===<br />
These feats can be taken instead of an ability score increase, instead of a normal feat, or as the variant human free feat.<br />
<br />
<br />
'''Nature Training'''<br />
<br />
You have trained your body to understand another chakra nature. You gain 1 additional chakra nature, or one of its alternatives, as per the [[Naruto: Shinobi (5e Class)#Chakra|Chakra]] feature. If you take this feature before 2nd level, you gain the Chakra feature, your chakra point maximum is 2 + your {{5a|con}} modifier, and you may know 2 jutsu. Once you reach 2nd level, you have as many chakra points and known jutsu as shown on the Shinobi table. You may take this feat multiple times. <br />
<br />
<br />
'''Powerful Source'''<br />
<br />
'''Prerequisites:''' Strength or Constitution 13 or higher<br />
<br />
Your might almost entirely fuels your chakra, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
<br />
*Your {{5a|str}} or {{5a|con}} score increases by +1.<br />
*While not wearing armor or wielding a shield, your AC equals 10 + your {{5a|str}} modifier + your Proficiency bonus. You may spend 2 chakra as a [[More Actions (5e Variant Rule)|free action]] to benefit from either a shield in addition to these benefits until the end of your next turn.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Mighty Vigor'''<br />
<br />
'''Prerequisites:''' Powerful Source feat, Strength 18 or higher<br />
<br />
Your unwavering confidence in your might has balanced your chakra, enhancing your strength with understanding and moderation, and allowing you to fuel the very limits of your life into your chakra. You gain the following benefits:<br />
<br />
*At will during your turn, you may decide whether your chakra counts as heavy chakra or not.<br />
*When you make an attack using {{5a|str}}, you may spend 1 chakra or 1 hit point to deal half as much damage on a miss. This counts as a {{5a|str}} saving throw for the sake of Brawn.<br />
*Choose two skills between {{5s|Acrobatics}}, {{5s|Stealth}}, {{5s|Arcana}}, {{5s|Animal Handling}}, and {{5s|Intimidation}}. The two chosen skills use {{5a|str}} as their ability.<br />
*When you cast a jutsu, you may spend a number of hit points equal to half its total cost to use {{5a|str}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 hit points to use {{5a|str}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Fast as Lightning'''<br />
<br />
'''Prerequisites:''' Dexterity or Intelligence 13 or higher<br />
<br />
You have trained your speed almost exclusively, perfecting your stride and quickening your steps. You gain the following benefits:<br />
<br />
*Your Dexterity or Intelligence score increases by 1, to a maximum of 20.<br />
*You can use the Dash action as a [[More Actions (5e Variant Rule)|free action]] on your turn for 2 chakra.<br />
<br />
<br />
'''Fast as Light'''<br />
<br />
'''Prerequisites:''' Fast as Lightning feat, Dexterity 18 or higher<br />
<br />
Your speed rivals the fastest shinobi, and with them the forces of nature. You gain the following benefits:<br />
<br />
*When a creature targeted by one of your jutsu benefits from Evasion, they take no damage on a success, but full damage on a failure.<br />
*When you cast a jutsu, you may use {{5a|dex}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to your movement speed divided by 10, rounded down, regaining all uses at the end of a long rest. If your movement speed increases temporarily, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*When you make a reaction, you may spend 5 chakra points to regain your reaction, regaining use at the end of your turn.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|dex}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Heavy Chakra'''<br />
<br />
'''Prerequisites:''' Constitution or Strength 13 or higher<br />
<br />
Through naturally compressing your chakra, you are able to store more chakra than your average shinobi. You gain the following benefits:<br />
<br />
*Your {{5a|con}} or {{5a|str}} score increases by +1.<br />
*Your chakra point maximum increases by your proficiency bonus.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Overflowing Chakra'''<br />
<br />
'''Prerequisites:''' Heavy Chakra feat, Constitution 18 or higher<br />
<br />
Through hard training and enduring experience in combat, you have learned how to fuel your Jutsu with copious amounts of Chakra, enhancing them to a point that the elements you weave could be considered as forces of nature. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your {{5a|con}} modifier an additional time. <br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|con}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|con}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
<br />
<br />
'''Tempered Chakra'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 13 or higher<br />
<br />
You are well versed in limiting the amount of chakra you use. You gain the following benefits:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*When determining how much chakra you have, you may replace your Constitution modifier with your Intelligence modifier. <br />
*You may add your proficiency bonus an additional time to Concentration saving throws for jutsu. <br />
<br />
<br />
'''Masterful Chakra Control'''<br />
<br />
'''Prerequisites:''' Tempered Chakra feat, Intelligence 18 or higher<br />
<br />
You have mastered your chakra control to the point that even a small drop can have explosive results. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your Intelligence modifier an additional time. <br />
*As a bonus action, you can reduce the chakra cost of the next jutsu you use before the end of the turn by an amount equal to your {{5a|int}} modifier. The minimum chakra you can expend on a jutsu using this is 1. You may use this a number of times equal to 1/4 your shinobi level (rounded down, minimum 1), regaining all uses at the end of a long rest. You may not use this feature and [[Path of the Healer (Shinobi World Supplement)|Chakra Control]] on the same jutsu.<br />
<br />
<br />
'''Perfected Seals'''<br />
<br />
'''Prerequisites:''' Intelligence 16 or higher<br />
<br />
You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. If you do not have the [[Naruto: Shinobi (5e Class)#Jonin|Jonin]] feature, you gain its benefits. If you have the feature, or once you gain it, you gain the following benefits:<br />
<br />
*You are no longer required to weave hand seals to perform jutsu, allowing you to cast jutsu with no open hands. You do not gain this benefit while under the [[5e_SRD:Conditions#Restrained|Restrained]] condition.<br />
*Any jutsu requiring hand seals that can be cast as an action can be cast as a bonus action at an additional cost of 3 chakra while you have two free hands.<br />
*Onlookers are now unable to notice you performing hand seals when done as a bonus action.<br />
*While grappling a creature, you can use their hands to complete a hand seal necessary to cast a jutsu. They must attempt a {{5a|dex}} or {{5a|wis}} saving throw. On a failure, the chakra point cost for casting the Jutsu is split equally between you and the creature at the time of casting it. If a creature does not have any chakra points, the chakra cost is not reduced. Once you use this feature, you can't use it again until the end of a short or long rest.<br />
<br />
<br />
'''Zen Master'''<br />
<br />
'''Prerequisites:''' Wisdom or Charisma 13 or higher<br />
<br />
Rather than pure intellect or power, your chakra is fueled by a deep understanding of the very nature of the energy as a connecting force. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You have a number of [[Naruto: Shinobi (5e Class)#Special Chakra|specialized chakra]] equal to your level. This chakra can only be spent to cause a creature to regain hit points or chakra points, and when another creature causes you to lose chakra, this chakra is lost first. <br />
<br />
<br />
'''Ninshu Minister'''<br />
<br />
'''Prerequisites:''' Zen Master feat, Wisdom 18 or higher<br />
<br />
Your mastery of the mysticism of chakra has revealed to you the predecessor of ninjutsu, Ninshu, and with it its secrets. You gain the following benefits:<br />
<br />
*When you touch a creature or use ''[[Basic Ninjutsu (Shinobi World Supplement)|Chakra Transfer Technique]]'' on a creature that you share a language with, you may communicate telepathically with them until the end of your next turn (9 seconds).<br />
*While you are casting telepathically communicating with a creature, you may cast jutsu and use features as if you were in their place. If a jutsu or feature would only target you when you use it, you may choose for it to target them as well until you are no longer telepathically communicating with them.<br />
*When you cast a jutsu, you may use {{5a|wis}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to the number of skills you have proficiency in, and you gain twice as many uses from skills you have expertise in, regaining all uses at the end of a long rest. If you temporarily gain proficiency or expertise in skills, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|wis}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Spiritual Adept'''<br />
<br />
'''Prerequisites:''' Charisma or Wisdom 13 or higher<br />
<br />
Your chakra is greatly powered by your confidence and power of soul, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You gain proficiency in one skill of your choice.<br />
*When you finish a short rest, you can expend a number of hit die equal to your Wisdom modifier. Roll the hit die and add your {{5a|wis}} modifier to the result. You regain an amount of chakra equal to half the result.<br />
<br />
<br />
'''Spiritual Powerhouse'''<br />
<br />
'''Prerequisites:''' Spiritual Adept feat, Charisma 18 or higher<br />
<br />
Your physical energy has almost entirely given way to your unwavering spiritual energy. You gain the following benefits:<br />
<br />
*You gain use in [[Yin Style (Shinobi World Supplement)|Yin Style]]. If you already have use in Yin Style, you gain [[Naruto: Shinobi (5e Class)#Chakra Nature Alternatives|Affinity]] in it instead.<br />
*[[Yang Style (Shinobi World Supplement)|Yang Style]] or [[Yin-Yang Style (Shinobi World Supplement)]] benefit from your [[Yin Style (Shinobi World Supplement)|Yin Style]] Affinity.<br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|cha}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|cha}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Sensor Nin'''<br />
<br />
'''Prerequisites:''' Wisdom 16 or higher, Proficiency in Perception<br />
<br />
When you take the {{5e|Search Action}}, you may also attempt a DC 14 {{5s|Arcana}} check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you already have chakra sense, its range increases by 30 feet or its penetration increases by its initial value (minimum 1 inch). You may take this feat multiple times, increasing its Wisdom requirement by +2 each time you take it.<br />
<br />
<br />
'''Absorption Nin'''<br />
<br />
'''Prerequisites:''' {{5a|con}} 14 or higher, {{5a|int}} 14 or higher<br />
<br />
You not only have the mental aptitude to understand absorption jutsu, but the physical ability to perform them. When you gain a jutsu, you may instead learn one [[Chakra Absorbing Jutsu (Shinobi World Supplement)|Chakra Absorbing Jutsu]].<br />
<br />
<br />
'''Barrier Nin'''<br />
<br />
'''Prerequisites:''' {{5a|wis}} 16 or higher<br />
<br />
Your body is capable of withstanding the toll of Fūinjutsu. When you gain a jutsu, you may instead learn one [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]].<br />
<br />
<br />
'''Perfect Chakra Thief'''<br />
<br />
'''Prerequisites:''' Intelligence 14 or higher, the ability to absorb chakra<br />
<br />
You master one form of chakra that is not native to you. Choose between the [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]], [[Path of the Cursed (Shinobi World Supplement)|Cursed]], [[Path of the Star (Shinobi World Supplement)|Star]], or [[Path of the Sage (Shinobi World Supplement)|Sage]]. You gain that subclass's first feature, but none of the subclass features gained in this way grant you the ability to gain their special type of chakra. You may take this feat multiple times, gaining the next feature of one of the above subclasses you have already chosen, or the first feature in one you have not chosen. Your [[Naruto: Shinobi (5e Class)|Shinobi]] level must be equal or higher than a feature's level requirement to gain it in this manner.<br />
<br />
<br />
==== Jutsu Mastery Feats ====<br />
<br />
'''Body Flicker Master'''<br />
<br />
'''Prerequisites:''' Dexterity 18 or higher, the ability to cast Body Flicker<br />
<br />
When you cast Body Flicker, you can take the Attack action as a bonus action on the same turn.<br />
<br />
<br />
'''Multi-Shadow Clone Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Shadow Clone<br />
<br />
*The amount of shadow clones you can have at a time is no longer limited to 5.<br />
*Creating shadow clones only costs 2 chakra per clone. However, they only start with 2 chakra.<br />
*When creating a shadow clone, you can expend additional chakra to give one of the clones 4 additional hit points per chakra point spent, you can't give a clone more hit points than your current hit points. You can do this for as many clones as you wish.<br />
<br />
<br />
'''Summoning Master'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 16 or higher, the ability to cast Summoning Jutsu<br />
<br />
You are extremely adept at summoning. The chakra cost is halved whenever you cast Summoning Jutsu. This does not stack with features like {{inpage|Jiraiya Clan}} or [[Path of the Exalted (Shinobi World Supplement)|Animal Path Focus]].<br />
<br />
<br />
'''Multi-Summoning Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Summoning Jutsu.<br />
<br />
*You may summon any number of creatures on a single use of the Summoning Jutsu. Summoned creatures must have at least 5 feet between one another. <br />
*Creatures may be summoned up to 30 feet from you. <br />
<br />
<br />
'''Impure World Reincarnation Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Impure World Reincarnation<br />
<br />
*The amount of creatures you can have resurrected by Impure World Reincarnation at a time is no longer limited to 5.<br />
*When you control a creature using Impure World Reincarnation, you act with them on their turn instead of your own.<br />
*This does not grant early use of Impure World Reincarnation.<br />
<br />
<br />
'''Gentle Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you likely lack the [[Path of Sight (Shinobi World Supplement)|Byakugan]], careful training has allowed you to effectively memorize the human chakra network layout. You may learn any [[Path of Sight (Shinobi World Supplement)#Path of Sight Unique Jutsu|Path of Sight Unique Jutsu]] that you have the level requirements for, not including ''Focused Byakugan'', and you may spend 3 additional chakra to cast them without having a Byakugan active.<br />
<br />
<br />
'''Ferocious Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you may not having the training of a taijutsu master able to open the Eight Gates, you have developed the opposite fighting style to the Gentle Fist. You gain the [[Path of Youth (Shinobi World Supplement)|Ferocious Fist]] feature, and ''Dynamic Entry'' counts as a taijutsu for the sake of Affinity. <br />
<br />
<br />
'''Hand-to-Hand Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|str}} or {{5a|con}}<br />
<br />
Rather than mastering fancy techniques, you have mastered how to deal direct damage. As a bonus action for 2 chakra, or at will for 5 chakra, you may grant yourself one of the following benefits until the beginning of your next turn, you use a jutsu, you wear armor, or you wield a shield or weapon:<br />
<br />
*You gain a +2 bonus to AC.<br />
*You gain a +2 bonus to your attack rolls.<br />
*You gain a +4 bonus to damage rolls.<br />
<br />
<br />
'''Taijutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|dex}}, the ability to cast at least one [[Taijutsu (Shinobi World Supplement)|taijutsu]]<br />
<br />
Through constant training in the combat arts, performing taijutsu has become second nature to you, granting you the following benefits:<br />
<br />
*All taijutsu have their chakra cost reduced by 3 (minimum of 1).<br />
*You can make an unarmed strike as a bonus action. This does not increase the amount of attacks performed when using the basic taijutsu technique.<br />
*Choose one Taijutsu that has a base chakra cost of 4 or lower. You have fully mastered this jutsu. Its base cost is reduced to 0 for you.<br />
<br />
<br />
'''Genjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|wis}} or {{5a|cha}}, the ability to cast at least one [[Yin Style (Shinobi World Supplement)|genjutsu]]<br />
<br />
Your training allows you to manipulate the core of a creature's psyche with expert subtlety. You gain the following:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*As a bonus action for 1 chakra while you have a creature in a genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier.<br />
*When you cast a genjutsu that fails to affect the target, you regain half the chakra spent.<br />
<br />
<br />
'''Ninjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|int}}, the ability to cast at least one jutsu that is not [[Yin Style (Shinobi World Supplement)|genjutsu]], [[Taijutsu (Shinobi World Supplement)|taijutsu, bukijutsu]], [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]], [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]], or path unique jutsu (referred to as "ninjutsu" within this feat).<br />
<br />
Manipulating chakra outside of your body has become as easy as forming it within you. You gain the following: <br />
<br />
*Your {{5a|dex}} or {{5a|int}} score increases by 1, to a maximum of 20.<br />
*When you cast a ninjutsu, you may spend 3 additional chakra to cast it as if you had Affinity in its nature.<br />
*If a ninjutsu requires a ninjutsu that you know, it counts as half as much for the sake of how many jutsu you may know.<br />
<br />
==== Shinobi Path Feats ====<br />
<br />
'''Painkiller'''<br />
<br />
'''Prerequisites:''' Constitution 15 or higher<br />
<br />
You have trained your body and mind to be more resilient to pain. When a subclass feature causes you to lose hit points, but not maximum hit points, or take damage by using or maintaining it, you may decrease the reduction by your Shinobi level + your {{5a|con}} modifier. You can use this feature as many times as your {{5a|con}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Advanced Curse of Hatred'''<br />
<br />
'''Requirements:''' [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]<br />
<br />
You have trained tirelessly to cultivate your personal Curse of Hatred, unlocking the depths of your Sharingan's power at the cost of your physical wellbeing. You gain 1 additional [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability, and either your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Mangekyō feature. Each time you take this feat, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability than any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must take this feat to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Mangekyō Master boon). You may take this feat multiple times.<br />
<br />
<br />
'''Ninja of Prophecy'''<br />
<br />
'''Requirements:''' [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]]<br />
<br />
You have trained tirelessly with your Rinnegan, making your power resemble the Sage of Six Paths even more than it already did, but at the cost of a portion of your own life. You gain 1 additional [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] ability, and you must gain any 2 of the following (you may take the same one twice): your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] feature. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must take this feat to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Sagely Rinnegan feature). You may take this feat multiple times.<br />
<br />
<br />
'''Supreme Chakra Sense'''<br />
<br />
'''Requirements:''' At least one [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]], and Intelligence 18 or higher<br />
<br />
Your mastery of your ancient dojutsu has allowed your chakra to reach every nook and cranny of its chakra network. You gain a {{5e|Truesight}} range equal to your [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan's]] chakra sense range.<br />
<br />
<br />
'''Partial Second Stage'''<br />
<br />
'''Requirements:''' [[Path of the Cursed (Shinobi World Supplement)#Diversified Second Stage|Diversified Second Stage]] and Constitution 16 or higher<br />
<br />
You’ve mastered your cursed mark to the point of being able to partially bring out its power without having to suffer the usual side effects. As a bonus action, you gain the effects and Jutsu of your Diversified Second Stage, but not those of Cursed Mark or Second Stage, for an amount of rounds equal to your {{5a|con}} modifier. You may use this feature an amount of times equal to your {{5a|con}} modifier, regaining all uses at the end of a short or long rest.<br />
<br />
<br />
'''Overwhelming Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your swarms fly in tight, thick swarms. When you create a swarm of insects, it has an additional number of hit points equal to your proficiency bonus. When you combine two swarms using Massive Swarms, you may forgo increasing a swarm's size to cause any area within the swarm to become{{5e|Heavily Obscured}}. You may take this feat multiple times.<br />
<br />
<br />
'''Numerous Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your body is packed full of insects, allowing you to spend minimal chakra to release them. The minimum number of chakra you must spend to create a swarm is halved (minimum 1). As a reaction immediately before you would take damage, you may move up to 5 ft. and create a swarm where you were, spending chakra as normal and causing the swarm to take the damage instead unless you would still be a valid target.<br />
<br />
<br />
'''Student of Many Masters'''<br />
<br />
Your training encompasses more than one teacher. You gain the first feature from a non-implantable path. If you gain this feat multiple times, you may take either the next feature or the first feature of another non-implantable path. You may take this feat multiple times.<br />
<br />
====[[Path of the Beast (Shinobi World Supplement)|Jinchuriki]] Feats====<br />
These feats can only be taken by those who have a specific Bijuu sealed inside them.<br />
<br />
<br />
'''Solid Cloak'''<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku's]] Jinchuriki<br />
<br />
While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], your chakra cloak bolsters itself with nearby sand and other soils, granting you +2 AC.<br />
<br />
<br />
'''Claw Creation'''<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi's]] Jinchuriki<br />
<br />
Even without tapping into your Tailed Beast's chakra, you are able to manifest a portion of its natural ability. While you have at least 1 chakra, your unarmed strikes gain an additional 10 feet of reach.<br />
<br />
<br />
'''Coral Palm'''<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu's]] Jinchriki<br />
<br />
You are able to produce chakra-sapping coral on contact with another creature. As part of any successful unarmed strike while in Tailed Release or Bijuu Chakra Mode, the targets movement speed is reduced by 5 feet until the end of their next turn.<br />
<br />
<br />
'''Lava Style Infusion'''<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's mastery of lava. You gain [[Lava Style (Shinobi World Supplement)|Lava Style Chakra Mode]], even if you can not use Lava Style. This counts as both a Path of the Beast Unique Jutsu and Lava Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Vapor Style Infusion'''<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's ability to produce steam. You gain [[Vapor Style (Shinobi World Supplement)|Vapor Style: Unrivaled Strength]], even if you can not use Vapor Style. This counts as both a Path of the Beast Unique Jutsu and Vapor Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Slippery Cloak'''<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken's]] Jinchuriki<br />
<br />
While in Tailed Release or Bijuu Chakra Mode, your cloak takes a bluish hue, and you have advantage on grappling checks, can squeeze through spaces twice as small, and you do not suffer the penalties of squeezing into a space one size smaller than you.<br />
<br />
<br />
'''Flying Jinchuriki'''<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei's]] Jinchuriki<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you can sprout a pair of wings on your back as a bonus action, granting you a flying speed equal to your movement speed. You must spend 1 chakra at the beginning of each of your turns to maintain this effect.<br />
<br />
<br />
'''Ink Production'''<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki's]] Jinchuriki<br />
<br />
You are able to produce reasonable amounts of squid ink from your hands and mouth. As a ranged spell attack for 1 chakra, you can attempt to launch ink into the eyes of a creature within 30 ft. On a hit, they are {{5c|blinded}} until the beginning of your next turn.<br />
<br />
<br />
'''Strongest Jinchuriki'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
You are able to draw even deeper from your Tailed Beast's massive chakra reserves. You gain 1 additional use of Hidden Chakra, which is also regained at the end of a long rest.<br />
<br />
<br />
'''Negative Emotion Sense'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
When you take the {{5e|Search Action}} while Tailed Release, Tailed Beast Mode or Bijuu Chakra Mode is active, you may also attempt a DC 15 {{5a|cha}} saving throw to locate living creatures that are evil or are hostile toward another creature within 120 feet. You learn their location that moment and whether they are evil or hostile. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Additionally, this counts as chakra sense for anything that would effect traditional chakra sense.<br />
<br />
<br />
'''Vessel of Vessels'''<br />
<br />
'''Prerequisites:''' [[Gedo Mazo (5e Creature)|The Gedo Mazo's]] [[Path of the Beast (Shinobi World Supplement)|Jinchuriki]]<br />
<br />
You automatically succeed the Constitution saving throw of [[Path of the Beast (Shinobi World Supplement)#Jinchūriki Creation|Jinchūriki extraction]], and doing so no longer paralyzes you or reduces your hit points to 0.<br />
<br />
<br />
'''Negative Emotion Absorption'''<br />
<br />
'''Prerequisites:''' [[Reibi (5e Creature)|Zero-Tails’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While there is a creature with the {{5c|frightened}} condition within 45 feet of you, you regain 1 chakra point at the beginning of each of your turns. This can happen multiple times on a single turn with multiple frightened creatures.<br />
<br />
<br />
'''Reptilian Cloak'''<br />
<br />
'''Prerequisites:''' [[Nine-Tailed Clone, Ama no Hoko (Shinobi World Supplement)|Nine-Tailed Clone's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
Your red chakra covers your skin in small snakes, creating the appearance of reptilian scales wrapped around you. While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], you gain an additional 5 ft. of reach. You may forgo this bonus at the beginning of each of your turns to grant yourself temporary hit points equal to your shinobi level.<br />
<br />
<br />
'''Curse of Sōma'''<br />
<br />
'''Prerequisites:''' [[Sōma (Shinobi World Supplement)|Sōma’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Memory Wiping Jutsu'''<br />
<br />
:'''Cost:''' 6+ Chakra<br />
<br />
:'''Range:''' 150 feet<br />
<br />
:One creature within 20 ft. (in which this counts as an attack for the sake of features like [[Naruto: Shinobi (5e Class)#Extra Attack|Extra Attack]], or every creature within 10 ft. for 6 additional chakra (in which this is used as an action), must attempt a {{5a|dex}} saving throw. On a failure, their {{5a|int}} score decreases by 1 as a portion of their memories are erased. If this reduces their {{5a|int}} score to 0, the creature dies instantly. A creature regains 1 point of their {{5a|int}} score at the end of a long rest.<br />
<br />
<br />
'''Otherworldly Tendrils'''<br />
<br />
'''Prerequisites:''' [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, your reach increases by 5 feet, but you lose a number of hit points equal to chakra lost from upkeeping your release, and you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Raise Ghost Army'''<br />
<br />
:'''Cost:''' 10 Chakra<br />
<br />
:'''Duration:''' 1 minute (concentration)<br />
<br />
:As an action, you create one [[Ghost Soldier (Shinobi World Supplement)|ghost soldier]] anywhere within your reach that is controlled by you. Any conditions that affect you are applied to any ghost soldiers created by this jutsu. Any ghost soldiers created in this way disappear when this jutsu ends.<br />
<br />
<br />
'''Roen's Absorption'''<br />
<br />
'''Prerequisites:''' [[Roen (Shinobi World Supplement)|Roen's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
You may immediately fail your Red Chakra saving throw to gain your next Path of the Beast subclass feature for 1 minute. While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu:<br />
<br />
:'''Roen's Absorption'''<br />
<br />
:As a bonus action, make an unarmed strike against one creature within your reach + 10 feet. On a hit, they lose chakra points equal to the number of red chakra you gain at the end of each of your turns, and you regain an equal number of chakra points.<br />
<br />
<br />
'''Breath of the Genryu'''<br />
<br />
'''Prerequisites:''' [[Genryu (Shinobi World Supplement)|Genryu's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Tailed Release, or Bijuu Chakra Mode, you gain the effects of your Genryu's variant, as well as the ''Genryu Breath'' jutsu, which counts as Path of the Beast Unique Jutsu for the sake of affinity and uses your jutsu saving throw DC and damage bonus.<br />
<br />
:'''Genryu Breath'''<br />
<br />
:'''Cost:''' 3 Chakra<br />
<br />
:'''Range:''' 25 foot cone<br />
<br />
Every creature within range must make a Constitution saving throw. On a failure, they take 2d8 damage. On a success, they take half as much damage. The damage type dealt by this jutsu is determined by your Genryu's variant.<br />
<br />
====[[Path of Succession (Shinobi World Supplement)|Karma]] feats====<br />
These feats can only be taken by those who have a specific Otsutsuki's Karma. Any jutsu gained by these feats count as Path of Succession Unique Jutsu.<br />
<br />
'''Thief's Karma'''<br />
<br />
'''Requirements:''' [[Momoshiki (Shinobi World Supplement)|Momoshiki's Karma]]<br />
<br />
While your Karma is active, you gain crooked horns that sprout from your eyebrows and the following jutsu:<br />
<br />
:'''Reign of the High Emperor'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, you absorb it with one hand, and, as a bonus action on a subsequent turn, cast it with your other hand. If the spell would have hit creatures other than you, they are also not affected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.<br />
<br />
<br />
'''Warrior's Karma'''<br />
<br />
'''Requirements:''' [[Kinshiki (Shinobi World Supplement)|Kinshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single sweeping horn across your forehead and the following jutsu: <br />
<br />
:'''Amanohabaya'''<br />
<br />
:You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage. If you make more than 3 weapons, any earlier weapons are destroyed. If you only have 1 Rinnegan, you may only have 1 weapon created at a time.<br />
<br />
<br />
'''Traveler's Karma'''<br />
<br />
'''Requirements:''' [[Urashiki (Shinobi World Supplement)|Urashiki's Karma]]<br />
<br />
While your Karma is active, you gain forehead protector-like horns that sprout from your temples and the following jutsu:<br />
<br />
:'''Temporal Rewind'''<br />
<br />
:'''Cost:''' 7 chakra<br />
<br />
:As a [[More Actions (5e Variant Rule)|free action]] on your turn, you experience the next six seconds and then revert time. You gain advantage on any attack rolls and saving throws you make until the beginning of your next turn.<br />
<br />
<br />
'''Lord's Karma'''<br />
<br />
'''Requirements:''' [[Isshiki (Shinobi World Supplement)|Isshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single round horn that wraps around the back of your head and the following jutsu: <br />
<br />
:'''Sukunahikona'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Range:''' 60 ft.<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As an action, you may shrink up to a 20 ft. square object to an imperceptibly tiny size. You may end this effect as a bonus action, upon which any creatures occupying the same space as a shrunk object must attempt a Dexterity saving throw, taking 2d8 bludgeoning damage on a failure, or half as much on a success. You may shrink yourself as well, granting you a +10 bonus to {{5s|Stealth}} checks and {{5a|dex}} saving throws, but doing so halves his movement speeds. Any creatures or objects contained within the object are shrunk as well, with other creatures suffering the same movement speed penalty you do, and become unshrunk when the original item does, even if it is no longer contained within it. If a shrunk object or creature unshrinks when it contains an unshrunk object, the unshrunk object does not change size.<br />
<br />
<br />
:'''Daikokuten'''<br />
<br />
:'''Cost:''' 2 chakra<br />
<br />
:When you use Sukunahikona, you also store the shrunk item within an extradimensional space where time doesn't flow, though creatures can still move. Sukunahikona can effect these objects indefinitely. You may only end the effects of this jutsu on up to two object as an action, upon which you may make a thrown attack with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 2d8 bludgeoning damage in addition to the attack's normal damage.<br />
<br />
<br />
'''Lady's Karma'''<br />
<br />
'''Requirements:''' [[Kaguya (Shinobi World Supplement)|Kaguya's Karma]]<br />
<br />
While your Karma is active, you gain rabbit ear-like horns and the following jutsu:<br />
<br />
:'''All-Killing Ash Bones'''<br />
<br />
:'''Range:''' 15/30 feet<br />
<br />
:'''Cost:''' 60 Chakra<br />
<br />
:You produce a spike of hardened bone that fires from your body with frightening speed as a ranged spell attack. On a hit, creatures take 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by {{5E|true resurrection}} as they and all non-magical objects they are wearing are reduced to atoms. This jutsu's cost is halved if you have the {{inpage|Rinne Sharingan}}.<br />
<br />
<br />
'''Sadist's Karma'''<br />
<br />
'''Requirements:''' [[Jashin (Shinobi World Supplement)|Jashin's Karma]]<br />
<br />
While your Karma is active, you gain two impish horns and the following jutsu: <br />
<br />
:'''Curse Technique: True Death Controlling Possessed Blood'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As a bonus action on the same turn as dealing damage to a creature using a melee attack, you consume their blood, covering your body in an array of black markings. This does not work against Constructs or Undead. For this jutsu's, any damage dealt to you deals equal damage to the creature whose blood you consumed.<br />
<br />
====Ninja Epic Boons====<br />
The following are [[5e Epic Boons|Epic Boons]] exclusively intended to work with this class. Dōjutsu granted by Ninja Epic Boons can be implanted in the same manner as Ninja Path Dōjutsu. A DM may also consider giving limited access to another sub-class in place of a boon.<br />
<br />
'''Dōjutsu Master'''<br />
<br />
'''Requirements:''' At least one implanted dōjutsu path<br />
<br />
Your implanted dōjutsu are not limited by implantation. You can gain all dōjutsu path features from implanted dōjutsu in the same manner as you would if you had chosen it at 3rd level. <br />
<br />
<br />
'''Perfect Vessel'''<br />
<br />
'''Requirements:''' At least one implanted chakra path<br />
<br />
You have mastered the manipulation of foreign chakra within you. You can gain all chakra path features from implanted subclasses as if you had taken them at 3rd level.<br />
<br />
<br />
'''Universal Biology'''<br />
<br />
'''Requirements:''' At least one implanted biology path<br />
<br />
Your body is unusually acceptant to foreign DNA. You can gain all chakra path features from implanted subclasses as if you had taken them at 3rd level.<br />
<br />
<br />
'''Manual Dōjutsu'''<br />
<br />
You manifest or implant a rare, clanless Dōjutsu once used by a child named Yome that enables you to manually dilate your pupils. Once per turn, you can change your eyes into one of three modes. You can only move up or down one mode per turn. <br />
*Mode 1: Your pupils are dilated. You have disadvantage against being blinded. You gain 60 feet of Darkvision and can double your proficiency bonus in Perception and Investigation checks using sight.<br />
*Mode 2: Your eyesight is normal. <br />
*Mode 3: Your pupils are contracted. You have immunity against being blinded. You lose all Darkvision and any bonuses to Perception and Investigation checks using sight is halved.<br />
<br />
<br />
'''Anti-Dōjutsu'''<br />
<br />
You manifest or implant a clanless Dōjutsu most notably used by a child named Ranmaru. You have advantage against features granted by other Dōjutsu. Features granted by other Dōjutsu that grant advantage to the user do not do so when used against you. When you take the {{5e|Search Action}}, you may also attempt a DC 18 {{5s|Arcana}} check to locate living creatures and magical effects within 30 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.. Additionally, you may take [[Path of Blood (5e Subclass)#Path of Blood Unique Jutsu|Path of Blood unique jutsu]] as if you had the subclass.<br />
<br />
<br />
'''Elderly Master'''<br />
<br />
You have aged quite a bit, but that hasn't slowed you down much. Your hit dice and chakra point maximums are halved, and you only gain further hit dice and chakra points on even levels. Any increase to your hit dice or chakra point maximum after those solely from gaining levels (i.e. from features, feats, or boons) are counted after this halving, and are not affected. Additionally, your {{5a|wis}} and {{5a|cha}} increase by a total of +4.<br />
<!--<br />
<br />
'''Artificial Human'''<br />
<br />
You are a human created in a laboratory by a great ninja scientist. You don't need to eat or drink, and you only need to rest in a semi-conscious state for 4 hours a day. Furthermore, his biology ended up being spliced with an animal DNA. Choose one of the Sage Creature Effects listed under Path of the Sage. <br />
<br />
'''Shin DNA'''<br />
<br />
You have a unique genetic makeup that allows you to completely accept any new genetic material, whether from tissues, organs or entire limbs, with no chance of rejection, allowing you to fully integrate it into your being and use its capabilities. You can integrate genetic material into your body equal to 4+Con, and you must spend 1d6 hours at full rest to be able to sustain the changes. So, if the genetic material is originally from someone with a different subclass, you can choose up to 2 skills, as long as you have the minimum required level. The Material The genetic material can be equivalent to 100ml of blood, an eye, 100g of meat or some part of the body collected, and you Adquire the Talent Artificial Human. <br />
<br />
How much material counts toward the limit (1 skin cell? 1 eye? 1 limb?)? If you meant implanting biology paths, then say that (or just add a similar mechanic to Perfect Vessel). Why does this require spending "1d6 hours at full rest" instead of just using 5e's established resting rules? Why does genetic material from a creature with a different subclass grant skill proficiency? Not including the skill proficiency (did you mean features?) it's entirely unclear what benefit this grants. Conceptually, this is already Dojutsu-Acceptant Biology, but less representative of the canon.--><br />
<br />
<br />
'''Dōjutsu-Acceptant Biology'''<br />
<br />
You gain a portion of cells capable of having multiple Dōjutsu implanted in it. The number of Dōjutsu it can have implanted is determined by the DM. These act as any other implanted Dōjutsu, save for one thing. When using an ability reliant on a Dōjutsu, you can permanently sacrifice one to negate any downsides, such as damage, chakra loss, exhaustion, blindness, or other conditions. Unless the implanted Dōjutsu already had its own unique ability, such as a [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability or [[Path of the Exalted (Shinobi World Supplement)|Rinnegan Mastered]] feature, they gain the feature you have already chosen.<br />
<br />
<br />
'''Rainbow Chakra'''<br />
<br />
Your chakra has been enhanced by the seven-colored light generated by the treasure of the Land of Snow. When you cast a jutsu, you may make it a Rainbow Jutsu, which costs half as much chakra or ignores immunity and resistance. You may only cast one Rainbow Jutsu, regaining 1/14th of a use at noon each day.<br />
<br />
<br />
'''Stone of Gelel'''<br />
<br />
After having an incredibly rare, blue stone implanted in your body. You no longer age, your chakra maximum increases by 5, and once per turn you may spend 1 chakra to regain hit points equal to your Constitution modifier. You may gain this boon more than once, increasing your maximum chakra points by 3 and hit points regained by 2 per additional stone. <br />
<br />
<br />
'''Crescent Moon Chakra'''<br />
<br />
Your chakra has been enhanced by the mysterious rays the moon casts over the Land of the Moon. When you cast a jutsu, you may make it a Crescent Moon Jutsu, which costs half as much chakra or also targets all objects within 60 feet of any targets and deals twice as much damage to objects. You may only cast one Crescent Moon Jutsu, regaining 1/14th of a use at midnight each day.<br />
<br />
<br />
'''Earth Grudge Fear'''<br />
<br />
Your body has been infused with threadlike cells. Your maximum hit points are divided by 4 (rounded up), and every time you’re maximum hit points are permanently increased, the amount is divided by 4 (minimum 1). When you are within 5 ft. of a humanoid that has 0 hit points and has been dead for no more than 30 seconds (5 rounds), you may steal its heart and store it inside your body as an action to a maximum equal to your {{5a|con}} mod. Any time you are reduced to 0 hit points or your hit point maximum is reduced to 0, you may sacrifice a heart to return to your hit points and their maximum to their initial maximum. Additionally, you may sacrifice 1 heart when you make 1 shadow clone to make its hit point maximum equal to your own. You may also reattach the limb of a creature you can touch as an action for 1 chakra point. <br />
<br />
<br />
'''Iwagakure Kinjutsu'''<br />
<br />
Your body has been imbued with mouths on your palms and chest. As an action, you may kneed a handful of clay into an empowered explosive clay for 8 chakra. You may have up to 3 pieces of empowered clay at a time. Any empowered clay created above this limit becomes mundane clay after 1 minute. You may spend 1 piece of empowered clay when you use an Explosive Style jutsu to double its range or damage, halve its cost, grant a creature disadvantage against its saving throw, or grant yourself advantage on its attack roll. You may only spend 1 piece of empowered clay on each jutsu.<br />
<br />
<br />
'''Heart Implantation'''<br />
<br />
Only creatures with the fabrication [[#Clan Boons|clan boon]] can gain this boon. Your false body has been bolstered with the still-beating heart of a living person. The implantation process is incredibly delicate and modifies every cell in your body, and can not simply be done with ''Earth Grudge Fear'' or traditional heart transplantation. You no longer take damage from spending chakra on ninjutsu. When you cast ''[[Earth Style (Shinobi World Supplement)|Earth Golem]]'', you may create an [[Akuta (Shinobi World Supplement)|Akuta]] instead of an [[Earth Golem (Shinobi World Supplement)|earth golem]]. <br />
<br />
<br />
'''Jashin Immortality'''<br />
<br />
Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality or being killed instantly. You can not be killed by any means other than starvation. When you take damage not explicitly targeted at your neck, you do not lose hit points. This does not extend to any form of clones. All of your current and future hit dice are reduced to d4, and if you are reduced to 0 hit points, you are {{5c|paralyzed}}, save for being able to speak, and you are reduced to a head. You can return to full hit points by having your head sewn to a headless body, including your own, using leatherworker's tools, weaver's tools, or Earth Grudge Fear. You can only be sewn to a humanoid body, and you replace your Strength, Dexterity and Constitution scores with those of the body you are sewn into and gain its racial features. <br />
<br />
<br />
'''Strongest Shield'''<br />
<br />
One of the most selective abilities in the shinobi world, only the [[Third Raikage (Shinobi World Supplement)|Third Raikage]] has been known to have enhanced his body so far that his body could truly be considered unbreakable, through means unknown. You gain +5 damage reduction and damage threshold. Whenever you would add your {{5a|dex}} modifier to a jutsu or your AC, you may instead add your {{5a|str}} modifier.<br />
<br />
<br />
'''Path Mutation'''<br />
<br />
You manifest a heavily mutated variant of a path. Choose any one feature from an implantable path. If the feature would require another feature to be active, it does not. If the feature would cause you to gain or lose additional hit points, chakra points, or another resource, the base this addition is to counts as 1.<br />
<br />
<br />
'''Eternal Mangekyō Sharingan'''<br />
<br />
'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Mangekyō|Mangekyō Sharingan]]<br />
<br />
By transplanting the Mangekyō Sharingan of another person biologically close to you, such as a sibling or parent, you master the final evolution of a normal Sharingan. You gain 2 additional Mangekyō abilities and you automatically succeed the Constitution saving throw from using an ability. You also lose any {{5asc|gradual blindness}}} levels gained from your Mangekyō.<br />
<br />
<br />
'''Rinnegan Manifestation'''<br />
<br />
'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
You awaken the ultimate power of the Sharingan by combining it with the second half of the Sage of Six Paths genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] feature in the same order as listed as long as you reach the level requirements for said features. Additionally, your levels of {{5asc|gradual blindness}} are reduced to 0 when you gain this boon. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action.<br />
<br />
<br />
'''Tomoe Rinnegan'''<br />
<br />
'''Requirements:''' Rinnegan Manifestation<br />
<br />
One of your Rinnegan gains three Sharingan-like tomoe across its three inner rings. As an action while your Rinnegan is active, you may manifest these tomoe, allowing you to benefit from your Sharingan in addition to your Rinnegan and use half of your Mangekyo jutsu. At the end of each turn you have your Tomoe Rinnegan active, you must spend 2 chakra, or 4 if it was implanted. If you gain this boon a second time, this boon's chakra upkeep cost is halved, and you gain the other half of your Mangekyo jutsu.<br />
<br />
<br />
'''Rinne Sharingan'''<br />
<br />
'''Prerequisites:''' [[Naruto: Shinobi (5e Class)#Birth of the Ten-Tails' Jinchuriki|Ten-Tails' Jinchuriki]]<br />
<br />
You tap into the power of the Ten-Tails, awakening the ultimate dōjutsu as a third eye in your forehead. You may benefit from your Rinnegan's previous Sharingan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Rinnegan Manifestation, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you automatically succeed the Constitution saving throw from using a Mangekyō ability.<br />
<br />
<br />
'''Tenseigan Evolution'''<br />
<br />
'''Prerequisites:''' [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] and Indra's Reincarnation, [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]], or Asura's Reincarnation; or Six Paths Power.<br />
<br />
You evolve your Byakugan into something not even the ascendant Ōtsutsuki have created. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]] feature in the same order as listed. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action. <br />
<br />
<br />
'''Blank Tenseigan'''<br />
<br />
'''Requirements:''' Tenseigan Evolution<br />
<br />
The pale sight of your Byakugan still shines through your Tenseigan. As an action while your Tenseigan is active, you may cause its glowing petals to fade, allowing you to benefit from your Byakugan in addition to your Tenseigan. At the end of each turn you have your Blank Tenseigan active, you must spend 2 chakra, or 4 if it was implanted. If you gain this boon a second time, the chakra upkeep cost of this boon and Tenseigan Chakra Mode is halved.<br />
<br />
<br />
'''Tensei Byakugan'''<br />
<br />
'''Prerequisites:''' [[Reibi (Shinobi World Supplement)|Reibi]], [[Soma (Shinobi World Supplement)|Soma]], [[Satori (Shinobi World Supplement)|Satori]], and [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], [[Path of the Celestial (Shinobi World Supplement)|Tenseigan Chakra Mode]]<br />
<br />
Merging with the power of the false tailed beasts, you awaken an ultimate dōjutsu as a third eye in your forehead. You may benefit from your Tenseigan's previous Byakugan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Tenseigan Evolution, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and Tenseigan Chakra Mode's chakra upkeep cost is reduced to 0 for the first minute you use it, regaining use at the end of your next long rest.<br />
<br />
<br />
'''Jogan Awakening'''<br />
<br />
'''Prerequisites:''' [[Path of the Future (Shinobi World Supplement)#Mystic Safety Bell Seal: Release|Mystic Safety Bell Seal: Release]] and Indra's Reincarnation, [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]], or Asura's Reincarnation; or Six Paths Power.<br />
<br />
You undo the inherent human limiters on your Haraigan, revealing the Jogan buried deep underneath its arrays. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of Clarity (Shinobi World Supplement)|Path of Clarity]] feature in the same order as listed. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action. <br />
<br />
<br />
'''Arrayed Jogan'''<br />
<br />
'''Requirements:''' Jogan Awakening<br />
<br />
The strength of your Jogan can be powered through your Haraigan's arrays without limiting its original power. As an action while your Jogan is active, you may overlay your Haraigan's pattern over it, allowing you to benefit from your Haraigan in addition to your Jogan. At the end of each turn you have your Arreyed Jogan active, you must spend 2 chakra, or 4 if it was implanted. If you gain this boon a second time, [[Path of Clarity (Shinobi World Supplement)#Mastered Jogan|Mastered Jogan]] does not cost chakra, and you may spend 1 chakra to regain your bonus action after using it.<br />
<br />
<br />
'''Harai Jogan'''<br />
<br />
'''Prerequisites:''' at least 3 non-dojutsu implantable paths, [[Path of Clarity (Shinobi World Supplement)|Senrigan Clairvoyance or Reflection Shinjutsu]].<br />
<br />
Empowering your own vitality, and this your Jogan, with the power of multiple unique chakra and DNA signatures, you awaken an ultimate dōjutsu as a third eye in your forehead. You may benefit from your Jogan's previous [[Path of the Future (Shinobi World Supplement)|Haraigan]] features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Jogan Awakening, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you gain the 23rd and 27th level Path of Clairvoyance features you did not take.<br />
<br />
<br />
'''Six Paths Sage Mode'''<br />
<br />
'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, refining its effects on the human body to perfection, removing any visual effects beyond plus-shaped pupils. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight, and your chakra sense range doubles.<br />
*You deal an additional 1d10 damage with unarmed strikes (2d10 total).<br />
*You gain a flying speed equal to your movement speed.<br />
*You gain a damage threshold of 30.<br />
*You may use [[Path of the Sage (Shinobi World Supplement)#Sage Art|Sage Art]] once without spending exclusively or additional senjutsu chakra (recharge 5-6).<br />
<br />
'''Outer Path Sage Mode'''<br />
<br />
'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] or [[Path of the Celestial (Shinobi World Supplement)#Mastered Tenseigan|Mastered Tenseigan]], and [[Path of Suffering (Shinobi World Supplement)#Osteomancer|Osteomancer]] or [[Path of Totality (Shinobi World Supplement)#Mastered Truth-Seeking Orbs|Mastered Truth-Seeking Orbs]]; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, amplifying its effects to near uncontrollable levels, turning your skin to scales with several protruding growths. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight.<br />
*Your unarmed strikes gain an additional +15 ft. of reach.<br />
*You may change your size category as a bonus action, and the organization of your space may be in any shape (i.e. if you are Large, you may be a 10 x 10 ft. cube, a 20 x 5 ft. line, etc.)<br />
*When you use a jutsu that deals damage, you may spend 10 additional chakra to force the target to make an additional Intelligence saving throw. On a failure, they can not use any features from any Dōjutsu and become {{5c|blinded}} for 1 hour. They may retry this saving throw at the end of each of their turns, ending the blinded condition on a success, and regaining use of their Dōjutsu on two consecutive successes.<br />
<br />
<br />
'''Indra's Reincarnation'''<br />
<br />
The soul of the Sage of Six Paths' eldest son, an absolute prodigy, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. At the end of a long rest a number of times equal to your {{5a|int}} modifier, you may gain one of the following permanently:<br />
<br />
*You gain one chakra nature or alternative of your choice.<br />
<br />
*You gain one path feature you have the level and implantation requirements for.<br />
<br />
*You gain two skill proficiencies of your choice.<br />
<br />
*You may add half your proficiency bonus to one saving throw of your choice. If you take this benefit twice for the same saving throw, you gain proficiency in it instead. <br />
<br />
<br />
'''Asura's Reincarnation'''<br />
<br />
The soul of the Sage of Six Paths successor, best known for his gradual growth, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Your maximum chakra increases by an additional 2 points every time you gain a level. This counts for levels you have already attained as well. <br />
<br />
<br />
'''Six Paths: Kunitsukami'''<br />
<br />
'''Requirements:''' Six Paths Sage Mode<br />
<br />
While in Sage Mode, you gain a flying speed equal to twice your movement speed. Additionally, you may increase your size by up to 2 size categories of your original or Huge, whichever is greater, as an action. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.<br />
<br />
<br />
'''Six Paths Power'''<br />
<br />
You have been granted a mass of chakra of unimaginable power, typically from eating the fruit of the [[Datara (5e Creature)|God Tree]] or being granted a portion of the [[Hagoromo (Shinobi World Supplement)|Sage of Six Paths']] power. You gain 50 additional points of chakra, which are counted separately from your normal chakra and are not regained when your normal chakra would be. If you fulfill another boon's requirements with Six Paths Power, not including the Ōtsutsuki boon, you do not benefit from it while you have 0 Six Paths Power chakra points.<br />
<br />
<br />
'''Ōtsutsuki'''<br />
<br />
'''Requirements:''' Six Paths Power<br />
<br />
Your Six Paths Power is not something as paltry as power taken or gifted, it is a fundamental part of you; the core of your being. As a bonus action for 5 chakra not granted by the Six Paths Power boon, you may regain 50 Six Paths Power chakra points.<br />
<br />
====Clan Boons====<br />
Clans represent the traits of heritage that manifest themselves most fully in a particular shinobi. At character creation, players may take a clan boon in place of a variant human's feat selection, otherwise they should be treated as Epic Boons. No clan that grants bonuses to subclass features or jutsu require you to take that subclass or jutsu, but also do not grant early or automatic use of said feature or jutsu. If a clan boon allows you to gain a subclass without implantation, said subclass can not be gained without the clan or implantation.<br />
<br />
<br />
'''Aburame Clan'''<br />
<br />
You hail from one of the most well-known insect keeper clans in the world. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may create swarms for a minimum of 2 chakra.<br />
<br />
<br />
'''Akado Clan'''<br />
<br />
You hail from a clan of talented shinobi, though not talented enough to receive wide-spread recognition. You gain a number of jutsu equal to your {{5a|int}} modifier. These jutsu may not be from kekkei genkai you do not have the component natures of, a path you do not have levels in, or [[Yin-Yang Style (Shinobi World Supplement)|Yin-Yang Style]].<br />
<br />
<br />
'''Akebino Clan'''<br />
<br />
You hail from the most powerful [[Kabutowari (Shinobi World Supplement)|Kabutowari]] wielder in the history of the [[Mist Shinobi (Shinobi World Supplement)|Hidden Mist Village]]. Damage rolls with {{5e|Battleaxe|battleaxes}} and {{5e|Warhammer|warhammers}} gain a +1 bonus, and the maximum AC penalty you can incur with Kabutowari gains a +2 bonus.<br />
<br />
<br />
'''Akimichi Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Body (Shinobi World Supplement)|Path of the Body]]. When you gain the Storage feature, you may store an additional 1/2 a day's worth of food, which may be consumed as an action to regain 1/2 of your level chakra points. You may do this once, regaining use at the end of a short rest.<br />
<br />
<br />
'''Akitsuki Clan'''<br />
<br />
You hail from a clan of non-shinobi forced to act as a channel for [[Sōma (Shinobi World Supplement)|Sōma's]] curse. If you fail the saving throw for Sōma's ''Memory Wiping Blast'', you become its [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], though it continues to exist outside of you. Additionally, when you gain a chakra nature, you may instead increase the saving throw DC of your Path of the Beast unique jutsu by +1 (+3 maximum).<br />
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'''Amachi Clan'''<br />
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You hail from a clan of scientists with a genius for understanding the ways of water. You gain affinity in [[Water Style (Shinobi World Supplement)|Water Style]] jutsu, and you may have Affinity in Water Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Asura Clan'''<br />
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You hail from the ancient predecessors of the Uzumaki and Senju clans, stemming from Asura Ōtsutsuki. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally your chakra point maximum increases by your proficiency bonus.<br />
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'''B Clan'''<br />
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You hail from the clan of [[Gyūki (5e Creature)|Gyūki's]] jinchuriki. You are not limited by implantation if you are implanting a tailed beast, and the chakra lost and red chakra gained from maintaining your jinchuriki forms is halved.<br />
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'''Biwa Clan'''<br />
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You hail from a clan of loner opportunists who gained notoriety from [[Juzo Biwa (Shinobi World Supplement)|Juzo Biwa]]. Chose one weapon you are in possession of. Attack rolls with this weapon gain a +1 bonus during initiative. This increases to +2 if no other friendly creatures have rolled initiative. This only applies to the single weapon chosen, and you can not change what weapon is chosen.<br />
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'''Bunpuku Clan'''<br />
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You hail from one of the pioneers of [[Path of the Beast (Shinobi World Supplement)|jinchuriki]] creation. You gain the {{inpage|Barrier Nin}} feat, and you gain affinity in [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]], and you may have Affinity in Fuinjutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not choose any natures at 2nd level.<br />
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'''Chinoike Clan'''<br />
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You hail from the progenitors of the [[Path of Blood (Shinobi World Supplement)|Path of Blood]], feared for their history of supposed cannibalism. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Ketsuryūgan. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Cursed Clan'''<br />
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You hail from the progenitors of the [[Path of the Cursed (Shinobi World Supplement)|Path of the Cursed]], whose bouts of rage are known to only subside in the presence of strong emotional connection. You may choose this subclass at 3rd level, and you are not limited by implantation if you are implanting a Cursed Mark. Choose 1 friendly creature to be your "tamer". While they are within 30 feet of you and you can see or hear them, you can not gain the {{5asc|berserk}} condition, and they may end this condition on you at will by touching you. <br />
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'''Darui Clan'''<br />
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You hail from the clan of the [[Darui, Boruto (Shinobi World Supplement)|Sixth Raikage]]. You gain use of [[Storm Style (Shinobi World Supplement)|Storm Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Deidara Clan'''<br />
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You hail from a clan of explosive artists. You gain use of [[Explosive Style (Shinobi World Supplement)|Explosive Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
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'''Dual Dojutsu Clan'''<br />
You are the child of two clans gifted with dojutsu. Choose two dojutsu paths. You may choose the first subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting it, but it is only present in one of your eyes. Your second chosen path counts as having been implanted in your other eye. You may only gain 1 among the Paths of the [[Path of Exalted (Shinobi World Supplement)|Exalted]], [[Path of Celestial (Shinobi World Supplement)|Celestial]], and [[Path of Future (Shinobi World Supplement)|Future]], and it must be your implanted path.<br />
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'''Fabrication'''<br />
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Rather than biologically descending from a specific group of people, your biology has been artificially constructed from the ground up, typically by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] or the post-war [[Stone Shinobi (Shinobi World Supplement)|Stone Village]]. Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2. When you spend chakra or an equivalent [[Variant Rules (Anime Setting)|currency]], you take an equal amount of damage.<br />
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'''Fūma Clan'''<br />
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You hail from a clan of skilled weapon makers and users. When you make a thrown weapon attack, you may replace its damage dice with your unarmed strike's damage dice.<br />
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'''Fūma Clan (Land of Sound)'''<br />
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You hail from a clan of skilled bowmen. You are proficient in martial ranged weapons.<br />
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'''Funato Clan'''<br />
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You descend from [[Araumi (Shinobi World Supplement)|Araumi's]] bloodline, carrying its connection to the mythical Power of the Sea Dragon. You gain one benefit of [[Path of Specialization (Shinobi World Supplement)#Alternate Feature: Power of the Dragon|Power of the Dragon]] in relation to [[Water Style (Shinobi World Supplement)|Water Style]].<br />
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'''Fushin Clan'''<br />
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You hail from a clan of Kekkei Genkai users from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. You gain use in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and may learn [[Swift Style (Shinobi World Supplement)|Typhoon Style]] jutsu as if they were Wind Style after you gain affinity in Wind Style, and creatures with the Path of the Assassin are still affected by all aspects of the jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Guren Clan'''<br />
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You hail from a small clan of shinobi from the Land of Sound that were nearly destroyed before the creation of the [[Sound Shinobi (Shinobi World Supplement)|Hidden Sound Village]]. You gain use of [[Crystal Style (Shinobi World Supplement)|Crystal Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hachiya Clan'''<br />
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You hail from a clan of [[Mist Shinobi (Shinobi World Supplement)|Mist]] shinobi with an unimpressive record on paper, but are an invaluable benefit to field logistics. [[Water Style (Shinobi World Supplement)|Water Characters, Hidden Mist, and Water Style Bullet: Orca]] have their costs halved, rounded up.<br />
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'''Hagoromo Clan'''<br />
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You hail from a clan of shinobi that once allied themselves with the Uchiha clan, not to be confused with the successors of the Sage of Six Paths. You gain proficiency in martial melee weapons.<br />
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'''Haido Clan'''<br />
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You hail from a clan from the far away Land of Gelel. You gain use of [[Plasma Style (Shinobi World Supplement)|Plasma Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Lightning Style.<br />
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'''Hamura Clan'''<br />
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You descend from the Sage of the Outer Path himself, most likely living at some point on the moon. You can telepathically enter a creature's dreams so long as you have seen them at least once, but you can only communicate with them. This also grants you the ability to telepathically communicate with creatures within 250 feet. Additionally, if you implant a [[Path of Sight (Shinobi World Supplement)|Byakugan]], it becomes a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]] as per Tenseigan Manifestation. If you gain [[Path_of_the_Celestial_(Shinobi World Supplement)#Dream-Speak|Dream-Speak]], the distance of your telepathy is doubled.<br />
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'''Hamura Clan Reborn'''<br />
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You hail from the progenitors of the [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]], and the union of the Hamura Clan and the Hyuga Clan. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]]. Additionally, you are immune to the effects of extreme cold and altitude.<br />
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'''Han Clan'''<br />
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You hail from a clan known for harboring [[Kokuō (5e Creature)|Kokuō]] due to their kinship in ninjutsu. You gain use of [[Vapor Style (Shinobi World Supplement)|Vapor Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
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'''Hanzo Clan'''<br />
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You hail from a clan that adapted to implanted venom sacks of black salamanders. You gain immunity to poison damage and the {{5c|poisoned}} condition, and ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]'' counts as a Path Unique Jutsu for any path you take. If a creature breaths within 15 ft. of you for 1 continuous minute while you are not wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, they suffer the effects of ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]''. When you suffer a critical hit, you lose the benefits of this clan boon and are {{5c|paralyzed}} until the end of your next turn. If you are wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, you do not become {{5c|paralyzed}}.<br />
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'''Haruno Clan'''<br />
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You hail from a clan with latent skill in medical ninjutsu. When you gain the [[Path of the Healer (Shinobi World Supplement)|Healing Jutsu]] feature, you may spend up to three times your Shinobi level.<br />
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'''Hashirama Clan'''<br />
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Through unknown means, you bear the unique genetics of the [[Hashirama (Shinobi World Supplement)|First Hokage]], a feat not even his own children bore. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally, you gain proficiency in {{5s|Nature}}.<br />
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'''Hatake Clan'''<br />
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You hail from one of the greatest shinobi clans of all time, despite lacking any hidden or overwhelming abilities. You gain 1 non-Kekkei Genkai jutsu of your choice, even if you do not meet the nature requirements of it.<br />
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'''Haze Clan'''<br />
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You hail from one of the Land of Haze's exclusive clans, and as such have inherited one of the rarest kinjutsu in the world. At 2nd level gain one [[Yin-Yang Style (Shinobi World Supplement)|Haze Ninja Art: Forbidden Technique]] of your choice.<br />
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'''Hiruko Clan'''<br />
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You hail from the clan of ability thieves. You gain use of [[Shade Style (Shinobi World Supplement)|Shade Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hōki Clan'''<br />
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You hail from a line of matrilineal medical-nin and information gatherers known as the "people who work behind the scenes". When you restore hit points with jutsu, the target regains twice as many hit points but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
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'''Hoshi Clan'''<br />
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You hail from a clan of shinobi mutated by a [[Star (Shinobi World Supplement)|Star]] that fell to Earth. You may choose the [[Path of the Star (Shinobi World Supplement)|Path of the Star]] at 3rd level, and you are not limited by implantation if you are implanting Star chakra. Additionally, immediately after the end of a long rest, you gain purple chakra equal to twice your {{5a|con}} modifier (minimum 2).<br />
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'''Hoshigaki Clan'''<br />
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You hail from a clan of fishlike shinobi. You can breathe in water, and have a swimming speed equal to your movement speed.<br />
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'''Hōzuki Clan'''<br />
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You hail from a clan of pale shinobi known to have numerous Water Style Hiden. [[Water Style (Shinobi World Supplement)|Hydrification Jutsu and Instant Water]] have their costs halved, rounded up.<br />
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'''Hyūga Clan'''<br />
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You hail from the progenitors of the [[Path of Sight (Shinobi World Supplement)|Path of Sight]], and were effectively born into royalty. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Byakugan. Additionally, whenever you roll a 1 when rolling for damage on an unarmed strike, you may instead count the roll as a 2.<br />
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'''Iburi Clan'''<br />
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You hail from a clan that once dwelt in secluded caves due to fear of their own power. When you fall to half your maximum hit points, you are affected by [[Path of the Cursed (Shinobi World Supplement)|Smoke's Curse]]. You may not end this effect as a bonus action, and it only ends if you are raised above half your maximum hit points, or if you succeed a DC 17 Wisdom saving throw as an action.<br />
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'''Inuzuka Clan'''<br />
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You hail from one of the progenitors of the [[Path of the Beast-Nin (Shinobi World Supplement)|Path of the Beast-Nin]]. When you use Two-Headed Beast, your {{5a|str}} score increases by +4 to a maximum of 24 as well. Alternatively, when you gain Second Companion, you gain a third companion that acts identically to the second.<br />
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'''Jiraiya Clan'''<br />
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You hail from a clan originating from a man whose destiny was tied with the toads of mount Myuboku. The cost of using the [[Basic Ninjutsu (Shinobi World Supplement)|Summoning Jutsu]] is halved, rounded up. This does not stack with features like Summoning Master or Animal Path Focus.<br />
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'''Jūgo Clan'''<br />
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You hail from the last remaining branch of the Cursed Clan. When you use [[Path of the Cursed (Shinobi World Supplement)|Curse Mark]], the amount of maximum hit points lost is halved, rounded up, but you must choose Founder's Curse as your Diversified Second Stage. Additionally, you are not limited by implantation if you are implanting a Cursed Mark.<br />
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'''Kagero Clan'''<br />
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You hail from a heavily modified offshoot of the [[Sound Shinobi (Shinobi World Supplement)|Land of Sound's]] Fuma clan. You gain ''[[Plasma Style (Shinobi World Supplement)|Antlion Ninja Arts: Ephemeral]]''. While ''Antlion Ninja Arts: Ephemeral'' is active, you may cast ''Plasma Laser'' for 15 chakra regardless of if you know said jutsu.<br />
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'''Kaguya Clan'''<br />
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You hail from a clan of bloodthirst warriors distantly descended from [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. You may choose the [[Path of Suffering (Shinobi World Supplement)|Path of Suffering]] at 3rd level, and you are not limited by implantation if you are implanting Shikotsumyaku DNA. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Kaku Clan'''<br />
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You hail from a clan of shinobi known for two things: going [[Rogue Nin (Shinobi World Supplement)|rogue]] in order to steal powerful tools, and bearing their clan name as a [[Gold and Silver Brothers (Shinobi World Supplement)|suffix]]. At will, you may spend chakra to store an equal number of chakra points within your skin. You may have up to four times your {{5a|int}} modifier chakra points stored in this way at a time. Whenever an item would require you to spend chakra points, this stored chakra is spent first. This chakra can not be spent in any other way.<br />
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'''Kamizuru Clan'''<br />
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You hail from one of the most well-known insect keeper clans in the world, rumored to be the same clan as the [[Ishikawa (Shinobi World Supplement)|First Tsuchikage]]. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may spend 5 chakra to create 1 days' worth of food in honey for up to 4 Medium creatures.<br />
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'''Karatachi Clan'''<br />
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You hail from the bloodline of the [[Yagura (Shinobi World Supplement)|Fourth Mizukage]], known for their ruthlessness and fits of blood rage. As a bonus action or when you drop to half your hit points, your melee attacks deal twice as much damage, you may not cast jutsu, and you become {{5asc|berserk}} for 1 minute. You may use this once, regaining use at the end of a long rest.<br />
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'''Kawaki Clan'''<br />
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You hail from the clan of the 7th Hokage's adopted son. You may choose the [[Path of Succession (Shinobi World Supplement)|Path of Succession]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal. Additionally the cost to maintain your karma is halved.<br />
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'''Kazekage Clan'''<br />
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You hail from the bloodline of the [[Rasa (Shinobi World Supplement)|Fourth]] and [[Gaara (Shinobi World Supplement)|Fifth]] Kazekage. You gain affinity in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and you may have Affinity in Wind Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kazuma Clan'''<br />
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You come from a clan of shinobi that attempted to recreate [[Hashirama (Shinobi World Supplement)|Hashirama Senju's]] [[Wood Style (Shinobi World Supplement)|Wood Style]], though they received much different results. You gain use of [[Mud Style (Shinobi World Supplement)|Mud Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Earth Style.<br />
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'''Kedōin Clan'''<br />
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You hail from a clan of master infiltrators. As a bonus action for 2 chakra points, you may change the appearance of your face and sound of your voice to any humanoid you have seen and heard for 1 minute.<br />
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'''Kidomaru Clan'''<br />
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You hail from a near-extinct clan of spider-like people. You gain two additional sets of arms. These arms can not wield shields, or weapons with the heavy property. Additionally, you gain a climbing speed equal to your movement speed.<br />
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'''Kodon Clan'''<br />
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You hail from a clan of master drug makers. The time and cost of crafting consumable items is halved, rounded up.<br />
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'''Kohaku Clan'''<br />
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You hail from a clan historically allied with the Hidden Leaf Village capable of surviving by the tiniest string of life. When you are reduced to 0 hit points, you may instead drop to 1 hit point. After doing so, you can not cast jutsu until you return to maximum hit points, and you can not do so again until the end of a long rest.<br />
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'''Kumanoi Clan'''<br />
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You hail from a clan of master weapon makers. The time and cost of crafting items that deal damage is halved, rounded down.<br />
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'''Kon Clan'''<br />
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You hail from a near-extinct clan of parasitic shinobi. While touching a willing creature, you may enter their body. Your movement speed drops to 0 and you occupy their space. When either you or your host gain a condition, you both do, and when either would take damage, you may choose if you or your host takes damage. When you and your host are targeted by a saving throw, you may choose if you or your host makes the saving throw. When you are targeted by an attack, you use your host's AC, and you may spend 2 chakra to grant the attack disadvantage.<br />
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'''Konjiki Clan'''<br />
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You hail from a clan of kekkei genkai-wielding shinobi from the Land of Rock. You gain use of [[Steel Style (Shinobi World Supplement)|Steel Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Earth or Yang Style.<br />
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'''Kurama Clan'''<br />
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You hail from a clan of master genjutsu users. You gain affinity in [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu, and you may have Affinity in Yin Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kurama Clan Prodigy'''<br />
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You are a member of the Kurama clan born once every few generations. When you drop to half of your maximum hit points, and again when you drop to 1/4 of your maximum hit points, you must attempt a {{5c|cha}} saving throw with a DC equal to your jutsu saving throw DC. On a failure, your melee attacks deal twice as much damage, creatures affected by your [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu or Genjutsu take 2d4 psychic damage at the end of each of their turns, you become {{5asc|berserk}} save for being able to cast jutsu in place of making an attack, and you lose 1 chakra at the end of each of your turns. This ends if you can not maintain your chakra, or if you retry the saving throw as a bonus action, ending it on a success.<br />
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'''Kuriarare Clan'''<br />
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Your clan has a history of reveling in physical torture, particularly crucifixion. Once per turn when you deal damage to a {{5c|restrained}} creature, you may also make an unarmed strike against them.<br />
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'''Kurosuki Clan'''<br />
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You are a descendant of a small clan known for putting their entire purpose in life into another person. Choose 1 friendly creature to be your "meaning". While you are within 5 feet of your meaning, they take half as much damage from all sources, and you take half as much damage as you reduced. You can never change which creature is your meaning.<br />
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'''Kurogane Clan'''<br />
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You come from a clan of diligent swordsmen from the Land of Iron. When you make an attack of opportunity with a melee weapon, you may spend 1 chakra to gain a +1 bonus to your critical threshold or attack roll for that attack.<br />
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'''Lee Clan'''<br />
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You hail from a clan of master taijutsu users. You gain affinity in [[Taijutsu (Shinobi World Supplement)|Taijutsu]], and you may have Affinity in Taijutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not gain chakra natures at 2nd level, and instead must take the alternate options detailed in [[Naruto: Shinobi (5e Class)#Chakra|Chakra]].<br />
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'''Might Clan'''<br />
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You hail from a clan of taijutsu masters best known for their keen development of taijutsu, rather than outright usage. Any [[Taijutsu (Shinobi World Supplement)|Taijutsu]] and [[Path_of_Youth_(Shinobi_World_Supplement)|Path of Youth]] [[Path_of_Youth_(Shinobi_World_Supplement)#Path_of_Youth_Unique_Jutsu|Unique Jutsu]] (if you take that subclass) you cast have their costs halved, rounded down, but the cost of any other jutsu are doubled.<br />
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'''Mitarashi Clan'''<br />
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You hail from a clan of snake experts. [[Path of the Snake (Shinobi World Supplement)#Blinding Snake Glare Spell|Blinding Snake Glare Spell]] allows you to have a number of creatures grappled equal to your {{5a|str}} or {{5a|dex}} modifier at any time + 1 (minimum 2), and you have a number of uses of [[Path of the Snake (Shinobi World Supplement)#Many Hidden Shadow Snake Hands|Many Hidden Shadow Snake Hands]] equal to your {{5a|int}} modifier instead of your {{5a|wis}} modifier.<br />
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'''Momochi Clan'''<br />
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You hail from a clan of dangerous outcasts. When a creature is affected by [[Path of the Assassin (Shinobi World Supplement)|Killer Intent]], you may sacrifice a number of chakra when they attempt their Charisma saving throw to grant them an equal penalty.<br />
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'''Munashi Clan'''<br />
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You hail from a clan that revels in the violence of explosions. When you use an [[Basic Ninjutsu (Shinobi World Supplement)|explosive seal]] or a jutsu that requires explosive seals as components or requisite jutsu, you may double one of its ranges or duration. If such a jutsu has a range of touch, you may increase its range to 15 feet. You may do so a number of times equal to your {{5a|cha}} modifier, regaining all uses at the end of a long rest.<br />
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'''Morino Clan'''<br />
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You come from a small clan of expert genjutsu-using interrogators. You automatically detect Illusion spells and genjutsu. As a reaction when a creature you can see attempts a saving throw to resist becoming {{5c|frightened}}, you may grant them disadvantage. You may use this feature a number of times equal to half your {{5a|cha}} modifier (rounded down), regaining all uses at the end of a long rest.<br />
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'''Nadeshiko Clan'''<br />
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You hail from an isolated village near the [[Mist Shinobi (Shinobi World Supplement)|Mist]] known for their legendary Wind Style nintaijutsu. If you gain affinity in [[Taijutsu (Shinobi World Supplement)|taijutsu]], you may learn [[Wind Style (Shinobi World Supplement)|Nadeshiko-Style]] jutsu as if they were taijutsu.<br />
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'''Namikaze Clan'''<br />
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You hail from a clan of yellow flashes. Starting from 1st level, your movement speed increases by +5 ft. every 4th level while you are not wearing armor or a shield, effectively making your [[Naruto: Shinobi (5e Class)#Unarmored Movement|Unarmored Movement]] increase every other level, or every time you gain 50,000 experience if you can not level further. <br />
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'''Nara Clan'''<br />
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You hail from the progenitors of the [[Path of the Shadow (Shinobi World Supplement)|Path of the Shadow]]. When you cast or maintain a Path of the Shadow jutsu, you may reduce its cost by your proficiency bonus (minimum 0). You may use this feature a number of times equal to the number of skills you have proficiency in, regaining all uses at the end of a long rest.<br />
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'''Nohara Clan'''<br />
<br />
You hail from a minor clan of the [[Leaf Shinobi (Shinobi World Supplement)|Leaf Village]] known for sacrificing themselves for the greater good. As a reaction when a creature within half your movement speed is the only creature targeted by a attack, you may take their place, becoming targeted instead, and move them 5 feet to a place not targeted. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.<br />
<br />
<br />
'''Nojo Clan'''<br />
<br />
You hail from a small clan of shinobi from the Land of Vegetables who have historically used their jutsu to propagate their village's namesake. You gain affinity in [[Yang Style (Shinobi World Supplement)|Yang Style]] jutsu, and you may have Affinity in Yang Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Oniyuzu Clan'''<br />
<br />
You hail from a no-nonsense clan of assassins from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. When you gain [[Path of the Assassin (Shinobi World Supplement)#Killing Intent|Killing Intent]] feature, you may use {{5a|int}} instead of {{5a|cha}} when determining how many uses of the feature you have.<br />
<br />
<br />
'''Onomichi Clan'''<br />
<br />
You hail from a branch clan of the Hozuki clan, more closely related to [[Gengetsu (Shinobi World Supplement)|Gengetsu]] than [[Suigetsu (Shinobi World Supplement)|Suigetsu]], best known for their fierceness with a blade. Your melee weapon attacks gain a +1 bonus to attack and damage rolls, but you lose 1 chakra point at the end of each turn you make a melee weapon attack on. You lose this bonus while you have 0 chakra points.<br />
<br />
<br />
'''Orochimaru Clan'''<br />
<br />
You hail from a clan of incredibly scarce, incredibly pale, snake-like shinobi. You may choose the [[Path of the Snake (Shinobi World Supplement)|Path of the Snake]] at 3rd level, and you are not limited by implantation if you are implanting snakelike DNA. Additionally, when you make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} check, but not a saving throw, you may spend 3 chakra points to replace the used ability with your {{5a|int}}. <br />
<br />
<br />
'''Ōtsutsuki Clan'''<br />
<br />
You hail from a spacefaring clan that progenerated chakra itself. You may choose the [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]], [[Path of Succession (Shinobi World Supplement)|Path of Succession]], or [[Path of Clarity (Shinobi World Supplement)|Path of Clarity]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal, Rinnegan, or Jogan. If you gain the Six Paths Power boon, you may gain a subclass you did not take from this clan as if you had taken it at 3rd level instead of chakra.<br />
<br />
<br />
'''Pakura Clan'''<br />
<br />
You hail from the same clan as one of the Hidden Sand Village's greatest heroes. You gain use of [[Scorch Style (Shinobi World Supplement)|Scorch Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Wind Style.<br />
<br />
<br />
'''Raikage Clan'''<br />
<br />
You hail from an extremely selective lineage of nigh-immortal shinobi held as royalty in the Hidden Cloud Village. You gain affinity in [[Lightning Style (Shinobi World Supplement)|Lightning Style]] jutsu, and you may have Affinity in Lightning Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Ringo Clan'''<br />
<br />
You hail from a clan of sharp-teethed hunters, incredibly skilled in kenjutsu but cursed by an incurable disease. Your maximum hit dice are decreased by 2, minimum 1 (i.e. you do not gain additional hit dice at 2nd or 3rd level), and you gain two of the following (you may choose one twice):<br />
*When you engage in two-weapon fighting, you can add your {{5a|dex}} modifier to the damage of the second attack. <br />
*Your maximum chakra points increases by 3. If you take this option twice, it increases by a total of 5. <br />
*Your movement speed increases by 5 feet.<br />
<br />
<br />
'''Roran Clan'''<br />
<br />
You hail from a clan that acts as the hereditary rulers of the kingdom of Roran, whose chakra is inextricably tied to the the [[Ryumyaku Source (Shinobi World Supplement)|Ryumyaku Source]] that lies in the heart of their kingdom. When you regain chakra from chakra absorbing jutsu, you also gain heavy chakra equal to your {{5a|int}} modifier.<br />
<br />
<br />
'''Ryu Clan'''<br />
<br />
You hail from a small clan of horned people blessed by the power of the five [[Genryu (Shinobi World Supplement)|Genryu]]. You gain [[Naruto: Shinobi (5e Class)#Special Chakra|red chakra]] points equal to twice your proficiency bonus equal to half your maximum chakra, whichever is lower<!--to keep 1st and 2nd level players from being berserk forever-->. This chakra is regained at the end of a long rest.<br />
<br />
<br />
'''Sarutobi Clan'''<br />
<br />
You hail from a clan of the Hidden Leaf Village's greatest defenders, both physically and ideologically. You gain affinity in [[Fire Style (Shinobi World Supplement)|Fire Style]] jutsu, and you may have Affinity in Fire Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Sarutobi Clan'''<br />
<br />
You hail from the stalwart founders and defenders of the Hidden Stone Village. You gain affinity in [[Earth Style (Shinobi World Supplement)|Earth Style]] jutsu, and you may have Affinity in Earth Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
'''Senju Clan'''<br />
<br />
You hail from one of the founding clans of the Hidden Leaf Village best known for their wide, unspecialized knowledge. You gain 1 additional chakra nature at 2nd level, but you can not gain affinity in any chakra nature as an alternative to gaining a chakra nature.<br />
<br />
<br />
'''Senka Clan'''<br />
<br />
You hail from a small clan of shinobi skilled in stealing and improving techniques without use of scroll theft or the [[Path of Hatred (Shinobi World Supplement)|Sharingan]]. When you create a [[Basic Ninjutsu (Shinobi World Supplement)|Shadow Clone]], its items carry over any magical properties, but any equipment the clones have with charges, such as magic items, share the initial item's charges.<br />
<br />
<br />
'''Shiin Clan'''<br />
<br />
You hail from a clan now ruled by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] once known for their high ideals and determination, despite their small stature. Your size is reduced by 1 size category to a minimum of Small, you have advantage against being {{5c|charmed}} or {{5c|frightened}}.<br />
<br />
<br />
'''Shimura Clan'''<br />
<br />
You hail from one of the Hidden Leaf Village's earliest clans, best known for their pride and tendency to die on the battlefield. When you are reduced to 0 hit points, you may immediately take a turn before the effects of being at 0 hit points occur, rounded down. <br />
<br />
<br />
'''Shinki Clan'''<br />
<br />
You hail from a small clan of powerful, wandering shinobi from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]]. You gain use of [[Magnet Style (Shinobi World Supplement)|Magnet Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Wind or Lightning Style.<br />
<br />
<br />
'''Shion Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Future (Shinobi World Supplement)|Path of the Future]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Haraigan. Additionally, you gain proficiency in {{5s|History}}.<br />
<br />
<br />
<br />
'''Shirogane Clan'''<br />
<br />
You hail from a clan of forbidden [[Path of the Puppetmaster (Shinobi World Supplement)|puppetmasters]] from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]] who became international criminals after their human-puppet experiments came to light. The chakra cost of your puppet's innate features (i.e. the ones listed on their creature page) are halved, rounded down. If a feature can only be used a certain number of times per day, you may spend 3 hours with the puppet and a humanoid corpse to allow it to be usable for a number of chakra points equal to 9 / its number of uses.<br />
<br />
<br />
'''Suikazan/Fuefuki Clan'''<br />
<br />
You hail from a clan of shinobi once bread solely for innate physical strength at the cost of horrible disfiguration. You may replace {{5a|dex}} with {{5a|str}} when calculating your AC, your {{5a|str}} score increases by +2 or [[Path of the Assassin (Shinobi World Supplement)#Silent Killing Jutsu|Silent Killing Jutsu]] works with attacks using your {{5a|str}} modifier, but you have disadvantage on any d20 rolls you would add your {{5a|cha}} modifier to.<br />
<br />
<br />
'''Taketori Clan'''<br />
<br />
You hail from a clan of negotiators best known for their alliance with the Hyūga Clan. You have advantage on any skill checks involving {{5a|cha}}, as well as {{5a|dex}} ({{5s|Stealth}}) checks, but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
<br />
<br />
'''Tenro Clan'''<br />
<br />
You hail from a clan of beast-nin inspired by the [[Three-Headed Guardian Beast (Shinobi World Supplement)|Three-Heads]]. When yo use [[Path of the Beast-Nin (Shinobi World Supplement)|Two-Headed Beast]], you may spend 5 additional chakra to apply your Path of the Beast-Nin unique jutsu Affinity bonus to your unarmed strike attack and damage rolls, and AC until the feature ends.<br />
<br />
<br />
'''Terumi Clan'''<br />
<br />
You hail from the clan of the Fifth Mizukage. You gain [[Lava Style (Shinobi World Supplement)|Lava Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
<br />
<br />
'''Tsuchigumo Clan'''<br />
<br />
You come from a clan known for producing numerous dangerous kinjutsu. You gain a number of [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]] or [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]] equal to your {{5a|int}} modifier. These jutsu count as [[Basic Ninjutsu (Shinobi World Supplement)|basic ninjutsu]] for the sake of affinity, and you may forgo one of these jutsu to decrease the cost of one jutsu gained in this way by 5 chakra points (minimum 1).<br />
<br />
<br />
'''Tsumiki Clan'''<br />
<br />
You descend from a clan of medical-nin naturally able to apply a strange curse. When a creature becomes {{5c|paralyzed}} by a jutsu you cast, every creature within 5 ft. of the creature including the creature themself must attempt a {{5a|con}} saving throw. On a failure, they take your unarmed strikes' damage as they are caught in an explosion. On a success, they take half as much damage. <br />
<br />
<br />
'''Tsunade Clan'''<br />
<br />
You hail from a clan originating from the greatest shinobi in medical ninjutsu history. You may add your {{5a|con}} modifier to your maximum [[Path of the Healer (Shinobi World Supplement)|Mystic Palm Jutsu]] dice pool, and you lose half as many chakra points (rounded up) to maintain [[Path of the Healer (Shinobi World Supplement)|Mitotic Regeneration Jutsu]]. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Tsurushi Clan'''<br />
<br />
You hail from a clan of rubbery shinobi. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.<br />
<br />
<br />
'''Uchiha Clan'''<br />
<br />
You hail from the progenitors of the [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Sharingan. At the beginning of your turn while you have any dojutsu active, you may spend 1 chakra to gain a +1 bonus to your attack rolls, damage rolls, and saving throw DCs until the end of your turn.<br />
<br />
<br />
'''Umino Clan'''<br />
<br />
You hail from a clan of great teachers and comrades. As an action, any creatures of your choice that can see or hear you may add 1d4 to any one d20 roll within the next 10 minutes. You may do this a number of times equal to your {{5a|int}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Uzumaki Clan'''<br />
<br />
You hail from a clan distantly related to Asura and Hashirama Senju, known for their physical resilience. You gain the following benefits:<br />
*You automatically succeed on the saving throw incurred by tailed beast extraction, but still suffer the aftereffects. <br />
*Your chakra point maximum increases by twice your proficiency bonus.<br />
<br />
<br />
'''Yakushi Clan'''<br />
<br />
You hail from a clan of medical nin with expertise in genetic modification, rather than healing. Choose one biology path. If you gain this path, you are not limited by implantation. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Yamanaka Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Mind (Shinobi World Supplement)|Path of the Mind]]. When a creature makes a {{5a|cha}} saving throw against your [[Path of the Mind (Shinobi World Supplement)|Mind Body Switch]] jutsu, you may spend chakra to grant them an equal penalty to the saving throw to a maximum of your proficiency bonus.<br />
<br />
<br />
'''Yanagikage Clan'''<br />
<br />
You hail from a clan that is skilled in wielding hidden weapons. You may draw a weapon as part of making an attack.<br />
<br />
<br />
'''Yūhi Clan'''<br />
<br />
You hail from a clan known for their skilled genjutsu use. When you cast a genjutsu that fails to affect the target, you regain half the chakra spent. If you gain the Genjutsu Expert feat, you may learn path unique genjutsu without taking their prerequisite path.<br />
<br />
<br />
'''Yoimura Clan'''<br />
<br />
You hail from a clan cursed with fading memories. Your {{5a|int}} score decreases by -2, but you may take any one [[#Ninja Feats|Ninja Feat]] or [[#Shinobi Path Feats|Shinobi Path Feat]] regardless of its level or ability score requirements.<!--Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|str}} and {{5a|dex}} increase by a total of +3.--><br />
<br />
<br />
'''Yota Clan'''<br />
<br />
You hail from a clan of traveling shinobi naturally capable of controlling the weather. As a ritual for 1 hour, you may cast [[5e SRD:Control Weather|Control Weather]] without components or spell slots.<br />
<br />
<br />
'''Yotsuki Clan'''<br />
<br />
You hail from a clan of Hidden Cloud Village shinobi known for their unbreakable pride in their allies. Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|con}} and {{5a|cha}} increase by a total of +3.<br />
<br />
<br />
'''Yuki Clan'''<br />
<br />
You hail from a clan of persecuted Kekkei Genkai users. You gain use of [[Ice Style (Shinobi World Supplement)|Ice Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
<br />
<br />
'''Zetsu Clan'''<br />
<br />
Your very existence was molded by [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. Your type is plant instead of humanoid, you must choose [[Path of Mutation (Shinobi World Supplement)|Path of Mutation]] at 3rd level, and you may use {{5a|con}} as your casting ability for any Path of Mutation features and unique jutsu.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Shinobi World (5e Campaign Setting)|Shinobi World]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]<br />
[[Category:5e]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1702539Sans, 2nd Variant (5e Class)2023-04-20T01:05:17Z<p>Plywood tank: </p>
<hr />
<div>== Sans ==<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
=== Laziness ===<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
== Authors note ==<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range ), Ability Score Increase<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Increase<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on, Ability Score Increase<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A bad time<br />
|classfeatures19=<br />
|classfeatures20= True Power<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 1 + dexterity or intelligence modifier + half your proficiency bonus "Endurance" hit points each time you level up. As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your endurance points. the target of the attack that you defend takes no damage.<br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
==== Sans Points ====<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans point to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
==== Dodge ====<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
==== Extra Attack ====<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
==== Advanced Teleports ====<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====shortcuts, (long range) ====<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
==== Karma Control ====<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
==== Lazy bones ====<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
====Combo attacks====<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
====Get dunked on====<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead<br />
<br />
====A bad time====<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====True Power====<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
=== Techniques ===<br />
<br />
These are the various cheats, uh, I mean "Techniques", that you can acquire.<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
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<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
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<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
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'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Feats_and_Boons_(Shinobi_World_Supplement)&diff=1702531Feats and Boons (Shinobi World Supplement)2023-04-20T01:02:09Z<p>Plywood tank: </p>
<hr />
<div>=== Ninja Feats ===<br />
These feats can be taken instead of an ability score increase, instead of a normal feat, or as the variant human free feat.<br />
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<br />
'''Nature Training'''<br />
<br />
You have trained your body to understand another chakra nature. You gain 1 additional chakra nature, or one of its alternatives, as per the [[Naruto: Shinobi (5e Class)#Chakra|Chakra]] feature. If you take this feature before 2nd level, you gain the Chakra feature, your chakra point maximum is 2 + your {{5a|con}} modifier, and you may know 2 jutsu. Once you reach 2nd level, you have as many chakra points and known jutsu as shown on the Shinobi table. You may take this feat multiple times. <br />
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<br />
'''Powerful Source'''<br />
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'''Prerequisites:''' Strength or Constitution 13 or higher<br />
<br />
Your might almost entirely fuels your chakra, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
<br />
*Your {{5a|str}} or {{5a|con}} score increases by +1.<br />
*While not wearing armor or wielding a shield, your AC equals 10 + your {{5a|str}} modifier + your Proficiency bonus. You may spend 2 chakra as a [[More Actions (5e Variant Rule)|free action]] to benefit from either a shield in addition to these benefits until the end of your next turn.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Mighty Vigor'''<br />
<br />
'''Prerequisites:''' Powerful Source feat, Strength 18 or higher<br />
<br />
Your unwavering confidence in your might has balanced your chakra, enhancing your strength with understanding and moderation, and allowing you to fuel the very limits of your life into your chakra. You gain the following benefits:<br />
<br />
*At will during your turn, you may decide whether your chakra counts as heavy chakra or not.<br />
*When you make an attack using {{5a|str}}, you may spend 1 chakra or 1 hit point to deal half as much damage on a miss. This counts as a {{5a|str}} saving throw for the sake of Brawn.<br />
*Choose two skills between {{5s|Acrobatics}}, {{5s|Stealth}}, {{5s|Arcana}}, {{5s|Animal Handling}}, and {{5s|Intimidation}}. The two chosen skills use {{5a|str}} as their ability.<br />
*When you cast a jutsu, you may spend a number of hit points equal to half its total cost to use {{5a|str}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 hit points to use {{5a|str}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Fast as Lightning'''<br />
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'''Prerequisites:''' Dexterity or Intelligence 13 or higher<br />
<br />
You have trained your speed almost exclusively, perfecting your stride and quickening your steps. You gain the following benefits:<br />
<br />
*Your Dexterity or Intelligence score increases by 1, to a maximum of 20.<br />
*You can use the Dash action as a [[More Actions (5e Variant Rule)|free action]] on your turn for 2 chakra.<br />
<br />
<br />
'''Fast as Light'''<br />
<br />
'''Prerequisites:''' Fast as Lightning feat, Dexterity 18 or higher<br />
<br />
Your speed rivals the fastest shinobi, and with them the forces of nature. You gain the following benefits:<br />
<br />
*When a creature targeted by one of your jutsu benefits from Evasion, they take no damage on a success, but full damage on a failure.<br />
*When you cast a jutsu, you may use {{5a|dex}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to your movement speed divided by 10, rounded down, regaining all uses at the end of a long rest. If your movement speed increases temporarily, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*When you make a reaction, you may spend 5 chakra points to regain your reaction, regaining use at the end of your turn.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|dex}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Heavy Chakra'''<br />
<br />
'''Prerequisites:''' Constitution or Strength 13 or higher<br />
<br />
Through naturally compressing your chakra, you are able to store more chakra than your average shinobi. You gain the following benefits:<br />
<br />
*Your {{5a|con}} or {{5a|str}} score increases by +1.<br />
*Your chakra point maximum increases by your proficiency bonus.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Overflowing Chakra'''<br />
<br />
'''Prerequisites:''' Heavy Chakra feat, Constitution 18 or higher<br />
<br />
Through hard training and enduring experience in combat, you have learned how to fuel your Jutsu with copious amounts of Chakra, enhancing them to a point that the elements you weave could be considered as forces of nature. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your {{5a|con}} modifier an additional time. <br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|con}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|con}} instead of {{5a|int}} until the end of your next turn.<br />
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<br />
<br />
<br />
'''Tempered Chakra'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 13 or higher<br />
<br />
You are well versed in limiting the amount of chakra you use. You gain the following benefits:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*When determining how much chakra you have, you may replace your Constitution modifier with your Intelligence modifier. <br />
*You may add your proficiency bonus an additional time to Concentration saving throws for jutsu. <br />
<br />
<br />
'''Masterful Chakra Control'''<br />
<br />
'''Prerequisites:''' Tempered Chakra feat, Intelligence 18 or higher<br />
<br />
You have mastered your chakra control to the point that even a small drop can have explosive results. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your Intelligence modifier an additional time. <br />
*As a bonus action, you can reduce the chakra cost of the next jutsu you use before the end of the turn by an amount equal to your {{5a|int}} modifier. The minimum chakra you can expend on a jutsu using this is 1. You may use this a number of times equal to 1/4 your shinobi level (rounded down, minimum 1), regaining all uses at the end of a long rest. You may not use this feature and [[Path of the Healer (Shinobi World Supplement)|Chakra Control]] on the same jutsu.<br />
<br />
<br />
'''Perfected Seals'''<br />
<br />
'''Prerequisites:''' Intelligence 16 or higher<br />
<br />
You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. If you do not have the [[Naruto: Shinobi (5e Class)#Jonin|Jonin]] feature, you gain its benefits. If you have the feature, or once you gain it, you gain the following benefits:<br />
<br />
*You are no longer required to weave hand seals to perform jutsu, allowing you to cast jutsu with no open hands. You do not gain this benefit while under the [[5e_SRD:Conditions#Restrained|Restrained]] condition.<br />
*Any jutsu requiring hand seals that can be cast as an action can be cast as a bonus action at an additional cost of 3 chakra while you have two free hands.<br />
*Onlookers are now unable to notice you performing hand seals when done as a bonus action.<br />
*While grappling a creature, you can use their hands to complete a hand seal necessary to cast a jutsu. They must attempt a {{5a|dex}} or {{5a|wis}} saving throw. On a failure, the chakra point cost for casting the Jutsu is split equally between you and the creature at the time of casting it. If a creature does not have any chakra points, the chakra cost is not reduced. Once you use this feature, you can't use it again until the end of a short or long rest.<br />
<br />
<br />
'''Zen Master'''<br />
<br />
'''Prerequisites:''' Wisdom or Charisma 13 or higher<br />
<br />
Rather than pure intellect or power, your chakra is fueled by a deep understanding of the very nature of the energy as a connecting force. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You have a number of [[Naruto: Shinobi (5e Class)#Special Chakra|specialized chakra]] equal to your level. This chakra can only be spent to cause a creature to regain hit points or chakra points, and when another creature causes you to lose chakra, this chakra is lost first. <br />
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<br />
'''Ninshu Minister'''<br />
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'''Prerequisites:''' Zen Master feat, Wisdom 18 or higher<br />
<br />
Your mastery of the mysticism of chakra has revealed to you the predecessor of ninjutsu, Ninshu, and with it its secrets. You gain the following benefits:<br />
<br />
*When you touch a creature or use ''[[Basic Ninjutsu (Shinobi World Supplement)|Chakra Transfer Technique]]'' on a creature that you share a language with, you may communicate telepathically with them until the end of your next turn (9 seconds).<br />
*While you are casting telepathically communicating with a creature, you may cast jutsu and use features as if you were in their place. If a jutsu or feature would only target you when you use it, you may choose for it to target them as well until you are no longer telepathically communicating with them.<br />
*When you cast a jutsu, you may use {{5a|wis}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to the number of skills you have proficiency in, and you gain twice as many uses from skills you have expertise in, regaining all uses at the end of a long rest. If you temporarily gain proficiency or expertise in skills, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|wis}} instead of {{5a|int}} until the end of your next turn.<br />
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'''Spiritual Adept'''<br />
<br />
'''Prerequisites:''' Charisma or Wisdom 13 or higher<br />
<br />
Your chakra is greatly powered by your confidence and power of soul, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You gain proficiency in one skill of your choice.<br />
*When you finish a short rest, you can expend a number of hit die equal to your Wisdom modifier. Roll the hit die and add your {{5a|wis}} modifier to the result. You regain an amount of chakra equal to half the result.<br />
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<br />
'''Spiritual Powerhouse'''<br />
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'''Prerequisites:''' Spiritual Adept feat, Charisma 18 or higher<br />
<br />
Your physical energy has almost entirely given way to your unwavering spiritual energy. You gain the following benefits:<br />
<br />
*You gain use in [[Yin Style (Shinobi World Supplement)|Yin Style]]. If you already have use in Yin Style, you gain [[Naruto: Shinobi (5e Class)#Chakra Nature Alternatives|Affinity]] in it instead.<br />
*[[Yang Style (Shinobi World Supplement)|Yang Style]] or [[Yin-Yang Style (Shinobi World Supplement)]] benefit from your [[Yin Style (Shinobi World Supplement)|Yin Style]] Affinity.<br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|cha}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|cha}} instead of {{5a|int}} until the end of your next turn.<br />
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'''Sensor Nin'''<br />
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'''Prerequisites:''' Wisdom 16 or higher, Proficiency in Perception<br />
<br />
When you take the {{5e|Search Action}}, you may also attempt a DC 14 {{5s|Arcana}} check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you already have chakra sense, its range increases by 30 feet or its penetration increases by its initial value (minimum 1 inch). You may take this feat multiple times, increasing its Wisdom requirement by +2 each time you take it.<br />
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<br />
'''Absorption Nin'''<br />
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'''Prerequisites:''' {{5a|con}} 14 or higher, {{5a|int}} 14 or higher<br />
<br />
You not only have the mental aptitude to understand absorption jutsu, but the physical ability to perform them. When you gain a jutsu, you may instead learn one [[Chakra Absorbing Jutsu (Shinobi World Supplement)|Chakra Absorbing Jutsu]].<br />
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'''Barrier Nin'''<br />
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'''Prerequisites:''' {{5a|wis}} 16 or higher<br />
<br />
Your body is capable of withstanding the toll of Fūinjutsu. When you gain a jutsu, you may instead learn one [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]].<br />
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<br />
'''Perfect Chakra Thief'''<br />
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'''Prerequisites:''' Intelligence 14 or higher, the ability to absorb chakra<br />
<br />
You master one form of chakra that is not native to you. Choose between the [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]], [[Path of the Cursed (Shinobi World Supplement)|Cursed]], [[Path of the Star (Shinobi World Supplement)|Star]], or [[Path of the Sage (Shinobi World Supplement)|Sage]]. You gain that subclass's first feature, but none of the subclass features gained in this way grant you the ability to gain their special type of chakra. You may take this feat multiple times, gaining the next feature of one of the above subclasses you have already chosen, or the first feature in one you have not chosen. Your [[Naruto: Shinobi (5e Class)|Shinobi]] level must be equal or higher than a feature's level requirement to gain it in this manner.<br />
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<br />
==== Jutsu Mastery Feats ====<br />
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'''Body Flicker Master'''<br />
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'''Prerequisites:''' Dexterity 18 or higher, the ability to cast Body Flicker<br />
<br />
When you cast Body Flicker, you can take the Attack action as a bonus action on the same turn.<br />
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'''Multi-Shadow Clone Jutsu Master'''<br />
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'''Prerequisites:''' The ability to cast Shadow Clone<br />
<br />
*The amount of shadow clones you can have at a time is no longer limited to 5.<br />
*Creating shadow clones only costs 2 chakra per clone. However, they only start with 2 chakra.<br />
*When creating a shadow clone, you can expend additional chakra to give one of the clones 4 additional hit points per chakra point spent, you can't give a clone more hit points than your current hit points. You can do this for as many clones as you wish.<br />
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'''Summoning Master'''<br />
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'''Prerequisites:''' Intelligence or Wisdom 16 or higher, the ability to cast Summoning Jutsu<br />
<br />
You are extremely adept at summoning. The chakra cost is halved whenever you cast Summoning Jutsu. This does not stack with features like {{inpage|Jiraiya Clan}} or [[Path of the Exalted (Shinobi World Supplement)|Animal Path Focus]].<br />
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<br />
'''Multi-Summoning Jutsu Master'''<br />
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'''Prerequisites:''' The ability to cast Summoning Jutsu.<br />
<br />
*You may summon any number of creatures on a single use of the Summoning Jutsu. Summoned creatures must have at least 5 feet between one another. <br />
*Creatures may be summoned up to 30 feet from you. <br />
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'''Impure World Reincarnation Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Impure World Reincarnation<br />
<br />
*The amount of creatures you can have resurrected by Impure World Reincarnation at a time is no longer limited to 5.<br />
*When you control a creature using Impure World Reincarnation, you act with them on their turn instead of your own.<br />
*This does not grant early use of Impure World Reincarnation.<br />
<br />
<br />
'''Gentle Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you likely lack the [[Path of Sight (Shinobi World Supplement)|Byakugan]], careful training has allowed you to effectively memorize the human chakra network layout. You may learn any [[Path of Sight (Shinobi World Supplement)#Path of Sight Unique Jutsu|Path of Sight Unique Jutsu]] that you have the level requirements for, not including ''Focused Byakugan'', and you may spend 3 additional chakra to cast them without having a Byakugan active.<br />
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'''Ferocious Fist Expert'''<br />
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'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you may not having the training of a taijutsu master able to open the Eight Gates, you have developed the opposite fighting style to the Gentle Fist. You gain the [[Path of Youth (Shinobi World Supplement)|Ferocious Fist]] feature, and ''Dynamic Entry'' counts as a taijutsu for the sake of Affinity. <br />
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<br />
'''Hand-to-Hand Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|str}} or {{5a|con}}<br />
<br />
Rather than mastering fancy techniques, you have mastered how to deal direct damage. As a bonus action for 2 chakra, or at will for 5 chakra, you may grant yourself one of the following benefits until the beginning of your next turn, you use a jutsu, you wear armor, or you wield a shield or weapon:<br />
<br />
*You gain a +2 bonus to AC.<br />
*You gain a +2 bonus to your attack rolls.<br />
*You gain a +4 bonus to damage rolls.<br />
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<br />
'''Taijutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|dex}}, the ability to cast at least one [[Taijutsu (Shinobi World Supplement)|taijutsu]]<br />
<br />
Through constant training in the combat arts, performing taijutsu has become second nature to you, granting you the following benefits:<br />
<br />
*All taijutsu have their chakra cost reduced by 3 (minimum of 1).<br />
*You can make an unarmed strike as a bonus action. This does not increase the amount of attacks performed when using the basic taijutsu technique.<br />
*Choose one Taijutsu that has a base chakra cost of 4 or lower. You have fully mastered this jutsu. Its base cost is reduced to 0 for you.<br />
<br />
<br />
'''Genjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|wis}} or {{5a|cha}}, the ability to cast at least one [[Yin Style (Shinobi World Supplement)|genjutsu]]<br />
<br />
Your training allows you to manipulate the core of a creature's psyche with expert subtlety. You gain the following:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*As a bonus action for 1 chakra while you have a creature in a genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier.<br />
*When you cast a genjutsu that fails to affect the target, you regain half the chakra spent.<br />
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<br />
'''Ninjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|int}}, the ability to cast at least one jutsu that is not [[Yin Style (Shinobi World Supplement)|genjutsu]], [[Taijutsu (Shinobi World Supplement)|taijutsu, bukijutsu]], [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]], [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]], or path unique jutsu (referred to as "ninjutsu" within this feat).<br />
<br />
Manipulating chakra outside of your body has become as easy as forming it within you. You gain the following: <br />
<br />
*Your {{5a|dex}} or {{5a|int}} score increases by 1, to a maximum of 20.<br />
*When you cast a ninjutsu, you may spend 3 additional chakra to cast it as if you had Affinity in its nature.<br />
*If a ninjutsu requires a ninjutsu that you know, it counts as half as much for the sake of how many jutsu you may know.<br />
<br />
==== Shinobi Path Feats ====<br />
<br />
'''Painkiller'''<br />
<br />
'''Prerequisites:''' Constitution 15 or higher<br />
<br />
You have trained your body and mind to be more resilient to pain. When a subclass feature causes you to lose hit points, but not maximum hit points, or take damage by using or maintaining it, you may decrease the reduction by your Shinobi level + your {{5a|con}} modifier. You can use this feature as many times as your {{5a|con}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Advanced Curse of Hatred'''<br />
<br />
'''Requirements:''' [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]<br />
<br />
You have trained tirelessly to cultivate your personal Curse of Hatred, unlocking the depths of your Sharingan's power at the cost of your physical wellbeing. You gain 1 additional [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability, and either your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Mangekyō feature. Each time you take this feat, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability than any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must take this feat to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Mangekyō Master boon). You may take this feat multiple times.<br />
<br />
<br />
'''Ninja of Prophecy'''<br />
<br />
'''Requirements:''' [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]]<br />
<br />
You have trained tirelessly with your Rinnegan, making your power resemble the Sage of Six Paths even more than it already did, but at the cost of a portion of your own life. You gain 1 additional [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] ability, and you must gain any 2 of the following (you may take the same one twice): your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] feature. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must take this feat to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Sagely Rinnegan feature). You may take this feat multiple times.<br />
<br />
<br />
'''Supreme Chakra Sense'''<br />
<br />
'''Requirements:''' At least one [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]], and Intelligence 18 or higher<br />
<br />
Your mastery of your ancient dojutsu has allowed your chakra to reach every nook and cranny of its chakra network. You gain a {{5e|Truesight}} range equal to your [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan's]] chakra sense range.<br />
<br />
<br />
'''Partial Second Stage'''<br />
<br />
'''Requirements:''' [[Path of the Cursed (Shinobi World Supplement)#Diversified Second Stage|Diversified Second Stage]] and Constitution 16 or higher<br />
<br />
You’ve mastered your cursed mark to the point of being able to partially bring out its power without having to suffer the usual side effects. As a bonus action, you gain the effects and Jutsu of your Diversified Second Stage, but not those of Cursed Mark or Second Stage, for an amount of rounds equal to your {{5a|con}} modifier. You may use this feature an amount of times equal to your {{5a|con}} modifier, regaining all uses at the end of a short or long rest.<br />
<br />
<br />
'''Overwhelming Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your swarms fly in tight, thick swarms. When you create a swarm of insects, it has an additional number of hit points equal to your proficiency bonus. When you combine two swarms using Massive Swarms, you may forgo increasing a swarm's size to cause any area within the swarm to become{{5e|Heavily Obscured}}. You may take this feat multiple times.<br />
<br />
<br />
'''Numerous Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your body is packed full of insects, allowing you to spend minimal chakra to release them. The minimum number of chakra you must spend to create a swarm is halved (minimum 1). As a reaction immediately before you would take damage, you may move up to 5 ft. and create a swarm where you were, spending chakra as normal and causing the swarm to take the damage instead unless you would still be a valid target.<br />
<br />
<br />
'''Student of Many Masters'''<br />
<br />
Your training encompasses more than one teacher. You gain the first feature from a non-implantable path. If you gain this feat multiple times, you may take either the next feature or the first feature of another non-implantable path. You may take this feat multiple times.<br />
<br />
====[[Path of the Beast (Shinobi World Supplement)|Jinchuriki]] Feats====<br />
These feats can only be taken by those who have a specific Bijuu sealed inside them.<br />
<br />
<br />
'''Solid Cloak'''<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku's]] Jinchuriki<br />
<br />
While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], your chakra cloak bolsters itself with nearby sand and other soils, granting you +2 AC.<br />
<br />
<br />
'''Claw Creation'''<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi's]] Jinchuriki<br />
<br />
Even without tapping into your Tailed Beast's chakra, you are able to manifest a portion of its natural ability. While you have at least 1 chakra, your unarmed strikes gain an additional 10 feet of reach.<br />
<br />
<br />
'''Coral Palm'''<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu's]] Jinchriki<br />
<br />
You are able to produce chakra-sapping coral on contact with another creature. As part of any successful unarmed strike while in Tailed Release or Bijuu Chakra Mode, the targets movement speed is reduced by 5 feet until the end of their next turn.<br />
<br />
<br />
'''Lava Style Infusion'''<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's mastery of lava. You gain [[Lava Style (Shinobi World Supplement)|Lava Style Chakra Mode]], even if you can not use Lava Style. This counts as both a Path of the Beast Unique Jutsu and Lava Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Vapor Style Infusion'''<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's ability to produce steam. You gain [[Vapor Style (Shinobi World Supplement)|Vapor Style: Unrivaled Strength]], even if you can not use Vapor Style. This counts as both a Path of the Beast Unique Jutsu and Vapor Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Slippery Cloak'''<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken's]] Jinchuriki<br />
<br />
While in Tailed Release or Bijuu Chakra Mode, your cloak takes a bluish hue, and you have advantage on grappling checks, can squeeze through spaces twice as small, and you do not suffer the penalties of squeezing into a space one size smaller than you.<br />
<br />
<br />
'''Flying Jinchuriki'''<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei's]] Jinchuriki<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you can sprout a pair of wings on your back as a bonus action, granting you a flying speed equal to your movement speed. You must spend 1 chakra at the beginning of each of your turns to maintain this effect.<br />
<br />
<br />
'''Ink Production'''<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki's]] Jinchuriki<br />
<br />
You are able to produce reasonable amounts of squid ink from your hands and mouth. As a ranged spell attack for 1 chakra, you can attempt to launch ink into the eyes of a creature within 30 ft. On a hit, they are {{5c|blinded}} until the beginning of your next turn.<br />
<br />
<br />
'''Strongest Jinchuriki'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
You are able to draw even deeper from your Tailed Beast's massive chakra reserves. You gain 1 additional use of Hidden Chakra, which is also regained at the end of a long rest.<br />
<br />
<br />
'''Negative Emotion Sense'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
When you take the {{5e|Search Action}} while Tailed Release, Tailed Beast Mode or Bijuu Chakra Mode is active, you may also attempt a DC 15 {{5a|cha}} saving throw to locate living creatures that are evil or are hostile toward another creature within 120 feet. You learn their location that moment and whether they are evil or hostile. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Additionally, this counts as chakra sense for anything that would effect traditional chakra sense.<br />
<br />
<br />
'''Vessel of Vessels'''<br />
<br />
'''Prerequisites:''' [[Gedo Mazo (5e Creature)|The Gedo Mazo's]] [[Path of the Beast (Shinobi World Supplement)|Jinchuriki]]<br />
<br />
You automatically succeed the Constitution saving throw of [[Path of the Beast (Shinobi World Supplement)#Jinchūriki Creation|Jinchūriki extraction]], and doing so no longer paralyzes you or reduces your hit points to 0.<br />
<br />
<br />
'''Negative Emotion Absorption'''<br />
<br />
'''Prerequisites:''' [[Reibi (5e Creature)|Zero-Tails’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While there is a creature with the {{5c|frightened}} condition within 45 feet of you, you regain 1 chakra point at the beginning of each of your turns. This can happen multiple times on a single turn with multiple frightened creatures.<br />
<br />
<br />
'''Reptilian Cloak'''<br />
<br />
'''Prerequisites:''' [[Nine-Tailed Clone, Ama no Hoko (Shinobi World Supplement)|Nine-Tailed Clone's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
Your red chakra covers your skin in small snakes, creating the appearance of reptilian scales wrapped around you. While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], you gain an additional 5 ft. of reach. You may forgo this bonus at the beginning of each of your turns to grant yourself temporary hit points equal to your shinobi level.<br />
<br />
<br />
'''Curse of Sōma'''<br />
<br />
'''Prerequisites:''' [[Sōma (Shinobi World Supplement)|Sōma’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Memory Wiping Jutsu'''<br />
<br />
:'''Cost:''' 6+ Chakra<br />
<br />
:'''Range:''' 150 feet<br />
<br />
:One creature within 20 ft. (in which this counts as an attack for the sake of features like [[Naruto: Shinobi (5e Class)#Extra Attack|Extra Attack]], or every creature within 10 ft. for 6 additional chakra (in which this is used as an action), must attempt a {{5a|dex}} saving throw. On a failure, their {{5a|int}} score decreases by 1 as a portion of their memories are erased. If this reduces their {{5a|int}} score to 0, the creature dies instantly. A creature regains 1 point of their {{5a|int}} score at the end of a long rest.<br />
<br />
<br />
'''Otherworldly Tendrils'''<br />
<br />
'''Prerequisites:''' [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, your reach increases by 5 feet, but you lose a number of hit points equal to chakra lost from upkeeping your release, and you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Raise Ghost Army'''<br />
<br />
:'''Cost:''' 10 Chakra<br />
<br />
:'''Duration:''' 1 minute (concentration)<br />
<br />
:As an action, you create one [[Ghost Soldier (Shinobi World Supplement)|ghost soldier]] anywhere within your reach that is controlled by you. Any conditions that affect you are applied to any ghost soldiers created by this jutsu. Any ghost soldiers created in this way disappear when this jutsu ends.<br />
<br />
<br />
'''Roen's Absorption'''<br />
<br />
'''Prerequisites:''' [[Roen (Shinobi World Supplement)|Roen's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
You may immediately fail your Red Chakra saving throw to gain your next Path of the Beast subclass feature for 1 minute. While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu:<br />
<br />
:'''Roen's Absorption'''<br />
<br />
:As a bonus action, make an unarmed strike against one creature within your reach + 10 feet. On a hit, they lose chakra points equal to the number of red chakra you gain at the end of each of your turns, and you regain an equal number of chakra points.<br />
<br />
<br />
'''Breath of the Genryu'''<br />
<br />
'''Prerequisites:''' [[Genryu (Shinobi World Supplement)|Genryu's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Tailed Release, or Bijuu Chakra Mode, you gain the effects of your Genryu's variant, as well as the ''Genryu Breath'' jutsu, which counts as Path of the Beast Unique Jutsu for the sake of affinity and uses your jutsu saving throw DC and damage bonus.<br />
<br />
:'''Genryu Breath'''<br />
<br />
:'''Cost:''' 3 Chakra<br />
<br />
:'''Range:''' 25 foot cone<br />
<br />
Every creature within range must make a Constitution saving throw. On a failure, they take 2d8 damage. On a success, they take half as much damage. The damage type dealt by this jutsu is determined by your Genryu's variant.<br />
<br />
====[[Path of Succession (Shinobi World Supplement)|Karma]] feats====<br />
These feats can only be taken by those who have a specific Otsutsuki's Karma. Any jutsu gained by these feats count as Path of Succession Unique Jutsu.<br />
<br />
'''Thief's Karma'''<br />
<br />
'''Requirements:''' [[Momoshiki (Shinobi World Supplement)|Momoshiki's Karma]]<br />
<br />
While your Karma is active, you gain crooked horns that sprout from your eyebrows and the following jutsu:<br />
<br />
:'''Reign of the High Emperor'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, you absorb it with one hand, and, as a bonus action on a subsequent turn, cast it with your other hand. If the spell would have hit creatures other than you, they are also not affected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.<br />
<br />
<br />
'''Warrior's Karma'''<br />
<br />
'''Requirements:''' [[Kinshiki (Shinobi World Supplement)|Kinshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single sweeping horn across your forehead and the following jutsu: <br />
<br />
:'''Amanohabaya'''<br />
<br />
:You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage. If you make more than 3 weapons, any earlier weapons are destroyed. If you only have 1 Rinnegan, you may only have 1 weapon created at a time.<br />
<br />
<br />
'''Traveler's Karma'''<br />
<br />
'''Requirements:''' [[Urashiki (Shinobi World Supplement)|Urashiki's Karma]]<br />
<br />
While your Karma is active, you gain forehead protector-like horns that sprout from your temples and the following jutsu:<br />
<br />
:'''Temporal Rewind'''<br />
<br />
:'''Cost:''' 7 chakra<br />
<br />
:As a [[More Actions (5e Variant Rule)|free action]] on your turn, you experience the next six seconds and then revert time. You gain advantage on any attack rolls and saving throws you make until the beginning of your next turn.<br />
<br />
<br />
'''Lord's Karma'''<br />
<br />
'''Requirements:''' [[Isshiki (Shinobi World Supplement)|Isshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single round horn that wraps around the back of your head and the following jutsu: <br />
<br />
:'''Sukunahikona'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Range:''' 60 ft.<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As an action, you may shrink up to a 20 ft. square object to an imperceptibly tiny size. You may end this effect as a bonus action, upon which any creatures occupying the same space as a shrunk object must attempt a Dexterity saving throw, taking 2d8 bludgeoning damage on a failure, or half as much on a success. You may shrink yourself as well, granting you a +10 bonus to {{5s|Stealth}} checks and {{5a|dex}} saving throws, but doing so halves his movement speeds. Any creatures or objects contained within the object are shrunk as well, with other creatures suffering the same movement speed penalty you do, and become unshrunk when the original item does, even if it is no longer contained within it. If a shrunk object or creature unshrinks when it contains an unshrunk object, the unshrunk object does not change size.<br />
<br />
<br />
:'''Daikokuten'''<br />
<br />
:'''Cost:''' 2 chakra<br />
<br />
:When you use Sukunahikona, you also store the shrunk item within an extradimensional space where time doesn't flow, though creatures can still move. Sukunahikona can effect these objects indefinitely. You may only end the effects of this jutsu on up to two object as an action, upon which you may make a thrown attack with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 2d8 bludgeoning damage in addition to the attack's normal damage.<br />
<br />
<br />
'''Lady's Karma'''<br />
<br />
'''Requirements:''' [[Kaguya (Shinobi World Supplement)|Kaguya's Karma]]<br />
<br />
While your Karma is active, you gain rabbit ear-like horns and the following jutsu:<br />
<br />
:'''All-Killing Ash Bones'''<br />
<br />
:'''Range:''' 15/30 feet<br />
<br />
:'''Cost:''' 60 Chakra<br />
<br />
:You produce a spike of hardened bone that fires from your body with frightening speed as a ranged spell attack. On a hit, creatures take 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by {{5E|true resurrection}} as they and all non-magical objects they are wearing are reduced to atoms. This jutsu's cost is halved if you have the {{inpage|Rinne Sharingan}}.<br />
<br />
<br />
'''Sadist's Karma'''<br />
<br />
'''Requirements:''' [[Jashin (Shinobi World Supplement)|Jashin's Karma]]<br />
<br />
While your Karma is active, you gain two impish horns and the following jutsu: <br />
<br />
:'''Curse Technique: True Death Controlling Possessed Blood'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As a bonus action on the same turn as dealing damage to a creature using a melee attack, you consume their blood, covering your body in an array of black markings. This does not work against Constructs or Undead. For this jutsu's, any damage dealt to you deals equal damage to the creature whose blood you consumed.<br />
<br />
====Ninja Epic Boons====<br />
The following are [[5e Epic Boons|Epic Boons]] exclusively intended to work with this class. Dōjutsu granted by Ninja Epic Boons can be implanted in the same manner as Ninja Path Dōjutsu. A DM may also consider giving limited access to another sub-class in place of a boon.<br />
<br />
'''Dōjutsu Master'''<br />
<br />
'''Requirements:''' At least one implanted dōjutsu path<br />
<br />
Your implanted dōjutsu are not limited by implantation. You can gain all dōjutsu path features from implanted dōjutsu in the same manner as you would if you had chosen it at 3rd level. <br />
<br />
<br />
'''Perfect Vessel'''<br />
<br />
'''Requirements:''' At least one implanted chakra path<br />
<br />
You have mastered the manipulation of foreign chakra within you. You can gain all chakra path features from implanted subclasses as if you had taken them at 3rd level.<br />
<br />
<br />
'''Universal Biology'''<br />
<br />
'''Requirements:''' At least one implanted biology path<br />
<br />
Your body is unusually acceptant to foreign DNA. You can gain all chakra path features from implanted subclasses as if you had taken them at 3rd level.<br />
<br />
<br />
'''Manual Dōjutsu'''<br />
<br />
You manifest or implant a rare, clanless Dōjutsu once used by a child named Yome that enables you to manually dilate your pupils. Once per turn, you can change your eyes into one of three modes. You can only move up or down one mode per turn. <br />
*Mode 1: Your pupils are dilated. You have disadvantage against being blinded. You gain 60 feet of Darkvision and can double your proficiency bonus in Perception and Investigation checks using sight.<br />
*Mode 2: Your eyesight is normal. <br />
*Mode 3: Your pupils are contracted. You have immunity against being blinded. You lose all Darkvision and any bonuses to Perception and Investigation checks using sight is halved.<br />
<br />
<br />
'''Anti-Dōjutsu'''<br />
<br />
You manifest or implant a clanless Dōjutsu most notably used by a child named Ranmaru. You have advantage against features granted by other Dōjutsu. Features granted by other Dōjutsu that grant advantage to the user do not do so when used against you. When you take the {{5e|Search Action}}, you may also attempt a DC 18 {{5s|Arcana}} check to locate living creatures and magical effects within 30 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.. Additionally, you may take [[Path of Blood (5e Subclass)#Path of Blood Unique Jutsu|Path of Blood unique jutsu]] as if you had the subclass.<br />
<br />
<br />
'''Elderly Master'''<br />
<br />
You have aged quite a bit, but that hasn't slowed you down much. Your hit dice and chakra point maximums are halved, and you only gain further hit dice and chakra points on even levels. Any increase to your hit dice or chakra point maximum after those solely from gaining levels (i.e. from features, feats, or boons) are counted after this halving, and are not affected. Additionally, your {{5a|wis}} and {{5a|cha}} increase by a total of +4.<br />
<!--<br />
<br />
'''Artificial Human'''<br />
<br />
You are a human created in a laboratory by a great ninja scientist. You don't need to eat or drink, and you only need to rest in a semi-conscious state for 4 hours a day. Furthermore, his biology ended up being spliced with an animal DNA. Choose one of the Sage Creature Effects listed under Path of the Sage. <br />
<br />
'''Shin DNA'''<br />
<br />
You have a unique genetic makeup that allows you to completely accept any new genetic material, whether from tissues, organs or entire limbs, with no chance of rejection, allowing you to fully integrate it into your being and use its capabilities. You can integrate genetic material into your body equal to 4+Con, and you must spend 1d6 hours at full rest to be able to sustain the changes. So, if the genetic material is originally from someone with a different subclass, you can choose up to 2 skills, as long as you have the minimum required level. The Material The genetic material can be equivalent to 100ml of blood, an eye, 100g of meat or some part of the body collected, and you Adquire the Talent Artificial Human. <br />
<br />
How much material counts toward the limit (1 skin cell? 1 eye? 1 limb?)? If you meant implanting biology paths, then say that (or just add a similar mechanic to Perfect Vessel). Why does this require spending "1d6 hours at full rest" instead of just using 5e's established resting rules? Why does genetic material from a creature with a different subclass grant skill proficiency? Not including the skill proficiency (did you mean features?) it's entirely unclear what benefit this grants. Conceptually, this is already Dojutsu-Acceptant Biology, but less representative of the canon.--><br />
<br />
<br />
'''Dōjutsu-Acceptant Biology'''<br />
<br />
You gain a portion of cells capable of having multiple Dōjutsu implanted in it. The number of Dōjutsu it can have implanted is determined by the DM. These act as any other implanted Dōjutsu, save for one thing. When using an ability reliant on a Dōjutsu, you can permanently sacrifice one to negate any downsides, such as damage, chakra loss, exhaustion, blindness, or other conditions. Unless the implanted Dōjutsu already had its own unique ability, such as a [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability or [[Path of the Exalted (Shinobi World Supplement)|Rinnegan Mastered]] feature, they gain the feature you have already chosen.<br />
<br />
<br />
'''Rainbow Chakra'''<br />
<br />
Your chakra has been enhanced by the seven-colored light generated by the treasure of the Land of Snow. When you cast a jutsu, you may make it a Rainbow Jutsu, which costs half as much chakra or ignores immunity and resistance. You may only cast one Rainbow Jutsu, regaining 1/14th of a use at noon each day.<br />
<br />
<br />
'''Stone of Gelel'''<br />
<br />
After having an incredibly rare, blue stone implanted in your body. You no longer age, your chakra maximum increases by 5, and once per turn you may spend 1 chakra to regain hit points equal to your Constitution modifier. You may gain this boon more than once, increasing your maximum chakra points by 3 and hit points regained by 2 per additional stone. <br />
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'''Crescent Moon Chakra'''<br />
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Your chakra has been enhanced by the mysterious rays the moon casts over the Land of the Moon. When you cast a jutsu, you may make it a Crescent Moon Jutsu, which costs half as much chakra or also targets all objects within 60 feet of any targets and deals twice as much damage to objects. You may only cast one Crescent Moon Jutsu, regaining 1/14th of a use at midnight each day.<br />
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'''Earth Grudge Fear'''<br />
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Your body has been infused with threadlike cells. Your maximum hit points are divided by 4 (rounded up), and every time you’re maximum hit points are permanently increased, the amount is divided by 4 (minimum 1). When you are within 5 ft. of a humanoid that has 0 hit points and has been dead for no more than 30 seconds (5 rounds), you may steal its heart and store it inside your body as an action to a maximum equal to your {{5a|con}} mod. Any time you are reduced to 0 hit points or your hit point maximum is reduced to 0, you may sacrifice a heart to return to your hit points and their maximum to their initial maximum. Additionally, you may sacrifice 1 heart when you make 1 shadow clone to make its hit point maximum equal to your own. You may also reattach the limb of a creature you can touch as an action for 1 chakra point. <br />
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'''Iwagakure Kinjutsu'''<br />
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Your body has been imbued with mouths on your palms and chest. As an action, you may kneed a handful of clay into an empowered explosive clay for 8 chakra. You may have up to 3 pieces of empowered clay at a time. Any empowered clay created above this limit becomes mundane clay after 1 minute. You may spend 1 piece of empowered clay when you use an Explosive Style jutsu to double its range or damage, halve its cost, grant a creature disadvantage against its saving throw, or grant yourself advantage on its attack roll. You may only spend 1 piece of empowered clay on each jutsu.<br />
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'''Heart Implantation'''<br />
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Only creatures with the fabrication [[#Clan Boons|clan boon]] can gain this boon. Your false body has been bolstered with the still-beating heart of a living person. The implantation process is incredibly delicate and modifies every cell in your body, and can not simply be done with ''Earth Grudge Fear'' or traditional heart transplantation. You no longer take damage from spending chakra on ninjutsu. When you cast ''[[Earth Style (Shinobi World Supplement)|Earth Golem]]'', you may create an [[Akuta (Shinobi World Supplement)|Akuta]] instead of an [[Earth Golem (Shinobi World Supplement)|earth golem]]. <br />
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'''Jashin Immortality'''<br />
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Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality or being killed instantly. You can not be killed by any means other than starvation. When you take damage not explicitly targeted at your neck, you do not lose hit points. This does not extend to any form of clones. All of your current and future hit dice are reduced to d4, and if you are reduced to 0 hit points, you are {{5c|paralyzed}}, save for being able to speak, and you are reduced to a head. You can return to full hit points by having your head sewn to a headless body, including your own, using leatherworker's tools, weaver's tools, or Earth Grudge Fear. You can only be sewn to a humanoid body, and you replace your Strength, Dexterity and Constitution scores with those of the body you are sewn into and gain its racial features. <br />
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'''Strongest Shield'''<br />
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One of the most selective abilities in the shinobi world, only the [[Third Raikage (Shinobi World Supplement)|Third Raikage]] has been known to have enhanced his body so far that his body could truly be considered unbreakable, through means unknown. You gain +5 damage reduction and damage threshold. Whenever you would add your {{5a|dex}} modifier to a jutsu or your AC, you may instead add your {{5a|str}} modifier.<br />
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'''Path Mutation'''<br />
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You manifest a heavily mutated variant of a path. Choose any one feature from an implantable path. If the feature would require another feature to be active, it does not. If the feature would cause you to gain or lose additional hit points, chakra points, or another resource, the base this addition is to counts as 1.<br />
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'''Eternal Mangekyō Sharingan'''<br />
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'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Mangekyō|Mangekyō Sharingan]]<br />
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By transplanting the Mangekyō Sharingan of another person biologically close to you, such as a sibling or parent, you master the final evolution of a normal Sharingan. You gain 2 additional Mangekyō abilities and you automatically succeed the Constitution saving throw from using an ability. You also lose any {{5asc|gradual blindness}}} levels gained from your Mangekyō.<br />
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'''Rinnegan Manifestation'''<br />
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'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
You awaken the ultimate power of the Sharingan by combining it with the second half of the Sage of Six Paths genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] feature in the same order as listed as long as you reach the level requirements for said features. Additionally, your levels of {{5asc|gradual blindness}} are reduced to 0 when you gain this boon. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action.<br />
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'''Tomoe Rinnegan'''<br />
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'''Requirements:''' Rinnegan Manifestation<br />
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One of your Rinnegan gains three Sharingan-like tomoe across its three inner rings. As an action while your Rinnegan is active, you may manifest these tomoe, allowing you to benefit from your Sharingan in addition to your Rinnegan and use half of your Mangekyo jutsu. At the end of each turn you have your Tomoe Rinnegan active, you must spend 2 chakra, or 4 if it was implanted. If you gain this boon a second time, this boon's chakra upkeep cost is halved, and you gain the other half of your Mangekyo jutsu.<br />
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'''Rinne Sharingan'''<br />
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'''Prerequisites:''' [[Naruto: Shinobi (5e Class)#Birth of the Ten-Tails' Jinchuriki|Ten-Tails' Jinchuriki]]<br />
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You tap into the power of the Ten-Tails, awakening the ultimate dōjutsu as a third eye in your forehead. You may benefit from your Rinnegan's previous Sharingan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Rinnegan Manifestation, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you automatically succeed the Constitution saving throw from using a Mangekyō ability.<br />
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'''Tenseigan Evolution'''<br />
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'''Prerequisites:''' [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] and Indra's Reincarnation, [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]], or Asura's Reincarnation; or Six Paths Power.<br />
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You evolve your Byakugan into something not even the ascendant Ōtsutsuki have created. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]] feature in the same order as listed. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action. <br />
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'''Blank Tenseigan'''<br />
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'''Requirements:''' Tenseigan Evolution<br />
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The pale sight of your Byakugan still shines through your Tenseigan. As an action while your Tenseigan is active, you may cause its glowing petals to fade, allowing you to benefit from your Byakugan in addition to your Tenseigan. At the end of each turn you have your Blank Tenseigan active, you must spend 2 chakra, or 4 if it was implanted. If you gain this boon a second time, the chakra upkeep cost of this boon and Tenseigan Chakra Mode is halved.<br />
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'''Tensei Byakugan'''<br />
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'''Prerequisites:''' [[Reibi (Shinobi World Supplement)|Reibi]], [[Soma (Shinobi World Supplement)|Soma]], [[Satori (Shinobi World Supplement)|Satori]], and [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], [[Path of the Celestial (Shinobi World Supplement)|Tenseigan Chakra Mode]]<br />
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Merging with the power of the false tailed beasts, you awaken an ultimate dōjutsu as a third eye in your forehead. You may benefit from your Tenseigan's previous Byakugan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Tenseigan Evolution, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and Tenseigan Chakra Mode's chakra upkeep cost is reduced to 0 for the first minute you use it, regaining use at the end of your next long rest.<br />
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'''Jogan Awakening'''<br />
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'''Prerequisites:''' [[Path of the Future (Shinobi World Supplement)#Mystic Safety Bell Seal: Release|Mystic Safety Bell Seal: Release]] and Indra's Reincarnation, [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]], or Asura's Reincarnation; or Six Paths Power.<br />
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You undo the inherent human limiters on your Haraigan, revealing the Jogan buried deep underneath its arrays. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of Clarity (Shinobi World Supplement)|Path of Clarity]] feature in the same order as listed. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action. <br />
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'''Arrayed Jogan'''<br />
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'''Requirements:''' Jogan Awakening<br />
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The strength of your Jogan can be powered through your Haraigan's arrays without limiting its original power. As an action while your Jogan is active, you may overlay your Haraigan's pattern over it, allowing you to benefit from your Haraigan in addition to your Jogan. At the end of each turn you have your Arreyed Jogan active, you must spend 2 chakra, or 4 if it was implanted. If you gain this boon a second time, [[Path of Clarity (Shinobi World Supplement)#Mastered Jogan|Mastered Jogan]] does not cost chakra, and you may spend 1 chakra to regain your bonus action after using it.<br />
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'''Harai Jogan'''<br />
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'''Prerequisites:''' at least 3 non-dojutsu implantable paths, [[Path of Clarity (Shinobi World Supplement)|Senrigan Clairvoyance or Reflection Shinjutsu]].<br />
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Empowering your own vitality, and this your Jogan, with the power of multiple unique chakra and DNA signatures, you awaken an ultimate dōjutsu as a third eye in your forehead. You may benefit from your Jogan's previous [[Path of the Future (Shinobi World Supplement)|Haraigan]] features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Jogan Awakening, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you gain the 23rd and 27th level Path of Clairvoyance features you did not take.<br />
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'''Six Paths Sage Mode'''<br />
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'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
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Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, refining its effects on the human body to perfection, removing any visual effects beyond plus-shaped pupils. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight, and your chakra sense range doubles.<br />
*You deal an additional 1d10 damage with unarmed strikes (2d10 total).<br />
*You gain a flying speed equal to your movement speed.<br />
*You gain a damage threshold of 30.<br />
*You may use [[Path of the Sage (Shinobi World Supplement)#Sage Art|Sage Art]] once without spending exclusively or additional senjutsu chakra (recharge 5-6).<br />
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'''Outer Path Sage Mode'''<br />
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'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] or [[Path of the Celestial (Shinobi World Supplement)#Mastered Tenseigan|Mastered Tenseigan]], and [[Path of Suffering (Shinobi World Supplement)#Osteomancer|Osteomancer]] or [[Path of Totality (Shinobi World Supplement)#Mastered Truth-Seeking Orbs|Mastered Truth-Seeking Orbs]]; or Six Paths Power.<br />
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Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, amplifying its effects to near uncontrollable levels, turning your skin to scales with several protruding growths. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight.<br />
*Your unarmed strikes gain an additional +15 ft. of reach.<br />
*You may change your size category as a bonus action, and the organization of your space may be in any shape (i.e. if you are Large, you may be a 10 x 10 ft. cube, a 20 x 5 ft. line, etc.)<br />
*When you use a jutsu that deals damage, you may spend 10 additional chakra to force the target to make an additional Intelligence saving throw. On a failure, they can not use any features from any Dōjutsu and become {{5c|blinded}} for 1 hour. They may retry this saving throw at the end of each of their turns, ending the blinded condition on a success, and regaining use of their Dōjutsu on two consecutive successes.<br />
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'''Indra's Reincarnation'''<br />
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The soul of the Sage of Six Paths' eldest son, an absolute prodigy, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. At the end of a long rest a number of times equal to your {{5a|int}} modifier, you may gain one of the following permanently:<br />
*You gain one chakra nature or alternative of your choice.<br />
*You gain one path feature you have the level and implantation requirements for.<br />
*You gain two skill proficiencies of your choice.<br />
*You may add half your proficiency bonus to one saving throw of your choice. If you take this benefit twice for the same saving throw, you gain proficiency in it instead. <br />
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'''Asura's Reincarnation'''<br />
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The soul of the Sage of Six Paths successor, best known for his gradual growth, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Your maximum chakra increases by an additional 2 points every time you gain a level. This counts for levels you have already attained as well. <br />
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'''Six Paths: Kunitsukami'''<br />
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'''Requirements:''' Six Paths Sage Mode<br />
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While in Sage Mode, you gain a flying speed equal to twice your movement speed. Additionally, you may increase your size by up to 2 size categories of your original or Huge, whichever is greater, as an action. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.<br />
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'''Six Paths Power'''<br />
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You have been granted a mass of chakra of unimaginable power, typically from eating the fruit of the [[Datara (5e Creature)|God Tree]] or being granted a portion of the [[Hagoromo (Shinobi World Supplement)|Sage of Six Paths']] power. You gain 50 additional points of chakra, which are counted separately from your normal chakra and are not regained when your normal chakra would be. If you fulfill another boon's requirements with Six Paths Power, not including the Ōtsutsuki boon, you do not benefit from it while you have 0 Six Paths Power chakra points.<br />
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'''Ōtsutsuki'''<br />
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'''Requirements:''' Six Paths Power<br />
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Your Six Paths Power is not something as paltry as power taken or gifted, it is a fundamental part of you; the core of your being. As a bonus action for 5 chakra not granted by the Six Paths Power boon, you may regain 50 Six Paths Power chakra points.<br />
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====Clan Boons====<br />
Clans represent the traits of heritage that manifest themselves most fully in a particular shinobi. At character creation, players may take a clan boon in place of a variant human's feat selection, otherwise they should be treated as Epic Boons. No clan that grants bonuses to subclass features or jutsu require you to take that subclass or jutsu, but also do not grant early or automatic use of said feature or jutsu. If a clan boon allows you to gain a subclass without implantation, said subclass can not be gained without the clan or implantation.<br />
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'''Aburame Clan'''<br />
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You hail from one of the most well-known insect keeper clans in the world. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may create swarms for a minimum of 2 chakra.<br />
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'''Akado Clan'''<br />
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You hail from a clan of talented shinobi, though not talented enough to receive wide-spread recognition. You gain a number of jutsu equal to your {{5a|int}} modifier. These jutsu may not be from kekkei genkai you do not have the component natures of, a path you do not have levels in, or [[Yin-Yang Style (Shinobi World Supplement)|Yin-Yang Style]].<br />
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'''Akebino Clan'''<br />
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You hail from the most powerful [[Kabutowari (Shinobi World Supplement)|Kabutowari]] wielder in the history of the [[Mist Shinobi (Shinobi World Supplement)|Hidden Mist Village]]. Damage rolls with {{5e|Battleaxe|battleaxes}} and {{5e|Warhammer|warhammers}} gain a +1 bonus, and the maximum AC penalty you can incur with Kabutowari gains a +2 bonus.<br />
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'''Akimichi Clan'''<br />
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You hail from the progenitors of the [[Path of the Body (Shinobi World Supplement)|Path of the Body]]. When you gain the Storage feature, you may store an additional 1/2 a day's worth of food, which may be consumed as an action to regain 1/2 of your level chakra points. You may do this once, regaining use at the end of a short rest.<br />
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'''Akitsuki Clan'''<br />
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You hail from a clan of non-shinobi forced to act as a channel for [[Sōma (Shinobi World Supplement)|Sōma's]] curse. If you fail the saving throw for Sōma's ''Memory Wiping Blast'', you become its [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], though it continues to exist outside of you. Additionally, when you gain a chakra nature, you may instead increase the saving throw DC of your Path of the Beast unique jutsu by +1 (+3 maximum).<br />
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'''Amachi Clan'''<br />
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You hail from a clan of scientists with a genius for understanding the ways of water. You gain affinity in [[Water Style (Shinobi World Supplement)|Water Style]] jutsu, and you may have Affinity in Water Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Asura Clan'''<br />
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You hail from the ancient predecessors of the Uzumaki and Senju clans, stemming from Asura Ōtsutsuki. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally your chakra point maximum increases by your proficiency bonus.<br />
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'''B Clan'''<br />
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You hail from the clan of [[Gyūki (5e Creature)|Gyūki's]] jinchuriki. You are not limited by implantation if you are implanting a tailed beast, and the chakra lost and red chakra gained from maintaining your jinchuriki forms is halved.<br />
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'''Biwa Clan'''<br />
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You hail from a clan of loner opportunists who gained notoriety from [[Juzo Biwa (Shinobi World Supplement)|Juzo Biwa]]. Chose one weapon you are in possession of. Attack rolls with this weapon gain a +1 bonus during initiative. This increases to +2 if no other friendly creatures have rolled initiative. This only applies to the single weapon chosen, and you can not change what weapon is chosen.<br />
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'''Bunpuku Clan'''<br />
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You hail from one of the pioneers of [[Path of the Beast (Shinobi World Supplement)|jinchuriki]] creation. You gain the {{inpage|Barrier Nin}} feat, and you gain affinity in [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]], and you may have Affinity in Fuinjutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not choose any natures at 2nd level.<br />
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'''Chinoike Clan'''<br />
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You hail from the progenitors of the [[Path of Blood (Shinobi World Supplement)|Path of Blood]], feared for their history of supposed cannibalism. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Ketsuryūgan. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Cursed Clan'''<br />
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You hail from the progenitors of the [[Path of the Cursed (Shinobi World Supplement)|Path of the Cursed]], whose bouts of rage are known to only subside in the presence of strong emotional connection. You may choose this subclass at 3rd level, and you are not limited by implantation if you are implanting a Cursed Mark. Choose 1 friendly creature to be your "tamer". While they are within 30 feet of you and you can see or hear them, you can not gain the {{5asc|berserk}} condition, and they may end this condition on you at will by touching you. <br />
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'''Darui Clan'''<br />
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You hail from the clan of the [[Darui, Boruto (Shinobi World Supplement)|Sixth Raikage]]. You gain use of [[Storm Style (Shinobi World Supplement)|Storm Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Deidara Clan'''<br />
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You hail from a clan of explosive artists. You gain use of [[Explosive Style (Shinobi World Supplement)|Explosive Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
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'''Fabrication'''<br />
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Rather than biologically descending from a specific group of people, your biology has been artificially constructed from the ground up, typically by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] or the post-war [[Stone Shinobi (Shinobi World Supplement)|Stone Village]]. Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2. When you spend chakra or an equivalent [[Variant Rules (Anime Setting)|currency]], you take an equal amount of damage.<br />
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'''Fūma Clan'''<br />
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You hail from a clan of skilled weapon makers and users. When you make a thrown weapon attack, you may replace its damage dice with your unarmed strike's damage dice.<br />
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'''Fūma Clan (Land of Sound)'''<br />
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You hail from a clan of skilled bowmen. You are proficient in martial ranged weapons.<br />
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'''Funato Clan'''<br />
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You descend from [[Araumi (Shinobi World Supplement)|Araumi's]] bloodline, carrying its connection to the mythical Power of the Sea Dragon. You gain one benefit of [[Path of Specialization (Shinobi World Supplement)#Alternate Feature: Power of the Dragon|Power of the Dragon]] in relation to [[Water Style (Shinobi World Supplement)|Water Style]].<br />
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'''Fushin Clan'''<br />
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You hail from a clan of Kekkei Genkai users from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. You gain use in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and may learn [[Swift Style (Shinobi World Supplement)|Typhoon Style]] jutsu as if they were Wind Style after you gain affinity in Wind Style, and creatures with the Path of the Assassin are still affected by all aspects of the jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Guren Clan'''<br />
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You hail from a small clan of shinobi from the Land of Sound that were nearly destroyed before the creation of the [[Sound Shinobi (Shinobi World Supplement)|Hidden Sound Village]]. You gain use of [[Crystal Style (Shinobi World Supplement)|Crystal Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hachiya Clan'''<br />
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You hail from a clan of [[Mist Shinobi (Shinobi World Supplement)|Mist]] shinobi with an unimpressive record on paper, but are an invaluable benefit to field logistics. [[Water Style (Shinobi World Supplement)|Water Characters, Hidden Mist, and Water Style Bullet: Orca]] have their costs halved, rounded up.<br />
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'''Hagoromo Clan'''<br />
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You hail from a clan of shinobi that once allied themselves with the Uchiha clan, not to be confused with the successors of the Sage of Six Paths. You gain proficiency in martial melee weapons.<br />
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'''Haido Clan'''<br />
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You hail from a clan from the far away Land of Gelel. You gain use of [[Plasma Style (Shinobi World Supplement)|Plasma Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Lightning Style.<br />
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'''Hamura Clan'''<br />
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You descend from the Sage of the Outer Path himself, most likely living at some point on the moon. You can telepathically enter a creature's dreams so long as you have seen them at least once, but you can only communicate with them. This also grants you the ability to telepathically communicate with creatures within 250 feet. Additionally, if you implant a [[Path of Sight (Shinobi World Supplement)|Byakugan]], it becomes a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]] as per Tenseigan Manifestation. If you gain [[Path_of_the_Celestial_(Shinobi World Supplement)#Dream-Speak|Dream-Speak]], the distance of your telepathy is doubled.<br />
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'''Hamura Clan Reborn'''<br />
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You hail from the progenitors of the [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]], and the union of the Hamura Clan and the Hyuga Clan. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]]. Additionally, you are immune to the effects of extreme cold and altitude.<br />
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'''Han Clan'''<br />
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You hail from a clan known for harboring [[Kokuō (5e Creature)|Kokuō]] due to their kinship in ninjutsu. You gain use of [[Vapor Style (Shinobi World Supplement)|Vapor Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
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'''Hanzo Clan'''<br />
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You hail from a clan that adapted to implanted venom sacks of black salamanders. You gain immunity to poison damage and the {{5c|poisoned}} condition, and ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]'' counts as a Path Unique Jutsu for any path you take. If a creature breaths within 15 ft. of you for 1 continuous minute while you are not wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, they suffer the effects of ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]''. When you suffer a critical hit, you lose the benefits of this clan boon and are {{5c|paralyzed}} until the end of your next turn. If you are wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, you do not become {{5c|paralyzed}}.<br />
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'''Haruno Clan'''<br />
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You hail from a clan with latent skill in medical ninjutsu. When you gain the [[Path of the Healer (Shinobi World Supplement)|Healing Jutsu]] feature, you may spend up to three times your Shinobi level.<br />
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'''Hashirama Clan'''<br />
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Through unknown means, you bear the unique genetics of the [[Hashirama (Shinobi World Supplement)|First Hokage]], a feat not even his own children bore. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally, you gain proficiency in {{5s|Nature}}.<br />
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'''Hatake Clan'''<br />
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You hail from one of the greatest shinobi clans of all time, despite lacking any hidden or overwhelming abilities. You gain 1 non-Kekkei Genkai jutsu of your choice, even if you do not meet the nature requirements of it.<br />
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'''Haze Clan'''<br />
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You hail from one of the Land of Haze's exclusive clans, and as such have inherited one of the rarest kinjutsu in the world. At 2nd level gain one [[Yin-Yang Style (Shinobi World Supplement)|Haze Ninja Art: Forbidden Technique]] of your choice.<br />
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'''Hiruko Clan'''<br />
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You hail from the clan of ability thieves. You gain use of [[Shade Style (Shinobi World Supplement)|Shade Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hōki Clan'''<br />
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You hail from a line of matrilineal medical-nin and information gatherers known as the "people who work behind the scenes". When you restore hit points with jutsu, the target regains twice as many hit points but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
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'''Hoshi Clan'''<br />
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You hail from a clan of shinobi mutated by a [[Star (Shinobi World Supplement)|Star]] that fell to Earth. You may choose the [[Path of the Star (Shinobi World Supplement)|Path of the Star]] at 3rd level, and you are not limited by implantation if you are implanting Star chakra. Additionally, immediately after the end of a long rest, you gain purple chakra equal to twice your {{5a|con}} modifier (minimum 2).<br />
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'''Hoshigaki Clan'''<br />
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You hail from a clan of fishlike shinobi. You can breathe in water, and have a swimming speed equal to your movement speed.<br />
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'''Hōzuki Clan'''<br />
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You hail from a clan of pale shinobi known to have numerous Water Style Hiden. [[Water Style (Shinobi World Supplement)|Hydrification Jutsu and Instant Water]] have their costs halved, rounded up.<br />
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'''Hyūga Clan'''<br />
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You hail from the progenitors of the [[Path of Sight (Shinobi World Supplement)|Path of Sight]], and were effectively born into royalty. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Byakugan. Additionally, whenever you roll a 1 when rolling for damage on an unarmed strike, you may instead count the roll as a 2.<br />
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'''Iburi Clan'''<br />
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You hail from a clan that once dwelt in secluded caves due to fear of their own power. When you fall to half your maximum hit points, you are affected by [[Path of the Cursed (Shinobi World Supplement)|Smoke's Curse]]. You may not end this effect as a bonus action, and it only ends if you are raised above half your maximum hit points, or if you succeed a DC 17 Wisdom saving throw as an action.<br />
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'''Inuzuka Clan'''<br />
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You hail from one of the progenitors of the [[Path of the Beast-Nin (Shinobi World Supplement)|Path of the Beast-Nin]]. When you use Two-Headed Beast, your {{5a|str}} score increases by +4 to a maximum of 24 as well. Alternatively, when you gain Second Companion, you gain a third companion that acts identically to the second.<br />
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'''Jiraiya Clan'''<br />
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You hail from a clan originating from a man whose destiny was tied with the toads of mount Myuboku. The cost of using the [[Basic Ninjutsu (Shinobi World Supplement)|Summoning Jutsu]] is halved, rounded up. This does not stack with features like Summoning Master or Animal Path Focus.<br />
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'''Jūgo Clan'''<br />
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You hail from the last remaining branch of the Cursed Clan. When you use [[Path of the Cursed (Shinobi World Supplement)|Curse Mark]], the amount of maximum hit points lost is halved, rounded up, but you must choose Founder's Curse as your Diversified Second Stage. Additionally, you are not limited by implantation if you are implanting a Cursed Mark.<br />
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'''Kagero Clan'''<br />
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You hail from a heavily modified offshoot of the [[Sound Shinobi (Shinobi World Supplement)|Land of Sound's]] Fuma clan. You gain ''[[Plasma Style (Shinobi World Supplement)|Antlion Ninja Arts: Ephemeral]]''. While ''Antlion Ninja Arts: Ephemeral'' is active, you may cast ''Plasma Laser'' for 15 chakra regardless of if you know said jutsu.<br />
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'''Kaguya Clan'''<br />
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You hail from a clan of bloodthirst warriors distantly descended from [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. You may choose the [[Path of Suffering (Shinobi World Supplement)|Path of Suffering]] at 3rd level, and you are not limited by implantation if you are implanting Shikotsumyaku DNA. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Kaku Clan'''<br />
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You hail from a clan of shinobi known for two things: going [[Rogue Nin (Shinobi World Supplement)|rogue]] in order to steal powerful tools, and bearing their clan name as a [[Gold and Silver Brothers (Shinobi World Supplement)|suffix]]. At will, you may spend chakra to store an equal number of chakra points within your skin. You may have up to four times your {{5a|int}} modifier chakra points stored in this way at a time. Whenever an item would require you to spend chakra points, this stored chakra is spent first. This chakra can not be spent in any other way.<br />
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'''Kamizuru Clan'''<br />
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You hail from one of the most well-known insect keeper clans in the world, rumored to be the same clan as the [[Ishikawa (Shinobi World Supplement)|First Tsuchikage]]. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may spend 5 chakra to create 1 days' worth of food in honey for up to 4 Medium creatures.<br />
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'''Karatachi Clan'''<br />
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You hail from the bloodline of the [[Yagura (Shinobi World Supplement)|Fourth Mizukage]], known for their ruthlessness and fits of blood rage. As a bonus action or when you drop to half your hit points, your melee attacks deal twice as much damage, you may not cast jutsu, and you become {{5asc|berserk}} for 1 minute. You may use this once, regaining use at the end of a long rest.<br />
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'''Kawaki Clan'''<br />
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You hail from the clan of the 7th Hokage's adopted son. You may choose the [[Path of Succession (Shinobi World Supplement)|Path of Succession]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal. Additionally the cost to maintain your karma is halved.<br />
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'''Kazekage Clan'''<br />
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You hail from the bloodline of the [[Rasa (Shinobi World Supplement)|Fourth]] and [[Gaara (Shinobi World Supplement)|Fifth]] Kazekage. You gain affinity in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and you may have Affinity in Wind Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kazuma Clan'''<br />
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You come from a clan of shinobi that attempted to recreate [[Hashirama (Shinobi World Supplement)|Hashirama Senju's]] [[Wood Style (Shinobi World Supplement)|Wood Style]], though they received much different results. You gain use of [[Mud Style (Shinobi World Supplement)|Mud Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Earth Style.<br />
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'''Kedōin Clan'''<br />
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You hail from a clan of master infiltrators. As a bonus action for 2 chakra points, you may change the appearance of your face and sound of your voice to any humanoid you have seen and heard for 1 minute.<br />
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'''Kidomaru Clan'''<br />
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You hail from a near-extinct clan of spider-like people. You gain two additional sets of arms. These arms can not wield shields, or weapons with the heavy property. Additionally, you gain a climbing speed equal to your movement speed.<br />
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'''Kodon Clan'''<br />
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You hail from a clan of master drug makers. The time and cost of crafting consumable items is halved, rounded up.<br />
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'''Kohaku Clan'''<br />
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You hail from a clan historically allied with the Hidden Leaf Village capable of surviving by the tiniest string of life. When you are reduced to 0 hit points, you may instead drop to 1 hit point. After doing so, you can not cast jutsu until you return to maximum hit points, and you can not do so again until the end of a long rest.<br />
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'''Kumanoi Clan'''<br />
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You hail from a clan of master weapon makers. The time and cost of crafting items that deal damage is halved, rounded down.<br />
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'''Kon Clan'''<br />
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You hail from a near-extinct clan of parasitic shinobi. While touching a willing creature, you may enter their body. Your movement speed drops to 0 and you occupy their space. When either you or your host gain a condition, you both do, and when either would take damage, you may choose if you or your host takes damage. When you and your host are targeted by a saving throw, you may choose if you or your host makes the saving throw. When you are targeted by an attack, you use your host's AC, and you may spend 2 chakra to grant the attack disadvantage.<br />
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'''Konjiki Clan'''<br />
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You hail from a clan of kekkei genkai-wielding shinobi from the Land of Rock. You gain use of [[Steel Style (Shinobi World Supplement)|Steel Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Earth or Yang Style.<br />
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'''Kurama Clan'''<br />
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You hail from a clan of master genjutsu users. You gain affinity in [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu, and you may have Affinity in Yin Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kurama Clan Prodigy'''<br />
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You are a member of the Kurama clan born once every few generations. When you drop to half of your maximum hit points, and again when you drop to 1/4 of your maximum hit points, you must attempt a {{5c|cha}} saving throw with a DC equal to your jutsu saving throw DC. On a failure, your melee attacks deal twice as much damage, creatures affected by your [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu or Genjutsu take 2d4 psychic damage at the end of each of their turns, you become {{5asc|berserk}} save for being able to cast jutsu in place of making an attack, and you lose 1 chakra at the end of each of your turns. This ends if you can not maintain your chakra, or if you retry the saving throw as a bonus action, ending it on a success.<br />
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'''Kuriarare Clan'''<br />
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Your clan has a history of reveling in physical torture, particularly crucifixion. Once per turn when you deal damage to a {{5c|restrained}} creature, you may also make an unarmed strike against them.<br />
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'''Kurosuki Clan'''<br />
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You are a descendant of a small clan known for putting their entire purpose in life into another person. Choose 1 friendly creature to be your "meaning". While you are within 5 feet of your meaning, they take half as much damage from all sources, and you take half as much damage as you reduced. You can never change which creature is your meaning.<br />
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'''Kurogane Clan'''<br />
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You come from a clan of diligent swordsmen from the Land of Iron. When you make an attack of opportunity with a melee weapon, you may spend 1 chakra to gain a +1 bonus to your critical threshold or attack roll for that attack.<br />
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'''Lee Clan'''<br />
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You hail from a clan of master taijutsu users. You gain affinity in [[Taijutsu (Shinobi World Supplement)|Taijutsu]], and you may have Affinity in Taijutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not gain chakra natures at 2nd level, and instead must take the alternate options detailed in [[Naruto: Shinobi (5e Class)#Chakra|Chakra]].<br />
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'''Might Clan'''<br />
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You hail from a clan of taijutsu masters best known for their keen development of taijutsu, rather than outright usage. Any [[Taijutsu (Shinobi World Supplement)|Taijutsu]] and [[Path_of_Youth_(Shinobi_World_Supplement)|Path of Youth]] [[Path_of_Youth_(Shinobi_World_Supplement)#Path_of_Youth_Unique_Jutsu|Unique Jutsu]] (if you take that subclass) you cast have their costs halved, rounded down, but the cost of any other jutsu are doubled.<br />
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'''Mitarashi Clan'''<br />
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You hail from a clan of snake experts. [[Path of the Snake (Shinobi World Supplement)#Blinding Snake Glare Spell|Blinding Snake Glare Spell]] allows you to have a number of creatures grappled equal to your {{5a|str}} or {{5a|dex}} modifier at any time + 1 (minimum 2), and you have a number of uses of [[Path of the Snake (Shinobi World Supplement)#Many Hidden Shadow Snake Hands|Many Hidden Shadow Snake Hands]] equal to your {{5a|int}} modifier instead of your {{5a|wis}} modifier.<br />
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'''Momochi Clan'''<br />
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You hail from a clan of dangerous outcasts. When a creature is affected by [[Path of the Assassin (Shinobi World Supplement)|Killer Intent]], you may sacrifice a number of chakra when they attempt their Charisma saving throw to grant them an equal penalty.<br />
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'''Munashi Clan'''<br />
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You hail from a clan that revels in the violence of explosions. When you use an [[Basic Ninjutsu (Shinobi World Supplement)|explosive seal]] or a jutsu that requires explosive seals as components or requisite jutsu, you may double one of its ranges or duration. If such a jutsu has a range of touch, you may increase its range to 15 feet. You may do so a number of times equal to your {{5a|cha}} modifier, regaining all uses at the end of a long rest.<br />
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'''Morino Clan'''<br />
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You come from a small clan of expert genjutsu-using interrogators. You automatically detect Illusion spells and genjutsu. As a reaction when a creature you can see attempts a saving throw to resist becoming {{5c|frightened}}, you may grant them disadvantage. You may use this feature a number of times equal to half your {{5a|cha}} modifier (rounded down), regaining all uses at the end of a long rest.<br />
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'''Nadeshiko Clan'''<br />
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You hail from an isolated village near the [[Mist Shinobi (Shinobi World Supplement)|Mist]] known for their legendary Wind Style nintaijutsu. If you gain affinity in [[Taijutsu (Shinobi World Supplement)|taijutsu]], you may learn [[Wind Style (Shinobi World Supplement)|Nadeshiko-Style]] jutsu as if they were taijutsu.<br />
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'''Namikaze Clan'''<br />
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You hail from a clan of yellow flashes. Starting from 1st level, your movement speed increases by +5 ft. every 4th level while you are not wearing armor or a shield, effectively making your [[Naruto: Shinobi (5e Class)#Unarmored Movement|Unarmored Movement]] increase every other level, or every time you gain 50,000 experience if you can not level further. <br />
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'''Nara Clan'''<br />
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You hail from the progenitors of the [[Path of the Shadow (Shinobi World Supplement)|Path of the Shadow]]. When you cast or maintain a Path of the Shadow jutsu, you may reduce its cost by your proficiency bonus (minimum 0). You may use this feature a number of times equal to the number of skills you have proficiency in, regaining all uses at the end of a long rest.<br />
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'''Nohara Clan'''<br />
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You hail from a minor clan of the [[Leaf Shinobi (Shinobi World Supplement)|Leaf Village]] known for sacrificing themselves for the greater good. As a reaction when a creature within half your movement speed is the only creature targeted by a attack, you may take their place, becoming targeted instead, and move them 5 feet to a place not targeted. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.<br />
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'''Nojo Clan'''<br />
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You hail from a small clan of shinobi from the Land of Vegetables who have historically used their jutsu to propagate their village's namesake. You gain affinity in [[Yang Style (Shinobi World Supplement)|Yang Style]] jutsu, and you may have Affinity in Yang Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Oniyuzu Clan'''<br />
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You hail from a no-nonsense clan of assassins from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. When you gain [[Path of the Assassin (Shinobi World Supplement)#Killing Intent|Killing Intent]] feature, you may use {{5a|int}} instead of {{5a|cha}} when determining how many uses of the feature you have.<br />
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'''Onomichi Clan'''<br />
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You hail from a branch clan of the Hozuki clan, more closely related to [[Gengetsu (Shinobi World Supplement)|Gengetsu]] than [[Suigetsu (Shinobi World Supplement)|Suigetsu]], best known for their fierceness with a blade. Your melee weapon attacks gain a +1 bonus to attack and damage rolls, but you lose 1 chakra point at the end of each turn you make a melee weapon attack on. You lose this bonus while you have 0 chakra points.<br />
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'''Orochimaru Clan'''<br />
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You hail from a clan of incredibly scarce, incredibly pale, snake-like shinobi. You may choose the [[Path of the Snake (Shinobi World Supplement)|Path of the Snake]] at 3rd level, and you are not limited by implantation if you are implanting snakelike DNA. Additionally, when you make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} check, but not a saving throw, you may spend 3 chakra points to replace the used ability with your {{5a|int}}. <br />
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'''Ōtsutsuki Clan'''<br />
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You hail from a spacefaring clan that progenerated chakra itself. You may choose the [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]], [[Path of Succession (Shinobi World Supplement)|Path of Succession]], or [[Path of Clarity (Shinobi World Supplement)|Path of Clarity]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal, Rinnegan, or Jogan. If you gain the Six Paths Power boon, you may gain a subclass you did not take from this clan as if you had taken it at 3rd level instead of chakra.<br />
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'''Pakura Clan'''<br />
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You hail from the same clan as one of the Hidden Sand Village's greatest heroes. You gain use of [[Scorch Style (Shinobi World Supplement)|Scorch Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Wind Style.<br />
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'''Raikage Clan'''<br />
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You hail from an extremely selective lineage of nigh-immortal shinobi held as royalty in the Hidden Cloud Village. You gain affinity in [[Lightning Style (Shinobi World Supplement)|Lightning Style]] jutsu, and you may have Affinity in Lightning Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Ringo Clan'''<br />
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You hail from a clan of sharp-teethed hunters, incredibly skilled in kenjutsu but cursed by an incurable disease. Your maximum hit dice are decreased by 2, minimum 1 (i.e. you do not gain additional hit dice at 2nd or 3rd level), and you gain two of the following (you may choose one twice):<br />
*When you engage in two-weapon fighting, you can add your {{5a|dex}} modifier to the damage of the second attack. <br />
*Your maximum chakra points increases by 3. If you take this option twice, it increases by a total of 5. <br />
*Your movement speed increases by 5 feet.<br />
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'''Roran Clan'''<br />
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You hail from a clan that acts as the hereditary rulers of the kingdom of Roran, whose chakra is inextricably tied to the the [[Ryumyaku Source (Shinobi World Supplement)|Ryumyaku Source]] that lies in the heart of their kingdom. When you regain chakra from chakra absorbing jutsu, you also gain heavy chakra equal to your {{5a|int}} modifier.<br />
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'''Ryu Clan'''<br />
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You hail from a small clan of horned people blessed by the power of the five [[Genryu (Shinobi World Supplement)|Genryu]]. You gain [[Naruto: Shinobi (5e Class)#Special Chakra|red chakra]] points equal to twice your proficiency bonus equal to half your maximum chakra, whichever is lower<!--to keep 1st and 2nd level players from being berserk forever-->. This chakra is regained at the end of a long rest.<br />
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'''Sarutobi Clan'''<br />
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You hail from a clan of the Hidden Leaf Village's greatest defenders, both physically and ideologically. You gain affinity in [[Fire Style (Shinobi World Supplement)|Fire Style]] jutsu, and you may have Affinity in Fire Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Sarutobi Clan'''<br />
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You hail from the stalwart founders and defenders of the Hidden Stone Village. You gain affinity in [[Earth Style (Shinobi World Supplement)|Earth Style]] jutsu, and you may have Affinity in Earth Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Senju Clan'''<br />
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You hail from one of the founding clans of the Hidden Leaf Village best known for their wide, unspecialized knowledge. You gain 1 additional chakra nature at 2nd level, but you can not gain affinity in any chakra nature as an alternative to gaining a chakra nature.<br />
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'''Senka Clan'''<br />
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You hail from a small clan of shinobi skilled in stealing and improving techniques without use of scroll theft or the [[Path of Hatred (Shinobi World Supplement)|Sharingan]]. When you create a [[Basic Ninjutsu (Shinobi World Supplement)|Shadow Clone]], its items carry over any magical properties, but any equipment the clones have with charges, such as magic items, share the initial item's charges.<br />
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'''Shiin Clan'''<br />
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You hail from a clan now ruled by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] once known for their high ideals and determination, despite their small stature. Your size is reduced by 1 size category to a minimum of Small, you have advantage against being {{5c|charmed}} or {{5c|frightened}}.<br />
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'''Shimura Clan'''<br />
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You hail from one of the Hidden Leaf Village's earliest clans, best known for their pride and tendency to die on the battlefield. When you are reduced to 0 hit points, you may immediately take a turn before the effects of being at 0 hit points occur, rounded down. <br />
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'''Shinki Clan'''<br />
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You hail from a small clan of powerful, wandering shinobi from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]]. You gain use of [[Magnet Style (Shinobi World Supplement)|Magnet Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Wind or Lightning Style.<br />
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'''Shion Clan'''<br />
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You hail from the progenitors of the [[Path of the Future (Shinobi World Supplement)|Path of the Future]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Haraigan. Additionally, you gain proficiency in {{5s|History}}.<br />
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'''Shirogane Clan'''<br />
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You hail from a clan of forbidden [[Path of the Puppetmaster (Shinobi World Supplement)|puppetmasters]] from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]] who became international criminals after their human-puppet experiments came to light. The chakra cost of your puppet's innate features (i.e. the ones listed on their creature page) are halved, rounded down. If a feature can only be used a certain number of times per day, you may spend 3 hours with the puppet and a humanoid corpse to allow it to be usable for a number of chakra points equal to 9 / its number of uses.<br />
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'''Suikazan/Fuefuki Clan'''<br />
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You hail from a clan of shinobi once bread solely for innate physical strength at the cost of horrible disfiguration. You may replace {{5a|dex}} with {{5a|str}} when calculating your AC, your {{5a|str}} score increases by +2 or [[Path of the Assassin (Shinobi World Supplement)#Silent Killing Jutsu|Silent Killing Jutsu]] works with attacks using your {{5a|str}} modifier, but you have disadvantage on any d20 rolls you would add your {{5a|cha}} modifier to.<br />
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'''Taketori Clan'''<br />
<br />
You hail from a clan of negotiators best known for their alliance with the Hyūga Clan. You have advantage on any skill checks involving {{5a|cha}}, as well as {{5a|dex}} ({{5s|Stealth}}) checks, but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
<br />
<br />
'''Tenro Clan'''<br />
<br />
You hail from a clan of beast-nin inspired by the [[Three-Headed Guardian Beast (Shinobi World Supplement)|Three-Heads]]. When yo use [[Path of the Beast-Nin (Shinobi World Supplement)|Two-Headed Beast]], you may spend 5 additional chakra to apply your Path of the Beast-Nin unique jutsu Affinity bonus to your unarmed strike attack and damage rolls, and AC until the feature ends.<br />
<br />
<br />
'''Terumi Clan'''<br />
<br />
You hail from the clan of the Fifth Mizukage. You gain [[Lava Style (Shinobi World Supplement)|Lava Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
<br />
<br />
'''Tsuchigumo Clan'''<br />
<br />
You come from a clan known for producing numerous dangerous kinjutsu. You gain a number of [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]] or [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]] equal to your {{5a|int}} modifier. These jutsu count as [[Basic Ninjutsu (Shinobi World Supplement)|basic ninjutsu]] for the sake of affinity, and you may forgo one of these jutsu to decrease the cost of one jutsu gained in this way by 5 chakra points (minimum 1).<br />
<br />
<br />
'''Tsumiki Clan'''<br />
<br />
You descend from a clan of medical-nin naturally able to apply a strange curse. When a creature becomes {{5c|paralyzed}} by a jutsu you cast, every creature within 5 ft. of the creature including the creature themself must attempt a {{5a|con}} saving throw. On a failure, they take your unarmed strikes' damage as they are caught in an explosion. On a success, they take half as much damage. <br />
<br />
<br />
'''Tsunade Clan'''<br />
<br />
You hail from a clan originating from the greatest shinobi in medical ninjutsu history. You may add your {{5a|con}} modifier to your maximum [[Path of the Healer (Shinobi World Supplement)|Mystic Palm Jutsu]] dice pool, and you lose half as many chakra points (rounded up) to maintain [[Path of the Healer (Shinobi World Supplement)|Mitotic Regeneration Jutsu]]. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Tsurushi Clan'''<br />
<br />
You hail from a clan of rubbery shinobi. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.<br />
<br />
<br />
'''Uchiha Clan'''<br />
<br />
You hail from the progenitors of the [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Sharingan. When you use a jutsu while you have any dojutsu active, you may spend 1 chakra to gain a +1 bonus to its attack rolls, damage rolls, and saving throw DCs until the end of your turn.<br />
<br />
<br />
'''Umino Clan'''<br />
<br />
You hail from a clan of great teachers and comrades. As an action, any creatures of your choice that can see or hear you may add 1d4 to any one d20 roll within the next 10 minutes. You may do this a number of times equal to your {{5a|int}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Uzumaki Clan'''<br />
<br />
You hail from a clan distantly related to Asura and Hashirama Senju, known for their physical resilience. You gain the following benefits:<br />
*You automatically succeed on the saving throw incurred by tailed beast extraction, but still suffer the aftereffects. <br />
*Your chakra point maximum increases by twice your proficiency bonus.<br />
<br />
<br />
'''Yakushi Clan'''<br />
<br />
You hail from a clan of medical nin with expertise in genetic modification, rather than healing. Choose one biology path. If you gain this path, you are not limited by implantation. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Yamanaka Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Mind (Shinobi World Supplement)|Path of the Mind]]. When a creature makes a {{5a|cha}} saving throw against your [[Path of the Mind (Shinobi World Supplement)|Mind Body Switch]] jutsu, you may spend chakra to grant them an equal penalty to the saving throw to a maximum of your proficiency bonus.<br />
<br />
<br />
'''Yanagikage Clan'''<br />
<br />
You hail from a clan that is skilled in wielding hidden weapons. You may draw a weapon as part of making an attack.<br />
<br />
<br />
'''Yūhi Clan'''<br />
<br />
You hail from a clan known for their skilled genjutsu use. When you cast a genjutsu that fails to affect the target, you regain half the chakra spent. If you gain the Genjutsu Expert feat, you may learn path unique genjutsu without taking their prerequisite path.<br />
<br />
<br />
'''Yoimura Clan'''<br />
<br />
You hail from a clan cursed with fading memories. Your {{5a|int}} score decreases by -2, but you may take any one [[#Ninja Feats|Ninja Feat]] or [[#Shinobi Path Feats|Shinobi Path Feat]] regardless of its level or ability score requirements.<!--Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|str}} and {{5a|dex}} increase by a total of +3.--><br />
<br />
<br />
'''Yota Clan'''<br />
<br />
You hail from a clan of traveling shinobi naturally capable of controlling the weather. As a ritual for 1 hour, you may cast [[5e SRD:Control Weather|Control Weather]] without components or spell slots.<br />
<br />
<br />
'''Yotsuki Clan'''<br />
<br />
You hail from a clan of Hidden Cloud Village shinobi known for their unbreakable pride in their allies. Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|con}} and {{5a|cha}} increase by a total of +3.<br />
<br />
<br />
'''Yuki Clan'''<br />
<br />
You hail from a clan of persecuted Kekkei Genkai users. You gain use of [[Ice Style (Shinobi World Supplement)|Ice Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
<br />
<br />
'''Zetsu Clan'''<br />
<br />
Your very existence was molded by [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. Your type is plant instead of humanoid, you must choose [[Path of Mutation (Shinobi World Supplement)|Path of Mutation]] at 3rd level, and you may use {{5a|con}} as your casting ability for any Path of Mutation features and unique jutsu.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Shinobi World (5e Campaign Setting)|Shinobi World]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]<br />
[[Category:5e]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Path_of_Mutation_(Shinobi_World_Supplement)&diff=1693106Path of Mutation (Shinobi World Supplement)2023-03-28T00:10:48Z<p>Plywood tank: /* Enhanced Constitution */</p>
<hr />
<div>==Path of Mutation==<br />
After being trapped in an Infinite Tsukuyomi, creatures are gradually absorbed into the God Tree, after which they mutate into manifestations of will of the caster. Often referred to as Zetsu, these creatures rarely keep any fragment of their old personality or memories.<br />
<br />
====Natural Constitution====<br />
At 3rd level, you do not need to eat, drink, or sleep. If you are touched by a creature that has a number of [[Naruto:_Shinobi_(5e_Class)#Special_Chakra|special chakra points]] (not including heavy chakra) greater than half your chakra points, you become {{5c|paralyzed}} until the end of your next turn. As a bonus action, you may regain hit points equal to half your level, or half as many chakra points. You may use this feature a number of times equal to your proficiency bonus.<br />
<br />
====Disguise====<br />
At 7th level, as an action for 6 chakra points, you may make yourself indistinguishable by sight, sound, touch, smell, taste, and chakra sense from another creature of your choice that you have touched. While this is active, you may have one non-dojutsu feature of your choice from the creature that you have copied.<br />
<br />
====Enhanced Constitution====<br />
At 10th level, you gain greater mastery in understanding your body as a mass of natural energy. ''Mayfly'' no longer requires concentration. When you would become paralyzed by {{inpage|Natural Constitution}}, you may attempt a DC 16 {{5a|con}} saving throw. On a success, you can not be paralyzed in this way until the beginning of your next turn.<br />
<br />
Additionally, when you are hit by a critical hit, you may chose to lose an arm or leg instead. You may reattach your limbs to any creature missing a limb as a bonus action for 2 hit dice or 10 chakra points, and you may reattach you or another creature's limb to your body in the same way. Limbs reattached in this way are modified to perfectly match the target's biology, making it not count for biology path implantation.<br />
<br />
====Possession====<br />
At 15th level, as an action for 6 chakra points, you may wrap your body around a willing or unconscious creature with at least 1 hit point you can touch that is no greater than 1 size category larger than you. You and this creature share the same turn and actions (controlled by the host unless they are unconscious), have the best of either creatures' ability scores, and may use each others' chakra points. Each creature benefits from any feature the other has (this does not grant additional Kekkei Genkai), and you may choose if you or the creature is targeted by an effect that would target either or both of you. Stacking conditions, such as {{5c|exhaustion}} or {{5asc|gradual blindness, deafness, and numbness}}, still effect creatures individually. You may end this at will, and this automatically ends if you become {{5c|unconscious}}.<br />
<br />
====Body Coating====<br />
At 20th level, you may use Possession on dead creatures, and you may attempt to use it on unwilling creatures. They must attempt a {{5a|str}} saving throw at the beginning of each of their turns, being effected by this feature and counting as {{5c|unconcious}} for the sake of control on a failure. If they have more chakra than you, they gain control.<br />
<br />
==Path of Mutation Unique Jutsu==<br />
<br />
'''Mayfly'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As a bonus action, you make your body and all items you are carrying able to pass through wood, dirt, and stone. This does not stop you from being able to deal or take damage. Additionally, while completely submerged in an object, you gain a 15 foot bonus to your movement speed. <br />
<br />
<br />
'''Fly Trap Technique'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you form a chitinous shell around your body resembling the jaws of a venus fly trap. You gain temporary hit points equal to twice your proficiency bonus. While you have these temporary hit points, you gain a +1 bonus to your AC and any DCs related to effects that would not deal damage, but a -1 penalty to attack and damage rolls and DCs related to effects that would deal damage. You may end this jutsu at will, and you lose any temporary hit points granted by this jutsu when it ends.<br />
<br />
<br />
'''Giant Zetsu'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Range:''' touch<br />
<br />
As an action, you merge your body with another willing creature with at least 1 feature from this path you can touch. The other creature is killed instantly, and you gain a +1 bonus to your attack and damage rolls, saving throw DCs, and AC, and 6 additional chakra points. If you spend 6 chakra, you lose these effects. Any uses of this jutsu while benefiting from it reduces its cost to 0, but only grants you and the limit of chakra you can spend before losing the effects of this jutsu 6 additional chakra.<br />
<br />
<br />
'''Mayfly: Antlion'''<br />
<br />
'''Requirements:''' ''Mayfly'', ''Fly Trap Technique''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
As an action while immediately below a creature while ''Mayfly'' and ''Fly Trap Technique'' are active, you drill upward with your false jaws. ''Mayfly'' and ''Fly Trap Technique'' end and you make one unarmed strike against one creature in your reach with advantage. On a hit, they take twice your unarmed strike's damage, are thrown up to 20 ft. away from you in a direction of your choice, and must attempt a {{5a|dex}} saving throw. On a failure, they are knocked {{5c|prone}} and take 2d4 non-magical bludgeoning damage.<br />
<br />
<br />
'''Parasite Clone'''<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
As an action, you create a [[White Zetsu (Shinobi World Supplement)|White Zetsu]]. As a bonus action on each of your turns, you can mentally command any White Zetsu you created with this jutsu if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.<br />
<br />
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this jutsu on the creature before the current 24-hour period ends. This use of the jutsu reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.<br />
<br />
<br />
'''Spore Technique'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Duration:''' Concentration, indefinite<br />
<br />
As an action, you reduce yourself to an undetectable spore. You become Tiny and {{5c|unconcious}}, and you may add your proficiency bonus to {{5s|Stealth}} checks an additional time until you end this jutsu at will.<br />
<br />
<br />
'''Consume'''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Range:''' touch<br />
<br />
As an action while you are touching a dead creature with a size category equal to or smaller than your own that is not a construct or elemental, your body unfurls and consumes them. As an action while a creature is consumed in this way, you may spit them out, placing their body anywhere within your reach. You may have a number of creatures consumed in this way equal to your {{5a|con}} modifier at any given moment.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Shinobi World Setting]]<br />
[[Category:Supplement]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Feats_and_Boons_(Shinobi_World_Supplement)&diff=1692308Feats and Boons (Shinobi World Supplement)2023-03-24T14:31:49Z<p>Plywood tank: changing the rule that people can take boons as a feat because that is insanely overpowered, being able to get something like six paths power at level 1</p>
<hr />
<div>=== Ninja Feats ===<br />
These feats can be taken instead of an ability score increase, instead of a normal feat, or as the variant human free feat.<br />
<br />
<br />
'''Nature Training'''<br />
<br />
You have trained your body to understand another chakra nature. You gain 1 additional chakra nature, or one of its alternatives, as per the [[Naruto: Shinobi (5e Class)#Chakra|Chakra]] feature. If you take this feature before 2nd level, you gain the Chakra feature, your chakra point maximum is 2 + your {{5a|con}} modifier, and you may know 2 jutsu. Once you reach 2nd level, you have as many chakra points and known jutsu as shown on the Shinobi table. You may take this feat multiple times. <br />
<br />
<br />
'''Powerful Source'''<br />
<br />
'''Prerequisites:''' Strength or Charisma 13 or higher<br />
<br />
Your might almost entirely fuels your chakra, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
<br />
*Your {{5a|str}} or {{5a|con}} score increases by +1.<br />
*While not wearing armor or wielding a shield, your AC equals 10 + your {{5a|str}} modifier + your Proficiency bonus. You may spend 2 chakra as a [[More Actions (5e Variant Rule)|free action]] to benefit from either a shield in addition to these benefits until the end of your next turn.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Mighty Vigor'''<br />
<br />
'''Prerequisites:''' Powerful Source feat, Strength 18 or higher<br />
<br />
Your unwavering confidence in your might has balanced your chakra, enhancing your strength with understanding and moderation, and allowing you to fuel the very limits of your life into your chakra. You gain the following benefits:<br />
<br />
*At will during your turn, you may decide whether your chakra counts as heavy chakra or not.<br />
*When you make an attack using {{5a|str}}, you may spend 1 chakra or 1 hit point to deal half as much damage on a miss. This counts as a {{5a|str}} saving throw for the sake of Brawn.<br />
*Choose two skills between {{5s|Acrobatics}}, {{5s|Stealth}}, {{5s|Arcana}}, {{5s|Animal Handling}}, and {{5s|Intimidation}}. The two chosen skills use {{5a|str}} as their ability.<br />
*When you cast a jutsu, you may spend a number of hit points equal to half its total cost to use {{5a|str}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 hit points to use {{5a|str}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Fast as Lightning'''<br />
<br />
'''Prerequisites:''' Dexterity or Intelligence 13 or higher<br />
<br />
You have trained your speed almost exclusively, perfecting your stride and quickening your steps. You gain the following benefits:<br />
<br />
*Your Dexterity or Intelligence score increases by 1, to a maximum of 20.<br />
*You can use the Dash action as a [[More Actions (5e Variant Rule)|free action]] on your turn for 2 chakra.<br />
<br />
<br />
'''Fast as Light'''<br />
<br />
'''Prerequisites:''' Fast as Lightning feat, Dexterity 18 or higher<br />
<br />
Your speed rivals the fastest shinobi, and with them the forces of nature. You gain the following benefits:<br />
<br />
*When a creature targeted by one of your jutsu benefits from Evasion, they take no damage on a success, but full damage on a failure.<br />
*When you cast a jutsu, you may use {{5a|dex}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to your movement speed divided by 10, rounded down, regaining all uses at the end of a long rest. If your movement speed increases temporarily, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*When you make a reaction, you may spend 5 chakra points to regain your reaction, regaining use at the end of your turn.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|dex}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Heavy Chakra'''<br />
<br />
'''Prerequisites:''' Constitution or Strength 13 or higher<br />
<br />
Through naturally compressing your chakra, you are able to store more chakra than your average shinobi. You gain the following benefits:<br />
<br />
*Your {{5a|con}} or {{5a|str}} score increases by +1.<br />
*Your chakra point maximum increases by your proficiency bonus.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Overflowing Chakra'''<br />
<br />
'''Prerequisites:''' Heavy Chakra feat, Constitution 18 or higher<br />
<br />
Through hard training and enduring experience in combat, you have learned how to fuel your Jutsu with copious amounts of Chakra, enhancing them to a point that the elements you weave could be considered as forces of nature. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your {{5a|con}} modifier an additional time. <br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|con}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|con}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
<br />
<br />
'''Tempered Chakra'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 13 or higher<br />
<br />
You are well versed in limiting the amount of chakra you use. You gain the following benefits:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*When determining how much chakra you have, you may replace your Constitution modifier with your Intelligence modifier. <br />
*You may add your proficiency bonus an additional time to Concentration saving throws for jutsu. <br />
<br />
<br />
'''Masterful Chakra Control'''<br />
<br />
'''Prerequisites:''' Tempered Chakra feat, Intelligence 18 or higher<br />
<br />
You have mastered your chakra control to the point that even a small drop can have explosive results. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your Intelligence modifier an additional time. <br />
*As a bonus action, you can reduce the chakra cost of the next jutsu you use before the end of the turn by an amount equal to your {{5a|int}} modifier. The minimum chakra you can expend on a jutsu using this is 1. You may use this a number of times equal to 1/4 your shinobi level (rounded down, minimum 1), regaining all uses at the end of a long rest. You may not use this feature and [[Path of the Healer (Shinobi World Supplement)|Chakra Control]] on the same jutsu.<br />
<br />
<br />
'''Perfected Seals'''<br />
<br />
'''Prerequisites:''' Intelligence 16 or higher<br />
<br />
You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. If you do not have the [[Naruto: Shinobi (5e Class)#Jonin|Jonin]] feature, you gain its benefits. If you have the feature, or once you gain it, you gain the following benefits:<br />
<br />
*You are no longer required to weave hand seals to perform jutsu, allowing you to cast jutsu with no open hands. You do not gain this benefit while under the [[5e_SRD:Conditions#Restrained|Restrained]] condition.<br />
*Any jutsu requiring hand seals that can be cast as an action can be cast as a bonus action at an additional cost of 3 chakra while you have two free hands.<br />
*Onlookers are now unable to notice you performing hand seals when done as a bonus action.<br />
*While grappling a creature, you can use their hands to complete a hand seal necessary to cast a jutsu. They must attempt a {{5a|dex}} or {{5a|wis}} saving throw. On a failure, the chakra point cost for casting the Jutsu is split equally between you and the creature at the time of casting it. If a creature does not have any chakra points, the chakra cost is not reduced. Once you use this feature, you can't use it again until the end of a short or long rest.<br />
<br />
<br />
'''Zen Master'''<br />
<br />
'''Prerequisites:''' Wisdom or Charisma 13 or higher<br />
<br />
Rather than pure intellect or power, your chakra is fueled by a deep understanding of the very nature of the energy as a connecting force. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You have a number of [[Naruto: Shinobi (5e Class)#Special Chakra|specialized chakra]] equal to your level. This chakra can only be spent to cause a creature to regain hit points or chakra points, and when another creature causes you to lose chakra, this chakra is lost first. <br />
<br />
<br />
'''Ninshu Minister'''<br />
<br />
'''Prerequisites:''' Zen Master feat, Wisdom 18 or higher<br />
<br />
Your mastery of the mysticism of chakra has revealed to you the predecessor of ninjutsu, Ninshu, and with it its secrets. You gain the following benefits:<br />
<br />
*When you touch a creature or use ''[[Basic Ninjutsu (Shinobi World Supplement)|Chakra Transfer Technique]]'' on a creature that you share a language with, you may communicate telepathically with them until the end of your next turn (9 seconds).<br />
*While you are casting telepathically communicating with a creature, you may cast jutsu and use features as if you were in their place. If a jutsu or feature would only target you when you use it, you may choose for it to target them as well until you are no longer telepathically communicating with them.<br />
*When you cast a jutsu, you may use {{5a|wis}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to the number of skills you have proficiency in, and you gain twice as many uses from skills you have expertise in, regaining all uses at the end of a long rest. If you temporarily gain proficiency or expertise in skills, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|wis}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Spiritual Adept'''<br />
<br />
'''Prerequisites:''' Charisma or Wisdom 13 or higher<br />
<br />
Your chakra is greatly powered by your confidence and power of soul, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You gain proficiency in one skill of your choice.<br />
*When you finish a short rest, you can expend a number of hit die equal to your Wisdom modifier. Roll the hit die and add your {{5a|wis}} modifier to the result. You regain an amount of chakra equal to half the result.<br />
<br />
<br />
'''Spiritual Powerhouse'''<br />
<br />
'''Prerequisites:''' Spiritual Adept feat, Charisma 18 or higher<br />
<br />
Your physical energy has almost entirely given way to your unwavering spiritual energy. You gain the following benefits:<br />
<br />
*You gain use in [[Yin Style (Shinobi World Supplement)|Yin Style]]. If you already have use in Yin Style, you gain [[Naruto: Shinobi (5e Class)#Chakra Nature Alternatives|Affinity]] in it instead.<br />
*[[Yang Style (Shinobi World Supplement)|Yang Style]] or [[Yin-Yang Style (Shinobi World Supplement)]] benefit from your [[Yin Style (Shinobi World Supplement)|Yin Style]] Affinity.<br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|cha}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|cha}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Sensor Nin'''<br />
<br />
'''Prerequisites:''' Wisdom 16 or higher, Proficiency in Perception<br />
<br />
When you take the {{5e|Search Action}}, you may also attempt a DC 14 {{5s|Arcana}} check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you already have chakra sense, its range increases by 30 feet or its penetration increases by its initial value (minimum 1 inch). You may take this feat multiple times, increasing its Wisdom requirement by +2 each time you take it.<br />
<br />
<br />
'''Absorption Nin'''<br />
<br />
'''Prerequisites:''' {{5a|con}} 14 or higher, {{5a|int}} 14 or higher<br />
<br />
You not only have the mental aptitude to understand absorption jutsu, but the physical ability to perform them. When!<--!you choose this, you gain the Basic Absorption Technique and Advanced Absorption Technique. Also, when--> you gain a jutsu, you may instead learn one [[Chakra Absorbing Jutsu (Shinobi World Supplement)|Chakra Absorbing Jutsu]].<br />
<br />
<br />
'''Barrier Nin'''<br />
<br />
'''Prerequisites:''' {{5a|wis}} 16 or higher<br />
<br />
Your body is capable of withstanding the toll of Fūinjutsu. When you gain a jutsu, you may instead learn one [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]].<br />
<br />
<br />
'''Perfect Chakra Thief'''<br />
<br />
'''Prerequisites:''' Intelligence 14 or higher, the ability to absorb chakra<br />
<br />
You master one form of chakra that is not native to you. Choose between the [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]], [[Path of the Cursed (Shinobi World Supplement)|Cursed]], [[Path of the Star (Shinobi World Supplement)|Star]], or [[Path of the Sage (Shinobi World Supplement)|Sage]]. You gain that subclass's first feature, but none of the subclass features gained in this way grant you the ability to gain their special type of chakra. You may take this feat multiple times, gaining the next feature of one of the above subclasses you have already chosen, or the first feature in one you have not chosen. Your [[Naruto: Shinobi (5e Class)|Shinobi]] level must be equal or higher than a feature's level requirement to gain it in this manner.<br />
<br />
<br />
==== Jutsu Mastery Feats ====<br />
<br />
'''Body Flicker Master'''<br />
<br />
'''Prerequisites:''' Dexterity 18 or higher, the ability to cast Body Flicker<br />
<br />
When you cast Body Flicker, you can take the Attack action as a bonus action on the same turn.<br />
<br />
<br />
'''Multi-Shadow Clone Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Shadow Clone<br />
<br />
*The amount of shadow clones you can have at a time is no longer limited to 5.<br />
*Creating shadow clones only costs 2 chakra per clone. However, they only start with 2 chakra.<br />
*When creating a shadow clone, you can expend additional chakra to give one of the clones 5 additional hit points per chakra point spent, you can't give a clone more hit points than your own maximum hit points. You can do this for as many clones as you wish.<br />
<br />
<br />
'''Summoning Master'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 16 or higher, the ability to cast Summoning Jutsu<br />
<br />
You are extremely adept at summoning. The chakra cost is halved whenever you cast Summoning Jutsu. This does not stack with features like {{inpage|Jiraiya Clan}} or [[Path of the Exalted (Shinobi World Supplement)|Animal Path Focus]].<br />
<br />
<br />
'''Multi-Summoning Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Summoning Jutsu.<br />
<br />
*You may summon any number of creatures on a single use of the Summoning Jutsu. Summoned creatures must have at least 5 feet between one another. <br />
*Creatures may be summoned up to 30 feet from you. <br />
<br />
<br />
'''Impure World Reincarnation Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Impure World Reincarnation<br />
<br />
*The amount of creatures you can have resurrected by Impure World Reincarnation at a time is no longer limited to 5.<br />
*When you control a creature using Impure World Reincarnation, you act with them on their turn instead of your own.<br />
*This does not grant early use of Impure World Reincarnation.<br />
<br />
<br />
'''Gentle Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you likely lack the [[Path of Sight (Shinobi World Supplement)|Byakugan]], careful training has allowed you to effectively memorize the human chakra network layout. You may learn any [[Path of Sight (Shinobi World Supplement)#Path of Sight Unique Jutsu|Path of Sight Unique Jutsu]] that you have the level requirements for, not including ''Focused Byakugan'', and you may spend 3 additional chakra to cast them without having a Byakugan active.<br />
<br />
<br />
'''Ferocious Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you may not having the training of a taijutsu master able to open the Eight Gates, you have developed the opposite fighting style to the Gentle Fist. You gain the [[Path of Youth (Shinobi World Supplement)|Ferocious Fist]] feature, and ''Dynamic Entry'' counts as a taijutsu for the sake of Affinity. <br />
<br />
<br />
'''Hand-to-Hand Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|str}} or {{5a|con}}<br />
<br />
Rather than mastering fancy techniques, you have mastered how to deal direct damage. As a bonus action for 2 chakra, or at will for 5 chakra, you may grant yourself one of the following benefits until the end of your turn, you use a jutsu, you wear armor, or you wield a shield or weapon:<br />
<br />
*You gain a +2 bonus to AC.<br />
*You gain a +2 bonus to your attack rolls.<br />
*You gain a +4 bonus to damage rolls.<br />
<br />
<br />
'''Taijutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|dex}}, the ability to cast at least one [[Taijutsu (Shinobi World Supplement)|taijutsu]]<br />
<br />
Through constant training in the combat arts, performing taijutsu has become second nature to you, granting you the following benefits:<br />
<br />
*All taijutsu have their chakra cost reduced by 3 (minimum of 1).<br />
*You can make an unarmed strike as a bonus action. This does not increase the amount of attacks performed when using the basic taijutsu technique.<br />
*Choose one Taijutsu that has a base chakra cost of 4 or lower. You have fully mastered this jutsu. You no longer need to spend chakra to use this jutsu.<br />
<br />
<br />
'''Genjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|wis}} or {{5a|cha}}, the ability to cast at least one [[Yin Style (Shinobi World Supplement)|genjutsu]]<br />
<br />
Your training allows you to manipulate the core of a creature's psyche with expert subtlety. You gain the following:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*As a bonus action for 1 chakra while you have a creature in a genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier.<br />
*When you cast a genjutsu that fails to affect the target, you regain half the chakra spent.<br />
<br />
<br />
'''Ninjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|int}}, the ability to cast at least one jutsu that is not [[Yin Style (Shinobi World Supplement)|genjutsu]], [[Taijutsu (Shinobi World Supplement)|taijutsu, bukijutsu]], [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]], [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]], or path unique jutsu (referred to as "ninjutsu" within this feat).<br />
<br />
Manipulating chakra outside of your body has become as easy as forming it within you. You gain the following: <br />
<br />
*Your {{5a|dex}} or {{5a|int}} score increases by 1, to a maximum of 20.<br />
*When you cast a ninjutsu, you may spend 3 additional chakra to cast it as if you had Affinity in its nature.<br />
*If a ninjutsu requires a ninjutsu that you know, it counts as half as much for the sake of how many jutsu you may know.<br />
<br />
==== Shinobi Path Feats ====<br />
<br />
'''Painkiller'''<br />
<br />
'''Prerequisites:''' Constitution 15 or higher<br />
<br />
You have trained your body and mind to be more resilient to pain. When a subclass feature causes you to lose hit points, but not maximum hit points, or take damage by using or maintaining it, you may decrease the reduction by your Shinobi level + your {{5a|con}} modifier. You can use this feature as many times as your {{5a|con}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Advanced Curse of Hatred'''<br />
<br />
'''Requirements:''' [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]<br />
<br />
You have trained tirelessly to cultivate your personal Curse of Hatred, unlocking the depths of your Sharingan's power at the cost of your physical wellbeing. You gain 1 additional [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability, and either your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Mangekyō feature. Each time you take this feat, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability than any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must take this feat to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Mangekyō Master boon). You may take this feat multiple times.<br />
<br />
<br />
'''Ninja of Prophecy'''<br />
<br />
'''Requirements:''' [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]]<br />
<br />
You have trained tirelessly with your Rinnegan, making your power resemble the Sage of Six Paths even more than it already did, but at the cost of a portion of your own life. You gain 1 additional [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] ability, and you must gain any 2 of the following (you may take the same one twice): your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] feature. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must take this feat to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Sagely Rinnegan feature). You may take this feat multiple times.<br />
<br />
<br />
'''Supreme Chakra Sense'''<br />
<br />
'''Requirements:''' At least one [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]], and Intelligence 18 or higher<br />
<br />
Your mastery of your ancient dojutsu has allowed your chakra to reach every nook and cranny of its chakra network. You gain a {{5e|Truesight}} range equal to your [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan's]] chakra sense range.<br />
<br />
<br />
'''Partial Second Stage'''<br />
<br />
'''Requirements:''' [[Path of the Cursed (Shinobi World Supplement)#Diversified Second Stage|Diversified Second Stage]] and Constitution 16 or higher<br />
<br />
You’ve mastered your cursed mark to the point of being able to partially bring out its power without having to suffer the usual side effects. As a bonus action, you gain the effects and Jutsu of your Diversified Second Stage, but not those of Cursed Mark or Second Stage, for an amount of rounds equal to your {{5a|con}} modifier. You may use this feature an amount of times equal to your {{5a|con}} modifier, regaining all uses at the end of a short or long rest.<br />
<br />
<br />
'''Overwhelming Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your swarms fly in tight, thick swarms. When you create a swarm of insects, it has an additional number of hit points equal to your proficiency bonus. When you combine two swarms using Massive Swarms, you may forgo increasing a swarm's size to cause any area within the swarm to become{{5e|Heavily Obscured}}. You may take this feat multiple times.<br />
<br />
<br />
'''Numerous Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your body is packed full of insects, allowing you to spend minimal chakra to release them. The minimum number of chakra you must spend to create a swarm is halved (minimum 1). As a reaction immediately before you would take damage, you may move up to 5 ft. and create a swarm where you were, spending chakra as normal and causing the swarm to take the damage instead unless you would still be a valid target.<br />
<br />
<br />
'''Student of Many Masters'''<br />
<br />
Your training encompasses more than one teacher. You gain the first feature from a non-implantable path. If you gain this feat multiple times, you may take either the next feature or the first feature of another non-implantable path. You may take this feat multiple times.<br />
<br />
====[[Path of the Beast (Shinobi World Supplement)|Jinchuriki]] Feats====<br />
These feats can only be taken by those who have a specific Bijuu sealed inside them.<br />
<br />
<br />
'''Solid Cloak'''<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku's]] Jinchuriki<br />
<br />
While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], your chakra cloak bolsters itself with nearby sand and other soils, granting you +2 AC.<br />
<br />
<br />
'''Claw Creation'''<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi's]] Jinchuriki<br />
<br />
Even without tapping into your Tailed Beast's chakra, you are able to manifest a portion of its natural ability. While you have at least 1 chakra, your unarmed strikes gain an additional 10 feet of reach.<br />
<br />
<br />
'''Coral Palm'''<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu's]] Jinchriki<br />
<br />
You are able to produce chakra-sapping coral on contact with another creature. As part of any successful unarmed strike while in Tailed Release or Bijuu Chakra Mode, the targets movement speed is reduced by 5 feet until the end of their next turn.<br />
<br />
<br />
'''Lava Style Infusion'''<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's mastery of lava. You gain [[Lava Style (Shinobi World Supplement)|Lava Style Chakra Mode]], even if you can not use Lava Style. This counts as both a Path of the Beast Unique Jutsu and Lava Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Vapor Style Infusion'''<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's ability to produce steam. You gain [[Vapor Style (Shinobi World Supplement)|Vapor Style: Unrivaled Strength]], even if you can not use Vapor Style. This counts as both a Path of the Beast Unique Jutsu and Vapor Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Slippery Cloak'''<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken's]] Jinchuriki<br />
<br />
While in Tailed Release or Bijuu Chakra Mode, your cloak takes a bluish hue, and you have advantage on grappling checks, can squeeze through spaces twice as small, and you do not suffer the penalties of squeezing into a space one size smaller than you.<br />
<br />
<br />
'''Flying Jinchuriki'''<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei's]] Jinchuriki<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you can sprout a pair of wings on your back as a bonus action, granting you a flying speed equal to your movement speed. You must spend 2 chakra at the beginning of each of your turns to maintain this effect.<br />
<br />
<br />
'''Ink Production'''<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki's]] Jinchuriki<br />
<br />
You are able to produce reasonable amounts of squid ink from your hands and mouth. As a ranged spell attack for 1 chakra, you can attempt to launch ink into the eyes of a creature within 30 ft. On a hit, they are {{5c|blinded}} until the beginning of your next turn.<br />
<br />
<br />
'''Strongest Jinchuriki'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
You are able to draw even deeper from your Tailed Beast's massive chakra reserves. You gain 1 additional use of Hidden Chakra, which is also regained at the end of a long rest.<br />
<br />
<br />
'''Negative Emotion Sense'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
When you take the {{5e|Search Action}} while Tailed Release, Tailed Beast Mode or Bijuu Chakra Mode is active, you may also attempt a DC 15 {{5a|cha}} saving throw to locate living creatures that are evil or are hostile toward another creature within 120 feet. You learn their location that moment and whether they are evil or hostile. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Additionally, this counts as chakra sense for anything that would effect traditional chakra sense.<br />
<br />
<br />
'''Vessel of Vessels'''<br />
<br />
'''Prerequisites:''' [[Gedo Mazo (5e Creature)|The Gedo Mazo's]] [[Path of the Beast (Shinobi World Supplement)|Jinchuriki]]<br />
<br />
You automatically succeed the Constitution saving throw of [[Path of the Beast (Shinobi World Supplement)#Jinchūriki Creation|Jinchūriki extraction]], and doing so no longer paralyzes you or reduces your hit points to 0.<br />
<br />
<br />
'''Negative Emotion Absorption'''<br />
<br />
'''Prerequisites:''' [[Reibi (5e Creature)|Zero-Tails’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While there is a creature with the {{5c|frightened}} condition within 45 feet of you, you regain 1 chakra point at the beginning of each of your turns. This can happen multiple times on a single turn with multiple frightened creatures.<br />
<br />
<br />
'''Reptilian Cloak'''<br />
<br />
'''Prerequisites:''' [[Nine-Tailed Clone, Ama no Hoko (Shinobi World Supplement)|Nine-Tailed Clone's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
Your red chakra covers your skin in small snakes, creating the appearance of reptilian scales wrapped around you. While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], you gain an additional 5 ft. of reach. You may forgo this bonus at the beginning of each of your turns to grant yourself temporary hit points equal to your shinobi level.<br />
<br />
<br />
'''Curse of Sōma'''<br />
<br />
'''Prerequisites:''' [[Sōma (Shinobi World Supplement)|Sōma’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Memory Wiping Jutsu'''<br />
<br />
:'''Cost:''' 6+ Chakra<br />
<br />
:'''Range:''' 150 feet<br />
<br />
:One creature within 20 ft. (in which this counts as an attack for the sake of features like [[Naruto: Shinobi (5e Class)#Extra Attack|Extra Attack]], or every creature within 10 ft. for 6 additional chakra (in which this is used as an action), must attempt a {{5a|dex}} saving throw. On a failure, their {{5a|int}} score decreases by 1 as a portion of their memories are erased. If this reduces their {{5a|int}} score to 0, the creature dies instantly. A creature regains 1 point of their {{5a|int}} score at the end of a long rest.<br />
<br />
<br />
'''Otherworldly Tendrils'''<br />
<br />
'''Prerequisites:''' [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, your reach increases by 5 feet, but you lose a number of hit points equal to chakra lost from upkeeping your release, and you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Raise Ghost Army'''<br />
<br />
:'''Cost:''' 10 Chakra<br />
<br />
:'''Duration:''' 1 minute (concentration)<br />
<br />
:As an action, you create one [[Ghost Soldier (Shinobi World Supplement)|ghost soldier]] anywhere within your reach that is controlled by you. Any conditions that affect you are applied to any ghost soldiers created by this jutsu. Any ghost soldiers created in this way disappear when this jutsu ends.<br />
<br />
<br />
'''Roen's Absorption'''<br />
<br />
'''Prerequisites:''' [[Roen (Shinobi World Supplement)|Roen's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
You may immediately fail your Red Chakra saving throw to gain your next Path of the Beast subclass feature for 1 minute. While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu:<br />
<br />
:'''Roen's Absorption'''<br />
<br />
:As a bonus action, make an unarmed strike against one creature within your reach + 10 feet. On a hit, they lose chakra points equal to the number of red chakra you gain at the end of each of your turns, and you regain an equal number of chakra points.<br />
<br />
<br />
'''Breath of the Genryu'''<br />
<br />
'''Prerequisites:''' [[Genryu (Shinobi World Supplement)|Genryu's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Tailed Release, or Bijuu Chakra Mode, you gain the effects of your Genryu's variant, as well as the ''Genryu Breath'' jutsu, which counts as Path of the Beast Unique Jutsu for the sake of affinity and uses your jutsu saving throw DC and damage bonus.<br />
<br />
:'''Genryu Breath'''<br />
<br />
:'''Cost:''' 3 Chakra<br />
<br />
:'''Range:''' 25 foot cone<br />
<br />
Every creature within range must make a Constitution saving throw. On a failure, they take 2d8 damage. On a success, they take half as much damage. The damage type dealt by this jutsu is determined by your Genryu's variant.<br />
<br />
====[[Path of Succession (Shinobi World Supplement)|Karma]] feats====<br />
These feats can only be taken by those who have a specific Otsutsuki's Karma. Any jutsu gained by these feats count as Path of Succession Unique Jutsu.<br />
<br />
'''Thief's Karma'''<br />
<br />
'''Requirements:''' [[Momoshiki (Shinobi World Supplement)|Momoshiki's Karma]]<br />
<br />
While your Karma is active, you gain crooked horns that sprout from your eyebrows and the following jutsu:<br />
<br />
:'''Reign of the High Emperor'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, you absorb it with one hand, and, as a bonus action on a subsequent turn, cast it with your other hand. If the spell would have hit creatures other than you, they are also not affected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.<br />
<br />
<br />
'''Warrior's Karma'''<br />
<br />
'''Requirements:''' [[Kinshiki (Shinobi World Supplement)|Kinshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single sweeping horn across your forehead and the following jutsu: <br />
<br />
:'''Amanohabaya'''<br />
<br />
:You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage. If you make more than 3 weapons, any earlier weapons are destroyed. If you only have 1 Rinnegan, you may only have 1 weapon created at a time.<br />
<br />
<br />
'''Traveler's Karma'''<br />
<br />
'''Requirements:''' [[Urashiki (Shinobi World Supplement)|Urashiki's Karma]]<br />
<br />
While your Karma is active, you gain forehead protector-like horns that sprout from your temples and the following jutsu:<br />
<br />
:'''Temporal Rewind'''<br />
<br />
:'''Cost:''' 7 chakra<br />
<br />
:As a [[More Actions (5e Variant Rule)|free action]] on your turn, you experience the next six seconds and then revert time. You gain advantage on any attack rolls and saving throws you make until the beginning of your next turn.<br />
<br />
<br />
'''Lord's Karma'''<br />
<br />
'''Requirements:''' [[Isshiki (Shinobi World Supplement)|Isshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single round horn that wraps around the back of your head and the following jutsu: <br />
<br />
:'''Sukunahikona'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Range:''' 60 ft.<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As an action, you may shrink up to a 20 ft. square object to an imperceptibly tiny size. You may end this effect as a bonus action, upon which any creatures occupying the same space as a shrunk object must attempt a Dexterity saving throw, taking 2d8 bludgeoning damage on a failure, or half as much on a success. You may shrink yourself as well, granting you a +10 bonus to {{5s|Stealth}} checks and {{5a|dex}} saving throws, but doing so halves his movement speeds. Any creatures or objects contained within the object are shrunk as well, with other creatures suffering the same movement speed penalty you do, and become unshrunk when the original item does, even if it is no longer contained within it. If a shrunk object or creature unshrinks when it contains an unshrunk object, the unshrunk object does not change size.<br />
<br />
<br />
:'''Daikokuten'''<br />
<br />
:'''Cost:''' 2 chakra<br />
<br />
:When you use Sukunahikona, you also store the shrunk item within an extradimensional space where time doesn't flow, though creatures can still move. Sukunahikona can effect these objects indefinitely. You may only end the effects of this jutsu on up to two object as an action, upon which you may make a thrown attack with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 2d8 bludgeoning damage in addition to the attack's normal damage.<br />
<br />
<br />
'''Lady's Karma'''<br />
<br />
'''Requirements:''' [[Kaguya (Shinobi World Supplement)|Kaguya's Karma]]<br />
<br />
While your Karma is active, you gain rabbit ear-like horns and the following jutsu:<br />
<br />
:'''All-Killing Ash Bones'''<br />
<br />
:'''Range:''' 15/30 feet<br />
<br />
:'''Cost:''' 60 Chakra<br />
<br />
:You produce a spike of hardened bone that fires from your body with frightening speed as a ranged spell attack. On a hit, creatures take 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by {{5E|true resurrection}} as they and all non-magical objects they are wearing are reduced to atoms. This jutsu's cost is halved if you have the {{inpage|Rinne Sharingan}}.<br />
<br />
<br />
'''Sadist's Karma'''<br />
<br />
'''Requirements:''' [[Jashin (Shinobi World Supplement)|Jashin's Karma]]<br />
<br />
While your Karma is active, you gain two impish horns and the following jutsu: <br />
<br />
:'''Curse Technique: True Death Controlling Possessed Blood'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As a bonus action on the same turn as dealing damage to a creature using a melee attack, you consume their blood, covering your body in an array of black markings. This does not work against Constructs or Undead. For this jutsu's, any damage dealt to you deals equal damage to the creature whose blood you consumed.<br />
<br />
====Ninja Epic Boons====<br />
The following are Epic Boons exclusively intended to work with this class. Dōjutsu granted by Ninja Epic Boons can be implanted in the same manner as Ninja Path Dōjutsu. A DM may also consider giving limited access to another sub-class in place of a boon. The DM can give you these boons throughout the game.<br />
<br />
'''Dōjutsu Master'''<br />
<br />
'''Requirements:''' At least one implanted dōjutsu path<br />
<br />
Your implanted dōjutsu are not limited by implantation. You can gain all dōjutsu-based subclass features from implanted dōjutsu in the same manner as you would if you had chosen it at 3rd level. <br />
<br />
<br />
'''Perfect Vessel'''<br />
<br />
'''Requirements:''' At least one implanted non-dōjutsu path<br />
<br />
You have mastered the manipulation of foreign chakra within you. You can gain all non-dōjutsu implantable subclass features from implanted subclasses as if you had taken them at 3rd level.<br />
<br />
<br />
'''Manual Dōjutsu'''<br />
<br />
You manifest or implant a rare, clanless Dōjutsu once used by a child named Yome that enables you to manually dilate your pupils. Once per turn, you can change your eyes into one of three modes. You can only move up or down one mode per turn. <br />
*Mode 1: Your pupils are dilated. You have disadvantage against being blinded. You gain 60 feet of Darkvision and can double your proficiency bonus in Perception and Investigation checks using sight.<br />
*Mode 2: Your eyesight is normal. <br />
*Mode 3: Your pupils are contracted. You have immunity against being blinded. You lose all Darkvision and any bonuses to Perception and Investigation checks using sight is halved.<br />
<br />
<br />
'''Anti-Dōjutsu'''<br />
<br />
You manifest or implant a clanless Dōjutsu most notably used by a child named Ranmaru. You have advantage against features granted by other Dōjutsu. Features granted by other Dōjutsu that grant advantage to the user do not do so when used against you. When you take the {{5e|Search Action}}, you may also attempt a DC 18 {{5s|Arcana}} check to locate living creatures and magical effects within 30 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.. Additionally, you may take [[Path of Blood (5e Subclass)#Path of Blood Unique Jutsu|Path of Blood unique jutsu]] as if you had the subclass.<br />
<br />
<br />
'''Elderly Master'''<br />
<br />
You have aged quite a bit, but that hasn't slowed you down much. Your hit dice and chakra point maximums are halved, and you only gain further hit dice and chakra points on even levels. Any increase to your hit dice or chakra point maximum after those solely from gaining levels (i.e. from features, feats, or boons) are counted after this halving, and are not affected. Additionally, your {{5a|wis}} and {{5a|cha}} increase by a total of +4.<br />
<br />
'''Shin DNA'''<br />
<br />
You have a unique genetic makeup that allows you to completely accept any new genetic material, whether from tissues, organs or entire limbs, with no chance of rejection, allowing you to fully integrate it into your being and use its capabilities. You can integrate genetic material into your body equal to 4+Con, and you must spend 1d6 hours at full rest to be able to sustain the changes. So, if the genetic material is originally from someone with a different subclass, you can choose up to 2 skills, as long as you have the minimum required level.<br />
<br />
<br />
'''Dōjutsu-Acceptant Biology'''<br />
<br />
You gain a portion of cells capable of having multiple Dōjutsu implanted in it. The number of Dōjutsu it can have implanted is determined by the DM. These act as any other implanted Dōjutsu, save for one thing. When using an ability reliant on a Dōjutsu, you can permanently sacrifice one to negate any downsides, such as damage, chakra loss, exhaustion, blindness, or other conditions. Unless the implanted Dōjutsu already had its own unique ability, such as a [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability or [[Path of the Exalted (Shinobi World Supplement)|Rinnegan Mastered]] feature, they gain the feature you have already chosen.<br />
<br />
<br />
'''Rainbow Chakra'''<br />
<br />
Your chakra has been enhanced by the seven-colored light generated by the treasure of the Land of Snow. When you cast a jutsu, you may make it a Rainbow Jutsu, which costs half as much chakra or ignores immunity and resistance. You may only cast one Rainbow Jutsu, regaining 1/14th of a use at noon each day.<br />
<br />
<br />
'''Stone of Gelel'''<br />
<br />
After having an incredibly rare, blue stone implanted in your body. You no longer age, your chakra maximum increases by 5, and once per turn you may spend 1 chakra to regain hit points equal to your Constitution modifier. You may gain this boon more than once, increasing your maximum chakra points by 3 and hit points regained by 2 per additional stone. <br />
<br />
<br />
'''Crescent Moon Chakra'''<br />
<br />
Your chakra has been enhanced by the mysterious rays the moon casts over the Land of the Moon. When you cast a jutsu, you may make it a Crescent Moon Jutsu, which costs half as much chakra or also targets all objects within 60 feet of any targets and deals twice as much damage to objects. You may only cast one Crescent Moon Jutsu, regaining 1/14th of a use at midnight each day.<br />
<br />
<br />
'''Earth Grudge Fear'''<br />
<br />
Your body has been infused with threadlike cells. Your maximum hit points are divided by 4 (rounded up), and every time you’re maximum hit points are permanently increased, the amount is divided by 4 (minimum 1). When you are within 5 ft. of a humanoid that has 0 hit points and has been dead for no more than 30 seconds (5 rounds), you may steal its heart and store it inside your body as an action to a maximum equal to your {{5a|con}} mod. Any time you are reduced to 0 hit points or your hit point maximum is reduced to 0, you may sacrifice a heart to return to your hit points and their maximum to their initial maximum. Additionally, you may sacrifice 1 heart when you make 1 shadow clone to make its hit point maximum equal to your own. You may also reattach the limb of a creature you can touch as an action for 1 chakra point. <br />
<br />
<br />
'''Iwagakure Kinjutsu'''<br />
<br />
Your body has been imbued with mouths on your palms and chest. As an action, you may kneed a handful of clay into an empowered explosive clay for 8 chakra. You may have up to 3 pieces of empowered clay at a time. Any empowered clay created above this limit becomes mundane clay after 1 minute. You may spend 1 piece of empowered clay when you use an Explosive Style jutsu to double its range or damage, halve its cost, grant a creature disadvantage against its saving throw, or grant yourself advantage on its attack roll. You may only spend 1 piece of empowered clay on each jutsu.<br />
<br />
<br />
'''Heart Implantation'''<br />
<br />
Only creatures with the fabrication [[#Clan Boons|clan boon]] can gain this boon. Your false body has been bolstered with the still-beating heart of a living person. The implantation process is incredibly delicate and modifies every cell in your body, and can not simply be done with ''Earth Grudge Fear'' or traditional heart transplantation. You no longer take damage from spending chakra on ninjutsu. When you cast ''[[Earth Style (Shinobi World Supplement)|Earth Golem]]'', you may create an [[Akuta (Shinobi World Supplement)|Akuta]] instead of an [[Earth Golem (Shinobi World Supplement)|earth golem]]. <br />
<br />
<br />
'''Jashin Immortality'''<br />
<br />
Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality or being killed instantly. You can not be killed by any means other than starvation. When you take damage not explicitly targeted at your neck, you do not lose hit points. This does not extend to any form of clones. All of your current and future hit dice are reduced to d4, and if you are reduced to 0 hit points, you are {{5c|paralyzed}}, save for being able to speak, and you are reduced to a head. You can return to full hit points by having your head sewn to a headless body, including your own, using leatherworker's tools, weaver's tools, or Earth Grudge Fear. You can only be sewn to a humanoid body, and you replace your Strength, Dexterity and Constitution scores with those of the body you are sewn into and gain its racial features. <br />
<br />
<br />
'''Strongest Shield'''<br />
<br />
One of the most selective abilities in the shinobi world, only the [[Third Raikage (Shinobi World Supplement)|Third Raikage]] has been known to have enhanced his body so far that his body could truly be considered unbreakable, through means unknown. You gain +5 damage reduction and damage threshold. Whenever you would add your {{5a|dex}} modifier to a jutsu or your AC, you may instead add your {{5a|str}} modifier.<br />
<br />
<br />
'''Path Mutation'''<br />
<br />
You manifest a heavily mutated variant of a path. Choose any one feature from an implantable path. If the feature would require another feature to be active, it does not. If the feature would cause you to gain or lose additional hit points, chakra points, or another resource, the base this addition is to counts as 1.<br />
<br />
<br />
'''Eternal Mangekyō Sharingan'''<br />
<br />
'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Mangekyō|Mangekyō Sharingan]]<br />
<br />
By transplanting the Mangekyō Sharingan of another person biologically close to you, such as a sibling or parent, you master the final evolution of a normal Sharingan. You gain 2 additional Mangekyō abilities and you automatically succeed the Constitution saving throw from using an ability. You also lose any {{5asc|gradual blindness}}} levels gained from your Mangekyō.<br />
<br />
<br />
'''Rinnegan Manifestation'''<br />
<br />
'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
You awaken the ultimate power of the Sharingan by combining it with the second half of the Sage of Six Paths genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] feature in the same order as listed as long as you reach the level requirements for said features. Additionally, your levels of {{5asc|gradual blindness}} are reduced to 0 when you gain this boon. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action.<br />
<br />
<br />
'''Tomoe Rinnegan'''<br />
<br />
'''Requirements:''' Rinnegan Manifestation<br />
<br />
One of your Rinnegan gains three Sharingan-like tomoe across its three inner rings. As an action while your Rinnegan is active, you may manifest these tomoe, allowing you to benefit from your Sharingan in addition to your Rinnegan and use half of your Mangekyo jutsu. At the end of each turn you have your Tomoe Rinnegan active, you must spend 2 chakra, or 4 if it was implanted. If you gain this boon a second time, this boon's chakra upkeep cost is halved, and you gain the other half of your Mangekyo jutsu.<br />
<br />
<br />
'''Rinne Sharingan'''<br />
<br />
'''Prerequisites:''' [[Naruto: Shinobi (5e Class)#Birth of the Ten-Tails' Jinchuriki|Ten-Tails' Jinchuriki]]<br />
<br />
You tap into the power of the Ten-Tails, awakening the ultimate dōjutsu as a third eye in your forehead. You may benefit from your Rinnegan's previous Sharingan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Rinnegan Manifestation, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you automatically succeed the Constitution saving throw from using a Mangekyō ability.<br />
<br />
<br />
'''Tenseigan Evolution'''<br />
<br />
'''Prerequisites:''' [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] and Indra's Reincarnation, [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]], or Asura's Reincarnation; or any of the previous and Outer Path Sage Mode; or Six Paths Power.<br />
<br />
You evolve your Byakugan into something not even the ascendant Ōtsutsuki have created. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]] feature in the same order as listed. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action. <br />
<br />
<br />
'''Blank Tenseigan'''<br />
<br />
'''Requirements:''' Tenseigan Evolution<br />
<br />
The pale sight of your Byakugan still shines through your Tenseigan. As an action while your Tenseigan is active, you may cause its glowing petals to fade, allowing you to benefit from your Byakugan in addition to your Tenseigan. At the end of each turn you have your Blank Tenseigan active, you must spend 2 chakra, or 4 if it was implanted. If you gain this boon a second time, the chakra upkeep cost of this boon and Tenseigan Chakra Mode is halved.<br />
<br />
<br />
'''Tensei Byakugan'''<br />
<br />
'''Prerequisites:''' [[Reibi (Shinobi World Supplement)|Reibi]], [[Soma (Shinobi World Supplement)|Soma]], [[Satori (Shinobi World Supplement)|Satori]], and [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], [[Path of the Celestial (Shinobi World Supplement)|Tenseigan Chakra Mode]]<br />
<br />
Merging with the power of the false tailed beasts, you awaken an ultimate dōjutsu as a third eye in your forehead. You may benefit from your Tenseigan's previous Byakugan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Tenseigan Evolution, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and Tenseigan Chakra Mode's chakra upkeep cost is reduced to 0 for the first minute you use it, regaining use at the end of your next long rest.<br />
<br />
<br />
'''Six Paths Sage Mode'''<br />
<br />
'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, refining its effects on the human body to perfection, removing any visual effects beyond plus-shaped pupils. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight, and your chakra sense range doubles.<br />
*You deal an additional 1d10 damage with unarmed strikes (2d10 total).<br />
*You gain a flying speed equal to your movement speed.<br />
*You gain a damage threshold of 30.<br />
*You may use [[Path of the Sage (Shinobi World Supplement)#Sage Art|Sage Art]] once without spending exclusively or additional senjutsu chakra (recharge 5-6).<br />
<br />
<br />
'''Outer Path Sage Mode'''<br />
<br />
'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] or [[Path of the Celestial (Shinobi World Supplement)#Mastered Tenseigan|Mastered Tenseigan]], and [[Path of Suffering (Shinobi World Supplement)#Osteomancer|Osteomancer]] or [[Path of Totality (Shinobi World Supplement)#Mastered Truth-Seeking Orbs|Mastered Truth-Seeking Orbs]]; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, amplifying its effects to near uncontrollable levels, turning your skin to scales with several protruding growths. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight.<br />
*Your unarmed strikes gain an additional +15 ft. of reach.<br />
*You may change your size category as a bonus action, and the organization of your space may be in any shape (i.e. if you are Large, you may be a 10 x 10 ft. cube, a 20 x 5 ft. line, etc.)<br />
*When you use a jutsu that deals damage, you may spend 10 additional chakra to force the target to make an additional Intelligence saving throw. On a failure, they can not use any features from any Dōjutsu and become {{5c|blinded}} for 1 hour. They may retry this saving throw at the end of each of their turns, ending the blinded condition on a success, and regaining use of their Dōjutsu on two consecutive successes.<br />
<br />
<br />
'''Indra's Reincarnation'''<br />
<br />
The soul of the Sage of Six Paths' eldest son, an absolute prodigy, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Pick one chakra nature, subclass, or 3 class features. The level requirements for the selected features or Jutsu are reduced by 3. <br />
<br />
<br />
'''Asura's Reincarnation'''<br />
<br />
The soul of the Sage of Six Paths successor, best known for his gradual growth, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Your maximum chakra increases by an additional 2 points every time you gain a level. This counts for levels you have already attained as well. <br />
<br />
<br />
'''Six Paths: Kunitsukami'''<br />
<br />
'''Requirements:''' Six Paths Sage Mode<br />
<br />
While in Sage Mode, you gain a flying speed equal to twice your movement speed. Additionally, you may increase your size by up to 2 size categories of your original or Huge, whichever is greater, as an action. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.<br />
<br />
<br />
'''Six Paths Power'''<br />
<br />
You have been granted a mass of chakra of unimaginable power, typically from eating the fruit of the [[Datara (5e Creature)|God Tree]] or being granted a portion of the [[Hagoromo (Shinobi World Supplement)|Sage of Six Paths']] power. You gain 50 additional points of chakra, which are counted separately from your normal chakra and are not regained when your normal chakra would be. If you fulfill another boon's requirements with Six Paths Power, not including the Ōtsutsuki boon, you do not benefit from it while you have 0 Six Paths Power chakra points.<br />
<br />
<br />
'''Ōtsutsuki'''<br />
<br />
'''Requirements:''' Six Paths Power<br />
<br />
Your Six Paths Power is not something as paltry as power taken or gifted, it is a fundamental part of you; the core of your being. As a bonus action for 5 chakra not granted by the Six Paths Power boon, you may regain 50 Six Paths Power chakra points.<br />
<br />
====Clan Boons====<br />
Clans represent the traits of heritage that manifest themselves most fully in a particular shinobi. At character creation, players may take a clan boon in place of a variant human's feat selection, otherwise they should be treated as Epic Boons. No clan that grants bonuses to subclass features or jutsu require you to take that subclass or jutsu, but also do not grant early or automatic use of said feature or jutsu. If a clan boon allows you to gain a subclass without implantation, said subclass can not be gained without the clan or implantation.<br />
<br />
<br />
'''Aburame Clan'''<br />
<br />
You hail from one of the most well-known insect keeper clans in the world. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may create swarms for a minimum of 2 chakra.<br />
<br />
<br />
'''Akado Clan'''<br />
<br />
You hail from a clan of talented shinobi, though not talented enough to receive wide-spread recognition. You gain a number of jutsu equal to your {{5a|int}} modifier. These jutsu may not be from kekkei genkai you do not have the component natures of, a path you do not have levels in, or [[Yin-Yang Style (Shinobi World Supplement)|Yin-Yang Style]].<br />
<br />
<br />
'''Akebino Clan'''<br />
<br />
You hail from the most powerful [[Kabutowari (Shinobi World Supplement)|Kabutowari]] wielder in the history of the [[Mist Shinobi (Shinobi World Supplement)|Hidden Mist Village]]. Damage rolls with {{5e|Battleaxe|battleaxes}} and {{5e|Warhammer|warhammers}} gain a +1 bonus, and the maximum AC penalty you can incur with Kabutowari gains a +2 bonus.<br />
<br />
<br />
'''Akimichi Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Body (Shinobi World Supplement)|Path of the Body]]. When you gain the Storage feature, you may store an additional 1/2 a day's worth of food, which may be consumed as an action to regain 1/2 of your level chakra points. You may do this once, regaining use at the end of a short rest.<br />
<br />
<br />
'''Akitsuki Clan'''<br />
<br />
You hail from a clan of non-shinobi forced to act as a channel for [[Sōma (Shinobi World Supplement)|Sōma's]] curse. If you fail the saving throw for Sōma's ''Memory Wiping Blast'', you become its [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], though it continues to exist outside of you. Additionally, when you gain a chakra nature, you may instead increase the saving throw DC of your Path of the Beast unique jutsu by +1 (+3 maximum).<br />
<br />
<br />
'''Amachi Clan'''<br />
<br />
You hail from a clan of scientists with a genius for understanding the ways of water. You gain affinity in [[Water Style (Shinobi World Supplement)|Water Style]] jutsu, and you may have Affinity in Water Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Asura Clan'''<br />
<br />
You hail from the ancient predecessors of the Uzumaki and Senju clans, stemming from Asura Ōtsutsuki. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally your chakra point maximum increases by your proficiency bonus.<br />
<br />
<br />
'''Biwa Clan'''<br />
<br />
You hail from a clan of loner opportunists who gained notoriety from [[Juzo Biwa (Shinobi World Supplement)|Juzo Biwa]]. Chose one weapon you are in possession of. Attack rolls with this weapon gain a +1 bonus during initiative. This increases to +2 if no other friendly creatures have rolled initiative. This only applies to the single weapon chosen, and you can not change what weapon is chosen.<br />
<br />
<br />
'''Bunpuku Clan'''<br />
<br />
You hail from one of the pioneers of [[Path of the Beast (Shinobi World Supplement)|jinchuriki]] creation. You gain the {{inpage|Barrier Nin}} feat, and you gain affinity in [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]], and you may have Affinity in Fuinjutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not choose any natures at 2nd level.<br />
<br />
<br />
'''Chinoike Clan'''<br />
<br />
You hail from the progenitors of the [[Path of Blood (Shinobi World Supplement)|Path of Blood]], feared for their history of supposed cannibalism. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Ketsuryūgan. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
<br />
<br />
'''Cursed Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Cursed (Shinobi World Supplement)|Path of the Cursed]], whose bouts of rage are known to only subside in the presence of strong emotional connection. You may choose this subclass at 3rd level, and you are not limited by implantation if you are implanting a Cursed Mark. Choose 1 friendly creature to be your "tamer". While they are within 30 feet of you and you can see or hear them, you can not gain the {{5asc|berserk}} condition, and they may end this condition on you at will by touching you. <br />
<br />
<br />
'''Darui Clan'''<br />
<br />
You hail from the clan of the [[Darui, Boruto (Shinobi World Supplement)|Sixth Raikage]]. You gain use of [[Storm Style (Shinobi World Supplement)|Storm Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
<br />
<br />
'''Deidara Clan'''<br />
<br />
You hail from a clan of explosive artists. You gain use of [[Explosive Style (Shinobi World Supplement)|Explosive Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
<br />
<br />
'''Fabrication'''<br />
<br />
Rather than biologically descending from a specific group of people, your biology has been artificially constructed from the ground up, typically by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] or the post-war [[Stone Shinobi (Shinobi World Supplement)|Stone Village]]. Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2. When you spend chakra or an equivalent [[Variant Rules (Anime Setting)|currency]], you take an equal amount of damage.<br />
<br />
<br />
'''Fūma Clan'''<br />
<br />
You hail from a clan of skilled weapon makers and users. When you make a thrown weapon attack, you may replace its damage dice with your unarmed strike's damage dice.<br />
<br />
<br />
'''Fūma Clan (Land of Sound)'''<br />
<br />
You hail from a clan of skilled bowmen. You are proficient in martial ranged weapons.<br />
<br />
<br />
'''Funato Clan'''<br />
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You descend from [[Araumi (Shinobi World Supplement)|Araumi's]] bloodline, carrying its connection to the mythical Power of the Sea Dragon. You gain one benefit of [[Path of Specialization (Shinobi World Supplement)#Alternate Feature: Power of the Dragon|Power of the Dragon]] in relation to [[Water Style (Shinobi World Supplement)|Water Style]].<br />
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'''Fushin Clan'''<br />
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You hail from a clan of Kekkei Genkai users from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. You gain use in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and may learn [[Swift Style (Shinobi World Supplement)|Typhoon Style]] jutsu as if they were Wind Style after you gain affinity in Wind Style, and creatures with the Path of the Assassin are still affected by all aspects of the jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Guren Clan'''<br />
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You hail from a small clan of shinobi from the Land of Sound that were nearly destroyed before the creation of the [[Sound Shinobi (Shinobi World Supplement)|Hidden Sound Village]]. You gain use of [[Crystal Style (Shinobi World Supplement)|Crystal Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hachiya Clan'''<br />
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You hail from a clan of [[Mist Shinobi (Shinobi World Supplement)|Mist]] shinobi with an unimpressive record on paper, but are an invaluable benefit to field logistics. [[Water Style (Shinobi World Supplement)|Water Characters, Hidden Mist, and Water Style Bullet: Orca]] have their costs halved, rounded up.<br />
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'''Hagoromo Clan'''<br />
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You hail from a clan of shinobi that once allied themselves with the Uchiha clan, not to be confused with the successors of the Sage of Six Paths. You gain proficiency in martial melee weapons.<br />
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'''Haido Clan'''<br />
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You hail from a clan from the far away Land of Gelel. You gain use of [[Plasma Style (Shinobi World Supplement)|Plasma Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Lightning Style.<br />
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'''Hamura Clan'''<br />
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You descend from the Sage of the Outer Path himself, most likely living at some point on the moon. You can telepathically enter a creature's dreams so long as you have seen them at least once, but you can only communicate with them. This also grants you the ability to telepathically communicate with creatures within 250 feet. Additionally, if you implant a [[Path of Sight (Shinobi World Supplement)|Byakugan]], it becomes a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]] as per Tenseigan Manifestation. If you gain [[Path_of_the_Celestial_(Shinobi World Supplement)#Dream-Speak|Dream-Speak]], the distance of your telepathy is doubled.<br />
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'''Hamura Clan Reborn'''<br />
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You hail from the progenitors of the [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]], and the union of the Hamura Clan and the Hyuga Clan. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]]. Additionally, you are immune to the effects of extreme cold and altitude.<br />
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'''Han Clan'''<br />
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You hail from a clan known for harboring [[Kokuō (5e Creature)|Kokuō]] due to their kinship in ninjutsu. You gain use of [[Vapor Style (Shinobi World Supplement)|Vapor Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
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'''Hanzo Clan'''<br />
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You hail from a clan that adapted to implanted venom sacks of black salamanders. You gain immunity to poison damage and the {{5c|poisoned}} condition, and ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]'' counts as a Path Unique Jutsu for any path you take. If a creature breaths within 15 ft. of you for 1 continuous minute while you are not wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, they suffer the effects of ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]''. When you suffer a critical hit, you lose the benefits of this clan boon and are {{5c|paralyzed}} until the end of your next turn. If you are wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, you do not become {{5c|paralyzed}}.<br />
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'''Haruno Clan'''<br />
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You hail from a clan with latent skill in medical ninjutsu. When you gain the [[Path of the Healer (Shinobi World Supplement)|Healing Jutsu]] feature, you may spend up to three times your Shinobi level.<br />
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'''Hashirama Clan'''<br />
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Through unknown means, you bear the unique genetics of the [[Hashirama (Shinobi World Supplement)|First Hokage]], a feat not even his own children bore. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally, you gain proficiency in {{5s|Nature}}.<br />
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'''Hatake Clan'''<br />
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You hail from one of the greatest shinobi clans of all time, despite lacking any hidden or overwhelming abilities. You gain 1 non-Kekkei Genkai jutsu of your choice, even if you do not meet the nature requirements of it.<br />
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'''Haze Clan'''<br />
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You hail from one of the Land of Haze's exclusive clans, and as such have inherited one of the rarest kinjutsu in the world. At 2nd level gain one [[Yin-Yang Style (Shinobi World Supplement)|Haze Ninja Art: Forbidden Technique]] of your choice.<br />
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'''Hiruko Clan'''<br />
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You hail from the clan of ability thieves. You gain use of [[Shade Style (Shinobi World Supplement)|Shade Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hōki Clan'''<br />
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You hail from a line of matrilineal medical-nin and information gatherers known as the "people who work behind the scenes". When you restore hit points with jutsu, the target regains twice as many hit points but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
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'''Hoshi Clan'''<br />
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You hail from a clan of shinobi mutated by a [[Star (Shinobi World Supplement)|Star]] that fell to Earth. You may choose the [[Path of the Star (Shinobi World Supplement)|Path of the Star]] at 3rd level, and you are not limited by implantation if you are implanting Star chakra. Additionally, immediately after the end of a long rest, you gain purple chakra equal to twice your {{5a|con}} modifier (minimum 2).<br />
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'''Hoshigaki Clan'''<br />
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You hail from a clan of fishlike shinobi. You can breathe in water, and have a swimming speed equal to your movement speed.<br />
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'''Hōzuki Clan'''<br />
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You hail from a clan of pale shinobi known to have numerous Water Style Hiden. [[Water Style (Shinobi World Supplement)|Hydrification Jutsu and Instant Water]] have their costs halved, rounded up.<br />
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'''Hyūga Clan'''<br />
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You hail from the progenitors of the [[Path of Sight (Shinobi World Supplement)|Path of Sight]], and were effectively born into royalty. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Byakugan. Additionally, whenever you roll a 1 when rolling for damage on an unarmed strike, you may instead count the roll as a 2.<br />
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'''Iburi Clan'''<br />
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You hail from a clan that once dwelt in secluded caves due to fear of their own power. When you fall to half your maximum hit points, you are affected by [[Path of the Cursed (Shinobi World Supplement)|Smoke's Curse]]. You may not end this effect as a bonus action, and it only ends if you are raised above half your maximum hit points, or if you succeed a DC 17 Wisdom saving throw as an action.<br />
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'''Inuzuka Clan'''<br />
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You hail from one of the progenitors of the [[Path of the Beast-Nin (Shinobi World Supplement)|Path of the Beast-Nin]]. When you use Two-Headed Beast, your {{5a|str}} score increases by +4 to a maximum of 24 as well. Alternatively, when you gain Second Companion, you gain a third companion that acts identically to the second.<br />
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'''Jiraiya Clan'''<br />
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You hail from a clan originating from a man whose destiny was tied with the toads of mount Myuboku. The cost of using the [[Basic Ninjutsu (Shinobi World Supplement)|Summoning Jutsu]] is halved, rounded up.<br />
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'''Jūgo Clan'''<br />
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You hail from the last remaining branch of the Cursed Clan. When you use [[Path of the Cursed (Shinobi World Supplement)|Curse Mark]], the amount of maximum hit points lost is halved, rounded up, but you must choose Founder's Curse as your Diversified Second Stage. Additionally, you are not limited by implantation if you are implanting a Cursed Mark.<br />
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'''Kagero Clan'''<br />
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You hail from a heavily modified offshoot of the [[Sound Shinobi (Shinobi World Supplement)|Land of Sound's]] Fuma clan. You gain ''[[Plasma Style (Shinobi World Supplement)|Antlion Ninja Arts: Ephemeral]]''. While ''Antlion Ninja Arts: Ephemeral'' is active, you may cast ''Plasma Laser'' for 15 chakra regardless of if you know said jutsu.<br />
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'''Kaguya Clan'''<br />
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You hail from a clan of bloodthirst warriors distantly descended from [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. You may choose the [[Path of Suffering (Shinobi World Supplement)|Path of Suffering]] at 3rd level, and you are not limited by implantation if you are implanting Shikotsumyaku DNA. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Kaku Clan'''<br />
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You hail from a clan of shinobi known for two things: going [[Rogue Nin (Shinobi World Supplement)|rogue]] in order to steal powerful tools, and bearing their clan name as a [[Gold and Silver Brothers (Shinobi World Supplement)|suffix]]. At will, you may spend chakra to store an equal number of chakra points within your skin. You may have up to four times your {{5a|int}} modifier chakra points stored in this way at a time. Whenever an item would require you to spend chakra points, this stored chakra is spent first. This chakra can not be spent in any other way.<br />
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'''Kamizuru Clan'''<br />
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You hail from one of the most well-known insect keeper clans in the world, rumored to be the same clan as the [[Ishikawa (Shinobi World Supplement)|First Tsuchikage]]. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may spend 5 chakra to create 1 days' worth of food in honey for up to 4 Medium creatures.<br />
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'''Karatachi Clan'''<br />
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You hail from the bloodline of the [[Yagura (Shinobi World Supplement)|Fourth Mizukage]], known for their ruthlessness and fits of blood rage. As a bonus action or when you drop to half your hit points, your melee attacks deal twice as much damage, you may not cast jutsu, and you become {{5asc|berserk}} for 1 minute. You may use this once, regaining use at the end of a long rest.<br />
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'''Kawaki Clan'''<br />
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You hail from the clan of the 7th Hokage's adopted son. You may choose the [[Path of Succession (Shinobi World Supplement)|Path of Succession]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal. Additionally the cost to maintain your karma is halved.<br />
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'''Kazekage Clan'''<br />
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You hail from the bloodline of the [[Rasa (Shinobi World Supplement)|Fourth]] and [[Gaara (Shinobi World Supplement)|Fifth]] Kazekage. You gain affinity in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and you may have Affinity in Wind Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kazuma Clan'''<br />
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You come from a clan of shinobi that attempted to recreate [[Hashirama (Shinobi World Supplement)|Hashirama Senju's]] [[Wood Style (Shinobi World Supplement)|Wood Style]], though they received much different results. You gain use of [[Mud Style (Shinobi World Supplement)|Mud Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Earth Style.<br />
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'''Kedōin Clan'''<br />
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You hail from a clan of master infiltrators. As a bonus action for 2 chakra points, you may change the appearance of your face and sound of your voice to any humanoid you have seen and heard for 1 minute.<br />
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'''Kidomaru Clan'''<br />
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You hail from a near-extinct clan of spider-like people. You gain two additional sets of arms. These arms can not wield shields, or weapons with the heavy property. Additionally, you gain a climbing speed equal to your movement speed.<br />
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'''Kodon Clan'''<br />
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You hail from a clan of master drug makers. The time and cost of crafting consumable items is halved, rounded up.<br />
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'''Kohaku Clan'''<br />
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You hail from a clan historically allied with the Hidden Leaf Village capable of surviving by the tiniest string of life. When you are reduced to 0 hit points, you may instead drop to 1 hit point. After doing so, you can not cast jutsu until you return to maximum hit points, and you can not do so again until the end of a long rest.<br />
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'''Kumanoi Clan'''<br />
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You hail from a clan of master weapon makers. The time and cost of crafting items that deal damage is halved, rounded down.<br />
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'''Kon Clan'''<br />
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You hail from a near-extinct clan of parasitic shinobi. While touching a willing creature, you may enter their body. Your movement speed drops to 0 and you occupy their space. When either you or your host gain a condition, you both do, and when either would take damage, you may choose if you or your host takes damage. When you and your host are targeted by a saving throw, you may choose if you or your host makes the saving throw. When you are targeted by an attack, you use your host's AC, and you may spend 2 chakra to grant the attack disadvantage.<br />
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'''Konjiki Clan'''<br />
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You hail from a clan of kekkei genkai-wielding shinobi from the Land of Rock. You gain use of [[Steel Style (Shinobi World Supplement)|Steel Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Earth or Yang Style.<br />
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'''Kurama Clan'''<br />
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You hail from a clan of master genjutsu users. You gain affinity in [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu, and you may have Affinity in Yin Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kurama Clan Prodigy'''<br />
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You are a member of the Kurama clan born once every few generations. When you drop to half of your maximum hit points, and again when you drop to 1/4 of your maximum hit points, you must attempt a {{5c|cha}} saving throw with a DC equal to your jutsu saving throw DC. On a failure, your melee attacks deal twice as much damage, creatures affected by your [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu or Genjutsu take 2d4 psychic damage at the end of each of their turns, you become {{5asc|berserk}} save for being able to cast jutsu in place of making an attack, and you lose 1 chakra at the end of each of your turns. This ends if you can not maintain your chakra, or if you retry the saving throw as a bonus action, ending it on a success.<br />
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'''Kuriarare Clan'''<br />
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Your clan has a history of reveling in physical torture, particularly crucifixion. Once per turn when you deal damage to a {{5c|restrained}} creature, you may also make an unarmed strike against them.<br />
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'''Kurosuki Clan'''<br />
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You are a descendant of a small clan known for putting their entire purpose in life into another person. Choose 1 friendly creature to be your "meaning". While you are within 5 feet of your meaning, they take half as much damage from all sources, and you take half as much damage as you reduced. You can never change which creature is your meaning.<br />
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'''Kurogane Clan'''<br />
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You come from a clan of diligent swordsmen from the Land of Iron. When you make an attack of opportunity with a melee weapon, you may spend 1 chakra to gain a +1 bonus to your critical threshold or attack roll for that attack.<br />
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'''Lee Clan'''<br />
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You hail from a clan of master taijutsu users. You gain affinity in [[Taijutsu (Shinobi World Supplement)|Taijutsu]], and you may have Affinity in Taijutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not gain chakra natures at 2nd level, and instead must take the alternate options detailed in [[Naruto: Shinobi (5e Class)#Chakra|Chakra]].<br />
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'''Might Clan'''<br />
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You hail from a clan of taijutsu masters best known for their keen development of taijutsu, rather than outright usage. Any [[Taijutsu (Shinobi World Supplement)|Taijutsu]] and [[Path_of_Youth_(Shinobi_World_Supplement)|Path of Youth]] [[Path_of_Youth_(Shinobi_World_Supplement)#Path_of_Youth_Unique_Jutsu|Unique Jutsu]] (if you take that subclass) you cast have their costs halved, rounded down, but the cost of any other jutsu are doubled.<br />
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'''Mitarashi Clan'''<br />
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You hail from a clan of snake experts. [[Path of the Snake (Shinobi World Supplement)#Blinding Snake Glare Spell|Blinding Snake Glare Spell]] allows you to have a number of creatures grappled equal to your {{5a|str}} or {{5a|dex}} modifier at any time + 1 (minimum 2), and you have a number of uses of [[Path of the Snake (Shinobi World Supplement)#Many Hidden Shadow Snake Hands|Many Hidden Shadow Snake Hands]] equal to your {{5a|int}} modifier instead of your {{5a|wis}} modifier.<br />
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'''Momochi Clan'''<br />
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You hail from a clan of dangerous outcasts. When a creature is affected by [[Path of the Assassin (Shinobi World Supplement)|Killer Intent]], you may sacrifice a number of chakra when they attempt their Charisma saving throw to grant them an equal penalty.<br />
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'''Munashi Clan'''<br />
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You hail from a clan that revels in the violence of explosions. When you use an [[Basic Ninjutsu (Shinobi World Supplement)|explosive seal]] or a jutsu that requires explosive seals as components or requisite jutsu, you may double one of its ranges or duration. If such a jutsu has a range of touch, you may increase its range to 15 feet. You may do so a number of times equal to your {{5a|cha}} modifier, regaining all uses at the end of a long rest.<br />
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'''Morino Clan'''<br />
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You come from a small clan of expert genjutsu-using interrogators. You automatically detect Illusion spells and genjutsu. As a reaction when a creature you can see attempts a saving throw to resist becoming {{5c|frightened}}, you may grant them disadvantage. You may use this feature a number of times equal to half your {{5a|cha}} modifier (rounded down), regaining all uses at the end of a long rest.<br />
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'''Nadeshiko Clan'''<br />
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You hail from an isolated village near the [[Mist Shinobi (Shinobi World Supplement)|Mist]] known for their legendary Wind Style nintaijutsu. If you gain affinity in [[Taijutsu (Shinobi World Supplement)|taijutsu]], you may learn [[Wind Style (Shinobi World Supplement)|Nadeshiko-Style]] jutsu as if they were taijutsu.<br />
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'''Namikaze Clan'''<br />
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You hail from a clan of yellow flashes. Starting from 1st level, your movement speed increases by +5 ft. every 4th level while you are not wearing armor or a shield, effectively making your [[Naruto: Shinobi (5e Class)#Unarmored Movement|Unarmored Movement]] increase every other level, or every time you gain 50,000 experience if you can not level further. <br />
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'''Nara Clan'''<br />
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You hail from the progenitors of the [[Path of the Shadow (Shinobi World Supplement)|Path of the Shadow]]. When you cast or maintain a Path of the Shadow jutsu, you may reduce its cost by your proficiency bonus (minimum 0). You may use this feature a number of times equal to the number of skills you have proficiency in, regaining all uses at the end of a long rest.<br />
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'''Nohara Clan'''<br />
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You hail from a minor clan of the [[Leaf Shinobi (Shinobi World Supplement)|Leaf Village]] known for sacrificing themselves for the greater good. As a reaction when a creature within half your movement speed is the only creature targeted by a attack, you may take their place, becoming targeted instead, and move them 5 feet to a place not targeted. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.<br />
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'''Nojo Clan'''<br />
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You hail from a small clan of shinobi from the Land of Vegetables who have historically used their jutsu to propagate their village's namesake. You gain affinity in [[Yang Style (Shinobi World Supplement)|Yang Style]] jutsu, and you may have Affinity in Yang Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Oniyuzu Clan'''<br />
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You hail from a no-nonsense clan of assassins from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. When you gain [[Path of the Assassin (Shinobi World Supplement)#Killing Intent|Killing Intent]] feature, you may use {{5a|int}} instead of {{5a|cha}} when determining how many uses of the feature you have.<br />
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'''Onomichi Clan'''<br />
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You hail from a branch clan of the Hozuki clan, more closely related to [[Gengetsu (Shinobi World Supplement)|Gengetsu]] than [[Suigetsu (Shinobi World Supplement)|Suigetsu]], best known for their fierceness with a blade. Your melee weapon attacks gain a +1 bonus to attack and damage rolls, but you lose 1 chakra point at the end of each turn you make a melee weapon attack on. You lose this bonus while you have 0 chakra points.<br />
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'''Orochimaru Clan'''<br />
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You hail from a clan of incredibly scarce, incredibly pale, snake-like shinobi. You may choose the [[Path of the Snake (Shinobi World Supplement)|Path of the Snake]] at 3rd level, and you are not limited by implantation if you are implanting snakelike DNA. Additionally, when you make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} check, but not a saving throw, you may spend 3 chakra points to replace the used ability with your {{5a|int}}. <br />
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'''Ōtsutsuki Clan'''<br />
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You hail from a spacefaring clan that progenerated chakra itself. You may choose the [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]], [[Path of Succession (Shinobi World Supplement)|Path of Succession]], or [[Path of Clarity (Shinobi World Supplement)|Path of Clarity]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal, Rinnegan, or Jogan. If you gain the Six Paths Power boon, you may gain a subclass you did not take from this clan as if you had taken it at 3rd level instead of chakra.<br />
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'''Pakura Clan'''<br />
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You hail from the same clan as one of the Hidden Sand Village's greatest heroes. You gain use of [[Scorch Style (Shinobi World Supplement)|Scorch Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Wind Style.<br />
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'''Raikage Clan'''<br />
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You hail from an extremely selective lineage of nigh-immortal shinobi held as royalty in the Hidden Cloud Village. You gain affinity in [[Lightning Style (Shinobi World Supplement)|Lightning Style]] jutsu, and you may have Affinity in Lightning Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Ringo Clan'''<br />
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You hail from a clan of sharp-teethed hunters, incredibly skilled in kenjutsu but cursed by an incurable disease. Your maximum hit dice are decreased by 2, minimum 1 (i.e. you do not gain additional hit dice at 2nd or 3rd level), and you gain two of the following (you may choose one twice):<br />
*When you engage in two-weapon fighting, you can add your {{5a|dex}} modifier to the damage of the second attack. <br />
*Your maximum chakra points increases by 3. If you take this option twice, it increases by a total of 5. <br />
*Your movement speed increases by 5 feet.<br />
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'''Ryu Clan'''<br />
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You hail from a small clan of horned people blessed by the power of the five [[Genryu (Shinobi World Supplement)|Genryu]]. You gain [[Naruto: Shinobi (5e Class)#Special Chakra|red chakra]] points equal to twice your proficiency bonus equal to half your maximum chakra, whichever is lower<!--to keep 1st and 2nd level players from being berserk forever-->. This chakra is regained at the end of a long rest.<br />
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'''Sarutobi Clan'''<br />
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You hail from a clan of the Hidden Leaf Village's greatest defenders, both physically and ideologically. You gain affinity in [[Fire Style (Shinobi World Supplement)|Fire Style]] jutsu, and you may have Affinity in Fire Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Sarutobi Clan'''<br />
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You hail from the stalwart founders and defenders of the Hidden Stone Village. You gain affinity in [[Earth Style (Shinobi World Supplement)|Earth Style]] jutsu, and you may have Affinity in Earth Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Senju Clan'''<br />
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You hail from one of the founding clans of the Hidden Leaf Village best known for their wide, unspecialized knowledge. You gain 1 additional chakra nature at 2nd level, but you can not gain affinity in any chakra nature as an alternative to gaining a chakra nature.<br />
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<br />
'''Senka Clan'''<br />
<br />
You hail from a small clan of shinobi skilled in stealing and improving techniques without use of scroll theft or the [[Path of Hatred (Shinobi World Supplement)|Sharingan]]. When you create a [[Basic Ninjutsu (Shinobi World Supplement)|Shadow Clone]], its items carry over any magical properties, but any equipment the clones have with charges, such as magic items, share the initial item's charges.<br />
<br />
<br />
'''Shiin Clan'''<br />
<br />
You hail from a clan now ruled by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] once known for their high ideals and determination, despite their small stature. Your size is reduced by 1 size category to a minimum of Small, you have advantage against being {{5c|charmed}} or {{5c|frightened}}.<br />
<br />
<br />
'''Shimura Clan'''<br />
<br />
You hail from one of the Hidden Leaf Village's earliest clans, best known for their pride and tendency to die on the battlefield. When you are reduced to 0 hit points, you may immediately take a turn before the effects of being at 0 hit points occur, rounded down. <br />
<br />
<br />
'''Shinki Clan'''<br />
<br />
You hail from a small clan of powerful, wandering shinobi from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]]. You gain use of [[Magnet Style (Shinobi World Supplement)|Magnet Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Wind or Lightning Style.<br />
<br />
<br />
'''Shion Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Future (Shinobi World Supplement)|Path of the Future]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Haraigan. Additionally, you gain proficiency in {{5s|History}}.<br />
<br />
<br />
<br />
'''Shirogane Clan'''<br />
<br />
You hail from a clan of forbidden [[Path of the Puppetmaster (Shinobi World Supplement)|puppetmasters]] from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]] who became international criminals after their human-puppet experiments came to light. The chakra cost of your puppet's innate features (i.e. the ones listed on their creature page) are halved, rounded down. If a feature can only be used a certain number of times per day, you may spend 3 hours with the puppet and a humanoid corpse to allow it to be usable for a number of chakra points equal to 9 / its number of uses.<br />
<br />
<br />
'''Suikazan/Fuefuki Clan'''<br />
<br />
You hail from a clan of shinobi once bread solely for innate physical strength at the cost of horrible disfiguration. You may replace {{5a|dex}} with {{5a|str}} when calculating your AC, your {{5a|str}} score increases by +2 or [[Path of the Assassin (Shinobi World Supplement)#Silent Killing Jutsu|Silent Killing Jutsu]] works with attacks using your {{5a|str}} modifier, but you have disadvantage on any d20 rolls you would add your {{5a|cha}} modifier to.<br />
<br />
<br />
'''Taketori Clan'''<br />
<br />
You hail from a clan of negotiators best known for their alliance with the Hyūga Clan. You have advantage on any skill checks involving {{5a|cha}}, as well as {{5a|dex}} ({{5s|Stealth}}) checks, but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
<br />
<br />
'''Tenro Clan'''<br />
<br />
You hail from a clan of beast-nin inspired by the [[Three-Headed Guardian Beast (Shinobi World Supplement)|Three-Heads]]. When yo use [[Path of the Beast-Nin (Shinobi World Supplement)|Two-Headed Beast]], you may spend 5 additional chakra to apply your Path of the Beast-Nin unique jutsu Affinity bonus to your unarmed strike attack and damage rolls, and AC until the feature ends.<br />
<br />
<br />
'''Terumi Clan'''<br />
<br />
You hail from the clan of the Fifth Mizukage. You gain [[Lava Style (Shinobi World Supplement)|Lava Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
<br />
<br />
'''Tsuchigumo Clan'''<br />
<br />
You come from a clan known for producing numerous dangerous kinjutsu. You gain a number of [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]] or [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]] equal to your {{5a|int}} modifier. These jutsu count as [[Basic Ninjutsu (Shinobi World Supplement)|basic ninjutsu]] for the sake of affinity, and you may forgo one of these jutsu to decrease the cost of one jutsu gained in this way by 5 chakra points (minimum 1).<br />
<br />
<br />
'''Tsumiki Clan'''<br />
<br />
You descend from a clan of medical-nin naturally able to apply a strange curse. When a creature becomes {{5c|paralyzed}} by a jutsu you cast, every creature within 5 ft. of the creature including the creature themself must attempt a {{5a|con}} saving throw. On a failure, they take your unarmed strikes' damage as they are caught in an explosion. On a success, they take half as much damage. <br />
<br />
<br />
'''Tsunade Clan'''<br />
<br />
You hail from a clan originating from the greatest shinobi in medical ninjutsu history. You may add your {{5a|con}} modifier to your maximum [[Path of the Healer (Shinobi World Supplement)|Mystic Palm Jutsu]] dice pool, and you lose half as many chakra points (rounded up) to maintain [[Path of the Healer (Shinobi World Supplement)|Mitotic Regeneration Jutsu]]. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Tsurushi Clan'''<br />
<br />
You hail from a clan of rubbery shinobi. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.<br />
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<br />
'''Uchiha Clan'''<br />
<br />
You hail from the progenitors of the [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Sharingan. When you use a jutsu while you have any dojutsu active, you may spend 1 chakra to gain a +1 bonus to its attack rolls, damage rolls, and saving throw DC.<br />
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<br />
'''Umino Clan'''<br />
<br />
You hail from a clan of great teachers and comrades. As an action, any creatures of your choice that can see or hear you may add 1d4 to any one d20 roll within the next 10 minutes. You may do this a number of times equal to your {{5a|int}} modifier, regaining all uses at the end of a long rest.<br />
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<br />
'''Uzumaki Clan'''<br />
<br />
You hail from a clan distantly related to Asura and Hashirama Senju, known for their physical resilience. You gain the following benefits:<br />
*You automatically succeed on the saving throw incurred by tailed beast extraction, but still suffer the aftereffects. <br />
*Your chakra point maximum increases by twice your proficiency bonus.<br />
<br />
<br />
'''Yakushi Clan'''<br />
<br />
You hail from a clan of medical nin with expertise in genetic modification, rather than healing. Choose one non-dojutsu implantable path that is not [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]] or [[Path of Permanence (Shinobi World Supplement)|Path of Permanence]]. If you gain this path, you are not limited by implantation. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Yamanaka Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Mind (Shinobi World Supplement)|Path of the Mind]]. When a creature makes a {{5a|cha}} saving throw against your [[Path of the Mind (Shinobi World Supplement)|Mind Body Switch]] jutsu, you may spend chakra to grant them an equal penalty to the saving throw to a maximum of your proficiency bonus.<br />
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'''Yanagikage Clan'''<br />
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You hail from a clan that is skilled in wielding hidden weapons. You may draw a weapon as part of making an attack.<br />
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<br />
'''Yūhi Clan'''<br />
<br />
You hail from a clan known for their skilled genjutsu use. When you cast a genjutsu that fails to affect the target, you regain half the chakra spent. If you gain the Genjutsu Expert feat, you may learn path unique genjutsu without taking their prerequisite path.<br />
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<br />
'''Yoimura Clan'''<br />
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You hail from a clan cursed with fading memories. Your {{5a|int}} score decreases by -2, but you may take any one [[#Ninja Feats|Ninja Feat]] or [[#Shinobi Path Feats|Shinobi Path Feat]] regardless of its level or ability score requirements.<!--Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|str}} and {{5a|dex}} increase by a total of +3.--><br />
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'''Yota Clan'''<br />
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You hail from a clan of traveling shinobi naturally capable of controlling the weather. As a ritual for 1 hour, you may cast [[5e SRD:Control Weather|Control Weather]] without components or spell slots.<br />
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<br />
'''Yotsuki Clan'''<br />
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You hail from a clan of Hidden Cloud Village shinobi known for their unbreakable pride in their allies. Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|con}} and {{5a|cha}} increase by a total of +3.<br />
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<br />
'''Yuki Clan'''<br />
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You hail from a clan of persecuted Kekkei Genkai users. You gain use of [[Ice Style (Shinobi World Supplement)|Ice Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
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'''Zetsu Clan'''<br />
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Your very existence was molded by [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. Your type is plant instead of humanoid, you must choose [[Path of Mutation (Shinobi World Supplement)|Path of Mutation]] at 3rd level, and you may use {{5a|con}} as your casting ability for any Path of Mutation features and unique jutsu.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Shinobi World (5e Campaign Setting)|Shinobi World]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]<br />
[[Category:5e]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Exalted_(Shinobi_World_Supplement)&diff=1691956Path of the Exalted (Shinobi World Supplement)2023-03-22T20:00:39Z<p>Plywood tank: Undo revision 1691953 by Plywood tank (talk) apologies, didnt see this was a boon until after i added it</p>
<hr />
<div>== Path of the Exalted ==<br />
Those following this path make use of the Rinnegan. This eye consists of a purple base with ripples emanating out from it. It is the last of the 3 great Dōjutsu and is often revered as a myth. One who wields it takes up the mantle as either a “God of Creation,” bringing peace to warring nations, or as a “God of Destruction,” destroying all in their wake, reducing the realm to ashes. The only way to obtain this eye is to receive the chakra of its original user, Hagoromo Ōtsutsuki, recreating it through the chakra of his sons, or to steal the eye entirely. Users of this subclass gain access to the {{inpage|Path of the Exalted Unique Jutsu}}.<br />
<br />
==== Chakra Detection ====<br />
At 3rd level, you can sense the flow of chakra in all living things. You gain expertise in Arcana, and can spend 2 chakra at will to be able to read one language you do not know for 1 minute. As a bonus action, you can attempt an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, Ki points, chakra points, and other resources or charges that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.<br />
<br />
When you take the {{5e|Search Action}}, you may also attempt a DC 13 {{5s|Perception}} check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt.<br />
<br />
Additionally, you automatically detect Illusion spells and genjutsu, and at 15th level, you advantage on saving throws against them.<br />
<br />
==== Six Paths Technique ====<br />
The Six Paths Technique is the origin of the unique techniques bestowed by the Rinnegan. Those who wield the Rinnegan have access to each of these techniques. Despite its name, there are actually seven of these techniques that grant the user powerful and near god-like abilities.<br />
<br />
At 7th level, you gain access to all 7 of those paths but not all of their abilities. You must also choose one path to focus on. Each path will have a different focus bonus fitting their abilities.<br />
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* Deva Path Focus: You gain an optional 30 feet base range with all Deva Path abilities.<br />
* Asura Path Focus: Any Asura Path jutsu no longer require concentration.<br />
* Human Path Focus: You gain the option to use Absorption Soul Technique at a range of 30 feet.<br />
* Animal Path Focus: ''Summoning Rinnegan's'' cost is reduced by your proficiency bonus (minimum 1).<br />
* Preta Path Focus: You add your spellcasting modifier to the chakra absorbed. Additionally, the amount of chakra absorbed increases by 1 die at 15th level (3d6/3d4) and again at 20th level (4d6/4d4).<br />
* Naraka Path Focus: You add your {{5s|Insight}} bonus to both DCs of Jugokudo<br />
* Outer Path Focus: You can create a number of Black Receivers equal to twice your proficiency bonus on a single cast, and you may concentrate on a number of instances of Demonic Statue Chains equal to your proficiency bonus at once.<br />
<br />
===== <big>Deva Path</big> =====<br />
The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people.<br />
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<br />
'''Shinra Tensei'''<br />
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'''Cost:''' 5+ chakra<br />
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'''Range:''' 5 foot radius<br />
<br />
As an action, each creature within range must succeed a {{5a|str}} saving throw or take 2d6 force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, you deal an additional 1d6 damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. If you are targeted by an attack, you may use this jutsu as a reaction for an additional 5 chakra, causing the attack to fail. This additional chakra does not count toward any other effects of spending additional chakra. If you use this as an action, you can not use any Deva Path jutsu again until the beginning of your next turn. If you use this as a reaction, you can not use any Deva Path jutsu again until the end of your next turn.<br />
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<br />
'''Banshō Ten'in'''<br />
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'''Cost:''' 2+ chakra<br />
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'''Range:''' 10 foot radius<br />
<br />
As an action, any creatures of your choice within range must succeed on a {{5a|str}} saving throw or be pulled towards you. You can increase this jutsu's range by 5 feet for every additional chakra point spent. You can stop pulling a creature at any range (i.e. stop them 10 feet from you instead of 5 feet). After casting this jutsu, you can not use any Deva Path jutsu again until the beginning of your next turn.<br />
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===== <big>Asura Path</big> =====<br />
The Asura Path grants the user the ability to augment their own body to summon mechanized armor and various ballistic and mechanical weaponry. You can have a number of transformations active equal to your proficiency bonus.<br />
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<br />
'''Four-Armed Asura'''<br />
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'''Cost:''' 2 Chakra<br />
<br />
'''Range:''' Self<br />
<br />
As an action, you summon up to 4 additional arms anywhere on your body. These arms are fully prehensile and act exactly as your existing arms do. These arms disappear after 1 minute.<br />
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<br />
'''Weaponsmith Asura'''<br />
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'''Cost:''' 2+ Chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As a bonus action, you shape your flesh in a manner which causes a new weapon to emerge from your limbs. You recreate a perfect copy of a non-magical weapon that you are proficient in within one of your arms. You cannot be disarmed of this weapon and it only disappears if you dismiss it at will, you are {{5c|Incapacitated}}, or this jutsu ends. You can spend an additional 1 chakra at the time of summoning this weapon to extend its reach by 5 ft.<br />
<br />
<br />
'''Flaming Arrow of Amazing Ability'''<br />
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'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
You compress chakra at the base of your wrist in order to propel your fist outwards at stupendous speeds. Make a ranged spell attack against a creature within range. On a hit, the target takes 3d8 magical bludgeoning damage. As your rocket-propelled wrist is protected with chakra, your hand suffers no damage. Hit or miss, your fist returns to your arm after the attack is complete. Whenever you hit a structure or object with this Jutsu, the hit is a critical hit.<br />
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==== Six Paths Extended ====<br />
As you gain a higher chakra count, you also learn how to use your newfound Rinnegan abilities.<br />
<br />
At 10th level, your knowledge of the Six Paths is extended.<br />
<br />
===== <big>Asura Path</big> =====<br />
<br />
<br />
'''Reinforced Asura'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
You create protective pads along your arms and legs, increasing your protection. For 1 minute, you gain a +2 to your AC.<br />
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<br />
'''Chakra Propulsion Cannon'''<br />
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'''Cost:''' 10 Chakra<br />
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'''Range:''' 100 foot line<br />
<br />
You open one of your limbs to reveal a mechanical cannon, charged and ready to fire. You fire a beam of pure chakra energy in a direction of your choosing. Each creature inside the effected area must succeed on a Dexterity saving throw. A target takes 4d6 force damage on a failed save, or half as much damage on a successful one.<br />
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===== <big>Preta Path</big> =====<br />
The Preta Path grants the user the ability to absorb chakra in any form.<br />
<br />
<br />
'''Seal Jutsu Absorption'''<br />
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'''Cost:''' 3+ chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you touch a shinobi within reach and use your Rinnegan to absorb their chakra reserves. The targeted shinobi must succeed on a Constitution saving throw. On a failure, their total chakra points are reduced by 2d6, and you regain a number of chakra points equal to the amount absorbed.<br />
<br />
Alternatively, as a reaction when you are targeted by a jutsu that is not [[Taijutsu (Shinobi World Supplement)|Taijutsu]], you release a rift of absorbing chakra from your palm. The jutsu's chakra is reduced by 2d4, and you regain an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single [[Lightning Style (Shinobi World Supplement)|Lightning Ball]]), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. You may increase the number of chakra points absorbed by 1d4 for every 2 additional chakra points spent.<br />
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===== <big>Outer Path</big> =====<br />
The Outer Path grants the wielders of the Rinnegan the power to control life and death. With this power, the user is able to revive the dead, transmit their chakra into black receivers, and manifest chakra chains.<br />
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<br />
'''Black Receivers'''<br />
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'''Cost:''' 10+ Chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
Black Receivers are black rods that function as demodulators for high-frequency chakra signals. You can create those black receivers from anything sharing your Rinnegan (I.E. your Animal Path summons, Rinne Six Paths corpses, yourself, etc.). As an action, make a ranged spell attack. On a hit, a number of black receivers equal to your attack roll - the target's AC are imbedded in the target, dealing 1d6 piercing damage per black receiver. You may attack with a number of black receivers up to your proficiency bonus on a single use of this jutsu, spending 1 additional chakra for every black receiver above the first.<br />
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The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 hit points. They can be destroyed instantly by the original Rinnegan user who created the receivers.<br />
<br />
As a bonus action, you can deal damage to a target with a black receiver embedded in them by sending your own chakra through the receivers. This causes the receivers to heat up, dealing 1d4 fire damage and reducing the target's movement speed by 20% per receiver inside them until the end of their next turn. This has no range limit.<br />
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<br />
'''Demonic Statue Chains'''<br />
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'''Cost:''' 15 Chakra<br />
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'''Range:''' 100 feet<br />
<br />
'''Duration:''' 1 minute (Concentration)<br />
<br />
You summon a cursed chakra chain from the palm of your hand and launch it at a creature within range. Make a ranged spell attack, on a hit the target takes 5d8 psychic damage and is {{5c|grappled}} by you. Jinchuriki grappled by this jutsu are not able to access their [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]] features, and [[Tailed Beasts (5e Creature)|Tailed Beasts]] are {{5c|paralyzed}} for the duration. As an action while this is active, you may deal 2d8 psychic damage to affected creatures automatically.<br />
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A grappled creature can use its action to attempt to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage.<br />
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==== Six Paths Mastered ====<br />
At 15th level, you finally master the Six Paths Technique and all of its abilities.<br />
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===== <big>Deva Path</big> =====<br />
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<br />
'''Chibaku Tensei'''<br />
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'''Cost:''' 30+ Chakra<br />
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'''Range:''' 1 mile<br />
<br />
The ultimate ability of the Deva Path. You create a black sphere between your hands that you can then hurl within 1 mile of your position. When the sphere is activated, it generates a powerful gravitational pull, attracting everything in the vicinity to it until a large satellite is created; you control how large the satellite becomes but it cannot cover more than 160 feet. The satellite has its own gravity well.<br />
<br />
Any creatures within 60 feet of the sphere upon creation must succeed a {{5e|Strength}} saving throw or be pulled into it and be {{5c|Restrained}} and unable to breathe. They may retry this saving throw at the end of each of their turns they are within 10 feet of the satellite's surface, even if they are not subject to the effect. The range can be increased by 5 feet for every additional chakra point spent. Chibaku Tensei takes a full round (6 seconds) to complete, after which the sphere will stop pulling and the satellite will be formed.<br />
<br />
You can move the sphere and satellite up to 1 mile to a new spot within range as a bonus action, or cause it and the satellite to impact at high speeds against a surface within 1 mile of it as an action.<br />
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Upon impact, creatures inside the Chibaku Tensei must succeed a {{5e|Strength}} saving throw or take 8d6 bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a {{5e|Dexterity}} saving throw or take 10d6 bludgeoning damage from the impact. On a success, creatures take half damage.<br />
<br />
Chibaku Tensei can be dispelled by rendering the user unconscious or destroying the black sphere. The user can also dispel the technique as a bonus action, causing no harm from the falling debris. The sphere has an AC of 26 and has 30 HP. It is immune to Psychic damage but vulnerable to force damage.<br />
<br />
===== <big>Human Path</big> =====<br />
The Human Path grants a Rinnegan user the ability to read the mind of any target by placing their hand on the target's head or chest and yanking the soul out of the body.<br />
<br />
<br />
'''Absorption Soul Technique'''<br />
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'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
You place your hand on a creature and begin to rip their deepest secrets from their mind. The targeted creature must succeed on a Wisdom saving throw or take 4d8 psychic damage on a failed save, and half as much on a success. On a failure, you learn a portion of the creature's deepest secrets, as determined by your DM. Constant usage of this technique can be fatal. A creature reduced to 0 hit points by this technique dies instantly.<br />
<br />
===== <big>Animal Path</big> =====<br />
The Animal Path grants a Rinnegan user the ability to summon various animals and creatures to aid it in battle.<br />
<br />
<br />
'''Summoning Rinnegan'''<br />
<br />
'''Cost:''' An amount of chakra equal to 1.5 times times the CR of the creature (minimum of 1), or equal to the creature's level or CR if using [[Player Equivalent CR (5e Variant Rule)|PECR]]<br />
<br />
As the Rinnegan bearer, you gain the ability to summon forth obscure creatures of the animal world by using a more advanced alternative to the traditional Summoning Jutsu. You may summon [[Bestiary_(Shinobi_World_Setting)#Rinnegan Summons|Rinnegan summons]] without forming a contract. The rules of Summoning follow the same as that of the Summoning Jutsu, with the exception of the following:<br />
<br />
You do not need to form any seals or sacrifice any blood to summon these creatures. They are controlled by you, act on your turn and use your actions, but have their own movement speed. Alternatively, you may spend 3 chakra on your turn to grant 1 summon its own actions for that turn. The summons gain a copy of your Rinnegan, granting you the ability to see through their eyes.<br />
<br />
A willing humanoid can be set as Summoning Creature. For this purpose, the humanoid is not under your control and does not follow any of the Summoning rules, but it still requires a chakra cost to summon. If summoned, the humanoid is simply transported to the location it was summoned to.<br />
<br />
===== <big>Naraka Path</big> =====<br />
The Naraka Path grants the user two main abilities: interrogation and restoration, by using the King of Hell.<br />
<br />
<br />
'''Jigokudo'''<br />
<br />
'''Cost:''' 25 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Range:''' Touch<br />
<br />
You summon a large disfigured head that sprouts from the ground amidst a vortex of purple flames known as the King of Hell and target all creatures you currently have grappled. The creatures must succeed a Wisdom saving throw or become paralyzed. While the creature is paralyzed, you may question it at will. After the creature answers, the King of Hell unzips its mouth to release tendril-like arms and draws out an apparition of the creature's life force energy in the form of an enlarged tongue. If the creature lied during its interrogation, it must succeed on a DC 18 Deception check. On a failure, the King of Hell would remove the target's "tongue" and consume it, dealing 6d8 psychic damage to the creature and ending the effect on them. If the creature answered truthfully, the effect ends and the creature instead gains 1 level of exhaustion. A creature reduced to 0 hit points by this technique dies instantly. A creature that does not share a language proficiency with you is immune to this effect.<br />
<br />
<br />
'''Jigokudo Healing'''<br />
<br />
'''Cost:''' 25 Chakra<br />
<br />
As an action, you can target a wounded creature within 10 feet of you. The King of Hell ingests the creature with its tendril-like arms. At the beginning of your next turn, the creature regains 70 hit points, and any conditions that were previously affecting it end. Any lost limbs are regained and the creature is otherwise returned to a perfect physical state. The creature then reemerges from the King of Hell's mouth. This Jutsu has no effect on undead or constructs.<br />
<br />
===== <big>Outer Path</big> =====<br />
<br />
'''Gedo Art of Rinne Rebirth'''<br />
<br />
The Gedo Art of Rinne Rebirth is a reincarnation ninjutsu used through the Outer Path, which can infuse new life into the bodies of the dead in exchange for the user's own life. When this jutsu is cast, the King of Hell emerges from the ground and releases the souls of the deceased from its mouth. Any creatures of your choice within 20 miles are resurrected as per ''{{5g|True Resurrection}}'' without the 200-year limit. After using this jutsu, you die instantly after 1 minute passes or you take an action.<br />
<br />
<br />
'''Rinne Six Paths'''<br />
<br />
'''Duration:''' Concentration, indefinitely<br />
<br />
You learn to raise the dead through your Black Receivers. As an action, you may target up to 6 corpses, spending one black receiver per corpse. Your chakra point maximum is divided evenly among yourself and any targeted corpses, and they are resurrected as one of your "paths". Each path can only be killed by taking four times as much damage as chakra points it has from a single source, or if the receiver inside it is destroyed. If a path gains chakra points or dies, its chakra points are divided evenly among any remaining paths. Creatures must succeed a {{5s|Arcana}} or {{5s|Medicine}} check as an action to find and be able to attack their receiver. They are controlled by you, act on your turn, but have their own actions and movement speeds. If you lose concentration on this jutsu, one path returns to a corpse and can not be resurrected using this jutsu. Each path gains a copy of your Rinnegan, granting you the ability to see through their eyes and focus in a single path, and can only use jutsu from that chosen path and any [[Taijutsu (Shinobi World Supplement)|taijutsu]] or [[Basic Ninjutsu (Shinobi World Supplement)|basic ninjutus]] you know, depending on which you chose at 2nd level. Additionally, they keep their original body's ability scores and features, and gain any features from any other dojutsu paths you have.<br />
<br />
==== Rinnegan Mastered ====<br />
At 20th level, you have mastered the Rinnegan, achieving an ability unique to your eyes alone. While you have both of your Rinnegan, you gain one of the following:<br />
<br />
<br />
'''Jutsu Mastery'''<br />
<br />
Your experience with the Rinnegan allowed you to easily master any Jutsu and Nature Transformations. You gain the ability to use all [[Naruto:_Shinobi_(5e_Class)#Chakra_Natures|basic Chakra Natures]], not including Yin Style or Yang Style. This does not allow you to gain any additional Kekkei Genkai.<br />
<br />
<br />
<br />
<br />
'''Path Mastery'''<br />
<br />
You have mastered the various unique abilities of the Rinnegan. You gain Focus in two additional paths from the {{inpage|Six Paths Technique}}. If you only have 1 Rinnegan, you only gain Focus in one additional path.<br />
<br />
<br />
'''Rinnegan Empowerment'''<br />
<br />
Your Rinnegan draws from the power of the [[Path of Hatred (Shinobi World Supplement)|Sharingan]] it once was. You gain a +3 bonus to your AC, jutsu saving throw DC, and any {{5a|dex}} saving throws and attack rolls you make. If you only have 1 Rinnegan, this bonus is reduced to +1. <br />
<br />
<br />
'''Limbo: Border Jail'''<br />
<br />
When you create shadow clones, you can send them to the ethereal plane with the special ability to affect the same plane as yours. These shadow clones are {{5c|invisible}} and are immune to all damage not caused by jutsu that use chakra granted by [[Feats and Boons (Shinobi World Supplement)|Six Paths Power]]. These shadow clones automatically dissipate after 1 minute, and can not be resummoned until another minute passes. These clones can not be perceived in any way other than {{5e|Truesight}}. You may have up to 4 Limbo clones active at a time. If you only have 1 Rinnegan, you may only have 1 Limbo clone active at a time.<br />
<br />
<br />
'''Reign of the High Emperor'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, you absorb it with one eye, and, as a bonus action on a subsequent turn, cast it with your other eye. If the spell would have hit creatures other than you, they are also not affected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.<br />
<br />
<br />
'''Amenotejikara'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 500 feet<br />
<br />
As a bonus action or reaction to being targeted or being in the target range of an attack or spell effect, you teleport yourself to a space in range. You have to be able to see, visualize, or know the distance and direction, of the space.<br />
<br />
You can bring objects along if the weight doesn't exceed your carrying capacity. You can also bring one willing creature within 5 feet of you, of your size or smaller.<br />
<br />
If you swap places with a creature or object as a reaction to being targetted by an attack, they instead become the target of the attack.<br />
<br />
If the space is occupied, its occupants are teleported to your previous location.<br />
<br />
<br />
'''Kaimon'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create a 5 foot wide swirling hole in space anywhere within 30 feet of you that lasts until the beginning of your next turn. A number of creatures equal to your spellcasting modifier + Proficiency bonus can travel through the Kaimon to any one precise location or creature in any dimension or plane of existence that you know of your choice.<br />
<br />
<br />
'''Origami Replacement Technique'''<br />
<br />
'''Cost:''' 5+ Chakra<br />
<br />
When you use the [[Basic Ninjutsu (Shinobi World Supplement)|substitution]] [[Taijutsu (Shinobi World Supplement)|jutsu]], you disperse into dozens of red energy origami, during which your chakra signature is completely masked. You may move up to 30 ft., and the damage you take is reduced by twice as much.<br />
<br />
<br />
'''Temporal Rewind'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
As a free action on your turn, you experience the next six seconds and then revert time using your Rinnegan. You gain advantage on any attack rolls and saving throws you make until the beginning of your next turn. Users of this ability often have blue Rinnegan. <br />
<br />
<br />
'''Chakra Edible Creation'''<br />
<br />
As an action, you may convert the body of a dead creature into a crimson, pill- to baseball-sized, heart-like fruit. After eating it, you regain a number of chakra equal to twice the creature's CR. You may divide one edible into multiple edibles.<br />
<br />
<br />
'''Amanohabaya'''<br />
<br />
You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage. If you make more than 3 weapons, any earlier weapons are destroyed. If you only have 1 Rinnegan, you may only have 1 weapon created at a time.<br />
<br />
<br />
'''Tengai Shinsei'''<br />
<br />
The base cost of Chibaku Tensei is decreased to 20 chakra. When you cause a Chibaku Tensei to impact, you may cause another meteor to collide with it for 20 chakra. Every creature within range of the original must retry the saving throw with disadvantage. On a failure, they take an additional 6d6 bludgeoning damage. <br />
<br />
<br />
'''Custom Jutsu'''<br />
<br />
Due to the unique nature of the Rinnegan, you can create your own Jutsu for this. Consult your DM and work together to decide what it does and how it works. As a general guideline, it should be no more powerful than a 9th level spell. If the end result is significantly more powerful than a 9th level spell, consider giving it a detriment/penalty or chakra cost.<br />
<br />
====Sagely Rinnegan====<br />
At 23rd level, you have unlocked the depths of your Rinnegan's power through careful, lengthy training. Your initial {{inpage|Rinnegan Mastered}} ability becomes tied to one of your eyes, allowing you to use it as if you had both eyes as long as you have the one. Additionally, your other eye gains 1 additional Rinnegan Mastered ability. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must gain this feature to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Ninja of Prophecy feat). Each of your Rinnegan may only have 1 more Rinnegan Mastered ability than any other of your Rinnegan. At 27th level you gain a 3rd Rinnegan Mastered ability, at 29th you gain a 4th, and at 35th you gain 5th, and at 40th you gain a 6th.<br />
<br />
==Path of the Exalted Unique Jutsu==<br />
<br />
'''Flaming Arrow Warhead'''<br />
<br />
'''Requirements:''' ''Flaming Arrow of Amazing Ability''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
You fire a barrage of micro-missiles from your wrist. Make a ranged spell attack against 6 creatures within range. On a hit, a target takes 1d4 magical bludgeoning damage.<br />
<br />
<br />
'''Black Rain'''<br />
<br />
'''Requirements:''' ''Black Receivers''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 ft. radius<br />
<br />
As an action, you throw your black receivers into the air before sending chakra into them that causes them to plummet to the earth. Any creatures of your choice within range must attempt a {{5a|dex}} saving throw. Divide the maximum number of black receivers you can use when you use ''Black Receiver'' evenly among the targets. On a failure, this number of black receivers are imbedded in the target, dealing 1d6 piercing damage per black receiver. <br />
<br />
<br />
'''Black Needle Stab'''<br />
<br />
'''Requirements:''' ''Black Receivers''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As a bonus action, you create a black receiver in your hands, using it as a {{5g|lance}} with the light and finesse properties that you are proficient with. As a bonus action immediately after a hit, you may spend 1 chakra to deal 1d4 fire damage and reduce the target's movement speed by 20% until the beginning of their next turn, or you may cause the weapon to be imbedded in the target. <br />
<br />
<br />
'''Black Needle Stab: Destructive Flash'''<br />
<br />
'''Requirements:''' ''Black Needle Stab''<br />
<br />
'''Cost:''' 8-16 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you form a black receiver spear, charging at the target with it, moving up to this jutsu's range. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise, they have disadvantage. Make a melee spell attack against one creature within your reach. On a hit, it takes 5d6 magical piercing damage and the receiver is imbedded in the target. You can deal an additional 1d6 piercing damage and increase your reach during this jutsu by 5 ft. for every 2 additional chakra points.<br />
<br />
<br />
'''Palace of the Dragon King'''<br />
<br />
'''Requirements:''' {{inpage|Six Paths Expanded}}<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 64 Chakra<br />
<br />
As an action for half this jutsu's cost, you shape a black receiver into a cube, filling it with a gaseous modification of the Outer Path's ''Demonic Statue Chains''. This cube returns to a normal black receiver at the end of your next turn. As an action while holding the cube, you may spend half this jutsu's cost to release the gas toward one creature within your reach. The target must attempt a {{5a|con}} saving throw at the beginning of each of their next turns until they succeed or fail 3 times. If they fail, they become {{5c|Unconcious}}, even if they are immune to the condition, and becomes immune to all effects including those already effecting them as they are frozen in time. If they succeed, they permanently have disadvantage on all d20 rolls.<br />
<br />
This can only be cured with a Wish Spell or a cast of the Creation of All Things Jutsu.<br />
<br />
<br />
'''Summoning: Demonic Statue of the Outer Path'''<br />
<br />
'''Cost:''' 35 chakra<br />
<br />
As an action, you summon the very being the Rinnegan was arguably destined to destroy. The [[Gedo Mazo (5e Creature)|Gedo Mazo]] appears in the spot where you were standing and you are teleported on top of it.<br />
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<br />
'''Six Paths Ten-Tails Coffin Seal'''<br />
<br />
'''Requirements:''' Rinnegan Mastered<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' Until you are no longer connected to the beast<br />
<br />
'''Cost:''' 32 Chakra<br />
<br />
While touching a [[Tailed Beasts (5e Creature)|Tailed Beast]], you and the target must attempt a Constitution saving throw. If its roll is higher than yours, this jutsu fails. If yours is higher, you form a 15 ft. long physical bond with it. It is under your control while connected to you, and you may reduce its hit point to heal yourself for an equal amount. As an action, you may instantly absorb it, becoming the beast's [[Path_of_the_Beast_(Shinobi World Supplement)|Jinchuriki]]. You may un-absorb the beast as an action with no negative consequences.<br />
<br />
<br />
'''Amenosubaruboshinomikoto'''<br />
<br />
'''Requirements:''' Amanohabaya<br />
<br />
'''Range:''' 45 feet<br />
<br />
'''Cost:''' 24 Chakra<br />
<br />
You fire a barrage of red chakra. You make 12 ranged spell attacks, dealing 1d8 force damage on a hit.<br />
<br />
<br />
'''Amenosubaruboshinomikoto: Gyokkō'''<br />
<br />
'''Requirements:''' Amenosubaruboshinomikoto<br />
<br />
'''Range:''' 25 foot cone<br />
<br />
'''Cost:''' 24 Chakra<br />
<br />
You channel red chakra into a dense purple ball that ruptures into a vast shockwave. All creatures within range must succeed a Constitution saving throw or take 12d8 force damage.<br />
<br />
<br />
'''Amenosubaruboshinomikoto: Ryūgū'''<br />
<br />
'''Requirements:''' Amenosubaruboshinomikoto<br />
<br />
'''Range:''' 45 feet<br />
<br />
'''Cost:''' 24 Chakra<br />
<br />
You channel red chakra into a massive red orb that comes crashing toward the ground. Every creature in a 20 ft. radius within range must succeed a Dexterity saving throw or take 12d8 force damage. On a success, they take half as much damage.<br />
<br />
<br />
'''Infinite Tsukuyomi'''<br />
<br />
'''Requirements:''' [[Naruto: Shinobi Feats and Boons (Other)|Rinne Sharingan]]<br />
<br />
'''Cost:''' 100 chakra<br />
<br />
'''Jutsu Type:''' Genjutsu<br />
<br />
During the full moon while you are at least 100 feet above sea level, you reflect your ultimate dōjutsu across the entire world. Any creatures within the same plane of existence must attempt a {{5a|wis}} saving throw with a -10 penalty. On a failure, they become {{5c|unconcious}} and {{5c|paralyzed}} as they dream of their greatest wishes and wooden fragments of the [[Datara (5e Creature)|Ten-Tails]] wraps around their bodies, which now bear a reflection of your Rinnegan. Creatures that are undead, have their own Rinnegan, or are entirely enclosed inside a chakra construct created by a creature with a Rinnegan (i.e. [[Path_of_Hatred (Shinobi World Supplement)#Susano'o|Susano'o]], [[Path_of_Sealing (Shinobi World Supplement)#Path_of_Sealing_Unique_Jutsu|Cat God Possession]], [[Water_Style (Shinobi World Supplement)|Demon Wave]]) are immune to this jutsu. Any creature on the same plane continues to be targeted by this jutsu at all times until you are knocked {{5c|unconcious}}, and creatures continue to be effected by it until it is canceled by the [[Yin Style (Shinobi World Supplement)|basic Yin Style technique]]. If a creature spends at least 20 years under this effect, they become a [[White Zetsu (Shinobi World Supplement)|white zetsu]] loyal to you.<br />
<br />
<br />
'''*Deva Path: Flight*'''<br />
<br />
'''Requirements:''' ''Shinra Tensei''<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
As an action, rather than exerting the Deva Path's gravitational forces on others, you target yourself. Until the beginning of your next turn, you gain a 5 ft. flying speed. You may increase this flying speed by 5 ft. for every additional chakra point spent. If you use this jutsu, you can not use any Deva Path jutsu again until the beginning of your next turn.<br />
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----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Exalted_(Shinobi_World_Supplement)&diff=1691953Path of the Exalted (Shinobi World Supplement)2023-03-22T19:55:31Z<p>Plywood tank: Undo revision 1691943 by Cool dude (talk)</p>
<hr />
<div>== Path of the Exalted ==<br />
Those following this path make use of the Rinnegan. This eye consists of a purple base with ripples emanating out from it. It is the last of the 3 great Dōjutsu and is often revered as a myth. One who wields it takes up the mantle as either a “God of Creation,” bringing peace to warring nations, or as a “God of Destruction,” destroying all in their wake, reducing the realm to ashes. The only way to obtain this eye is to receive the chakra of its original user, Hagoromo Ōtsutsuki, recreating it through the chakra of his sons, or to steal the eye entirely. Users of this subclass gain access to the {{inpage|Path of the Exalted Unique Jutsu}}.<br />
<br />
==== Chakra Detection ====<br />
At 3rd level, you can sense the flow of chakra in all living things. You gain expertise in Arcana, and can spend 2 chakra at will to be able to read one language you do not know for 1 minute. As a bonus action, you can attempt an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, Ki points, chakra points, and other resources or charges that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.<br />
<br />
When you take the {{5e|Search Action}}, you may also attempt a DC 13 {{5s|Perception}} check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt.<br />
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Additionally, you automatically detect Illusion spells and genjutsu, and at 15th level, you advantage on saving throws against them.<br />
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==== Six Paths Technique ====<br />
The Six Paths Technique is the origin of the unique techniques bestowed by the Rinnegan. Those who wield the Rinnegan have access to each of these techniques. Despite its name, there are actually seven of these techniques that grant the user powerful and near god-like abilities.<br />
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At 7th level, you gain access to all 7 of those paths but not all of their abilities. You must also choose one path to focus on. Each path will have a different focus bonus fitting their abilities.<br />
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* Deva Path Focus: You gain an optional 30 feet base range with all Deva Path abilities.<br />
* Asura Path Focus: Any Asura Path jutsu no longer require concentration.<br />
* Human Path Focus: You gain the option to use Absorption Soul Technique at a range of 30 feet.<br />
* Animal Path Focus: ''Summoning Rinnegan's'' cost is reduced by your proficiency bonus (minimum 1).<br />
* Preta Path Focus: You add your spellcasting modifier to the chakra absorbed. Additionally, the amount of chakra absorbed increases by 1 die at 15th level (3d6/3d4) and again at 20th level (4d6/4d4).<br />
* Naraka Path Focus: You add your {{5s|Insight}} bonus to both DCs of Jugokudo<br />
* Outer Path Focus: You can create a number of Black Receivers equal to twice your proficiency bonus on a single cast, and you may concentrate on a number of instances of Demonic Statue Chains equal to your proficiency bonus at once.<br />
<br />
===== <big>Deva Path</big> =====<br />
The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people.<br />
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<br />
'''Shinra Tensei'''<br />
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'''Cost:''' 5+ chakra<br />
<br />
'''Range:''' 5 foot radius<br />
<br />
As an action, each creature within range must succeed a {{5a|str}} saving throw or take 2d6 force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, you deal an additional 1d6 damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. If you are targeted by an attack, you may use this jutsu as a reaction for an additional 5 chakra, causing the attack to fail. This additional chakra does not count toward any other effects of spending additional chakra. If you use this as an action, you can not use any Deva Path jutsu again until the beginning of your next turn. If you use this as a reaction, you can not use any Deva Path jutsu again until the end of your next turn.<br />
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<br />
'''Banshō Ten'in'''<br />
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'''Cost:''' 2+ chakra<br />
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'''Range:''' 10 foot radius<br />
<br />
As an action, any creatures of your choice within range must succeed on a {{5a|str}} saving throw or be pulled towards you. You can increase this jutsu's range by 5 feet for every additional chakra point spent. You can stop pulling a creature at any range (i.e. stop them 10 feet from you instead of 5 feet). After casting this jutsu, you can not use any Deva Path jutsu again until the beginning of your next turn.<br />
<br />
===== <big>Asura Path</big> =====<br />
The Asura Path grants the user the ability to augment their own body to summon mechanized armor and various ballistic and mechanical weaponry. You can have a number of transformations active equal to your proficiency bonus.<br />
<br />
<br />
'''Four-Armed Asura'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
'''Range:''' Self<br />
<br />
As an action, you summon up to 4 additional arms anywhere on your body. These arms are fully prehensile and act exactly as your existing arms do. These arms disappear after 1 minute.<br />
<br />
<br />
'''Weaponsmith Asura'''<br />
<br />
'''Cost:''' 2+ Chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As a bonus action, you shape your flesh in a manner which causes a new weapon to emerge from your limbs. You recreate a perfect copy of a non-magical weapon that you are proficient in within one of your arms. You cannot be disarmed of this weapon and it only disappears if you dismiss it at will, you are {{5c|Incapacitated}}, or this jutsu ends. You can spend an additional 1 chakra at the time of summoning this weapon to extend its reach by 5 ft.<br />
<br />
<br />
'''Flaming Arrow of Amazing Ability'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
You compress chakra at the base of your wrist in order to propel your fist outwards at stupendous speeds. Make a ranged spell attack against a creature within range. On a hit, the target takes 3d8 magical bludgeoning damage. As your rocket-propelled wrist is protected with chakra, your hand suffers no damage. Hit or miss, your fist returns to your arm after the attack is complete. Whenever you hit a structure or object with this Jutsu, the hit is a critical hit.<br />
<br />
==== Six Paths Extended ====<br />
As you gain a higher chakra count, you also learn how to use your newfound Rinnegan abilities.<br />
<br />
At 10th level, your knowledge of the Six Paths is extended.<br />
<br />
===== <big>Asura Path</big> =====<br />
<br />
<br />
'''Reinforced Asura'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
You create protective pads along your arms and legs, increasing your protection. For 1 minute, you gain a +2 to your AC.<br />
<br />
<br />
'''Chakra Propulsion Cannon'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Range:''' 100 foot line<br />
<br />
You open one of your limbs to reveal a mechanical cannon, charged and ready to fire. You fire a beam of pure chakra energy in a direction of your choosing. Each creature inside the effected area must succeed on a Dexterity saving throw. A target takes 4d6 force damage on a failed save, or half as much damage on a successful one.<br />
<br />
===== <big>Preta Path</big> =====<br />
The Preta Path grants the user the ability to absorb chakra in any form.<br />
<br />
<br />
'''Seal Jutsu Absorption'''<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you touch a shinobi within reach and use your Rinnegan to absorb their chakra reserves. The targeted shinobi must succeed on a Constitution saving throw. On a failure, their total chakra points are reduced by 2d6, and you regain a number of chakra points equal to the amount absorbed.<br />
<br />
Alternatively, as a reaction when you are targeted by a jutsu that is not [[Taijutsu (Shinobi World Supplement)|Taijutsu]], you release a rift of absorbing chakra from your palm. The jutsu's chakra is reduced by 2d4, and you regain an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single [[Lightning Style (Shinobi World Supplement)|Lightning Ball]]), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. You may increase the number of chakra points absorbed by 1d4 for every 2 additional chakra points spent.<br />
<br />
===== <big>Outer Path</big> =====<br />
The Outer Path grants the wielders of the Rinnegan the power to control life and death. With this power, the user is able to revive the dead, transmit their chakra into black receivers, and manifest chakra chains.<br />
<br />
<br />
'''Black Receivers'''<br />
<br />
'''Cost:''' 10+ Chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
Black Receivers are black rods that function as demodulators for high-frequency chakra signals. You can create those black receivers from anything sharing your Rinnegan (I.E. your Animal Path summons, Rinne Six Paths corpses, yourself, etc.). As an action, make a ranged spell attack. On a hit, a number of black receivers equal to your attack roll - the target's AC are imbedded in the target, dealing 1d6 piercing damage per black receiver. You may attack with a number of black receivers up to your proficiency bonus on a single use of this jutsu, spending 1 additional chakra for every black receiver above the first.<br />
<br />
The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 hit points. They can be destroyed instantly by the original Rinnegan user who created the receivers.<br />
<br />
As a bonus action, you can deal damage to a target with a black receiver embedded in them by sending your own chakra through the receivers. This causes the receivers to heat up, dealing 1d4 fire damage and reducing the target's movement speed by 20% per receiver inside them until the end of their next turn. This has no range limit.<br />
<br />
<br />
'''Demonic Statue Chains'''<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
'''Range:''' 100 feet<br />
<br />
'''Duration:''' 1 minute (Concentration)<br />
<br />
You summon a cursed chakra chain from the palm of your hand and launch it at a creature within range. Make a ranged spell attack, on a hit the target takes 5d8 psychic damage and is {{5c|grappled}} by you. Jinchuriki grappled by this jutsu are not able to access their [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]] features, and [[Tailed Beasts (5e Creature)|Tailed Beasts]] are {{5c|paralyzed}} for the duration. As an action while this is active, you may deal 2d8 psychic damage to affected creatures automatically.<br />
<br />
A grappled creature can use its action to attempt to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage.<br />
<br />
==== Six Paths Mastered ====<br />
At 15th level, you finally master the Six Paths Technique and all of its abilities.<br />
<br />
===== <big>Deva Path</big> =====<br />
<br />
<br />
'''Chibaku Tensei'''<br />
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'''Cost:''' 30+ Chakra<br />
<br />
'''Range:''' 1 mile<br />
<br />
The ultimate ability of the Deva Path. You create a black sphere between your hands that you can then hurl within 1 mile of your position. When the sphere is activated, it generates a powerful gravitational pull, attracting everything in the vicinity to it until a large satellite is created; you control how large the satellite becomes but it cannot cover more than 160 feet. The satellite has its own gravity well.<br />
<br />
Any creatures within 60 feet of the sphere upon creation must succeed a {{5e|Strength}} saving throw or be pulled into it and be {{5c|Restrained}} and unable to breathe. They may retry this saving throw at the end of each of their turns they are within 10 feet of the satellite's surface, even if they are not subject to the effect. The range can be increased by 5 feet for every additional chakra point spent. Chibaku Tensei takes a full round (6 seconds) to complete, after which the sphere will stop pulling and the satellite will be formed.<br />
<br />
You can move the sphere and satellite up to 1 mile to a new spot within range as a bonus action, or cause it and the satellite to impact at high speeds against a surface within 1 mile of it as an action.<br />
<br />
Upon impact, creatures inside the Chibaku Tensei must succeed a {{5e|Strength}} saving throw or take 8d6 bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a {{5e|Dexterity}} saving throw or take 10d6 bludgeoning damage from the impact. On a success, creatures take half damage.<br />
<br />
Chibaku Tensei can be dispelled by rendering the user unconscious or destroying the black sphere. The user can also dispel the technique as a bonus action, causing no harm from the falling debris. The sphere has an AC of 26 and has 30 HP. It is immune to Psychic damage but vulnerable to force damage.<br />
<br />
===== <big>Human Path</big> =====<br />
The Human Path grants a Rinnegan user the ability to read the mind of any target by placing their hand on the target's head or chest and yanking the soul out of the body.<br />
<br />
<br />
'''Absorption Soul Technique'''<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
You place your hand on a creature and begin to rip their deepest secrets from their mind. The targeted creature must succeed on a Wisdom saving throw or take 4d8 psychic damage on a failed save, and half as much on a success. On a failure, you learn a portion of the creature's deepest secrets, as determined by your DM. Constant usage of this technique can be fatal. A creature reduced to 0 hit points by this technique dies instantly.<br />
<br />
===== <big>Animal Path</big> =====<br />
The Animal Path grants a Rinnegan user the ability to summon various animals and creatures to aid it in battle.<br />
<br />
<br />
'''Summoning Rinnegan'''<br />
<br />
'''Cost:''' An amount of chakra equal to 1.5 times times the CR of the creature (minimum of 1), or equal to the creature's level or CR if using [[Player Equivalent CR (5e Variant Rule)|PECR]]<br />
<br />
As the Rinnegan bearer, you gain the ability to summon forth obscure creatures of the animal world by using a more advanced alternative to the traditional Summoning Jutsu. You may summon [[Bestiary_(Shinobi_World_Setting)#Rinnegan Summons|Rinnegan summons]] without forming a contract. The rules of Summoning follow the same as that of the Summoning Jutsu, with the exception of the following:<br />
<br />
You do not need to form any seals or sacrifice any blood to summon these creatures. They are controlled by you, act on your turn and use your actions, but have their own movement speed. Alternatively, you may spend 3 chakra on your turn to grant 1 summon its own actions for that turn. The summons gain a copy of your Rinnegan, granting you the ability to see through their eyes.<br />
<br />
A willing humanoid can be set as Summoning Creature. For this purpose, the humanoid is not under your control and does not follow any of the Summoning rules, but it still requires a chakra cost to summon. If summoned, the humanoid is simply transported to the location it was summoned to.<br />
<br />
===== <big>Naraka Path</big> =====<br />
The Naraka Path grants the user two main abilities: interrogation and restoration, by using the King of Hell.<br />
<br />
<br />
'''Jigokudo'''<br />
<br />
'''Cost:''' 25 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Range:''' Touch<br />
<br />
You summon a large disfigured head that sprouts from the ground amidst a vortex of purple flames known as the King of Hell and target all creatures you currently have grappled. The creatures must succeed a Wisdom saving throw or become paralyzed. While the creature is paralyzed, you may question it at will. After the creature answers, the King of Hell unzips its mouth to release tendril-like arms and draws out an apparition of the creature's life force energy in the form of an enlarged tongue. If the creature lied during its interrogation, it must succeed on a DC 18 Deception check. On a failure, the King of Hell would remove the target's "tongue" and consume it, dealing 6d8 psychic damage to the creature and ending the effect on them. If the creature answered truthfully, the effect ends and the creature instead gains 1 level of exhaustion. A creature reduced to 0 hit points by this technique dies instantly. A creature that does not share a language proficiency with you is immune to this effect.<br />
<br />
<br />
'''Jigokudo Healing'''<br />
<br />
'''Cost:''' 25 Chakra<br />
<br />
As an action, you can target a wounded creature within 10 feet of you. The King of Hell ingests the creature with its tendril-like arms. At the beginning of your next turn, the creature regains 70 hit points, and any conditions that were previously affecting it end. Any lost limbs are regained and the creature is otherwise returned to a perfect physical state. The creature then reemerges from the King of Hell's mouth. This Jutsu has no effect on undead or constructs.<br />
<br />
===== <big>Outer Path</big> =====<br />
<br />
'''Gedo Art of Rinne Rebirth'''<br />
<br />
The Gedo Art of Rinne Rebirth is a reincarnation ninjutsu used through the Outer Path, which can infuse new life into the bodies of the dead in exchange for the user's own life. When this jutsu is cast, the King of Hell emerges from the ground and releases the souls of the deceased from its mouth. Any creatures of your choice within 20 miles are resurrected as per ''{{5g|True Resurrection}}'' without the 200-year limit. After using this jutsu, you die instantly after 1 minute passes or you take an action.<br />
<br />
<br />
'''Rinne Six Paths'''<br />
<br />
'''Duration:''' Concentration, indefinitely<br />
<br />
You learn to raise the dead through your Black Receivers. As an action, you may target up to 6 corpses, spending one black receiver per corpse. Your chakra point maximum is divided evenly among yourself and any targeted corpses, and they are resurrected as one of your "paths". Each path can only be killed by taking four times as much damage as chakra points it has from a single source, or if the receiver inside it is destroyed. If a path gains chakra points or dies, its chakra points are divided evenly among any remaining paths. Creatures must succeed a {{5s|Arcana}} or {{5s|Medicine}} check as an action to find and be able to attack their receiver. They are controlled by you, act on your turn, but have their own actions and movement speeds. If you lose concentration on this jutsu, one path returns to a corpse and can not be resurrected using this jutsu. Each path gains a copy of your Rinnegan, granting you the ability to see through their eyes and focus in a single path, and can only use jutsu from that chosen path and any [[Taijutsu (Shinobi World Supplement)|taijutsu]] or [[Basic Ninjutsu (Shinobi World Supplement)|basic ninjutus]] you know, depending on which you chose at 2nd level. Additionally, they keep their original body's ability scores and features, and gain any features from any other dojutsu paths you have.<br />
<br />
==== Rinnegan Mastered ====<br />
At 20th level, you have mastered the Rinnegan, achieving an ability unique to your eyes alone. While you have both of your Rinnegan, you gain one of the following:<br />
<br />
<br />
'''Jutsu Mastery'''<br />
<br />
Your experience with the Rinnegan allowed you to easily master any Jutsu and Nature Transformations. You gain the ability to use all [[Naruto:_Shinobi_(5e_Class)#Chakra_Natures|basic Chakra Natures]], not including Yin Style or Yang Style. This does not allow you to gain any additional Kekkei Genkai.<br />
<br />
<br />
'''6-Tomoe Rinnegan'''<br />
<br />
Your Rinnegan retains its prior abilities from the sharingan it once was. You can use all of your [[Path of Hatred (Shinobi World Supplement)|Sharingan]] features while your Rinnegan is active no longer needing to switch between the 2 dojutsu as a bonus action. Users of this ability 6 tomoe on their Rinnegan similar to the tomoe present on the sharingan.<br />
<br />
'''Path Mastery'''<br />
<br />
You have mastered the various unique abilities of the Rinnegan. You gain Focus in two additional paths from the {{inpage|Six Paths Technique}}. If you only have 1 Rinnegan, you only gain Focus in one additional path.<br />
<br />
<br />
'''Rinnegan Empowerment'''<br />
<br />
Your Rinnegan draws from the power of the [[Path of Hatred (Shinobi World Supplement)|Sharingan]] it once was. You gain a +3 bonus to your AC, jutsu saving throw DC, and any {{5a|dex}} saving throws and attack rolls you make. If you only have 1 Rinnegan, this bonus is reduced to +1. <br />
<br />
<br />
'''Limbo: Border Jail'''<br />
<br />
When you create shadow clones, you can send them to the ethereal plane with the special ability to affect the same plane as yours. These shadow clones are {{5c|invisible}} and are immune to all damage not caused by jutsu that use chakra granted by [[Feats and Boons (Shinobi World Supplement)|Six Paths Power]]. These shadow clones automatically dissipate after 1 minute, and can not be resummoned until another minute passes. These clones can not be perceived in any way other than {{5e|Truesight}}. You may have up to 4 Limbo clones active at a time. If you only have 1 Rinnegan, you may only have 1 Limbo clone active at a time.<br />
<br />
<br />
'''Reign of the High Emperor'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, you absorb it with one eye, and, as a bonus action on a subsequent turn, cast it with your other eye. If the spell would have hit creatures other than you, they are also not affected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.<br />
<br />
<br />
'''Amenotejikara'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 500 feet<br />
<br />
As a bonus action or reaction to being targeted or being in the target range of an attack or spell effect, you teleport yourself to a space in range. You have to be able to see, visualize, or know the distance and direction, of the space.<br />
<br />
You can bring objects along if the weight doesn't exceed your carrying capacity. You can also bring one willing creature within 5 feet of you, of your size or smaller.<br />
<br />
If you swap places with a creature or object as a reaction to being targetted by an attack, they instead become the target of the attack.<br />
<br />
If the space is occupied, its occupants are teleported to your previous location.<br />
<br />
<br />
'''Kaimon'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create a 5 foot wide swirling hole in space anywhere within 30 feet of you that lasts until the beginning of your next turn. A number of creatures equal to your spellcasting modifier + Proficiency bonus can travel through the Kaimon to any one precise location or creature in any dimension or plane of existence that you know of your choice.<br />
<br />
<br />
'''Origami Replacement Technique'''<br />
<br />
'''Cost:''' 5+ Chakra<br />
<br />
When you use the [[Basic Ninjutsu (Shinobi World Supplement)|substitution]] [[Taijutsu (Shinobi World Supplement)|jutsu]], you disperse into dozens of red energy origami, during which your chakra signature is completely masked. You may move up to 30 ft., and the damage you take is reduced by twice as much.<br />
<br />
<br />
'''Temporal Rewind'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
As a free action on your turn, you experience the next six seconds and then revert time using your Rinnegan. You gain advantage on any attack rolls and saving throws you make until the beginning of your next turn. Users of this ability often have blue Rinnegan. <br />
<br />
<br />
'''Chakra Edible Creation'''<br />
<br />
As an action, you may convert the body of a dead creature into a crimson, pill- to baseball-sized, heart-like fruit. After eating it, you regain a number of chakra equal to twice the creature's CR. You may divide one edible into multiple edibles.<br />
<br />
<br />
'''Amanohabaya'''<br />
<br />
You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage. If you make more than 3 weapons, any earlier weapons are destroyed. If you only have 1 Rinnegan, you may only have 1 weapon created at a time.<br />
<br />
<br />
'''Tengai Shinsei'''<br />
<br />
The base cost of Chibaku Tensei is decreased to 20 chakra. When you cause a Chibaku Tensei to impact, you may cause another meteor to collide with it for 20 chakra. Every creature within range of the original must retry the saving throw with disadvantage. On a failure, they take an additional 6d6 bludgeoning damage. <br />
<br />
<br />
'''Custom Jutsu'''<br />
<br />
Due to the unique nature of the Rinnegan, you can create your own Jutsu for this. Consult your DM and work together to decide what it does and how it works. As a general guideline, it should be no more powerful than a 9th level spell. If the end result is significantly more powerful than a 9th level spell, consider giving it a detriment/penalty or chakra cost.<br />
<br />
====Sagely Rinnegan====<br />
At 23rd level, you have unlocked the depths of your Rinnegan's power through careful, lengthy training. Your initial {{inpage|Rinnegan Mastered}} ability becomes tied to one of your eyes, allowing you to use it as if you had both eyes as long as you have the one. Additionally, your other eye gains 1 additional Rinnegan Mastered ability. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must gain this feature to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Ninja of Prophecy feat). Each of your Rinnegan may only have 1 more Rinnegan Mastered ability than any other of your Rinnegan. At 27th level you gain a 3rd Rinnegan Mastered ability, at 29th you gain a 4th, and at 35th you gain 5th, and at 40th you gain a 6th.<br />
<br />
==Path of the Exalted Unique Jutsu==<br />
<br />
'''Flaming Arrow Warhead'''<br />
<br />
'''Requirements:''' ''Flaming Arrow of Amazing Ability''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
You fire a barrage of micro-missiles from your wrist. Make a ranged spell attack against 6 creatures within range. On a hit, a target takes 1d4 magical bludgeoning damage.<br />
<br />
<br />
'''Black Rain'''<br />
<br />
'''Requirements:''' ''Black Receivers''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 ft. radius<br />
<br />
As an action, you throw your black receivers into the air before sending chakra into them that causes them to plummet to the earth. Any creatures of your choice within range must attempt a {{5a|dex}} saving throw. Divide the maximum number of black receivers you can use when you use ''Black Receiver'' evenly among the targets. On a failure, this number of black receivers are imbedded in the target, dealing 1d6 piercing damage per black receiver. <br />
<br />
<br />
'''Black Needle Stab'''<br />
<br />
'''Requirements:''' ''Black Receivers''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As a bonus action, you create a black receiver in your hands, using it as a {{5g|lance}} with the light and finesse properties that you are proficient with. As a bonus action immediately after a hit, you may spend 1 chakra to deal 1d4 fire damage and reduce the target's movement speed by 20% until the beginning of their next turn, or you may cause the weapon to be imbedded in the target. <br />
<br />
<br />
'''Black Needle Stab: Destructive Flash'''<br />
<br />
'''Requirements:''' ''Black Needle Stab''<br />
<br />
'''Cost:''' 8-16 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you form a black receiver spear, charging at the target with it, moving up to this jutsu's range. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise, they have disadvantage. Make a melee spell attack against one creature within your reach. On a hit, it takes 5d6 magical piercing damage and the receiver is imbedded in the target. You can deal an additional 1d6 piercing damage and increase your reach during this jutsu by 5 ft. for every 2 additional chakra points.<br />
<br />
<br />
'''Palace of the Dragon King'''<br />
<br />
'''Requirements:''' {{inpage|Six Paths Expanded}}<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 64 Chakra<br />
<br />
As an action for half this jutsu's cost, you shape a black receiver into a cube, filling it with a gaseous modification of the Outer Path's ''Demonic Statue Chains''. This cube returns to a normal black receiver at the end of your next turn. As an action while holding the cube, you may spend half this jutsu's cost to release the gas toward one creature within your reach. The target must attempt a {{5a|con}} saving throw at the beginning of each of their next turns until they succeed or fail 3 times. If they fail, they become {{5c|Unconcious}}, even if they are immune to the condition, and becomes immune to all effects including those already effecting them as they are frozen in time. If they succeed, they permanently have disadvantage on all d20 rolls.<br />
<br />
This can only be cured with a Wish Spell or a cast of the Creation of All Things Jutsu.<br />
<br />
<br />
'''Summoning: Demonic Statue of the Outer Path'''<br />
<br />
'''Cost:''' 35 chakra<br />
<br />
As an action, you summon the very being the Rinnegan was arguably destined to destroy. The [[Gedo Mazo (5e Creature)|Gedo Mazo]] appears in the spot where you were standing and you are teleported on top of it.<br />
<br />
<br />
'''Six Paths Ten-Tails Coffin Seal'''<br />
<br />
'''Requirements:''' Rinnegan Mastered<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' Until you are no longer connected to the beast<br />
<br />
'''Cost:''' 32 Chakra<br />
<br />
While touching a [[Tailed Beasts (5e Creature)|Tailed Beast]], you and the target must attempt a Constitution saving throw. If its roll is higher than yours, this jutsu fails. If yours is higher, you form a 15 ft. long physical bond with it. It is under your control while connected to you, and you may reduce its hit point to heal yourself for an equal amount. As an action, you may instantly absorb it, becoming the beast's [[Path_of_the_Beast_(Shinobi World Supplement)|Jinchuriki]]. You may un-absorb the beast as an action with no negative consequences.<br />
<br />
<br />
'''Amenosubaruboshinomikoto'''<br />
<br />
'''Requirements:''' Amanohabaya<br />
<br />
'''Range:''' 45 feet<br />
<br />
'''Cost:''' 24 Chakra<br />
<br />
You fire a barrage of red chakra. You make 12 ranged spell attacks, dealing 1d8 force damage on a hit.<br />
<br />
<br />
'''Amenosubaruboshinomikoto: Gyokkō'''<br />
<br />
'''Requirements:''' Amenosubaruboshinomikoto<br />
<br />
'''Range:''' 25 foot cone<br />
<br />
'''Cost:''' 24 Chakra<br />
<br />
You channel red chakra into a dense purple ball that ruptures into a vast shockwave. All creatures within range must succeed a Constitution saving throw or take 12d8 force damage.<br />
<br />
<br />
'''Amenosubaruboshinomikoto: Ryūgū'''<br />
<br />
'''Requirements:''' Amenosubaruboshinomikoto<br />
<br />
'''Range:''' 45 feet<br />
<br />
'''Cost:''' 24 Chakra<br />
<br />
You channel red chakra into a massive red orb that comes crashing toward the ground. Every creature in a 20 ft. radius within range must succeed a Dexterity saving throw or take 12d8 force damage. On a success, they take half as much damage.<br />
<br />
<br />
'''Infinite Tsukuyomi'''<br />
<br />
'''Requirements:''' [[Naruto: Shinobi Feats and Boons (Other)|Rinne Sharingan]]<br />
<br />
'''Cost:''' 100 chakra<br />
<br />
'''Jutsu Type:''' Genjutsu<br />
<br />
During the full moon while you are at least 100 feet above sea level, you reflect your ultimate dōjutsu across the entire world. Any creatures within the same plane of existence must attempt a {{5a|wis}} saving throw with a -10 penalty. On a failure, they become {{5c|unconcious}} and {{5c|paralyzed}} as they dream of their greatest wishes and wooden fragments of the [[Datara (5e Creature)|Ten-Tails]] wraps around their bodies, which now bear a reflection of your Rinnegan. Creatures that are undead, have their own Rinnegan, or are entirely enclosed inside a chakra construct created by a creature with a Rinnegan (i.e. [[Path_of_Hatred (Shinobi World Supplement)#Susano'o|Susano'o]], [[Path_of_Sealing (Shinobi World Supplement)#Path_of_Sealing_Unique_Jutsu|Cat God Possession]], [[Water_Style (Shinobi World Supplement)|Demon Wave]]) are immune to this jutsu. Any creature on the same plane continues to be targeted by this jutsu at all times until you are knocked {{5c|unconcious}}, and creatures continue to be effected by it until it is canceled by the [[Yin Style (Shinobi World Supplement)|basic Yin Style technique]]. If a creature spends at least 20 years under this effect, they become a [[White Zetsu (Shinobi World Supplement)|white zetsu]] loyal to you.<br />
<br />
<br />
'''*Deva Path: Flight*'''<br />
<br />
'''Requirements:''' ''Shinra Tensei''<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
As an action, rather than exerting the Deva Path's gravitational forces on others, you target yourself. Until the beginning of your next turn, you gain a 5 ft. flying speed. You may increase this flying speed by 5 ft. for every additional chakra point spent. If you use this jutsu, you can not use any Deva Path jutsu again until the beginning of your next turn.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Feats_and_Boons_(Shinobi_World_Supplement)&diff=1689325Feats and Boons (Shinobi World Supplement)2023-03-15T01:53:37Z<p>Plywood tank: removing compressive chakra because it was just a slightly altered heavy chakra, with a confusing effect.</p>
<hr />
<div>=== Ninja Feats ===<br />
These feats can be taken instead of an ability score increase, instead of a normal feat, or as the variant human free feat.<br />
<br />
<br />
'''Nature Training'''<br />
<br />
You have trained your body to understand another chakra nature. You gain 1 additional chakra nature, or one of its alternatives, as per the [[Naruto: Shinobi (5e Class)#Chakra|Chakra]] feature. If you take this feature before 2nd level, you gain the Chakra feature, your chakra point maximum is 2 + your {{5a|con}} modifier, and you may know 2 jutsu. Once you reach 2nd level, you have as many chakra points and known jutsu as shown on the Shinobi table. You may take this feat multiple times. <br />
<br />
<br />
'''Powerful Source'''<br />
<br />
'''Prerequisites:''' Strength or Charisma 13 or higher<br />
<br />
Your might almost entirely fuels your chakra, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
<br />
*Your {{5a|str}} or {{5a|con}} score increases by +1.<br />
*While not wearing armor or wielding a shield, your AC equals 10 + your {{5a|str}} modifier + your Proficiency bonus. You may spend 2 chakra as a [[More Actions (5e Variant Rule)|free action]] to benefit from either a shield in addition to these benefits until the end of your next turn.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Mighty Vigor'''<br />
<br />
'''Prerequisites:''' Powerful Source feat, Strength 18 or higher<br />
<br />
Your unwavering confidence in your might has balanced your chakra, enhancing your strength with understanding and moderation, and allowing you to fuel the very limits of your life into your chakra. You gain the following benefits:<br />
<br />
*At will during your turn, you may decide whether your chakra counts as heavy chakra or not.<br />
*When you make an attack using {{5a|str}}, you may spend 1 chakra or 1 hit point to deal half as much damage on a miss. This counts as a {{5a|str}} saving throw for the sake of Brawn.<br />
*Choose two skills between {{5s|Acrobatics}}, {{5s|Stealth}}, {{5s|Arcana}}, {{5s|Animal Handling}}, and {{5s|Intimidation}}. The two chosen skills use {{5a|str}} as their ability.<br />
*When you cast a jutsu, you may spend a number of hit points equal to half its total cost to use {{5a|str}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 hit points to use {{5a|str}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Fast as Lightning'''<br />
<br />
'''Prerequisites:''' Dexterity or Intelligence 13 or higher<br />
<br />
You have trained your speed almost exclusively, perfecting your stride and quickening your steps. You gain the following benefits:<br />
<br />
*Your Dexterity or Intelligence score increases by 1, to a maximum of 20.<br />
*You can use the Dash action as a [[More Actions (5e Variant Rule)|free action]] on your turn for 2 chakra.<br />
<br />
<br />
'''Fast as Light'''<br />
<br />
'''Prerequisites:''' Fast as Lightning feat, Dexterity 18 or higher<br />
<br />
Your speed rivals the fastest shinobi, and with them the forces of nature. You gain the following benefits:<br />
<br />
*When a creature targeted by one of your jutsu benefits from Evasion, they take no damage on a success, but full damage on a failure.<br />
*When you cast a jutsu, you may use {{5a|dex}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to your movement speed divided by 10, rounded down, regaining all uses at the end of a long rest. If your movement speed increases temporarily, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*When you make a reaction, you may spend 5 chakra points to regain your reaction, regaining use at the end of your turn.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|dex}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Heavy Chakra'''<br />
<br />
'''Prerequisites:''' Constitution or Strength 13 or higher<br />
<br />
Through naturally compressing your chakra, you are able to store more chakra than your average shinobi. You gain the following benefits:<br />
<br />
*Your {{5a|con}} or {{5a|str}} score increases by +1.<br />
*Your chakra point maximum increases by your proficiency bonus.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Overflowing Chakra'''<br />
<br />
'''Prerequisites:''' Heavy Chakra feat, Constitution 18 or higher<br />
<br />
Through hard training and enduring experience in combat, you have learned how to fuel your Jutsu with copious amounts of Chakra, enhancing them to a point that the elements you weave could be considered as forces of nature. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your {{5a|con}} modifier an additional time. <br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|con}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|con}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
<br />
<br />
'''Tempered Chakra'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 13 or higher<br />
<br />
You are well versed in limiting the amount of chakra you use. You gain the following benefits:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*When determining how much chakra you have, you may replace your Constitution modifier with your Intelligence modifier. <br />
*You may add your proficiency bonus an additional time to Concentration saving throws for jutsu. <br />
<br />
<br />
'''Masterful Chakra Control'''<br />
<br />
'''Prerequisites:''' Tempered Chakra feat, Intelligence 18 or higher<br />
<br />
You have mastered your chakra control to the point that even a small drop can have explosive results. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your Intelligence modifier an additional time. <br />
*As a bonus action, you can reduce the chakra cost of the next jutsu you use before the end of the turn by an amount equal to your {{5a|int}} modifier. The minimum chakra you can expend on a jutsu using this is 1. You may use this a number of times equal to 1/4 your shinobi level (rounded down, minimum 1), regaining all uses at the end of a long rest. You may not use this feature and [[Path of the Healer (Shinobi World Supplement)|Chakra Control]] on the same jutsu.<br />
<br />
<br />
'''Perfected Seals'''<br />
<br />
'''Prerequisites:''' Intelligence 16 or higher<br />
<br />
You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. If you do not have the [[Naruto: Shinobi (5e Class)#Jonin|Jonin]] feature, you gain its benefits. If you have the feature, or once you gain it, you gain the following benefits:<br />
<br />
*You are no longer required to weave hand seals to perform jutsu, allowing you to cast jutsu with no open hands. You do not gain this benefit while under the [[5e_SRD:Conditions#Restrained|Restrained]] condition.<br />
*Any jutsu requiring hand seals that can be cast as an action can be cast as a bonus action at an additional cost of 3 chakra while you have two free hands.<br />
*Onlookers are now unable to notice you performing hand seals when done as a bonus action.<br />
*While grappling a creature, you can use their hands to complete a hand seal necessary to cast a jutsu. They must attempt a {{5a|dex}} or {{5a|wis}} saving throw. On a failure, the chakra point cost for casting the Jutsu is split equally between you and the creature at the time of casting it. If a creature does not have any chakra points, the chakra cost is not reduced. Once you use this feature, you can't use it again until the end of a short or long rest.<br />
<br />
<br />
'''Zen Master'''<br />
<br />
'''Prerequisites:''' Wisdom or Charisma 13 or higher<br />
<br />
Rather than pure intellect or power, your chakra is fueled by a deep understanding of the very nature of the energy as a connecting force. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You have a number of [[Naruto: Shinobi (5e Class)#Special Chakra|specialized chakra]] equal to your level. This chakra can only be spent to cause a creature to regain hit points or chakra points, and when another creature causes you to lose chakra, this chakra is lost first. <br />
<br />
<br />
'''Ninshu Minister'''<br />
<br />
'''Prerequisites:''' Zen Master feat, Wisdom 18 or higher<br />
<br />
Your mastery of the mysticism of chakra has revealed to you the predecessor of ninjutsu, Ninshu, and with it its secrets. You gain the following benefits:<br />
<br />
*When you touch a creature or use ''[[Basic Ninjutsu (Shinobi World Supplement)|Chakra Transfer Technique]]'' on a creature that you share a language with, you may communicate telepathically with them until the end of your next turn (9 seconds).<br />
*While you are casting telepathically communicating with a creature, you may cast jutsu and use features as if you were in their place. If a jutsu or feature would only target you when you use it, you may choose for it to target them as well until you are no longer telepathically communicating with them.<br />
*When you cast a jutsu, you may use {{5a|wis}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to the number of skills you have proficiency in, and you gain twice as many uses from skills you have expertise in, regaining all uses at the end of a long rest. If you temporarily gain proficiency or expertise in skills, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|wis}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Spiritual Adept'''<br />
<br />
'''Prerequisites:''' Charisma or Wisdom 13 or higher<br />
<br />
Your chakra is greatly powered by your confidence and power of soul, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You gain proficiency in one skill of your choice.<br />
*When you finish a short rest, you can expend a number of hit die equal to your Wisdom modifier. Roll the hit die and add your {{5a|wis}} modifier to the result. You regain an amount of chakra equal to half the result.<br />
<br />
<br />
'''Spiritual Powerhouse'''<br />
<br />
'''Prerequisites:''' Spiritual Adept feat, Charisma 18 or higher<br />
<br />
Your physical energy has almost entirely given way to your unwavering spiritual energy. You gain the following benefits:<br />
<br />
*You gain use in [[Yin Style (Shinobi World Supplement)|Yin Style]]. If you already have use in Yin Style, you gain [[Naruto: Shinobi (5e Class)#Chakra Nature Alternatives|Affinity]] in it instead.<br />
*[[Yang Style (Shinobi World Supplement)|Yang Style]] or [[Yin-Yang Style (Shinobi World Supplement)]] benefit from your [[Yin Style (Shinobi World Supplement)|Yin Style]] Affinity.<br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|cha}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|cha}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Sensor Nin'''<br />
<br />
'''Prerequisites:''' Wisdom 16 or higher, Proficiency in Perception<br />
<br />
When you take the {{5e|Search Action}}, you may also attempt a DC 14 {{5s|Arcana}} check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you already have chakra sense, its range increases by 30 feet or its penetration increases by its initial value (minimum 1 inch). You may take this feat multiple times, increasing its Wisdom requirement by +2 each time you take it.<br />
<br />
<br />
'''Absorption Nin'''<br />
<br />
'''Prerequisites:''' {{5a|con}} 14 or higher, {{5a|int}} 14 or higher<br />
<br />
You not only have the mental aptitude to understand absorption jutsu, but the physical ability to perform them. When!<--!you choose this, you gain the Basic Absorption Technique and Advanced Absorption Technique. Also, when--> you gain a jutsu, you may instead learn one [[Chakra Absorbing Jutsu (Shinobi World Supplement)|Chakra Absorbing Jutsu]].<br />
<br />
<br />
'''Barrier Nin'''<br />
<br />
'''Prerequisites:''' {{5a|wis}} 16 or higher<br />
<br />
Your body is capable of withstanding the toll of Fūinjutsu. When you gain a jutsu, you may instead learn one [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]].<br />
<br />
<br />
'''Perfect Chakra Thief'''<br />
<br />
'''Prerequisites:''' Intelligence 14 or higher, the ability to absorb chakra<br />
<br />
You master one form of chakra that is not native to you. Choose between the [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]], [[Path of the Cursed (Shinobi World Supplement)|Cursed]], [[Path of the Star (Shinobi World Supplement)|Star]], or [[Path of the Sage (Shinobi World Supplement)|Sage]]. You gain that subclass's first feature, but none of the subclass features gained in this way grant you the ability to gain their special type of chakra. You may take this feat multiple times, gaining the next feature of one of the above subclasses you have already chosen, or the first feature in one you have not chosen. Your [[Naruto: Shinobi (5e Class)|Shinobi]] level must be equal or higher than a feature's level requirement to gain it in this manner.<br />
<br />
<br />
==== Jutsu Mastery Feats ====<br />
<br />
'''Body Flicker Master'''<br />
<br />
'''Prerequisites:''' Dexterity 18 or higher, the ability to cast Body Flicker<br />
<br />
When you cast Body Flicker, you can take the Attack action as a bonus action on the same turn.<br />
<br />
<br />
'''Multi-Shadow Clone Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Shadow Clone<br />
<br />
*The amount of shadow clones you can have at a time is no longer limited to 5.<br />
*Creating shadow clones only costs 2 chakra per clone. However, they only start with 2 chakra.<br />
*When creating a shadow clone, you can expend additional chakra to give one of the clones 5 additional hit points per chakra point spent, you can't give a clone more hit points than your own maximum hit points. You can do this for as many clones as you wish.<br />
<br />
<br />
'''Summoning Master'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 16 or higher, the ability to cast Summoning Jutsu<br />
<br />
You are extremely adept at summoning. The chakra cost is halved whenever you cast Summoning Jutsu. This does not stack with features like {{inpage|Jiraiya Clan}} or [[Path of the Exalted (Shinobi World Supplement)|Animal Path Focus]].<br />
<br />
<br />
'''Multi-Summoning Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Summoning Jutsu.<br />
<br />
*You may summon any number of creatures on a single use of the Summoning Jutsu. Summoned creatures must have at least 5 feet between one another. <br />
*Creatures may be summoned up to 30 feet from you. <br />
<br />
<br />
'''Impure World Reincarnation Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Impure World Reincarnation<br />
<br />
*The amount of creatures you can have resurrected by Impure World Reincarnation at a time is no longer limited to 5.<br />
*When you control a creature using Impure World Reincarnation, you act with them on their turn instead of your own.<br />
*This does not grant early use of Impure World Reincarnation.<br />
<br />
<br />
'''Gentle Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you likely lack the [[Path of Sight (Shinobi World Supplement)|Byakugan]], careful training has allowed you to effectively memorize the human chakra network layout. You may learn any [[Path of Sight (Shinobi World Supplement)#Path of Sight Unique Jutsu|Path of Sight Unique Jutsu]] that you have the level requirements for, not including ''Focused Byakugan'', and you may spend 3 additional chakra to cast them without having a Byakugan active.<br />
<br />
<br />
'''Ferocious Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you may not having the training of a taijutsu master able to open the Eight Gates, you have developed the opposite fighting style to the Gentle Fist. You gain the [[Path of Youth (Shinobi World Supplement)|Ferocious Fist]] feature, and ''Dynamic Entry'' counts as a taijutsu for the sake of Affinity. <br />
<br />
<br />
'''Hand-to-Hand Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|str}} or {{5a|con}}<br />
<br />
Rather than mastering fancy techniques, you have mastered how to deal direct damage. As a bonus action for 2 chakra, or at will for 5 chakra, you may grant yourself one of the following benefits until the end of your turn, you use a jutsu, you wear armor, or you wield a shield or weapon:<br />
<br />
*You gain a +2 bonus to AC.<br />
*You gain a +2 bonus to your attack rolls.<br />
*You gain a +4 bonus to damage rolls.<br />
<br />
<br />
'''Taijutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|dex}}, the ability to cast at least one [[Taijutsu (Shinobi World Supplement)|taijutsu]]<br />
<br />
Through constant training in the combat arts, performing taijutsu has become second nature to you, granting you the following benefits:<br />
<br />
*All taijutsu have their chakra cost reduced by 3 (minimum of 1).<br />
*You can make an unarmed strike as a bonus action. This does not increase the amount of attacks performed when using the basic taijutsu technique.<br />
*Choose one Taijutsu that has a base chakra cost of 4 or lower. You have fully mastered this jutsu. You no longer need to spend chakra to use this jutsu.<br />
<br />
<br />
'''Genjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|wis}} or {{5a|cha}}, the ability to cast at least one [[Yin Style (Shinobi World Supplement)|genjutsu]]<br />
<br />
Your training allows you to manipulate the core of a creature's psyche with expert subtlety. You gain the following:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*As a bonus action for 1 chakra while you have a creature in a genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier.<br />
*When you cast a genjutsu that fails to affect the target, you regain half the chakra spent.<br />
<br />
<br />
'''Ninjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|int}}, the ability to cast at least one jutsu that is not [[Yin Style (Shinobi World Supplement)|genjutsu]], [[Taijutsu (Shinobi World Supplement)|taijutsu, bukijutsu]], [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]], [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]], or path unique jutsu (referred to as "ninjutsu" within this feat).<br />
<br />
Manipulating chakra outside of your body has become as easy as forming it within you. You gain the following: <br />
<br />
*Your {{5a|dex}} or {{5a|int}} score increases by 1, to a maximum of 20.<br />
*When you cast a ninjutsu, you may spend 3 additional chakra to cast it as if you had Affinity in its nature.<br />
*If a ninjutsu requires a ninjutsu that you know, it counts as half as much for the sake of how many jutsu you may know.<br />
<br />
==== Shinobi Path Feats ====<br />
<br />
'''Painkiller'''<br />
<br />
'''Prerequisites:''' Constitution 15 or higher<br />
<br />
You have trained your body and mind to be more resilient to pain. When a subclass feature causes you to lose hit points, but not maximum hit points, or take damage by using or maintaining it, you may decrease the reduction by your Shinobi level + your {{5a|con}} modifier. You can use this feature as many times as your {{5a|con}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Advanced Curse of Hatred'''<br />
<br />
'''Requirements:''' [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]<br />
<br />
You have trained tirelessly to cultivate your personal Curse of Hatred, unlocking the depths of your Sharingan's power at the cost of your physical wellbeing. You gain 1 additional [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability, and either your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Mangekyō feature. Each time you take this feat, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability than any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must take this feat to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Mangekyō Master boon). You may take this feat multiple times.<br />
<br />
<br />
'''Ninja of Prophecy'''<br />
<br />
'''Requirements:''' [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]]<br />
<br />
You have trained tirelessly with your Rinnegan, making your power resemble the Sage of Six Paths even more than it already did, but at the cost of a portion of your own life. You gain 1 additional [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] ability, and you must gain any 2 of the following (you may take the same one twice): your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] feature. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must take this feat to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Sagely Rinnegan feature). You may take this feat multiple times.<br />
<br />
<br />
'''Supreme Chakra Sense'''<br />
<br />
'''Requirements:''' At least one [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]], and Intelligence 18 or higher<br />
<br />
Your mastery of your ancient dojutsu has allowed your chakra to reach every nook and cranny of its chakra network. You gain a {{5e|Truesight}} range equal to your [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan's]] chakra sense range.<br />
<br />
<br />
'''Partial Second Stage'''<br />
<br />
'''Requirements:''' [[Path of the Cursed (Shinobi World Supplement)#Diversified Second Stage|Diversified Second Stage]] and Constitution 16 or higher<br />
<br />
You’ve mastered your cursed mark to the point of being able to partially bring out its power without having to suffer the usual side effects. As a bonus action, you gain the effects and Jutsu of your Diversified Second Stage, but not those of Cursed Mark or Second Stage, for an amount of rounds equal to your {{5a|con}} modifier. You may use this feature an amount of times equal to your {{5a|con}} modifier, regaining all uses at the end of a short or long rest.<br />
<br />
<br />
'''Overwhelming Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your swarms fly in tight, thick swarms. When you create a swarm of insects, it has an additional number of hit points equal to your proficiency bonus. When you combine two swarms using Massive Swarms, you may forgo increasing a swarm's size to cause any area within the swarm to become{{5e|Heavily Obscured}}. You may take this feat multiple times.<br />
<br />
<br />
'''Numerous Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your body is packed full of insects, allowing you to spend minimal chakra to release them. The minimum number of chakra you must spend to create a swarm is halved (minimum 1). As a reaction immediately before you would take damage, you may move up to 5 ft. and create a swarm where you were, spending chakra as normal and causing the swarm to take the damage instead unless you would still be a valid target.<br />
<br />
<br />
'''Student of Many Masters'''<br />
<br />
Your training encompasses more than one teacher. You gain the first feature from a non-implantable path. If you gain this feat multiple times, you may take either the next feature or the first feature of another non-implantable path. You may take this feat multiple times.<br />
<br />
====[[Path of the Beast (Shinobi World Supplement)|Jinchuriki]] Feats====<br />
These feats can only be taken by those who have a specific Bijuu sealed inside them.<br />
<br />
<br />
'''Solid Cloak'''<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku's]] Jinchuriki<br />
<br />
While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], your chakra cloak bolsters itself with nearby sand and other soils, granting you +2 AC.<br />
<br />
<br />
'''Claw Creation'''<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi's]] Jinchuriki<br />
<br />
Even without tapping into your Tailed Beast's chakra, you are able to manifest a portion of its natural ability. While you have at least 1 chakra, your unarmed strikes gain an additional 10 feet of reach.<br />
<br />
<br />
'''Coral Palm'''<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu's]] Jinchriki<br />
<br />
You are able to produce chakra-sapping coral on contact with another creature. As part of any successful unarmed strike while in Tailed Release or Bijuu Chakra Mode, the targets movement speed is reduced by 5 feet until the end of their next turn.<br />
<br />
<br />
'''Lava Style Infusion'''<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's mastery of lava. You gain [[Lava Style (Shinobi World Supplement)|Lava Style Chakra Mode]], even if you can not use Lava Style. This counts as both a Path of the Beast Unique Jutsu and Lava Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Vapor Style Infusion'''<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's ability to produce steam. You gain [[Vapor Style (Shinobi World Supplement)|Vapor Style: Unrivaled Strength]], even if you can not use Vapor Style. This counts as both a Path of the Beast Unique Jutsu and Vapor Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Slippery Cloak'''<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken's]] Jinchuriki<br />
<br />
While in Tailed Release or Bijuu Chakra Mode, your cloak takes a bluish hue, and you have advantage on grappling checks, can squeeze through spaces twice as small, and you do not suffer the penalties of squeezing into a space one size smaller than you.<br />
<br />
<br />
'''Flying Jinchuriki'''<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei's]] Jinchuriki<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you can sprout a pair of wings on your back as a bonus action, granting you a flying speed equal to your movement speed. You must spend 2 chakra at the beginning of each of your turns to maintain this effect.<br />
<br />
<br />
'''Ink Production'''<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki's]] Jinchuriki<br />
<br />
You are able to produce reasonable amounts of squid ink from your hands and mouth. As a ranged spell attack for 1 chakra, you can attempt to launch ink into the eyes of a creature within 30 ft. On a hit, they are {{5c|blinded}} until the beginning of your next turn.<br />
<br />
<br />
'''Strongest Jinchuriki'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
You are able to draw even deeper from your Tailed Beast's massive chakra reserves. You gain 1 additional use of Hidden Chakra, which is also regained at the end of a long rest.<br />
<br />
<br />
'''Negative Emotion Sense'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
When you take the {{5e|Search Action}} while Tailed Release, Tailed Beast Mode or Bijuu Chakra Mode is active, you may also attempt a DC 15 {{5a|cha}} saving throw to locate living creatures that are evil or are hostile toward another creature within 120 feet. You learn their location that moment and whether they are evil or hostile. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Additionally, this counts as chakra sense for anything that would effect traditional chakra sense.<br />
<br />
<br />
'''Vessel of Vessels'''<br />
<br />
'''Prerequisites:''' [[Gedo Mazo (5e Creature)|The Gedo Mazo's]] [[Path of the Beast (Shinobi World Supplement)|Jinchuriki]]<br />
<br />
You automatically succeed the Constitution saving throw of [[Path of the Beast (Shinobi World Supplement)#Jinchūriki Creation|Jinchūriki extraction]], and doing so no longer paralyzes you or reduces your hit points to 0.<br />
<br />
<br />
'''Negative Emotion Absorption'''<br />
<br />
'''Prerequisites:''' [[Reibi (5e Creature)|Zero-Tails’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While there is a creature with the {{5c|frightened}} condition within 45 feet of you, you regain 1 chakra point at the beginning of each of your turns. This can happen multiple times on a single turn with multiple frightened creatures.<br />
<br />
<br />
'''Reptilian Cloak'''<br />
<br />
'''Prerequisites:''' [[Nine-Tailed Clone, Ama no Hoko (Shinobi World Supplement)|Nine-Tailed Clone's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
Your red chakra covers your skin in small snakes, creating the appearance of reptilian scales wrapped around you. While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], you gain an additional 5 ft. of reach. You may forgo this bonus at the beginning of each of your turns to grant yourself temporary hit points equal to your shinobi level.<br />
<br />
<br />
'''Curse of Sōma'''<br />
<br />
'''Prerequisites:''' [[Sōma (Shinobi World Supplement)|Sōma’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Memory Wiping Jutsu'''<br />
<br />
:'''Cost:''' 6+ Chakra<br />
<br />
:'''Range:''' 150 feet<br />
<br />
:One creature within 20 ft. (in which this counts as an attack for the sake of features like [[Naruto: Shinobi (5e Class)#Extra Attack|Extra Attack]], or every creature within 10 ft. for 6 additional chakra (in which this is used as an action), must attempt a {{5a|dex}} saving throw. On a failure, their {{5a|int}} score decreases by 1 as a portion of their memories are erased. If this reduces their {{5a|int}} score to 0, the creature dies instantly. A creature regains 1 point of their {{5a|int}} score at the end of a long rest.<br />
<br />
<br />
'''Otherworldly Tendrils'''<br />
<br />
'''Prerequisites:''' [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, your reach increases by 5 feet, but you lose a number of hit points equal to chakra lost from upkeeping your release, and you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Raise Ghost Army'''<br />
<br />
:'''Cost:''' 10 Chakra<br />
<br />
:'''Duration:''' 1 minute (concentration)<br />
<br />
:As an action, you create one [[Ghost Soldier (Shinobi World Supplement)|ghost soldier]] anywhere within your reach that is controlled by you. Any conditions that affect you are applied to any ghost soldiers created by this jutsu. Any ghost soldiers created in this way disappear when this jutsu ends.<br />
<br />
<br />
'''Roen's Absorption'''<br />
<br />
'''Prerequisites:''' [[Roen (Shinobi World Supplement)|Roen's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
You may immediately fail your Red Chakra saving throw to gain your next Path of the Beast subclass feature for 1 minute. While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu:<br />
<br />
:'''Roen's Absorption'''<br />
<br />
:As a bonus action, make an unarmed strike against one creature within your reach + 10 feet. On a hit, they lose chakra points equal to the number of red chakra you gain at the end of each of your turns, and you regain an equal number of chakra points.<br />
<br />
<br />
'''Breath of the Genryu'''<br />
<br />
'''Prerequisites:''' [[Genryu (Shinobi World Supplement)|Genryu's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Tailed Release, or Bijuu Chakra Mode, you gain the effects of your Genryu's variant, as well as the ''Genryu Breath'' jutsu, which counts as Path of the Beast Unique Jutsu for the sake of affinity and uses your jutsu saving throw DC and damage bonus.<br />
<br />
:'''Genryu Breath'''<br />
<br />
:'''Cost:''' 3 Chakra<br />
<br />
:'''Range:''' 25 foot cone<br />
<br />
Every creature within range must make a Constitution saving throw. On a failure, they take 2d8 damage. On a success, they take half as much damage. The damage type dealt by this jutsu is determined by your Genryu's variant.<br />
<br />
====[[Path of Succession (Shinobi World Supplement)|Karma]] feats====<br />
These feats can only be taken by those who have a specific Otsutsuki's Karma. Any jutsu gained by these feats count as Path of Succession Unique Jutsu.<br />
<br />
'''Thief's Karma'''<br />
<br />
'''Requirements:''' [[Momoshiki (Shinobi World Supplement)|Momoshiki's Karma]]<br />
<br />
While your Karma is active, you gain crooked horns that sprout from your eyebrows and the following jutsu:<br />
<br />
:'''Reign of the High Emperor'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, you absorb it with one hand, and, as a bonus action on a subsequent turn, cast it with your other hand. If the spell would have hit creatures other than you, they are also not affected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.<br />
<br />
<br />
'''Warrior's Karma'''<br />
<br />
'''Requirements:''' [[Kinshiki (Shinobi World Supplement)|Kinshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single sweeping horn across your forehead and the following jutsu: <br />
<br />
:'''Amanohabaya'''<br />
<br />
:You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage. If you make more than 3 weapons, any earlier weapons are destroyed. If you only have 1 Rinnegan, you may only have 1 weapon created at a time.<br />
<br />
<br />
'''Traveler's Karma'''<br />
<br />
'''Requirements:''' [[Urashiki (Shinobi World Supplement)|Urashiki's Karma]]<br />
<br />
While your Karma is active, you gain forehead protector-like horns that sprout from your temples and the following jutsu:<br />
<br />
:'''Temporal Rewind'''<br />
<br />
:'''Cost:''' 7 chakra<br />
<br />
:As a [[More Actions (5e Variant Rule)|free action]] on your turn, you experience the next six seconds and then revert time. You gain advantage on any attack rolls and saving throws you make until the beginning of your next turn.<br />
<br />
<br />
'''Lord's Karma'''<br />
<br />
'''Requirements:''' [[Isshiki (Shinobi World Supplement)|Isshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single round horn that wraps around the back of your head and the following jutsu: <br />
<br />
:'''Sukunahikona'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Range:''' 60 ft.<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As an action, you may shrink up to a 20 ft. square object to an imperceptibly tiny size. You may end this effect as a bonus action, upon which any creatures occupying the same space as a shrunk object must attempt a Dexterity saving throw, taking 2d8 bludgeoning damage on a failure, or half as much on a success. You may shrink yourself as well, granting you a +10 bonus to {{5s|Stealth}} checks and {{5a|dex}} saving throws, but doing so halves his movement speeds. Any creatures or objects contained within the object are shrunk as well, with other creatures suffering the same movement speed penalty you do, and become unshrunk when the original item does, even if it is no longer contained within it. If a shrunk object or creature unshrinks when it contains an unshrunk object, the unshrunk object does not change size.<br />
<br />
<br />
:'''Daikokuten'''<br />
<br />
:'''Cost:''' 2 chakra<br />
<br />
:When you use Sukunahikona, you also store the shrunk item within an extradimensional space where time doesn't flow, though creatures can still move. Sukunahikona can effect these objects indefinitely. You may only end the effects of this jutsu on up to two object as an action, upon which you may make a thrown attack with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 2d8 bludgeoning damage in addition to the attack's normal damage.<br />
<br />
<br />
'''Lady's Karma'''<br />
<br />
'''Requirements:''' [[Kaguya (Shinobi World Supplement)|Kaguya's Karma]]<br />
<br />
While your Karma is active, you gain rabbit ear-like horns and the following jutsu:<br />
<br />
:'''All-Killing Ash Bones'''<br />
<br />
:'''Range:''' 15/30 feet<br />
<br />
:'''Cost:''' 60 Chakra<br />
<br />
:You produce a spike of hardened bone that fires from your body with frightening speed as a ranged spell attack. On a hit, creatures take 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by {{5E|true resurrection}} as they and all non-magical objects they are wearing are reduced to atoms. This jutsu's cost is halved if you have the {{inpage|Rinne Sharingan}}.<br />
<br />
<br />
'''Sadist's Karma'''<br />
<br />
'''Requirements:''' [[Jashin (Shinobi World Supplement)|Jashin's Karma]]<br />
<br />
While your Karma is active, you gain two impish horns and the following jutsu: <br />
<br />
:'''Curse Technique: True Death Controlling Possessed Blood'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As a bonus action on the same turn as dealing damage to a creature using a melee attack, you consume their blood, covering your body in an array of black markings. This does not work against Constructs or Undead. For this jutsu's, any damage dealt to you deals equal damage to the creature whose blood you consumed.<br />
<br />
====Ninja Epic Boons====<br />
The following are Epic Boons exclusively intended to work with this class. Dōjutsu granted by Ninja Epic Boons can be implanted in the same manner as Ninja Path Dōjutsu. A DM may also consider giving limited access to another sub-class in place of a boon. <br />
<br />
'''Dōjutsu Master'''<br />
<br />
'''Requirements:''' At least one implanted dōjutsu path<br />
<br />
Your implanted dōjutsu are not limited by implantation. You can gain all dōjutsu-based subclass features from implanted dōjutsu in the same manner as you would if you had chosen it at 3rd level. <br />
<br />
<br />
'''Perfect Vessel'''<br />
<br />
'''Requirements:''' At least one implanted non-dōjutsu path<br />
<br />
You have mastered the manipulation of foreign chakra within you. You can gain all non-dōjutsu implantable subclass features from implanted subclasses as if you had taken them at 3rd level.<br />
<br />
<br />
'''Jōgan'''<br />
<br />
You manifest or implant a Dōjutsu similar in origin and function to the Tenseigan and Byakugan, though it activates autonomously. While you are {{5c|surprised}}, in the presence of a significantly dangerous creature as determined by the DM, or when you activate your [[Path of Succession (Shinobi World Supplement)|Kama Seal]], your critical range extends by 1 (20 &rarr; 19-20 &rarr; 18-20) and you may reroll any damage rolls on your turn a number of times equal to half your Intelligence or Dexterity modifier, regaining all uses at the end of a short rest. <!-- This may become its own path once Boruto gets more content--><br />
<br />
<br />
'''Manual Dōjutsu'''<br />
<br />
You manifest or implant a rare, clanless Dōjutsu once used by a child named Yome that enables you to manually dilate your pupils. Once per turn, you can change your eyes into one of three modes. You can only move up or down one mode per turn. <br />
*Mode 1: Your pupils are dilated. You have disadvantage against being blinded. You gain 60 feet of Darkvision and can double your proficiency bonus in Perception and Investigation checks using sight.<br />
*Mode 2: Your eyesight is normal. <br />
*Mode 3: Your pupils are contracted. You have immunity against being blinded. You lose all Darkvision and any bonuses to Perception and Investigation checks using sight is halved.<br />
<br />
<br />
'''Anti-Dōjutsu'''<br />
<br />
You manifest or implant a clanless Dōjutsu most notably used by a child named Ranmaru. You have advantage against features granted by other Dōjutsu. Features granted by other Dōjutsu that grant advantage to the user do not do so when used against you. When you take the {{5e|Search Action}}, you may also attempt a DC 18 {{5s|Arcana}} check to locate living creatures and magical effects within 30 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.. Additionally, you may take [[Path of Blood (5e Subclass)#Path of Blood Unique Jutsu|Path of Blood unique jutsu]] as if you had the subclass.<br />
<br />
<br />
'''Senrigan'''<br />
<br />
Your eyes have been blessed with a Dōjutsu that grants unending clairvoyance. As an action for 5 chakra points, you may begin meditating on one location you have been in for 1 minute, causing you to become {{5c|blinded}} {{5c|deafened}}, and {{5c|prone}}. After this period is over, you can see and hear anything as if you were standing at the location for up to 1 hour as you project your consciousness. You may end this effect at will. Additionally, you can perfectly recall any event from your past perfectly, granting you advantage on {{5s|History}} checks.<br />
<br />
<br />
'''Elderly Master'''<br />
<br />
You have aged quite a bit, but that hasn't slowed you down much. Your hit dice and chakra point maximums are halved, and you only gain further hit dice and chakra points on even levels. Any increase to your hit dice or chakra point maximum after those solely from gaining levels (i.e. from features, feats, or boons) are counted after this halving, and are not affected. Additionally, your {{5a|wis}} and {{5a|cha}} increase by a total of +4.<br />
<br />
<br />
'''Dōjutsu-Acceptant Biology'''<br />
<br />
You gain a portion of cells capable of having multiple Dōjutsu implanted in it. The number of Dōjutsu it can have implanted is determined by the DM. These act as any other implanted Dōjutsu, save for one thing. When using an ability reliant on a Dōjutsu, you can permanently sacrifice one to negate any downsides, such as damage, chakra loss, exhaustion, blindness, or other conditions. Unless the implanted Dōjutsu already had its own unique ability, such as a [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability or [[Path of the Exalted (Shinobi World Supplement)|Rinnegan Mastered]] feature, they gain the feature you have already chosen.<br />
<br />
<br />
<br />
'''Rainbow Chakra'''<br />
<br />
Your chakra has been enhanced by the seven-colored light generated by the treasure of the Land of Snow. When you cast a jutsu, you may make it a Rainbow Jutsu, which costs half as much chakra or ignores immunity and resistance. You may only cast one Rainbow Jutsu, regaining 1/14th of a use at noon each day.<br />
<br />
<br />
'''Stone of Gelel'''<br />
<br />
After having an incredibly rare, blue stone implanted in your body. You no longer age, your chakra maximum increases by 5, and once per turn you may spend 1 chakra to regain hit points equal to your Constitution modifier. You may gain this boon more than once, increasing your maximum chakra points by 3 and hit points regained by 2 per additional stone. <br />
<br />
<br />
'''Crescent Moon Chakra'''<br />
<br />
Your chakra has been enhanced by the mysterious rays the moon casts over the Land of the Moon. When you cast a jutsu, you may make it a Crescent Moon Jutsu, which costs half as much chakra or also targets all objects within 60 feet of any targets and deals twice as much damage to objects. You may only cast one Crescent Moon Jutsu, regaining 1/14th of a use at midnight each day.<br />
<br />
<br />
'''Earth Grudge Fear'''<br />
<br />
Your body has been infused with threadlike cells. Your maximum hit points are divided by 4 (rounded up), and every time you’re maximum hit points are permanently increased, the amount is divided by 4 (minimum 1). When you are within 5 ft. of a humanoid that has 0 hit points and has been dead for no more than 30 seconds (5 rounds), you may steal its heart and store it inside your body as an action to a maximum equal to your {{5a|con}} mod. Any time you are reduced to 0 hit points or your hit point maximum is reduced to 0, you may sacrifice a heart to return to your hit points and their maximum to their initial maximum. Additionally, you may sacrifice 1 heart when you make 1 shadow clone to make its hit point maximum equal to your own. You may also reattach the limb of a creature you can touch as an action for 1 chakra point. <br />
<br />
<br />
'''Iwagakure Kinjutsu'''<br />
<br />
Your body has been imbued with mouths on your palms and chest. As an action, you may kneed a handful of clay into an empowered explosive clay for 8 chakra. You may have up to 3 pieces of empowered clay at a time. Any empowered clay created above this limit becomes mundane clay after 1 minute. You may spend 1 piece of empowered clay when you use an Explosive Style jutsu to double its range or damage, halve its cost, grant a creature disadvantage against its saving throw, or grant yourself advantage on its attack roll. You may only spend 1 piece of empowered clay on each jutsu.<br />
<br />
<br />
'''Heart Implantation'''<br />
<br />
Only creatures with the fabrication [[#Clan Boons|clan boon]] can gain this boon. Your false body has been bolstered with the still-beating heart of a living person. The implantation process is incredibly delicate and modifies every cell in your body, and can not simply be done with ''Earth Grudge Fear'' or traditional heart transplantation. You no longer take damage from spending chakra on ninjutsu. When you cast ''[[Earth Style (Shinobi World Supplement)|Earth Golem]]'', you may create an [[Akuta (Shinobi World Supplement)|Akuta]] instead of an [[Earth Golem (Shinobi World Supplement)|earth golem]]. <br />
<br />
<br />
'''Jashin Immortality'''<br />
<br />
Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality or being killed instantly. You can not be killed by any means other than starvation. When you take damage not explicitly targeted at your neck, you do not lose hit points. This does not extend to any form of clones. All of your current and future hit dice are reduced to d4, and if you are reduced to 0 hit points, you are {{5c|paralyzed}}, save for being able to speak, and you are reduced to a head. You can return to full hit points by having your head sewn to a headless body, including your own, using leatherworker's tools, weaver's tools, or Earth Grudge Fear. You can only be sewn to a humanoid body, and you replace your Strength, Dexterity and Constitution scores with those of the body you are sewn into and gain its racial features. <br />
<br />
<br />
'''Strongest Shield'''<br />
<br />
One of the most selective abilities in the shinobi world, only the [[Third Raikage (Shinobi World Supplement)|Third Raikage]] has been known to have enhanced his body so far that his body could truly be considered unbreakable, through means unknown. You gain +5 damage reduction and damage threshold. Whenever you would add your {{5a|dex}} modifier to a jutsu or your AC, you may instead add your {{5a|str}} modifier.<br />
<br />
<br />
'''Path Mutation'''<br />
<br />
You manifest a heavily mutated variant of a path. Choose any one feature from an implantable path. If the feature would require another feature to be active, it does not. If the feature would cause you to gain or lose additional hit points, chakra points, or another resource, the base this addition is to counts as 1.<br />
<br />
<br />
'''Eternal Mangekyō Sharingan'''<br />
<br />
'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Mangekyō|Mangekyō Sharingan]]<br />
<br />
By transplanting the Mangekyō Sharingan of another person biologically close to you, such as a sibling or parent, you master the final evolution of a normal Sharingan. You gain 2 additional Mangekyō abilities and you automatically succeed the Constitution saving throw from using an ability. You also lose any {{5asc|gradual blindness}}} levels gained from your Mangekyō.<br />
<br />
<br />
'''Rinnegan Manifestation'''<br />
<br />
'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
You awaken the ultimate power of the Sharingan by combining it with the second half of the Sage of Six Paths genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] feature in the same order as listed as long as you reach the level requirements for said features. Additionally, your levels of {{5asc|gradual blindness}} are reduced to 0 when you gain this boon. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action.<br />
<br />
<br />
'''Rinne Sharingan'''<br />
<br />
'''Prerequisites:''' [[Naruto: Shinobi (5e Class)#Birth of the Ten-Tails' Jinchuriki|Ten-Tails' Jinchuriki]]<br />
<br />
You tap into the power of the Ten-Tails, awakening the ultimate dōjutsu as a third eye in your forehead. You may benefit from your Rinnegan's previous Sharingan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Rinnegan Manifestation, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you automatically succeed the Constitution saving throw from using a Mangekyō ability. Additionally, you gain the following jutsu: Infinite Tsukuyomi, Amenominaka, and Eighty Gods Vacuum Attack.<br />
<br />
<br />
'''Tensei Byakugan'''<br />
<br />
'''Prerequisites:''' [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] and Indra's Reincarnation, [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]], or Asura's Reincarnation; or any of the previous and Outer Path Sage Mode; or Six Paths Power.<br />
<br />
You awaken the power of your byakugan's predecessor in part thanks to a small portion of Ōtsutsuki DNA or chakra. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]] feature in the same order as listed. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action. <br />
<br />
<br />
'''Six Paths Sage Mode'''<br />
<br />
'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, refining its effects on the human body to perfection, removing any visual effects beyond plus-shaped pupils. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight, and your chakra sense range doubles.<br />
*You deal an additional 1d10 damage with unarmed strikes (2d10 total).<br />
*You gain a flying speed equal to your movement speed.<br />
*You gain a damage threshold of 30.<br />
*You may use [[Path of the Sage (Shinobi World Supplement)#Sage Art|Sage Art]] once without spending exclusively or additional senjutsu chakra (recharge 5-6).<br />
<br />
<br />
'''Outer Path Sage Mode'''<br />
<br />
'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] or [[Path of the Celestial (Shinobi World Supplement)#Mastered Tenseigan|Mastered Tenseigan]], and [[Path of Suffering (Shinobi World Supplement)#Osteomancer|Osteomancer]] or [[Path of Totality (Shinobi World Supplement)#Mastered Truth-Seeking Orbs|Mastered Truth-Seeking Orbs]]; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, amplifying its effects to near uncontrollable levels, turning your skin to scales with several protruding growths. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight.<br />
*Your unarmed strikes gain an additional +15 ft. of reach.<br />
*You may change your size category as a bonus action, and the organization of your space may be in any shape (i.e. if you are Large, you may be a 10 x 10 ft. cube, a 20 x 5 ft. line, etc.)<br />
*When you use a jutsu that deals damage, you may spend 10 additional chakra to force the target to make an additional Intelligence saving throw. On a failure, they can not use any features from any Dōjutsu and become {{5c|blinded}} for 1 hour. They may retry this saving throw at the end of each of their turns, ending the blinded condition on a success, and regaining use of their Dōjutsu on two consecutive successes.<br />
<br />
<br />
'''Indra's Reincarnation'''<br />
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The soul of the Sage of Six Paths' eldest son, an absolute prodigy, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Pick one chakra nature, subclass, or 3 class features. The level requirements for the selected features or Jutsu are reduced by 3. <br />
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'''Asura's Reincarnation'''<br />
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The soul of the Sage of Six Paths successor, best known for his gradual growth, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Your maximum chakra increases by an additional 2 points every time you gain a level. This counts for levels you have already attained as well. <br />
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'''Six Paths: Kunitsukami'''<br />
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'''Requirements:''' Six Paths Sage Mode<br />
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While in Sage Mode, you gain a flying speed equal to twice your movement speed. Additionally, you may increase your size by up to 2 size categories of your original or Huge, whichever is greater, as an action. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.<br />
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'''Six Paths Power'''<br />
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You have been granted a mass of chakra of unimaginable power, typically from eating the fruit of the [[Datara (5e Creature)|God Tree]] or being granted a portion of the [[Hagoromo (Shinobi World Supplement)|Sage of Six Paths']] power. You gain 50 additional points of chakra, which are counted separately from your normal chakra and are not regained when your normal chakra would be. If you fulfill another boon's requirements with Six Paths Power, not including the Ōtsutsuki boon, you do not benefit from it while you have 0 Six Paths Power chakra points.<br />
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'''Ōtsutsuki'''<br />
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'''Requirements:''' Six Paths Power<br />
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Your Six Paths Power is not something as paltry as power taken or gifted, it is a fundamental part of you; the core of your being. As a bonus action for 5 chakra not granted by the Six Paths Power boon, you may regain 50 Six Paths Power chakra points.<br />
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====Clan Boons====<br />
Clans represent the traits of heritage that manifest themselves most fully in a particular shinobi. At character creation, players may take a clan boon in place of a variant human's feat selection, otherwise they should be treated as Epic Boons. No clan that grants bonuses to subclass features or jutsu require you to take that subclass or jutsu, but also do not grant early or automatic use of said feature or jutsu. If a clan boon allows you to gain a subclass without implantation, said subclass can not be gained without the clan or implantation.<br />
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'''Aburame Clan'''<br />
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You hail from one of the most well-known insect keeper clans in the world. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may create swarms for a minimum of 2 chakra.<br />
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'''Akado Clan'''<br />
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You hail from a clan of talented shinobi, though not talented enough to receive wide-spread recognition. You gain a number of jutsu equal to your {{5a|int}} modifier. These jutsu may not be from kekkei genkai you do not have the component natures of, a path you do not have levels in, or [[Yin-Yang Style (Shinobi World Supplement)|Yin-Yang Style]].<br />
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'''Akebino Clan'''<br />
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You hail from the most powerful [[Kabutowari (Shinobi World Supplement)|Kabutowari]] wielder in the history of the [[Mist Shinobi (Shinobi World Supplement)|Hidden Mist Village]]. Damage rolls with {{5e|Battleaxe|battleaxes}} and {{5e|Warhammer|warhammers}} gain a +1 bonus, and the maximum AC penalty you can incur with Kabutowari gains a +2 bonus.<br />
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'''Akimichi Clan'''<br />
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You hail from the progenitors of the [[Path of the Body (Shinobi World Supplement)|Path of the Body]]. When you gain the Storage feature, you may store an additional 1/2 a day's worth of food, which may be consumed as an action to regain 1/2 of your level chakra points. You may do this once, regaining use at the end of a short rest.<br />
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'''Akitsuki Clan'''<br />
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You hail from a clan of non-shinobi forced to act as a channel for [[Sōma (Shinobi World Supplement)|Sōma's]] curse. If you fail the saving throw for Sōma's ''Memory Wiping Blast'', you become its [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], though it continues to exist outside of you. Additionally, when you gain a chakra nature, you may instead increase the saving throw DC of your Path of the Beast unique jutsu by +1 (+3 maximum).<br />
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'''Amachi Clan'''<br />
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You hail from a clan of scientists with a genius for understanding the ways of water. You gain affinity in [[Water Style (Shinobi World Supplement)|Water Style]] jutsu, and you may have Affinity in Water Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Asura Clan'''<br />
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You hail from the ancient predecessors of the Uzumaki and Senju clans, stemming from Asura Ōtsutsuki. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally your chakra point maximum increases by your proficiency bonus.<br />
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'''Biwa Clan'''<br />
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You hail from a clan of loner opportunists who gained notoriety from [[Juzo Biwa (Shinobi World Supplement)|Juzo Biwa]]. Chose one weapon you are in possession of. Attack rolls with this weapon gain a +1 bonus during initiative. This increases to +2 if no other friendly creatures have rolled initiative. This only applies to the single weapon chosen, and you can not change what weapon is chosen.<br />
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'''Bunpuku Clan'''<br />
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You hail from one of the pioneers of [[Path of the Beast (Shinobi World Supplement)|jinchuriki]] creation. You gain the {{inpage|Barrier Nin}} feat, and you gain affinity in [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]], and you may have Affinity in Fuinjutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not choose any natures at 2nd level.<br />
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'''Chinoike Clan'''<br />
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You hail from the progenitors of the [[Path of Blood (Shinobi World Supplement)|Path of Blood]], feared for their history of supposed cannibalism. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Ketsuryūgan. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Cursed Clan'''<br />
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You hail from the progenitors of the [[Path of the Cursed (Shinobi World Supplement)|Path of the Cursed]], whose bouts of rage are known to only subside in the presence of strong emotional connection. You may choose this subclass at 3rd level, and you are not limited by implantation if you are implanting a Cursed Mark. Choose 1 friendly creature to be your "tamer". While they are within 30 feet of you and you can see or hear them, you can not gain the {{5asc|berserk}} condition, and they may end this condition on you at will by touching you. <br />
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'''Darui Clan'''<br />
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You hail from the clan of the [[Darui, Boruto (Shinobi World Supplement)|Sixth Raikage]]. You gain use of [[Storm Style (Shinobi World Supplement)|Storm Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Deidara Clan'''<br />
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You hail from a clan of explosive artists. You gain use of [[Explosive Style (Shinobi World Supplement)|Explosive Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
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'''Fabrication'''<br />
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Rather than biologically descending from a specific group of people, your biology has been artificially constructed from the ground up, typically by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] or the post-war [[Stone Shinobi (Shinobi World Supplement)|Stone Village]]. Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2. When you spend chakra or an equivalent [[Variant Rules (Anime Setting)|currency]], you take an equal amount of damage.<br />
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'''Fūma Clan'''<br />
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You hail from a clan of skilled weapon makers and users. When you make a thrown weapon attack, you may replace its damage dice with your unarmed strike's damage dice.<br />
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'''Fūma Clan (Land of Sound)'''<br />
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You hail from a clan of skilled bowmen. You are proficient in martial ranged weapons.<br />
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'''Funato Clan'''<br />
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You descend from [[Araumi (Shinobi World Supplement)|Araumi's]] bloodline, carrying its connection to the mythical Power of the Sea Dragon. You gain one benefit of [[Path of Specialization (Shinobi World Supplement)#Alternate Feature: Power of the Dragon|Power of the Dragon]] in relation to [[Water Style (Shinobi World Supplement)|Water Style]].<br />
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'''Fushin Clan'''<br />
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You hail from a clan of Kekkei Genkai users from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. You gain use in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and may learn [[Swift Style (Shinobi World Supplement)|Typhoon Style]] jutsu as if they were Wind Style after you gain affinity in Wind Style, and creatures with the Path of the Assassin are still affected by all aspects of the jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Guren Clan'''<br />
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You hail from a small clan of shinobi from the Land of Sound that were nearly destroyed before the creation of the [[Sound Shinobi (Shinobi World Supplement)|Hidden Sound Village]]. You gain use of [[Crystal Style (Shinobi World Supplement)|Crystal Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hachiya Clan'''<br />
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You hail from a clan of [[Mist Shinobi (Shinobi World Supplement)|Mist]] shinobi with an unimpressive record on paper, but are an invaluable benefit to field logistics. [[Water Style (Shinobi World Supplement)|Water Characters, Hidden Mist, and Water Style Bullet: Orca]] have their costs halved, rounded up.<br />
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'''Hagoromo Clan'''<br />
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You hail from a clan of shinobi that once allied themselves with the Uchiha clan, not to be confused with the successors of the Sage of Six Paths. You gain proficiency in martial melee weapons.<br />
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'''Haido Clan'''<br />
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You hail from a clan from the far away Land of Gelel. You gain use of [[Plasma Style (Shinobi World Supplement)|Plasma Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Lightning Style.<br />
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'''Hamura Clan'''<br />
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You descend from the Sage of the Outer Path himself, most likely living at some point on the moon. You can telepathically enter a creature's dreams so long as you have seen them at least once, but you can only communicate with them. This also grants you the ability to telepathically communicate with creatures within 250 feet. Additionally, if you implant a [[Path of Sight (Shinobi World Supplement)|Byakugan]], it becomes a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]] as per Tenseigan Manifestation. If you gain [[Path_of_the_Celestial_(Shinobi World Supplement)#Dream-Speak|Dream-Speak]], the distance of your telepathy is doubled.<br />
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'''Hamura Clan Reborn'''<br />
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You hail from the progenitors of the [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]], and the union of the Hamura Clan and the Hyuga Clan. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]]. Additionally, you are immune to the effects of extreme cold and altitude.<br />
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'''Han Clan'''<br />
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You hail from a clan known for harboring [[Kokuō (5e Creature)|Kokuō]] due to their kinship in ninjutsu. You gain use of [[Vapor Style (Shinobi World Supplement)|Vapor Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
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'''Hanzo Clan'''<br />
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You hail from a clan that adapted to implanted venom sacks of black salamanders. You gain immunity to poison damage and the {{5c|poisoned}} condition, and ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]'' counts as a Path Unique Jutsu for any path you take. If a creature breaths within 15 ft. of you for 1 continuous minute while you are not wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, they suffer the effects of ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]''. When you suffer a critical hit, you lose the benefits of this clan boon and are {{5c|paralyzed}} until the end of your next turn. If you are wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, you do not become {{5c|paralyzed}}.<br />
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'''Haruno Clan'''<br />
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You hail from a clan with latent skill in medical ninjutsu. When you gain the [[Path of the Healer (Shinobi World Supplement)|Healing Jutsu]] feature, you may spend up to three times your Shinobi level.<br />
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'''Hashirama Clan'''<br />
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Through unknown means, you bear the unique genetics of the [[Hashirama (Shinobi World Supplement)|First Hokage]], a feat not even his own children bore. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally, you gain proficiency in {{5s|Nature}}.<br />
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'''Hatake Clan'''<br />
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You hail from one of the greatest shinobi clans of all time, despite lacking any hidden or overwhelming abilities. You gain 1 non-Kekkei Genkai jutsu of your choice, even if you do not meet the nature requirements of it.<br />
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'''Haze Clan'''<br />
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You hail from one of the Land of Haze's exclusive clans, and as such have inherited one of the rarest kinjutsu in the world. At 2nd level gain one [[Yin-Yang Style (Shinobi World Supplement)|Haze Ninja Art: Forbidden Technique]] of your choice.<br />
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'''Hiruko Clan'''<br />
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You hail from the clan of ability thieves. You gain use of [[Shade Style (Shinobi World Supplement)|Shade Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hōki Clan'''<br />
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You hail from a line of matrilineal medical-nin and information gatherers known as the "people who work behind the scenes". When you restore hit points with jutsu, the target regains twice as many hit points but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
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'''Hoshi Clan'''<br />
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You hail from a clan of shinobi mutated by a [[Star (Shinobi World Supplement)|Star]] that fell to Earth. You may choose the [[Path of the Star (Shinobi World Supplement)|Path of the Star]] at 3rd level, and you are not limited by implantation if you are implanting Star chakra. Additionally, immediately after the end of a long rest, you gain purple chakra equal to twice your {{5a|con}} modifier (minimum 2).<br />
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'''Hoshigaki Clan'''<br />
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You hail from a clan of fishlike shinobi. You can breathe in water, and have a swimming speed equal to your movement speed.<br />
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'''Hōzuki Clan'''<br />
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You hail from a clan of pale shinobi known to have numerous Water Style Hiden. [[Water Style (Shinobi World Supplement)|Hydrification Jutsu and Instant Water]] have their costs halved, rounded up.<br />
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'''Hyūga Clan'''<br />
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You hail from the progenitors of the [[Path of Sight (Shinobi World Supplement)|Path of Sight]], and were effectively born into royalty. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Byakugan. Additionally, whenever you roll a 1 when rolling for damage on an unarmed strike, you may instead count the roll as a 2.<br />
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'''Iburi Clan'''<br />
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You hail from a clan that once dwelt in secluded caves due to fear of their own power. When you fall to half your maximum hit points, you are affected by [[Path of the Cursed (Shinobi World Supplement)|Smoke's Curse]]. You may not end this effect as a bonus action, and it only ends if you are raised above half your maximum hit points, or if you succeed a DC 17 Wisdom saving throw as an action.<br />
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'''Inuzuka Clan'''<br />
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You hail from one of the progenitors of the [[Path of the Beast-Nin (Shinobi World Supplement)|Path of the Beast-Nin]]. When you use Two-Headed Beast, your {{5a|str}} score increases by +4 to a maximum of 24 as well. Alternatively, when you gain Second Companion, you gain a third companion that acts identically to the second.<br />
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'''Jiraiya Clan'''<br />
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You hail from a clan originating from a man whose destiny was tied with the toads of mount Myuboku. The cost of using the [[Basic Ninjutsu (Shinobi World Supplement)|Summoning Jutsu]] is halved, rounded up.<br />
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'''Jūgo Clan'''<br />
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You hail from the last remaining branch of the Cursed Clan. When you use [[Path of the Cursed (Shinobi World Supplement)|Curse Mark]], the amount of maximum hit points lost is halved, rounded up, but you must choose Founder's Curse as your Diversified Second Stage. Additionally, you are not limited by implantation if you are implanting a Cursed Mark.<br />
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'''Kagero Clan'''<br />
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You hail from a heavily modified offshoot of the [[Sound Shinobi (Shinobi World Supplement)|Land of Sound's]] Fuma clan. You gain ''[[Plasma Style (Shinobi World Supplement)|Antlion Ninja Arts: Ephemeral]]''. While ''Antlion Ninja Arts: Ephemeral'' is active, you may cast ''Plasma Laser'' for 15 chakra regardless of if you know said jutsu.<br />
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'''Kaguya Clan'''<br />
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You hail from a clan of bloodthirst warriors distantly descended from [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. You may choose the [[Path of Suffering (Shinobi World Supplement)|Path of Suffering]] at 3rd level, and you are not limited by implantation if you are implanting Shikotsumyaku DNA. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Kaku Clan'''<br />
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You hail from a clan of shinobi known for two things: going [[Rogue Nin (Shinobi World Supplement)|rogue]] in order to steal powerful tools, and bearing their clan name as a [[Gold and Silver Brothers (Shinobi World Supplement)|suffix]]. At will, you may spend chakra to store an equal number of chakra points within your skin. You may have up to four times your {{5a|int}} modifier chakra points stored in this way at a time. Whenever an item would require you to spend chakra points, this stored chakra is spent first. This chakra can not be spent in any other way.<br />
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'''Kamizuru Clan'''<br />
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You hail from one of the most well-known insect keeper clans in the world, rumored to be the same clan as the [[Ishikawa (Shinobi World Supplement)|First Tsuchikage]]. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may spend 5 chakra to create 1 days' worth of food in honey for up to 4 Medium creatures.<br />
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'''Karatachi Clan'''<br />
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You hail from the bloodline of the [[Yagura (Shinobi World Supplement)|Fourth Mizukage]], known for their ruthlessness and fits of blood rage. As a bonus action or when you drop to half your hit points, your melee attacks deal twice as much damage, you may not cast jutsu, and you become {{5asc|berserk}} for 1 minute. You may use this once, regaining use at the end of a long rest.<br />
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'''Kawaki Clan'''<br />
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You hail from the clan of the 7th Hokage's adopted son. You may choose the [[Path of Succession (Shinobi World Supplement)|Path of Succession]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal. Additionally the cost to maintain your karma is halved.<br />
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'''Kazekage Clan'''<br />
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You hail from the bloodline of the [[Rasa (Shinobi World Supplement)|Fourth]] and [[Gaara (Shinobi World Supplement)|Fifth]] Kazekage. You gain affinity in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and you may have Affinity in Wind Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kazuma Clan'''<br />
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You come from a clan of shinobi that attempted to recreate [[Hashirama (Shinobi World Supplement)|Hashirama Senju's]] [[Wood Style (Shinobi World Supplement)|Wood Style]], though they received much different results. You gain use of [[Mud Style (Shinobi World Supplement)|Mud Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Earth Style.<br />
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'''Kedōin Clan'''<br />
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You hail from a clan of master infiltrators. As a bonus action for 2 chakra points, you may change the appearance of your face and sound of your voice to any humanoid you have seen and heard for 1 minute.<br />
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'''Kidomaru Clan'''<br />
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You hail from a near-extinct clan of spider-like people. You gain two additional sets of arms. These arms can not wield shields, or weapons with the heavy property. Additionally, you gain a climbing speed equal to your movement speed.<br />
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'''Kodon Clan'''<br />
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You hail from a clan of master drug makers. The time and cost of crafting consumable items is halved, rounded up.<br />
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'''Kohaku Clan'''<br />
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You hail from a clan historically allied with the Hidden Leaf Village capable of surviving by the tiniest string of life. When you are reduced to 0 hit points, you may instead drop to 1 hit point. After doing so, you can not cast jutsu until you return to maximum hit points, and you can not do so again until the end of a long rest.<br />
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'''Kumanoi Clan'''<br />
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You hail from a clan of master weapon makers. The time and cost of crafting items that deal damage is halved, rounded down.<br />
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'''Kon Clan'''<br />
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You hail from a near-extinct clan of parasitic shinobi. While touching a willing creature, you may enter their body. Your movement speed drops to 0 and you occupy their space. When either you or your host gain a condition, you both do, and when either would take damage, you may choose if you or your host takes damage. When you and your host are targeted by a saving throw, you may choose if you or your host makes the saving throw. When you are targeted by an attack, you use your host's AC, and you may spend 2 chakra to grant the attack disadvantage.<br />
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'''Konjiki Clan'''<br />
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You hail from a clan of kekkei genkai-wielding shinobi from the Land of Rock. You gain use of [[Steel Style (Shinobi World Supplement)|Steel Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Earth or Yang Style.<br />
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'''Kurama Clan'''<br />
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You hail from a clan of master genjutsu users. You gain affinity in [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu, and you may have Affinity in Yin Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kurama Clan Prodigy'''<br />
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You are a member of the Kurama clan born once every few generations. When you drop to half of your maximum hit points, and again when you drop to 1/4 of your maximum hit points, you must attempt a {{5c|cha}} saving throw with a DC equal to your jutsu saving throw DC. On a failure, your melee attacks deal twice as much damage, creatures affected by your [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu or Genjutsu take 2d4 psychic damage at the end of each of their turns, you become {{5asc|berserk}} save for being able to cast jutsu in place of making an attack, and you lose 1 chakra at the end of each of your turns. This ends if you can not maintain your chakra, or if you retry the saving throw as a bonus action, ending it on a success.<br />
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'''Kuriarare Clan'''<br />
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Your clan has a history of reveling in physical torture, particularly crucifixion. Once per turn when you deal damage to a {{5c|restrained}} creature, you may also make an unarmed strike against them.<br />
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'''Kurosuki Clan'''<br />
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You are a descendant of a small clan known for putting their entire purpose in life into another person. Choose 1 friendly creature to be your "meaning". While you are within 5 feet of your meaning, they take half as much damage from all sources, and you take half as much damage as you reduced. You can never change which creature is your meaning.<br />
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'''Kurogane Clan'''<br />
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You come from a clan of diligent swordsmen from the Land of Iron. When you make an attack of opportunity with a melee weapon, you may spend 1 chakra to gain a +1 bonus to your critical threshold or attack roll for that attack.<br />
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'''Lee Clan'''<br />
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You hail from a clan of master taijutsu users. You gain affinity in [[Taijutsu (Shinobi World Supplement)|Taijutsu]], and you may have Affinity in Taijutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not gain chakra natures at 2nd level, and instead must take the alternate options detailed in [[Naruto: Shinobi (5e Class)#Chakra|Chakra]].<br />
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'''Might Clan'''<br />
<br />
You hail from a clan of taijutsu masters best known for their keen development of taijutsu, rather than outright usage. Any [[Taijutsu (Shinobi World Supplement)|Taijutsu]] and [[Path_of_Youth_(Shinobi_World_Supplement)|Path of Youth]] [[Path_of_Youth_(Shinobi_World_Supplement)#Path_of_Youth_Unique_Jutsu|Unique Jutsu]] (if you take that subclass) you cast have their costs halved, rounded down, but the cost of any other jutsu are doubled.<br />
<br />
<br />
'''Mitarashi Clan'''<br />
<br />
You hail from a clan of snake experts. [[Path of the Snake (Shinobi World Supplement)#Blinding Snake Glare Spell|Blinding Snake Glare Spell]] allows you to have a number of creatures grappled equal to your {{5a|str}} or {{5a|dex}} modifier at any time + 1 (minimum 2), and you have a number of uses of [[Path of the Snake (Shinobi World Supplement)#Many Hidden Shadow Snake Hands|Many Hidden Shadow Snake Hands]] equal to your {{5a|int}} modifier instead of your {{5a|wis}} modifier.<br />
<br />
<br />
'''Momochi Clan'''<br />
<br />
You hail from a clan of dangerous outcasts. When a creature is affected by [[Path of the Assassin (Shinobi World Supplement)|Killer Intent]], you may sacrifice a number of chakra when they attempt their Charisma saving throw to grant them an equal penalty.<br />
<br />
<br />
'''Munashi Clan'''<br />
<br />
You hail from a clan that revels in the violence of explosions. When you use an [[Basic Ninjutsu (Shinobi World Supplement)|explosive seal]] or a jutsu that requires explosive seals as components or requisite jutsu, you may double one of its ranges or duration. If such a jutsu has a range of touch, you may increase its range to 15 feet. You may do so a number of times equal to your {{5a|cha}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Morino Clan'''<br />
<br />
You come from a small clan of expert genjutsu-using interrogators. You automatically detect Illusion spells and genjutsu. As a reaction when a creature you can see attempts a saving throw to resist becoming {{5c|frightened}}, you may grant them disadvantage. You may use this feature a number of times equal to half your {{5a|cha}} modifier (rounded down), regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Nadeshiko Clan'''<br />
<br />
You hail from an isolated village near the [[Mist Shinobi (Shinobi World Supplement)|Mist]] known for their legendary Wind Style nintaijutsu. If you gain affinity in [[Taijutsu (Shinobi World Supplement)|taijutsu]], you may learn [[Wind Style (Shinobi World Supplement)|Nadeshiko-Style]] jutsu as if they were taijutsu.<br />
<br />
<br />
'''Namikaze Clan'''<br />
<br />
You hail from a clan of yellow flashes. Starting from 1st level, your movement speed increases by +5 ft. every 4th level while you are not wearing armor or a shield, effectively making your [[Naruto: Shinobi (5e Class)#Unarmored Movement|Unarmored Movement]] increase every other level, or every time you gain 50,000 experience if you can not level further. <br />
<br />
<br />
'''Nara Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Shadow (Shinobi World Supplement)|Path of the Shadow]]. When you cast or maintain a Path of the Shadow jutsu, you may reduce its cost by your proficiency bonus (minimum 0). You may use this feature a number of times equal to the number of skills you have proficiency in, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Nohara Clan'''<br />
<br />
You hail from a minor clan of the [[Leaf Shinobi (Shinobi World Supplement)|Leaf Village]] known for sacrificing themselves for the greater good. As a reaction when a creature within half your movement speed is the only creature targeted by a attack, you may take their place, becoming targeted instead, and move them 5 feet to a place not targeted. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.<br />
<br />
<br />
'''Nojo Clan'''<br />
<br />
You hail from a small clan of shinobi from the Land of Vegetables who have historically used their jutsu to propagate their village's namesake. You gain affinity in [[Yang Style (Shinobi World Supplement)|Yang Style]] jutsu, and you may have Affinity in Yang Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Oniyuzu Clan'''<br />
<br />
You hail from a no-nonsense clan of assassins from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. When you gain [[Path of the Assassin (Shinobi World Supplement)#Killing Intent|Killing Intent]] feature, you may use {{5a|int}} instead of {{5a|cha}} when determining how many uses of the feature you have.<br />
<br />
<br />
'''Onomichi Clan'''<br />
<br />
You hail from a branch clan of the Hozuki clan, more closely related to [[Gengetsu (Shinobi World Supplement)|Gengetsu]] than [[Suigetsu (Shinobi World Supplement)|Suigetsu]], best known for their fierceness with a blade. Your melee weapon attacks gain a +1 bonus to attack and damage rolls, but you lose 1 chakra point at the end of each turn you make a melee weapon attack on. You lose this bonus while you have 0 chakra points.<br />
<br />
<br />
'''Orochimaru Clan'''<br />
<br />
You hail from a clan of incredibly scarce, incredibly pale, snake-like shinobi. You may choose the [[Path of the Snake (Shinobi World Supplement)|Path of the Snake]] at 3rd level, and you are not limited by implantation if you are implanting snakelike DNA. Additionally, when you make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} check, but not a saving throw, you may spend 3 chakra points to replace the used ability with your {{5a|int}}. <br />
<br />
<br />
'''Ōtsutsuki Clan'''<br />
<br />
You hail from a spacefaring clan that progenerated chakra itself. You may choose the [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] or [[Path of Succession (Shinobi World Supplement)|Path of Succession]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal or Rinnegan. If you gain the Six Paths Power boon, you may gain the subclass you did not take from this clan as if you had taken it at 3rd level instead of chakra.<br />
<br />
<br />
'''Pakura Clan'''<br />
<br />
You hail from the same clan as one of the Hidden Sand Village's greatest heroes. You gain use of [[Scorch Style (Shinobi World Supplement)|Scorch Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Wind Style.<br />
<br />
<br />
'''Raikage Clan'''<br />
<br />
You hail from an extremely selective lineage of nigh-immortal shinobi held as royalty in the Hidden Cloud Village. You gain affinity in [[Lightning Style (Shinobi World Supplement)|Lightning Style]] jutsu, and you may have Affinity in Lightning Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Ringo Clan'''<br />
<br />
You hail from a clan of sharp-teethed hunters, incredibly skilled in kenjutsu but cursed by an incurable disease. Your maximum hit dice are decreased by 2, minimum 1 (i.e. you do not gain additional hit dice at 2nd or 3rd level), and you gain two of the following (you may choose one twice):<br />
*When you engage in two-weapon fighting, you can add your {{5a|dex}} modifier to the damage of the second attack. <br />
*Your maximum chakra points increases by 3. If you take this option twice, it increases by a total of 5. <br />
*Your movement speed increases by 5 feet.<br />
<br />
<br />
'''Ryu Clan'''<br />
<br />
You hail from a small clan of horned people blessed by the power of the five [[Genryu (Shinobi World Supplement)|Genryu]]. You gain [[Naruto: Shinobi (5e Class)#Special Chakra|red chakra]] points equal to twice your proficiency bonus equal to half your maximum chakra, whichever is lower<!--to keep 1st and 2nd level players from being berserk forever-->. This chakra is regained at the end of a long rest.<br />
<br />
<br />
'''Sarutobi Clan'''<br />
<br />
You hail from a clan of the Hidden Leaf Village's greatest defenders, both physically and ideologically. You gain affinity in [[Fire Style (Shinobi World Supplement)|Fire Style]] jutsu, and you may have Affinity in Fire Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Sarutobi Clan'''<br />
<br />
You hail from the stalwart founders and defenders of the Hidden Stone Village. You gain affinity in [[Earth Style (Shinobi World Supplement)|Earth Style]] jutsu, and you may have Affinity in Earth Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
'''Senju Clan'''<br />
<br />
You hail from one of the founding clans of the Hidden Leaf Village best known for their wide, unspecialized knowledge. You gain 1 additional chakra nature at 2nd level, but you can not gain affinity in any chakra nature as an alternative to gaining a chakra nature.<br />
<br />
<br />
'''Senka Clan'''<br />
<br />
You hail from a small clan of shinobi skilled in stealing and improving techniques without use of scroll theft or the [[Path of Hatred (Shinobi World Supplement)|Sharingan]]. When you create a [[Basic Ninjutsu (Shinobi World Supplement)|Shadow Clone]], its items carry over any magical properties, but any equipment the clones have with charges, such as magic items, share the initial item's charges.<br />
<br />
<br />
'''Shiin Clan'''<br />
<br />
You hail from a clan now ruled by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] once known for their high ideals and determination, despite their small stature. Your size is reduced by 1 size category to a minimum of Small, you have advantage against being {{5c|charmed}} or {{5c|frightened}}.<br />
<br />
<br />
'''Shimura Clan'''<br />
<br />
You hail from one of the Hidden Leaf Village's earliest clans, best known for their pride and tendency to die on the battlefield. When you are reduced to 0 hit points, you may immediately take a turn before the effects of being at 0 hit points occur, rounded down. <br />
<br />
<br />
'''Shinki Clan'''<br />
<br />
You hail from a small clan of powerful, wandering shinobi from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]]. You gain use of [[Magnet Style (Shinobi World Supplement)|Magnet Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Wind or Lightning Style.<br />
<br />
<br />
'''Shion Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Future (Shinobi World Supplement)|Path of the Future]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Haraigan. Additionally, you gain proficiency in {{5s|History}}.<br />
<br />
<br />
<br />
'''Shirogane Clan'''<br />
<br />
You hail from a clan of forbidden [[Path of the Puppetmaster (Shinobi World Supplement)|puppetmasters]] from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]] who became international criminals after their human-puppet experiments came to light. The chakra cost of your puppet's innate features (i.e. the ones listed on their creature page) are halved, rounded down. If a feature can only be used a certain number of times per day, you may spend 3 hours with the puppet and a humanoid corpse to allow it to be usable for a number of chakra points equal to 9 / its number of uses.<br />
<br />
<br />
'''Suikazan/Fuefuki Clan'''<br />
<br />
You hail from a clan of shinobi once bread solely for innate physical strength at the cost of horrible disfiguration. You may replace {{5a|dex}} with {{5a|str}} when calculating your AC, your {{5a|str}} score increases by +2 or [[Path of the Assassin (Shinobi World Supplement)#Silent Killing Jutsu|Silent Killing Jutsu]] works with attacks using your {{5a|str}} modifier, but you have disadvantage on any d20 rolls you would add your {{5a|cha}} modifier to.<br />
<br />
<br />
'''Taketori Clan'''<br />
<br />
You hail from a clan of negotiators best known for their alliance with the Hyūga Clan. You have advantage on any skill checks involving {{5a|cha}}, as well as {{5a|dex}} ({{5s|Stealth}}) checks, but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
<br />
<br />
'''Tenro Clan'''<br />
<br />
You hail from a clan of beast-nin inspired by the [[Three-Headed Guardian Beast (Shinobi World Supplement)|Three-Heads]]. When yo use [[Path of the Beast-Nin (Shinobi World Supplement)|Two-Headed Beast]], you may spend 5 additional chakra to apply your Path of the Beast-Nin unique jutsu Affinity bonus to your unarmed strike attack and damage rolls, and AC until the feature ends.<br />
<br />
<br />
'''Terumi Clan'''<br />
<br />
You hail from the clan of the Fifth Mizukage. You gain [[Lava Style (Shinobi World Supplement)|Lava Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
<br />
<br />
'''Tsuchigumo Clan'''<br />
<br />
You come from a clan known for producing numerous dangerous kinjutsu. You gain a number of [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]] or [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]] equal to your {{5a|int}} modifier. These jutsu count as [[Basic Ninjutsu (Shinobi World Supplement)|basic ninjutsu]] for the sake of affinity, and you may forgo one of these jutsu to decrease the cost of one jutsu gained in this way by 5 chakra points (minimum 1).<br />
<br />
<br />
'''Tsumiki Clan'''<br />
<br />
You descend from a clan of medical-nin naturally able to apply a strange curse. When a creature becomes {{5c|paralyzed}} by a jutsu you cast, every creature within 5 ft. of the creature including the creature themself must attempt a {{5a|con}} saving throw. On a failure, they take your unarmed strikes' damage as they are caught in an explosion. On a success, they take half as much damage. <br />
<br />
<br />
'''Tsunade Clan'''<br />
<br />
You hail from a clan originating from the greatest shinobi in medical ninjutsu history. You may add your {{5a|con}} modifier to your maximum [[Path of the Healer (Shinobi World Supplement)|Mystic Palm Jutsu]] dice pool, and you lose half as many chakra points (rounded up) to maintain [[Path of the Healer (Shinobi World Supplement)|Mitotic Regeneration Jutsu]]. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Tsurushi Clan'''<br />
<br />
You hail from a clan of rubbery shinobi. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.<br />
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<br />
'''Uchiha Clan'''<br />
<br />
You hail from the progenitors of the [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Sharingan. When you use a jutsu while you have any dojutsu active, you may spend 1 chakra to gain a +1 bonus to its attack rolls, damage rolls, and saving throw DC. Additionally the cost to maintain your dojutsu is halved.<br />
<br />
<br />
'''Umino Clan'''<br />
<br />
You hail from a clan of great teachers and comrades. As an action, any creatures of your choice that can see or hear you may add 1d4 to any one d20 roll within the next 10 minutes. You may do this a number of times equal to your {{5a|int}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Uzumaki Clan'''<br />
<br />
You hail from a clan distantly related to Asura and Hashirama Senju, known for their physical resilience. You gain the following benefits:<br />
*You automatically succeed on the saving throw incurred by tailed beast extraction, but still suffer the aftereffects. <br />
*Your chakra point maximum increases by twice your proficiency bonus.<br />
<br />
<br />
'''Yakushi Clan'''<br />
<br />
You hail from a clan of medical nin with expertise in genetic modification, rather than healing. Choose one non-dojutsu implantable path that is not [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]] or [[Path of Permanence (Shinobi World Supplement)|Path of Permanence]]. If you gain this path, you are not limited by implantation. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Yamanaka Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Mind (Shinobi World Supplement)|Path of the Mind]]. When a creature makes a {{5a|cha}} saving throw against your [[Path of the Mind (Shinobi World Supplement)|Mind Body Switch]] jutsu, you may spend chakra to grant them an equal penalty to the saving throw to a maximum of your proficiency bonus.<br />
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'''Yanagikage Clan'''<br />
<br />
You hail from a clan that is skilled in wielding hidden weapons. You may draw a weapon as part of making an attack.<br />
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<br />
'''Yūhi Clan'''<br />
<br />
You hail from a clan known for their skilled genjutsu use. When you cast a genjutsu that fails to affect the target, you regain half the chakra spent. If you gain the Genjutsu Expert feat, you may learn path unique genjutsu without taking their prerequisite path.<br />
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'''Yoimura Clan'''<br />
<br />
You hail from a clan cursed with fading memories. Your {{5a|int}} score decreases by -2, but you may take any one [[#Ninja Feats|Ninja Feat]] or [[#Shinobi Path Feats|Shinobi Path Feat]] regardless of its level or ability score requirements.<!--Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|str}} and {{5a|dex}} increase by a total of +3.--><br />
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<br />
'''Yota Clan'''<br />
<br />
You hail from a clan of traveling shinobi naturally capable of controlling the weather. As a ritual for 1 hour, you may cast [[5e SRD:Control Weather|Control Weather]] without components or spell slots.<br />
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'''Yotsuki Clan'''<br />
<br />
You hail from a clan of Hidden Cloud Village shinobi known for their unbreakable pride in their allies. Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|con}} and {{5a|cha}} increase by a total of +3.<br />
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<br />
'''Yuki Clan'''<br />
<br />
You hail from a clan of persecuted Kekkei Genkai users. You gain use of [[Ice Style (Shinobi World Supplement)|Ice Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
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'''Zetsu Clan'''<br />
<br />
Your very existence was molded by [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. Your type is plant instead of humanoid, you must choose [[Path of Mutation (Shinobi World Supplement)|Path of Mutation]] at 3rd level, and you may use {{5a|con}} as your casting ability for any Path of Mutation features and unique jutsu.<br />
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----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Shinobi World (5e Campaign Setting)|Shinobi World]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]<br />
[[Category:5e]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Feats_and_Boons_(Shinobi_World_Supplement)&diff=1689043Feats and Boons (Shinobi World Supplement)2023-03-13T18:00:32Z<p>Plywood tank: </p>
<hr />
<div>=== Ninja Feats ===<br />
These feats can be taken instead of an ability score increase, instead of a normal feat, or as the variant human free feat.<br />
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'''Nature Training'''<br />
<br />
You have trained your body to understand another chakra nature. You gain 1 additional chakra nature, or one of its alternatives, as per the [[Naruto: Shinobi (5e Class)#Chakra|Chakra]] feature. If you take this feature before 2nd level, you gain the Chakra feature, your chakra point maximum is 2 + your {{5a|con}} modifier, and you may know 2 jutsu. Once you reach 2nd level, you have as many chakra points and known jutsu as shown on the Shinobi table. You may take this feat multiple times. <br />
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'''Powerful Source'''<br />
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'''Prerequisites:''' Strength or Charisma 13 or higher<br />
<br />
Your might almost entirely fuels your chakra, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
<br />
*Your {{5a|str}} or {{5a|con}} score increases by +1.<br />
*While not wearing armor or wielding a shield, your AC equals 10 + your {{5a|str}} modifier + your Proficiency bonus. You may spend 2 chakra as a [[More Actions (5e Variant Rule)|free action]] to benefit from either a shield in addition to these benefits until the end of your next turn.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
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'''Mighty Vigor'''<br />
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'''Prerequisites:''' Powerful Source feat, Strength 18 or higher<br />
<br />
Your unwavering confidence in your might has balanced your chakra, enhancing your strength with understanding and moderation, and allowing you to fuel the very limits of your life into your chakra. You gain the following benefits:<br />
<br />
*At will during your turn, you may decide whether your chakra counts as heavy chakra or not.<br />
*When you make an attack using {{5a|str}}, you may spend 1 chakra or 1 hit point to deal half as much damage on a miss. This counts as a {{5a|str}} saving throw for the sake of Brawn.<br />
*Choose two skills between {{5s|Acrobatics}}, {{5s|Stealth}}, {{5s|Arcana}}, {{5s|Animal Handling}}, and {{5s|Intimidation}}. The two chosen skills use {{5a|str}} as their ability.<br />
*When you cast a jutsu, you may spend a number of hit points equal to half its total cost to use {{5a|str}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 hit points to use {{5a|str}} instead of {{5a|int}} until the end of your next turn.<br />
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'''Fast as Lightning'''<br />
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'''Prerequisites:''' Dexterity or Intelligence 13 or higher<br />
<br />
You have trained your speed almost exclusively, perfecting your stride and quickening your steps. You gain the following benefits:<br />
<br />
*Your Dexterity or Intelligence score increases by 1, to a maximum of 20.<br />
*You can use the Dash action as a [[More Actions (5e Variant Rule)|free action]] on your turn for 2 chakra.<br />
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'''Fast as Light'''<br />
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'''Prerequisites:''' Fast as Lightning feat, Dexterity 18 or higher<br />
<br />
Your speed rivals the fastest shinobi, and with them the forces of nature. You gain the following benefits:<br />
<br />
*When a creature targeted by one of your jutsu benefits from Evasion, they take no damage on a success, but full damage on a failure.<br />
*When you cast a jutsu, you may use {{5a|dex}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to your movement speed divided by 10, rounded down, regaining all uses at the end of a long rest. If your movement speed increases temporarily, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*When you make a reaction, you may spend 5 chakra points to regain your reaction, regaining use at the end of your turn.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|dex}} instead of {{5a|int}} until the end of your next turn.<br />
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'''Heavy Chakra'''<br />
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'''Prerequisites:''' Constitution or Strength 13 or higher<br />
<br />
Through naturally compressing your chakra, you are able to store more chakra than your average shinobi. You gain the following benefits:<br />
<br />
*Your {{5a|con}} or {{5a|str}} score increases by +1.<br />
*Your chakra point maximum increases by your proficiency bonus.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
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'''Overflowing Chakra'''<br />
<br />
'''Prerequisites:''' Heavy Chakra feat, Constitution 18 or higher<br />
<br />
Through hard training and enduring experience in combat, you have learned how to fuel your Jutsu with copious amounts of Chakra, enhancing them to a point that the elements you weave could be considered as forces of nature. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your {{5a|con}} modifier an additional time. <br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|con}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|con}} instead of {{5a|int}} until the end of your next turn.<br />
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'''Tempered Chakra'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 13 or higher<br />
<br />
You are well versed in limiting the amount of chakra you use. You gain the following benefits:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*When determining how much chakra you have, you may replace your Constitution modifier with your Intelligence modifier. <br />
*You may add your proficiency bonus an additional time to Concentration saving throws for jutsu. <br />
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'''Masterful Chakra Control'''<br />
<br />
'''Prerequisites:''' Tempered Chakra feat, Intelligence 18 or higher<br />
<br />
You have mastered your chakra control to the point that even a small drop can have explosive results. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your Intelligence modifier an additional time. <br />
*As a bonus action, you can reduce the chakra cost of the next jutsu you use before the end of the turn by an amount equal to your {{5a|int}} modifier. The minimum chakra you can expend on a jutsu using this is 1. You may use this a number of times equal to 1/4 your shinobi level (rounded down, minimum 1), regaining all uses at the end of a long rest. You may not use this feature and [[Path of the Healer (Shinobi World Supplement)|Chakra Control]] on the same jutsu.<br />
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'''Perfected Seals'''<br />
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'''Prerequisites:''' Intelligence 16 or higher<br />
<br />
You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. If you do not have the [[Naruto: Shinobi (5e Class)#Jonin|Jonin]] feature, you gain its benefits. If you have the feature, or once you gain it, you gain the following benefits:<br />
<br />
*You are no longer required to weave hand seals to perform jutsu, allowing you to cast jutsu with no open hands. You do not gain this benefit while under the [[5e_SRD:Conditions#Restrained|Restrained]] condition.<br />
*Any jutsu requiring hand seals that can be cast as an action can be cast as a bonus action at an additional cost of 3 chakra while you have two free hands.<br />
*Onlookers are now unable to notice you performing hand seals when done as a bonus action.<br />
*While grappling a creature, you can use their hands to complete a hand seal necessary to cast a jutsu. They must attempt a {{5a|dex}} or {{5a|wis}} saving throw. On a failure, the chakra point cost for casting the Jutsu is split equally between you and the creature at the time of casting it. If a creature does not have any chakra points, the chakra cost is not reduced. Once you use this feature, you can't use it again until the end of a short or long rest.<br />
<br />
<br />
'''Zen Master'''<br />
<br />
'''Prerequisites:''' Wisdom or Charisma 13 or higher<br />
<br />
Rather than pure intellect or power, your chakra is fueled by a deep understanding of the very nature of the energy as a connecting force. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You have a number of [[Naruto: Shinobi (5e Class)#Special Chakra|specialized chakra]] equal to your level. This chakra can only be spent to cause a creature to regain hit points or chakra points, and when another creature causes you to lose chakra, this chakra is lost first. <br />
<br />
<br />
'''Ninshu Minister'''<br />
<br />
'''Prerequisites:''' Zen Master feat, Wisdom 18 or higher<br />
<br />
Your mastery of the mysticism of chakra has revealed to you the predecessor of ninjutsu, Ninshu, and with it its secrets. You gain the following benefits:<br />
<br />
*When you touch a creature or use ''[[Basic Ninjutsu (Shinobi World Supplement)|Chakra Transfer Technique]]'' on a creature that you share a language with, you may communicate telepathically with them until the end of your next turn (9 seconds).<br />
*While you are casting telepathically communicating with a creature, you may cast jutsu and use features as if you were in their place. If a jutsu or feature would only target you when you use it, you may choose for it to target them as well until you are no longer telepathically communicating with them.<br />
*When you cast a jutsu, you may use {{5a|wis}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to the number of skills you have proficiency in, and you gain twice as many uses from skills you have expertise in, regaining all uses at the end of a long rest. If you temporarily gain proficiency or expertise in skills, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|wis}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Spiritual Adept'''<br />
<br />
'''Prerequisites:''' Charisma or Wisdom 13 or higher<br />
<br />
Your chakra is greatly powered by your confidence and power of soul, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You gain proficiency in one skill of your choice.<br />
*When you finish a short rest, you can expend a number of hit die equal to your Wisdom modifier. Roll the hit die and add your {{5a|wis}} modifier to the result. You regain an amount of chakra equal to half the result.<br />
<br />
<br />
'''Spiritual Powerhouse'''<br />
<br />
'''Prerequisites:''' Spiritual Adept feat, Charisma 18 or higher<br />
<br />
Your physical energy has almost entirely given way to your unwavering spiritual energy. You gain the following benefits:<br />
<br />
*You gain use in [[Yin Style (Shinobi World Supplement)|Yin Style]]. If you already have use in Yin Style, you gain [[Naruto: Shinobi (5e Class)#Chakra Nature Alternatives|Affinity]] in it instead.<br />
*[[Yang Style (Shinobi World Supplement)|Yang Style]] or [[Yin-Yang Style (Shinobi World Supplement)]] benefit from your [[Yin Style (Shinobi World Supplement)|Yin Style]] Affinity.<br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|cha}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|cha}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Sensor Nin'''<br />
<br />
'''Prerequisites:''' Wisdom 16 or higher, Proficiency in Perception<br />
<br />
When you take the {{5e|Search Action}}, you may also attempt a DC 14 {{5s|Arcana}} check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you already have chakra sense, its range increases by 30 feet or its penetration increases by its initial value (minimum 1 inch). You may take this feat multiple times, increasing its Wisdom requirement by +2 each time you take it.<br />
<br />
<br />
'''Absorption Nin'''<br />
<br />
'''Prerequisites:''' {{5a|con}} 14 or higher, {{5a|int}} 14 or higher<br />
<br />
You not only have the mental aptitude to understand absorption jutsu, but the physical ability to perform them. When!<--!you choose this, you gain the Basic Absorption Technique and Advanced Absorption Technique. Also, when--> you gain a jutsu, you may instead learn one [[Chakra Absorbing Jutsu (Shinobi World Supplement)|Chakra Absorbing Jutsu]].<br />
<br />
<br />
'''Barrier Nin'''<br />
<br />
'''Prerequisites:''' {{5a|wis}} 16 or higher<br />
<br />
Your body is capable of withstanding the toll of Fūinjutsu. When you gain a jutsu, you may instead learn one [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]].<br />
<br />
<br />
'''Perfect Chakra Thief'''<br />
<br />
'''Prerequisites:''' Intelligence 14 or higher, the ability to absorb chakra<br />
<br />
You master one form of chakra that is not native to you. Choose between the [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]], [[Path of the Cursed (Shinobi World Supplement)|Cursed]], [[Path of the Star (Shinobi World Supplement)|Star]], or [[Path of the Sage (Shinobi World Supplement)|Sage]]. You gain that subclass's first feature, but none of the subclass features gained in this way grant you the ability to gain their special type of chakra. You may take this feat multiple times, gaining the next feature of one of the above subclasses you have already chosen, or the first feature in one you have not chosen. Your [[Naruto: Shinobi (5e Class)|Shinobi]] level must be equal or higher than a feature's level requirement to gain it in this manner.<br />
<br />
<br />
==== Jutsu Mastery Feats ====<br />
<br />
'''Body Flicker Master'''<br />
<br />
'''Prerequisites:''' Dexterity 18 or higher, the ability to cast Body Flicker<br />
<br />
When you cast Body Flicker, you can take the Attack action as a bonus action on the same turn.<br />
<br />
<br />
'''Multi-Shadow Clone Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Shadow Clone<br />
<br />
*The amount of shadow clones you can have at a time is no longer limited to 5.<br />
*Creating shadow clones only costs 2 chakra per clone. However, they only start with 2 chakra.<br />
*When creating a shadow clone, you can expend additional chakra to give one of the clones 5 additional hit points per chakra point spent, you can't give a clone more hit points than your own maximum hit points. You can do this for as many clones as you wish.<br />
<br />
<br />
'''Summoning Master'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 16 or higher, the ability to cast Summoning Jutsu<br />
<br />
You are extremely adept at summoning. The chakra cost is halved whenever you cast Summoning Jutsu. This does not stack with features like {{inpage|Jiraiya Clan}} or [[Path of the Exalted (Shinobi World Supplement)|Animal Path Focus]].<br />
<br />
<br />
'''Multi-Summoning Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Summoning Jutsu.<br />
<br />
*You may summon any number of creatures on a single use of the Summoning Jutsu. Summoned creatures must have at least 5 feet between one another. <br />
*Creatures may be summoned up to 30 feet from you. <br />
<br />
<br />
'''Impure World Reincarnation Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Impure World Reincarnation<br />
<br />
*The amount of creatures you can have resurrected by Impure World Reincarnation at a time is no longer limited to 5.<br />
*When you control a creature using Impure World Reincarnation, you act with them on their turn instead of your own.<br />
*This does not grant early use of Impure World Reincarnation.<br />
<br />
<br />
'''Gentle Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you likely lack the [[Path of Sight (Shinobi World Supplement)|Byakugan]], careful training has allowed you to effectively memorize the human chakra network layout. You may learn any [[Path of Sight (Shinobi World Supplement)#Path of Sight Unique Jutsu|Path of Sight Unique Jutsu]] that you have the level requirements for, not including ''Focused Byakugan'', and you may spend 3 additional chakra to cast them without having a Byakugan active.<br />
<br />
<br />
'''Ferocious Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you may not having the training of a taijutsu master able to open the Eight Gates, you have developed the opposite fighting style to the Gentle Fist. You gain the [[Path of Youth (Shinobi World Supplement)|Ferocious Fist]] feature, and ''Dynamic Entry'' counts as a taijutsu for the sake of Affinity. <br />
<br />
<br />
'''Hand-to-Hand Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|str}} or {{5a|con}}<br />
<br />
Rather than mastering fancy techniques, you have mastered how to deal direct damage. As a bonus action for 2 chakra, or at will for 5 chakra, you may grant yourself one of the following benefits until the end of your turn, you use a jutsu, you wear armor, or you wield a shield or weapon:<br />
<br />
*You gain a +2 bonus to AC.<br />
*You gain a +2 bonus to your attack rolls.<br />
*You gain a +4 bonus to damage rolls.<br />
<br />
<br />
'''Taijutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|dex}}, the ability to cast at least one [[Taijutsu (Shinobi World Supplement)|taijutsu]]<br />
<br />
Through constant training in the combat arts, performing taijutsu has become second nature to you, granting you the following benefits:<br />
<br />
*All taijutsu have their chakra cost reduced by 3 (minimum of 1).<br />
*You can make an unarmed strike as a bonus action. This does not increase the amount of attacks performed when using the basic taijutsu technique.<br />
*Choose one Taijutsu that has a base chakra cost of 4 or lower. You have fully mastered this jutsu. You no longer need to spend chakra to use this jutsu.<br />
<br />
<br />
'''Genjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|wis}} or {{5a|cha}}, the ability to cast at least one [[Yin Style (Shinobi World Supplement)|genjutsu]]<br />
<br />
Your training allows you to manipulate the core of a creature's psyche with expert subtlety. You gain the following:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*As a bonus action for 1 chakra while you have a creature in a genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier.<br />
*When you cast a genjutsu that fails to affect the target, you regain half the chakra spent.<br />
<br />
<br />
'''Ninjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|int}}, the ability to cast at least one jutsu that is not [[Yin Style (Shinobi World Supplement)|genjutsu]], [[Taijutsu (Shinobi World Supplement)|taijutsu, bukijutsu]], [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]], [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]], or path unique jutsu (referred to as "ninjutsu" within this feat).<br />
<br />
Manipulating chakra outside of your body has become as easy as forming it within you. You gain the following: <br />
<br />
*Your {{5a|dex}} or {{5a|int}} score increases by 1, to a maximum of 20.<br />
*When you cast a ninjutsu, you may spend 3 additional chakra to cast it as if you had Affinity in its nature.<br />
*If a ninjutsu requires a ninjutsu that you know, it counts as half as much for the sake of how many jutsu you may know.<br />
<br />
==== Shinobi Path Feats ====<br />
<br />
'''Painkiller'''<br />
<br />
'''Prerequisites:''' Constitution 15 or higher<br />
<br />
You have trained your body and mind to be more resilient to pain. When a subclass feature causes you to lose hit points, but not maximum hit points, or take damage by using or maintaining it, you may decrease the reduction by your Shinobi level + your {{5a|con}} modifier. You can use this feature as many times as your {{5a|con}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Advanced Curse of Hatred'''<br />
<br />
'''Requirements:''' [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]<br />
<br />
You have trained tirelessly to cultivate your personal Curse of Hatred, unlocking the depths of your Sharingan's power at the cost of your physical wellbeing. You gain 1 additional [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability, and either your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Mangekyō feature. Each time you take this feat, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability than any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must take this feat to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Mangekyō Master boon). You may take this feat multiple times.<br />
<br />
<br />
'''Ninja of Prophecy'''<br />
<br />
'''Requirements:''' [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]]<br />
<br />
You have trained tirelessly with your Rinnegan, making your power resemble the Sage of Six Paths even more than it already did, but at the cost of a portion of your own life. You gain 1 additional [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] ability, and you must gain any 2 of the following (you may take the same one twice): your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] feature. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must take this feat to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Sagely Rinnegan feature). You may take this feat multiple times.<br />
<br />
<br />
'''Supreme Chakra Sense'''<br />
<br />
'''Requirements:''' At least one [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]], and Intelligence 18 or higher<br />
<br />
Your mastery of your ancient dojutsu has allowed your chakra to reach every nook and cranny of its chakra network. You gain a {{5e|Truesight}} range equal to your [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan's]] chakra sense range.<br />
<br />
<br />
'''Partial Second Stage'''<br />
<br />
'''Requirements:''' [[Path of the Cursed (Shinobi World Supplement)#Diversified Second Stage|Diversified Second Stage]] and Constitution 16 or higher<br />
<br />
You’ve mastered your cursed mark to the point of being able to partially bring out its power without having to suffer the usual side effects. As a bonus action, you gain the effects and Jutsu of your Diversified Second Stage, but not those of Cursed Mark or Second Stage, for an amount of rounds equal to your {{5a|con}} modifier. You may use this feature an amount of times equal to your {{5a|con}} modifier, regaining all uses at the end of a short or long rest.<br />
<br />
<br />
'''Overwhelming Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your swarms fly in tight, thick swarms. When you create a swarm of insects, it has an additional number of hit points equal to your proficiency bonus. When you combine two swarms using Massive Swarms, you may forgo increasing a swarm's size to cause any area within the swarm to become{{5e|Heavily Obscured}}. You may take this feat multiple times.<br />
<br />
<br />
'''Numerous Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your body is packed full of insects, allowing you to spend minimal chakra to release them. The minimum number of chakra you must spend to create a swarm is halved (minimum 1). As a reaction immediately before you would take damage, you may move up to 5 ft. and create a swarm where you were, spending chakra as normal and causing the swarm to take the damage instead unless you would still be a valid target.<br />
<br />
<br />
'''Student of Many Masters'''<br />
<br />
Your training encompasses more than one teacher. You gain the first feature from a non-implantable path. If you gain this feat multiple times, you may take either the next feature or the first feature of another non-implantable path. You may take this feat multiple times.<br />
<br />
====[[Path of the Beast (Shinobi World Supplement)|Jinchuriki]] Feats====<br />
These feats can only be taken by those who have a specific Bijuu sealed inside them.<br />
<br />
<br />
'''Solid Cloak'''<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku's]] Jinchuriki<br />
<br />
While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], your chakra cloak bolsters itself with nearby sand and other soils, granting you +2 AC.<br />
<br />
<br />
'''Claw Creation'''<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi's]] Jinchuriki<br />
<br />
Even without tapping into your Tailed Beast's chakra, you are able to manifest a portion of its natural ability. While you have at least 1 chakra, your unarmed strikes gain an additional 10 feet of reach.<br />
<br />
<br />
'''Coral Palm'''<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu's]] Jinchriki<br />
<br />
You are able to produce chakra-sapping coral on contact with another creature. As part of any successful unarmed strike while in Tailed Release or Bijuu Chakra Mode, the targets movement speed is reduced by 5 feet until the end of their next turn.<br />
<br />
<br />
'''Lava Style Infusion'''<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's mastery of lava. You gain [[Lava Style (Shinobi World Supplement)|Lava Style Chakra Mode]], even if you can not use Lava Style. This counts as both a Path of the Beast Unique Jutsu and Lava Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Vapor Style Infusion'''<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's ability to produce steam. You gain [[Vapor Style (Shinobi World Supplement)|Vapor Style: Unrivaled Strength]], even if you can not use Vapor Style. This counts as both a Path of the Beast Unique Jutsu and Vapor Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Slippery Cloak'''<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken's]] Jinchuriki<br />
<br />
While in Tailed Release or Bijuu Chakra Mode, your cloak takes a bluish hue, and you have advantage on grappling checks, can squeeze through spaces twice as small, and you do not suffer the penalties of squeezing into a space one size smaller than you.<br />
<br />
<br />
'''Flying Jinchuriki'''<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei's]] Jinchuriki<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you can sprout a pair of wings on your back as a bonus action, granting you a flying speed equal to your movement speed. You must spend 2 chakra at the beginning of each of your turns to maintain this effect.<br />
<br />
<br />
'''Ink Production'''<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki's]] Jinchuriki<br />
<br />
You are able to produce reasonable amounts of squid ink from your hands and mouth. As a ranged spell attack for 1 chakra, you can attempt to launch ink into the eyes of a creature within 30 ft. On a hit, they are {{5c|blinded}} until the beginning of your next turn.<br />
<br />
<br />
'''Strongest Jinchuriki'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
You are able to draw even deeper from your Tailed Beast's massive chakra reserves. You gain 1 additional use of Hidden Chakra, which is also regained at the end of a long rest.<br />
<br />
<br />
'''Negative Emotion Sense'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
When you take the {{5e|Search Action}} while Tailed Release, Tailed Beast Mode or Bijuu Chakra Mode is active, you may also attempt a DC 15 {{5a|cha}} saving throw to locate living creatures that are evil or are hostile toward another creature within 120 feet. You learn their location that moment and whether they are evil or hostile. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Additionally, this counts as chakra sense for anything that would effect traditional chakra sense.<br />
<br />
<br />
'''Vessel of Vessels'''<br />
<br />
'''Prerequisites:''' [[Gedo Mazo (5e Creature)|The Gedo Mazo's]] [[Path of the Beast (Shinobi World Supplement)|Jinchuriki]]<br />
<br />
You automatically succeed the Constitution saving throw of [[Path of the Beast (Shinobi World Supplement)#Jinchūriki Creation|Jinchūriki extraction]], and doing so no longer paralyzes you or reduces your hit points to 0.<br />
<br />
<br />
'''Negative Emotion Absorption'''<br />
<br />
'''Prerequisites:''' [[Reibi (5e Creature)|Zero-Tails’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While there is a creature with the {{5c|frightened}} condition within 45 feet of you, you regain 1 chakra point at the beginning of each of your turns. This can happen multiple times on a single turn with multiple frightened creatures.<br />
<br />
<br />
'''Reptilian Cloak'''<br />
<br />
'''Prerequisites:''' [[Nine-Tailed Clone, Ama no Hoko (Shinobi World Supplement)|Nine-Tailed Clone's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
Your red chakra covers your skin in small snakes, creating the appearance of reptilian scales wrapped around you. While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], you gain an additional 5 ft. of reach. You may forgo this bonus at the beginning of each of your turns to grant yourself temporary hit points equal to your shinobi level.<br />
<br />
<br />
'''Curse of Sōma'''<br />
<br />
'''Prerequisites:''' [[Sōma (Shinobi World Supplement)|Sōma’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Memory Wiping Jutsu'''<br />
<br />
:'''Cost:''' 6+ Chakra<br />
<br />
:'''Range:''' 150 feet<br />
<br />
:One creature within 20 ft. (in which this counts as an attack for the sake of features like [[Naruto: Shinobi (5e Class)#Extra Attack|Extra Attack]], or every creature within 10 ft. for 6 additional chakra (in which this is used as an action), must attempt a {{5a|dex}} saving throw. On a failure, their {{5a|int}} score decreases by 1 as a portion of their memories are erased. If this reduces their {{5a|int}} score to 0, the creature dies instantly. A creature regains 1 point of their {{5a|int}} score at the end of a long rest.<br />
<br />
<br />
'''Otherworldly Tendrils'''<br />
<br />
'''Prerequisites:''' [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, your reach increases by 5 feet, but you lose a number of hit points equal to chakra lost from upkeeping your release, and you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Raise Ghost Army'''<br />
<br />
:'''Cost:''' 10 Chakra<br />
<br />
:'''Duration:''' 1 minute (concentration)<br />
<br />
:As an action, you create one [[Ghost Soldier (Shinobi World Supplement)|ghost soldier]] anywhere within your reach that is controlled by you. Any conditions that affect you are applied to any ghost soldiers created by this jutsu. Any ghost soldiers created in this way disappear when this jutsu ends.<br />
<br />
<br />
'''Roen's Absorption'''<br />
<br />
'''Prerequisites:''' [[Roen (Shinobi World Supplement)|Roen's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
You may immediately fail your Red Chakra saving throw to gain your next Path of the Beast subclass feature for 1 minute. While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu:<br />
<br />
:'''Roen's Absorption'''<br />
<br />
:As a bonus action, make an unarmed strike against one creature within your reach + 10 feet. On a hit, they lose chakra points equal to the number of red chakra you gain at the end of each of your turns, and you regain an equal number of chakra points.<br />
<br />
<br />
'''Breath of the Genryu'''<br />
<br />
'''Prerequisites:''' [[Genryu (Shinobi World Supplement)|Genryu's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Tailed Release, or Bijuu Chakra Mode, you gain the effects of your Genryu's variant, as well as the ''Genryu Breath'' jutsu, which counts as Path of the Beast Unique Jutsu for the sake of affinity and uses your jutsu saving throw DC and damage bonus.<br />
<br />
:'''Genryu Breath'''<br />
<br />
:'''Cost:''' 3 Chakra<br />
<br />
:'''Range:''' 25 foot cone<br />
<br />
Every creature within range must make a Constitution saving throw. On a failure, they take 2d8 damage. On a success, they take half as much damage. The damage type dealt by this jutsu is determined by your Genryu's variant.<br />
<br />
====[[Path of Succession (Shinobi World Supplement)|Karma]] feats====<br />
These feats can only be taken by those who have a specific Otsutsuki's Karma. Any jutsu gained by these feats count as Path of Succession Unique Jutsu.<br />
<br />
'''Thief's Karma'''<br />
<br />
'''Requirements:''' [[Momoshiki (Shinobi World Supplement)|Momoshiki's Karma]]<br />
<br />
While your Karma is active, you gain crooked horns that sprout from your eyebrows and the following jutsu:<br />
<br />
:'''Reign of the High Emperor'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, you absorb it with one hand, and, as a bonus action on a subsequent turn, cast it with your other hand. If the spell would have hit creatures other than you, they are also not affected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.<br />
<br />
<br />
'''Warrior's Karma'''<br />
<br />
'''Requirements:''' [[Kinshiki (Shinobi World Supplement)|Kinshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single sweeping horn across your forehead and the following jutsu: <br />
<br />
:'''Amanohabaya'''<br />
<br />
:You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage. If you make more than 3 weapons, any earlier weapons are destroyed. If you only have 1 Rinnegan, you may only have 1 weapon created at a time.<br />
<br />
<br />
'''Traveler's Karma'''<br />
<br />
'''Requirements:''' [[Urashiki (Shinobi World Supplement)|Urashiki's Karma]]<br />
<br />
While your Karma is active, you gain forehead protector-like horns that sprout from your temples and the following jutsu:<br />
<br />
:'''Temporal Rewind'''<br />
<br />
:'''Cost:''' 7 chakra<br />
<br />
:As a [[More Actions (5e Variant Rule)|free action]] on your turn, you experience the next six seconds and then revert time. You gain advantage on any attack rolls and saving throws you make until the beginning of your next turn.<br />
<br />
<br />
'''Lord's Karma'''<br />
<br />
'''Requirements:''' [[Isshiki (Shinobi World Supplement)|Isshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single round horn that wraps around the back of your head and the following jutsu: <br />
<br />
:'''Sukunahikona'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Range:''' 60 ft.<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As an action, you may shrink up to a 20 ft. square object to an imperceptibly tiny size. You may end this effect as a bonus action, upon which any creatures occupying the same space as a shrunk object must attempt a Dexterity saving throw, taking 2d8 bludgeoning damage on a failure, or half as much on a success. You may shrink yourself as well, granting you a +10 bonus to {{5s|Stealth}} checks and {{5a|dex}} saving throws, but doing so halves his movement speeds. Any creatures or objects contained within the object are shrunk as well, with other creatures suffering the same movement speed penalty you do, and become unshrunk when the original item does, even if it is no longer contained within it. If a shrunk object or creature unshrinks when it contains an unshrunk object, the unshrunk object does not change size.<br />
<br />
<br />
:'''Daikokuten'''<br />
<br />
:'''Cost:''' 2 chakra<br />
<br />
:When you use Sukunahikona, you also store the shrunk item within an extradimensional space where time doesn't flow, though creatures can still move. Sukunahikona can effect these objects indefinitely. You may only end the effects of this jutsu on up to two object as an action, upon which you may make a thrown attack with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 2d8 bludgeoning damage in addition to the attack's normal damage.<br />
<br />
<br />
'''Lady's Karma'''<br />
<br />
'''Requirements:''' [[Kaguya (Shinobi World Supplement)|Kaguya's Karma]]<br />
<br />
While your Karma is active, you gain rabbit ear-like horns and the following jutsu:<br />
<br />
:'''All-Killing Ash Bones'''<br />
<br />
:'''Range:''' 15/30 feet<br />
<br />
:'''Cost:''' 60 Chakra<br />
<br />
:You produce a spike of hardened bone that fires from your body with frightening speed as a ranged spell attack. On a hit, creatures take 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by {{5E|true resurrection}} as they and all non-magical objects they are wearing are reduced to atoms. This jutsu's cost is halved if you have the {{inpage|Rinne Sharingan}}.<br />
<br />
<br />
'''Sadist's Karma'''<br />
<br />
'''Requirements:''' [[Jashin (Shinobi World Supplement)|Jashin's Karma]]<br />
<br />
While your Karma is active, you gain two impish horns and the following jutsu: <br />
<br />
:'''Curse Technique: True Death Controlling Possessed Blood'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As a bonus action on the same turn as dealing damage to a creature using a melee attack, you consume their blood, covering your body in an array of black markings. This does not work against Constructs or Undead. For this jutsu's, any damage dealt to you deals equal damage to the creature whose blood you consumed.<br />
<br />
====Ninja Epic Boons====<br />
The following are Epic Boons exclusively intended to work with this class. Dōjutsu granted by Ninja Epic Boons can be implanted in the same manner as Ninja Path Dōjutsu. A DM may also consider giving limited access to another sub-class in place of a boon. <br />
<br />
'''Dōjutsu Master'''<br />
<br />
'''Requirements:''' At least one implanted dōjutsu path<br />
<br />
Your implanted dōjutsu are not limited by implantation. You can gain all dōjutsu-based subclass features from implanted dōjutsu in the same manner as you would if you had chosen it at 3rd level. <br />
<br />
<br />
'''Perfect Vessel'''<br />
<br />
'''Requirements:''' At least one implanted non-dōjutsu path<br />
<br />
You have mastered the manipulation of foreign chakra within you. You can gain all non-dōjutsu implantable subclass features from implanted subclasses as if you had taken them at 3rd level.<br />
<br />
<br />
'''Jōgan'''<br />
<br />
You manifest or implant a Dōjutsu similar in origin and function to the Tenseigan and Byakugan, though it activates autonomously. While you are {{5c|surprised}}, in the presence of a significantly dangerous creature as determined by the DM, or when you activate your [[Path of Succession (Shinobi World Supplement)|Kama Seal]], your critical range extends by 1 (20 &rarr; 19-20 &rarr; 18-20) and you may reroll any damage rolls on your turn a number of times equal to half your Intelligence or Dexterity modifier, regaining all uses at the end of a short rest. <!-- This may become its own path once Boruto gets more content--><br />
<br />
<br />
'''Manual Dōjutsu'''<br />
<br />
You manifest or implant a rare, clanless Dōjutsu once used by a child named Yome that enables you to manually dilate your pupils. Once per turn, you can change your eyes into one of three modes. You can only move up or down one mode per turn. <br />
*Mode 1: Your pupils are dilated. You have disadvantage against being blinded. You gain 60 feet of Darkvision and can double your proficiency bonus in Perception and Investigation checks using sight.<br />
*Mode 2: Your eyesight is normal. <br />
*Mode 3: Your pupils are contracted. You have immunity against being blinded. You lose all Darkvision and any bonuses to Perception and Investigation checks using sight is halved.<br />
<br />
<br />
'''Anti-Dōjutsu'''<br />
<br />
You manifest or implant a clanless Dōjutsu most notably used by a child named Ranmaru. You have advantage against features granted by other Dōjutsu. Features granted by other Dōjutsu that grant advantage to the user do not do so when used against you. When you take the {{5e|Search Action}}, you may also attempt a DC 18 {{5s|Arcana}} check to locate living creatures and magical effects within 30 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.. Additionally, you may take [[Path of Blood (5e Subclass)#Path of Blood Unique Jutsu|Path of Blood unique jutsu]] as if you had the subclass.<br />
<br />
<br />
'''Senrigan'''<br />
<br />
Your eyes have been blessed with a Dōjutsu that grants unending clairvoyance. As an action for 5 chakra points, you may begin meditating on one location you have been in for 1 minute, causing you to become {{5c|blinded}} {{5c|deafened}}, and {{5c|prone}}. After this period is over, you can see and hear anything as if you were standing at the location for up to 1 hour as you project your consciousness. You may end this effect at will. Additionally, you can perfectly recall any event from your past perfectly, granting you advantage on {{5s|History}} checks.<br />
<br />
<br />
'''Elderly Master'''<br />
<br />
You have aged quite a bit, but that hasn't slowed you down much. Your hit dice and chakra point maximums are halved, and you only gain further hit dice and chakra points on even levels. Any increase to your hit dice or chakra point maximum after those solely from gaining levels (i.e. from features, feats, or boons) are counted after this halving, and are not affected. Additionally, your {{5a|wis}} and {{5a|cha}} increase by a total of +4.<br />
<br />
<br />
'''Dōjutsu-Acceptant Biology'''<br />
<br />
You gain a portion of cells capable of having multiple Dōjutsu implanted in it. The number of Dōjutsu it can have implanted is determined by the DM. These act as any other implanted Dōjutsu, save for one thing. When using an ability reliant on a Dōjutsu, you can permanently sacrifice one to negate any downsides, such as damage, chakra loss, exhaustion, blindness, or other conditions. Unless the implanted Dōjutsu already had its own unique ability, such as a [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability or [[Path of the Exalted (Shinobi World Supplement)|Rinnegan Mastered]] feature, they gain the feature you have already chosen.<br />
<br />
<br />
<br />
'''Rainbow Chakra'''<br />
<br />
Your chakra has been enhanced by the seven-colored light generated by the treasure of the Land of Snow. When you cast a jutsu, you may make it a Rainbow Jutsu, which costs half as much chakra or ignores immunity and resistance. You may only cast one Rainbow Jutsu, regaining 1/14th of a use at noon each day.<br />
<br />
<br />
'''Stone of Gelel'''<br />
<br />
After having an incredibly rare, blue stone implanted in your body. You no longer age, your chakra maximum increases by 5, and once per turn you may spend 1 chakra to regain hit points equal to your Constitution modifier. You may gain this boon more than once, increasing your maximum chakra points by 3 and hit points regained by 2 per additional stone. <br />
<br />
<br />
'''Crescent Moon Chakra'''<br />
<br />
Your chakra has been enhanced by the mysterious rays the moon casts over the Land of the Moon. When you cast a jutsu, you may make it a Crescent Moon Jutsu, which costs half as much chakra or also targets all objects within 60 feet of any targets and deals twice as much damage to objects. You may only cast one Crescent Moon Jutsu, regaining 1/14th of a use at midnight each day.<br />
<br />
<br />
'''Earth Grudge Fear'''<br />
<br />
Your body has been infused with threadlike cells. Your maximum hit points are divided by 4 (rounded up), and every time you’re maximum hit points are permanently increased, the amount is divided by 4 (minimum 1). When you are within 5 ft. of a humanoid that has 0 hit points and has been dead for no more than 30 seconds (5 rounds), you may steal its heart and store it inside your body as an action to a maximum equal to your {{5a|con}} mod. Any time you are reduced to 0 hit points or your hit point maximum is reduced to 0, you may sacrifice a heart to return to your hit points and their maximum to their initial maximum. Additionally, you may sacrifice 1 heart when you make 1 shadow clone to make its hit point maximum equal to your own. You may also reattach the limb of a creature you can touch as an action for 1 chakra point. <br />
<br />
<br />
'''Iwagakure Kinjutsu'''<br />
<br />
Your body has been imbued with mouths on your palms and chest. As an action, you may kneed a handful of clay into an empowered explosive clay for 8 chakra. You may have up to 3 pieces of empowered clay at a time. Any empowered clay created above this limit becomes mundane clay after 1 minute. You may spend 1 piece of empowered clay when you use an Explosive Style jutsu to double its range or damage, halve its cost, grant a creature disadvantage against its saving throw, or grant yourself advantage on its attack roll. You may only spend 1 piece of empowered clay on each jutsu.<br />
<br />
<br />
'''Heart Implantation'''<br />
<br />
Only creatures with the fabrication [[#Clan Boons|clan boon]] can gain this boon. Your false body has been bolstered with the still-beating heart of a living person. The implantation process is incredibly delicate and modifies every cell in your body, and can not simply be done with ''Earth Grudge Fear'' or traditional heart transplantation. You no longer take damage from spending chakra on ninjutsu. When you cast ''[[Earth Style (Shinobi World Supplement)|Earth Golem]]'', you may create an [[Akuta (Shinobi World Supplement)|Akuta]] instead of an [[Earth Golem (Shinobi World Supplement)|earth golem]]. <br />
<br />
<br />
'''Jashin Immortality'''<br />
<br />
Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality or being killed instantly. You can not be killed by any means other than starvation. When you take damage not explicitly targeted at your neck, you do not lose hit points. This does not extend to any form of clones. All of your current and future hit dice are reduced to d4, and if you are reduced to 0 hit points, you are {{5c|paralyzed}}, save for being able to speak, and you are reduced to a head. You can return to full hit points by having your head sewn to a headless body, including your own, using leatherworker's tools, weaver's tools, or Earth Grudge Fear. You can only be sewn to a humanoid body, and you replace your Strength, Dexterity and Constitution scores with those of the body you are sewn into and gain its racial features. <br />
<br />
<br />
'''Strongest Shield'''<br />
<br />
One of the most selective abilities in the shinobi world, only the [[Third Raikage (Shinobi World Supplement)|Third Raikage]] has been known to have enhanced his body so far that his body could truly be considered unbreakable, through means unknown. You gain +5 damage reduction and damage threshold. Whenever you would add your {{5a|dex}} modifier to a jutsu or your AC, you may instead add your {{5a|str}} modifier.<br />
<br />
<br />
'''Path Mutation'''<br />
<br />
You manifest a heavily mutated variant of a path. Choose any one feature from an implantable path. If the feature would require another feature to be active, it does not. If the feature would cause you to gain or lose additional hit points, chakra points, or another resource, the base this addition is to counts as 1.<br />
<br />
<br />
'''Eternal Mangekyō Sharingan'''<br />
<br />
'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Mangekyō|Mangekyō Sharingan]]<br />
<br />
By transplanting the Mangekyō Sharingan of another person biologically close to you, such as a sibling or parent, you master the final evolution of a normal Sharingan. You gain 2 additional Mangekyō abilities and you automatically succeed the Constitution saving throw from using an ability. You also lose any {{5asc|gradual blindness}}} levels gained from your Mangekyō.<br />
<br />
<br />
'''Rinnegan Manifestation'''<br />
<br />
'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
You awaken the ultimate power of the Sharingan by combining it with the second half of the Sage of Six Paths genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] feature in the same order as listed as long as you reach the level requirements for said features. Additionally, your levels of {{5asc|gradual blindness}} are reduced to 0 when you gain this boon. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action.<br />
<br />
<br />
'''Rinne Sharingan'''<br />
<br />
'''Prerequisites:''' [[Naruto: Shinobi (5e Class)#Birth of the Ten-Tails' Jinchuriki|Ten-Tails' Jinchuriki]]<br />
<br />
You tap into the power of the Ten-Tails, awakening the ultimate dōjutsu as a third eye in your forehead. You may benefit from your Rinnegan's previous Sharingan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Rinnegan Manifestation, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you automatically succeed the Constitution saving throw from using a Mangekyō ability. Additionally, you gain the following jutsu: Infinite Tsukuyomi, Amenominaka, and Eighty Gods Vacuum Attack.<br />
<br />
<br />
'''Tensei Byakugan'''<br />
<br />
'''Prerequisites:''' [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] and Indra's Reincarnation, [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]], or Asura's Reincarnation; or any of the previous and Outer Path Sage Mode; or Six Paths Power.<br />
<br />
You awaken the power of your byakugan's predecessor in part thanks to a small portion of Ōtsutsuki DNA or chakra. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]] feature in the same order as listed. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action. <br />
<br />
<br />
'''Six Paths Sage Mode'''<br />
<br />
'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, refining its effects on the human body to perfection, removing any visual effects beyond plus-shaped pupils. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight, and your chakra sense range doubles.<br />
*You deal an additional 1d10 damage with unarmed strikes (2d10 total).<br />
*You gain a flying speed equal to your movement speed.<br />
*You gain a damage threshold of 30.<br />
*You may use [[Path of the Sage (Shinobi World Supplement)#Sage Art|Sage Art]] once without spending exclusively or additional senjutsu chakra (recharge 5-6).<br />
<br />
<br />
'''Outer Path Sage Mode'''<br />
<br />
'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] or [[Path of the Celestial (Shinobi World Supplement)#Mastered Tenseigan|Mastered Tenseigan]], and [[Path of Suffering (Shinobi World Supplement)#Osteomancer|Osteomancer]] or [[Path of Totality (Shinobi World Supplement)#Mastered Truth-Seeking Orbs|Mastered Truth-Seeking Orbs]]; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, amplifying its effects to near uncontrollable levels, turning your skin to scales with several protruding growths. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight.<br />
*Your unarmed strikes gain an additional +15 ft. of reach.<br />
*You may change your size category as a bonus action, and the organization of your space may be in any shape (i.e. if you are Large, you may be a 10 x 10 ft. cube, a 20 x 5 ft. line, etc.)<br />
*When you use a jutsu that deals damage, you may spend 10 additional chakra to force the target to make an additional Intelligence saving throw. On a failure, they can not use any features from any Dōjutsu and become {{5c|blinded}} for 1 hour. They may retry this saving throw at the end of each of their turns, ending the blinded condition on a success, and regaining use of their Dōjutsu on two consecutive successes.<br />
<br />
<br />
'''Indra's Reincarnation'''<br />
<br />
The soul of the Sage of Six Paths' eldest son, an absolute prodigy, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Pick one chakra nature, subclass, or 3 class features. The level requirements for the selected features or Jutsu are reduced by 3. <br />
<br />
<br />
'''Asura's Reincarnation'''<br />
<br />
The soul of the Sage of Six Paths successor, best known for his gradual growth, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Your maximum chakra increases by an additional 2 points every time you gain a level. This counts for levels you have already attained as well. <br />
<br />
<br />
'''Six Paths: Kunitsukami'''<br />
<br />
'''Requirements:''' Six Paths Sage Mode<br />
<br />
While in Sage Mode, you gain a flying speed equal to twice your movement speed. Additionally, you may increase your size by up to 2 size categories of your original or Huge, whichever is greater, as an action. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.<br />
<br />
<br />
'''Six Paths Power'''<br />
<br />
You have been granted a mass of chakra of unimaginable power, typically from eating the fruit of the [[Datara (5e Creature)|God Tree]] or being granted a portion of the [[Hagoromo (Shinobi World Supplement)|Sage of Six Paths']] power. You gain 50 additional points of chakra, which are counted separately from your normal chakra and are not regained when your normal chakra would be. If you fulfill another boon's requirements with Six Paths Power, not including the Ōtsutsuki boon, you do not benefit from it while you have 0 Six Paths Power chakra points.<br />
<br />
<br />
'''Ōtsutsuki'''<br />
<br />
'''Requirements:''' Six Paths Power<br />
<br />
Your Six Paths Power is not something as paltry as power taken or gifted, it is a fundamental part of you; the core of your being. As a bonus action for 5 chakra not granted by the Six Paths Power boon, you may regain 50 Six Paths Power chakra points.<br />
<br />
====Clan Boons====<br />
Clans represent the traits of heritage that manifest themselves most fully in a particular shinobi. At character creation, players may take a clan boon in place of a variant human's feat selection, otherwise they should be treated as Epic Boons. No clan that grants bonuses to subclass features or jutsu require you to take that subclass or jutsu, but also do not grant early or automatic use of said feature or jutsu. If a clan boon allows you to gain a subclass without implantation, said subclass can not be gained without the clan or implantation.<br />
<br />
<br />
'''Aburame Clan'''<br />
<br />
You hail from one of the most well-known insect keeper clans in the world. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may create swarms for a minimum of 2 chakra.<br />
<br />
<br />
'''Akado Clan'''<br />
<br />
You hail from a clan of talented shinobi, though not talented enough to receive wide-spread recognition. You gain a number of jutsu equal to your {{5a|int}} modifier. These jutsu may not be from kekkei genkai you do not have the component natures of, a path you do not have levels in, or [[Yin-Yang Style (Shinobi World Supplement)|Yin-Yang Style]].<br />
<br />
<br />
'''Akebino Clan'''<br />
<br />
You hail from the most powerful [[Kabutowari (Shinobi World Supplement)|Kabutowari]] wielder in the history of the [[Mist Shinobi (Shinobi World Supplement)|Hidden Mist Village]]. Damage rolls with {{5e|Battleaxe|battleaxes}} and {{5e|Warhammer|warhammers}} gain a +1 bonus, and the maximum AC penalty you can incur with Kabutowari gains a +2 bonus.<br />
<br />
<br />
'''Akimichi Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Body (Shinobi World Supplement)|Path of the Body]]. When you gain the Storage feature, you may store an additional 1/2 a day's worth of food, which may be consumed as an action to regain 1/2 of your level chakra points. You may do this once, regaining use at the end of a short rest.<br />
<br />
<br />
'''Akitsuki Clan'''<br />
<br />
You hail from a clan of non-shinobi forced to act as a channel for [[Sōma (Shinobi World Supplement)|Sōma's]] curse. If you fail the saving throw for Sōma's ''Memory Wiping Blast'', you become its [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], though it continues to exist outside of you. Additionally, when you gain a chakra nature, you may instead increase the saving throw DC of your Path of the Beast unique jutsu by +1 (+3 maximum).<br />
<br />
<br />
'''Amachi Clan'''<br />
<br />
You hail from a clan of scientists with a genius for understanding the ways of water. You gain affinity in [[Water Style (Shinobi World Supplement)|Water Style]] jutsu, and you may have Affinity in Water Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Asura Clan'''<br />
<br />
You hail from the ancient predecessors of the Uzumaki and Senju clans, stemming from Asura Ōtsutsuki. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally your chakra point maximum increases by your proficiency bonus.<br />
<br />
<br />
'''Biwa Clan'''<br />
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You hail from a clan of loner opportunists who gained notoriety from [[Juzo Biwa (Shinobi World Supplement)|Juzo Biwa]]. Chose one weapon you are in possession of. Attack rolls with this weapon gain a +1 bonus during initiative. This increases to +2 if no other friendly creatures have rolled initiative. This only applies to the single weapon chosen, and you can not change what weapon is chosen.<br />
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'''Bunpuku Clan'''<br />
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You hail from one of the pioneers of [[Path of the Beast (Shinobi World Supplement)|jinchuriki]] creation. You gain the {{inpage|Barrier Nin}} feat, and you gain affinity in [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]], and you may have Affinity in Fuinjutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not choose any natures at 2nd level.<br />
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'''Chinoike Clan'''<br />
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You hail from the progenitors of the [[Path of Blood (Shinobi World Supplement)|Path of Blood]], feared for their history of supposed cannibalism. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Ketsuryūgan. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Cursed Clan'''<br />
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You hail from the progenitors of the [[Path of the Cursed (Shinobi World Supplement)|Path of the Cursed]], whose bouts of rage are known to only subside in the presence of strong emotional connection. You may choose this subclass at 3rd level, and you are not limited by implantation if you are implanting a Cursed Mark. Choose 1 friendly creature to be your "tamer". While they are within 30 feet of you and you can see or hear them, you can not gain the {{5asc|berserk}} condition, and they may end this condition on you at will by touching you. <br />
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'''Darui Clan'''<br />
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You hail from the clan of the [[Darui, Boruto (Shinobi World Supplement)|Sixth Raikage]]. You gain use of [[Storm Style (Shinobi World Supplement)|Storm Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Deidara Clan'''<br />
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You hail from a clan of explosive artists. You gain use of [[Explosive Style (Shinobi World Supplement)|Explosive Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
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'''Fabrication'''<br />
<br />
Rather than biologically descending from a specific group of people, your biology has been artificially constructed from the ground up, typically by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] or the post-war [[Stone Shinobi (Shinobi World Supplement)|Stone Village]]. Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2. When you spend chakra or an equivalent [[Variant Rules (Anime Setting)|currency]], you take an equal amount of damage.<br />
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'''Fūma Clan'''<br />
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You hail from a clan of skilled weapon makers and users. When you make a thrown weapon attack, you may replace its damage dice with your unarmed strike's damage dice.<br />
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'''Fūma Clan (Land of Sound)'''<br />
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You hail from a clan of skilled bowmen. You are proficient in martial ranged weapons.<br />
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'''Funato Clan'''<br />
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You descend from [[Araumi (Shinobi World Supplement)|Araumi's]] bloodline, carrying its connection to the mythical Power of the Sea Dragon. You gain one benefit of [[Path of Specialization (Shinobi World Supplement)#Alternate Feature: Power of the Dragon|Power of the Dragon]] in relation to [[Water Style (Shinobi World Supplement)|Water Style]].<br />
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'''Fushin Clan'''<br />
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You hail from a clan of Kekkei Genkai users from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. You gain use in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and may learn [[Swift Style (Shinobi World Supplement)|Typhoon Style]] jutsu as if they were Wind Style after you gain affinity in Wind Style, and creatures with the Path of the Assassin are still affected by all aspects of the jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Guren Clan'''<br />
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You hail from a small clan of shinobi from the Land of Sound that were nearly destroyed before the creation of the [[Sound Shinobi (Shinobi World Supplement)|Hidden Sound Village]]. You gain use of [[Crystal Style (Shinobi World Supplement)|Crystal Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hachiya Clan'''<br />
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You hail from a clan of [[Mist Shinobi (Shinobi World Supplement)|Mist]] shinobi with an unimpressive record on paper, but are an invaluable benefit to field logistics. [[Water Style (Shinobi World Supplement)|Water Characters, Hidden Mist, and Water Style Bullet: Orca]] have their costs halved, rounded up.<br />
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'''Hagoromo Clan'''<br />
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You hail from a clan of shinobi that once allied themselves with the Uchiha clan, not to be confused with the successors of the Sage of Six Paths. You gain proficiency in martial melee weapons.<br />
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'''Haido Clan'''<br />
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You hail from a clan from the far away Land of Gelel. You gain use of [[Plasma Style (Shinobi World Supplement)|Plasma Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Lightning Style.<br />
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'''Hamura Clan'''<br />
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You descend from the Sage of the Outer Path himself, most likely living at some point on the moon. You can telepathically enter a creature's dreams so long as you have seen them at least once, but you can only communicate with them. This also grants you the ability to telepathically communicate with creatures within 250 feet. Additionally, if you implant a [[Path of Sight (Shinobi World Supplement)|Byakugan]], it becomes a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]] as per Tenseigan Manifestation. If you gain [[Path_of_the_Celestial_(Shinobi World Supplement)#Dream-Speak|Dream-Speak]], the distance of your telepathy is doubled.<br />
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'''Hamura Clan Reborn'''<br />
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You hail from the progenitors of the [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]], and the union of the Hamura Clan and the Hyuga Clan. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]]. Additionally, you are immune to the effects of extreme cold and altitude.<br />
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'''Han Clan'''<br />
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You hail from a clan known for harboring [[Kokuō (5e Creature)|Kokuō]] due to their kinship in ninjutsu. You gain use of [[Vapor Style (Shinobi World Supplement)|Vapor Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
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'''Hanzo Clan'''<br />
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You hail from a clan that adapted to implanted venom sacks of black salamanders. You gain immunity to poison damage and the {{5c|poisoned}} condition, and ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]'' counts as a Path Unique Jutsu for any path you take. If a creature breaths within 15 ft. of you for 1 continuous minute while you are not wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, they suffer the effects of ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]''. When you suffer a critical hit, you lose the benefits of this clan boon and are {{5c|paralyzed}} until the end of your next turn. If you are wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, you do not become {{5c|paralyzed}}.<br />
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'''Haruno Clan'''<br />
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You hail from a clan with latent skill in medical ninjutsu. When you gain the [[Path of the Healer (Shinobi World Supplement)|Healing Jutsu]] feature, you may spend up to three times your Shinobi level.<br />
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'''Hashirama Clan'''<br />
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Through unknown means, you bear the unique genetics of the [[Hashirama (Shinobi World Supplement)|First Hokage]], a feat not even his own children bore. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally, you gain proficiency in {{5s|Nature}}.<br />
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'''Hatake Clan'''<br />
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You hail from one of the greatest shinobi clans of all time, despite lacking any hidden or overwhelming abilities. You gain 1 non-Kekkei Genkai jutsu of your choice, even if you do not meet the nature requirements of it.<br />
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'''Haze Clan'''<br />
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You hail from one of the Land of Haze's exclusive clans, and as such have inherited one of the rarest kinjutsu in the world. At 2nd level gain one [[Yin-Yang Style (Shinobi World Supplement)|Haze Ninja Art: Forbidden Technique]] of your choice.<br />
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'''Hiruko Clan'''<br />
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You hail from the clan of ability thieves. You gain use of [[Shade Style (Shinobi World Supplement)|Shade Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hōki Clan'''<br />
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You hail from a line of matrilineal medical-nin and information gatherers known as the "people who work behind the scenes". When you restore hit points with jutsu, the target regains twice as many hit points but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
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'''Hoshi Clan'''<br />
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You hail from a clan of shinobi mutated by a [[Star (Shinobi World Supplement)|Star]] that fell to Earth. You may choose the [[Path of the Star (Shinobi World Supplement)|Path of the Star]] at 3rd level, and you are not limited by implantation if you are implanting Star chakra. Additionally, immediately after the end of a long rest, you gain purple chakra equal to twice your {{5a|con}} modifier (minimum 2).<br />
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'''Hoshigaki Clan'''<br />
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You hail from a clan of fishlike shinobi. You can breathe in water, and have a swimming speed equal to your movement speed.<br />
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'''Hōzuki Clan'''<br />
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You hail from a clan of pale shinobi known to have numerous Water Style Hiden. [[Water Style (Shinobi World Supplement)|Hydrification Jutsu and Instant Water]] have their costs halved, rounded up.<br />
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'''Hyūga Clan'''<br />
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You hail from the progenitors of the [[Path of Sight (Shinobi World Supplement)|Path of Sight]], and were effectively born into royalty. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Byakugan. Additionally, whenever you roll a 1 when rolling for damage on an unarmed strike, you may instead count the roll as a 2.<br />
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'''Iburi Clan'''<br />
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You hail from a clan that once dwelt in secluded caves due to fear of their own power. When you fall to half your maximum hit points, you are affected by [[Path of the Cursed (Shinobi World Supplement)|Smoke's Curse]]. You may not end this effect as a bonus action, and it only ends if you are raised above half your maximum hit points, or if you succeed a DC 17 Wisdom saving throw as an action.<br />
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'''Inuzuka Clan'''<br />
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You hail from one of the progenitors of the [[Path of the Beast-Nin (Shinobi World Supplement)|Path of the Beast-Nin]]. When you use Two-Headed Beast, your {{5a|str}} score increases by +4 to a maximum of 24 as well. Alternatively, when you gain Second Companion, you gain a third companion that acts identically to the second.<br />
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'''Jiraiya Clan'''<br />
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You hail from a clan originating from a man whose destiny was tied with the toads of mount Myuboku. The cost of using the [[Basic Ninjutsu (Shinobi World Supplement)|Summoning Jutsu]] is halved, rounded up, and the amount of chakra you need to maintain Sage Mode is quarter to half your current normal chakra.<br />
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'''Jūgo Clan'''<br />
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You hail from the last remaining branch of the Cursed Clan. When you use [[Path of the Cursed (Shinobi World Supplement)|Curse Mark]], the amount of maximum hit points lost is halved, rounded up, but you must choose Founder's Curse as your Diversified Second Stage. Additionally, you are not limited by implantation if you are implanting a Cursed Mark.<br />
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'''Kagero Clan'''<br />
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You hail from a heavily modified offshoot of the [[Sound Shinobi (Shinobi World Supplement)|Land of Sound's]] Fuma clan. You gain ''[[Plasma Style (Shinobi World Supplement)|Antlion Ninja Arts: Ephemeral]]''. While ''Antlion Ninja Arts: Ephemeral'' is active, you may cast ''Plasma Laser'' for 15 chakra regardless of if you know said jutsu.<br />
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'''Kaguya Clan'''<br />
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You hail from a clan of bloodthirst warriors distantly descended from [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. You may choose the [[Path of Suffering (Shinobi World Supplement)|Path of Suffering]] at 3rd level, and you are not limited by implantation if you are implanting Shikotsumyaku DNA. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Kaku Clan'''<br />
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You hail from a clan of shinobi known for two things: going [[Rogue Nin (Shinobi World Supplement)|rogue]] in order to steal powerful tools, and bearing their clan name as a [[Gold and Silver Brothers (Shinobi World Supplement)|suffix]]. At will, you may spend chakra to store an equal number of chakra points within your skin. You may have up to four times your {{5a|int}} modifier chakra points stored in this way at a time. Whenever an item would require you to spend chakra points, this stored chakra is spent first. This chakra can not be spent in any other way.<br />
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'''Kamizuru Clan'''<br />
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You hail from one of the most well-known insect keeper clans in the world, rumored to be the same clan as the [[Ishikawa (Shinobi World Supplement)|First Tsuchikage]]. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may spend 5 chakra to create 1 days' worth of food in honey for up to 4 Medium creatures.<br />
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'''Karatachi Clan'''<br />
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You hail from the bloodline of the [[Yagura (Shinobi World Supplement)|Fourth Mizukage]], known for their ruthlessness and fits of blood rage. As a bonus action or when you drop to half your hit points, your melee attacks deal twice as much damage, you may not cast jutsu, and you become {{5asc|berserk}} for 1 minute. You may use this once, regaining use at the end of a long rest.<br />
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'''Kawaki Clan'''<br />
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You hail from the clan of the 7th Hokage's adopted son. You may choose the [[Path of Succession (Shinobi World Supplement)|Path of Succession]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal. Additionally the cost to maintain your karma is halved.<br />
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'''Kazekage Clan'''<br />
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You hail from the bloodline of the [[Rasa (Shinobi World Supplement)|Fourth]] and [[Gaara (Shinobi World Supplement)|Fifth]] Kazekage. You gain affinity in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and you may have Affinity in Wind Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kazuma Clan'''<br />
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You come from a clan of shinobi that attempted to recreate [[Hashirama (Shinobi World Supplement)|Hashirama Senju's]] [[Wood Style (Shinobi World Supplement)|Wood Style]], though they received much different results. You gain use of [[Mud Style (Shinobi World Supplement)|Mud Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Earth Style.<br />
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'''Kedōin Clan'''<br />
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You hail from a clan of master infiltrators. As a bonus action for 2 chakra points, you may change the appearance of your face and sound of your voice to any humanoid you have seen and heard for 1 minute.<br />
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'''Kidomaru Clan'''<br />
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You hail from a near-extinct clan of spider-like people. You gain two additional sets of arms. These arms can not wield shields, or weapons with the heavy property. Additionally, you gain a climbing speed equal to your movement speed.<br />
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'''Kodon Clan'''<br />
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You hail from a clan of master drug makers. The time and cost of crafting consumable items is halved, rounded up.<br />
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'''Kohaku Clan'''<br />
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You hail from a clan historically allied with the Hidden Leaf Village capable of surviving by the tiniest string of life. When you are reduced to 0 hit points, you may instead drop to 1 hit point. After doing so, you can not cast jutsu until you return to maximum hit points, and you can not do so again until the end of a long rest.<br />
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'''Kumanoi Clan'''<br />
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You hail from a clan of master weapon makers. The time and cost of crafting items that deal damage is halved, rounded down.<br />
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'''Kon Clan'''<br />
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You hail from a near-extinct clan of parasitic shinobi. While touching a willing creature, you may enter their body. Your movement speed drops to 0 and you occupy their space. When either you or your host gain a condition, you both do, and when either would take damage, you may choose if you or your host takes damage. When you and your host are targeted by a saving throw, you may choose if you or your host makes the saving throw. When you are targeted by an attack, you use your host's AC, and you may spend 2 chakra to grant the attack disadvantage.<br />
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'''Konjiki Clan'''<br />
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You hail from a clan of kekkei genkai-wielding shinobi from the Land of Rock. You gain use of [[Steel Style (Shinobi World Supplement)|Steel Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Earth or Yang Style.<br />
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'''Kurama Clan'''<br />
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You hail from a clan of master genjutsu users. You gain affinity in [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu, and you may have Affinity in Yin Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kurama Clan Prodigy'''<br />
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You are a member of the Kurama clan born once every few generations. When you drop to half of your maximum hit points, and again when you drop to 1/4 of your maximum hit points, you must attempt a {{5c|cha}} saving throw with a DC equal to your jutsu saving throw DC. On a failure, your melee attacks deal twice as much damage, creatures affected by your [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu or Genjutsu take 2d4 psychic damage at the end of each of their turns, you become {{5asc|berserk}} save for being able to cast jutsu in place of making an attack, and you lose 1 chakra at the end of each of your turns. This ends if you can not maintain your chakra, or if you retry the saving throw as a bonus action, ending it on a success.<br />
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'''Kuriarare Clan'''<br />
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Your clan has a history of reveling in physical torture, particularly crucifixion. Once per turn when you deal damage to a {{5c|restrained}} creature, you may also make an unarmed strike against them.<br />
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'''Kurosuki Clan'''<br />
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You are a descendant of a small clan known for putting their entire purpose in life into another person. Choose 1 friendly creature to be your "meaning". While you are within 5 feet of your meaning, they take half as much damage from all sources, and you take half as much damage as you reduced. You can never change which creature is your meaning.<br />
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'''Kurogane Clan'''<br />
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You come from a clan of diligent swordsmen from the Land of Iron. When you make an attack of opportunity with a melee weapon, you may spend 1 chakra to gain a +1 bonus to your critical threshold or attack roll for that attack.<br />
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'''Lee Clan'''<br />
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You hail from a clan of master taijutsu users. You gain affinity in [[Taijutsu (Shinobi World Supplement)|Taijutsu]], and you may have Affinity in Taijutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not gain chakra natures at 2nd level, and instead must take the alternate options detailed in [[Naruto: Shinobi (5e Class)#Chakra|Chakra]].<br />
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'''Might Clan'''<br />
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You hail from a clan of taijutsu masters best known for their keen development of taijutsu, rather than outright usage. Any [[Taijutsu (Shinobi World Supplement)|Taijutsu]] and [[Path_of_Youth_(Shinobi_World_Supplement)|Path of Youth]] [[Path_of_Youth_(Shinobi_World_Supplement)#Path_of_Youth_Unique_Jutsu|Unique Jutsu]] (if you take that subclass) you cast have their costs halved, rounded down, but the cost of any other jutsu are doubled.<br />
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'''Mitarashi Clan'''<br />
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You hail from a clan of snake experts. [[Path of the Snake (Shinobi World Supplement)#Blinding Snake Glare Spell|Blinding Snake Glare Spell]] allows you to have a number of creatures grappled equal to your {{5a|str}} or {{5a|dex}} modifier at any time + 1 (minimum 2), and you have a number of uses of [[Path of the Snake (Shinobi World Supplement)#Many Hidden Shadow Snake Hands|Many Hidden Shadow Snake Hands]] equal to your {{5a|int}} modifier instead of your {{5a|wis}} modifier.<br />
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'''Momochi Clan'''<br />
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You hail from a clan of dangerous outcasts. When a creature is affected by [[Path of the Assassin (Shinobi World Supplement)|Killer Intent]], you may sacrifice a number of chakra when they attempt their Charisma saving throw to grant them an equal penalty.<br />
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'''Munashi Clan'''<br />
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You hail from a clan that revels in the violence of explosions. When you use an [[Basic Ninjutsu (Shinobi World Supplement)|explosive seal]] or a jutsu that requires explosive seals as components or requisite jutsu, you may double one of its ranges or duration. If such a jutsu has a range of touch, you may increase its range to 15 feet. You may do so a number of times equal to your {{5a|cha}} modifier, regaining all uses at the end of a long rest.<br />
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'''Morino Clan'''<br />
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You come from a small clan of expert genjutsu-using interrogators. You automatically detect Illusion spells and genjutsu. As a reaction when a creature you can see attempts a saving throw to resist becoming {{5c|frightened}}, you may grant them disadvantage. You may use this feature a number of times equal to half your {{5a|cha}} modifier (rounded down), regaining all uses at the end of a long rest.<br />
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'''Nadeshiko Clan'''<br />
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You hail from an isolated village near the [[Mist Shinobi (Shinobi World Supplement)|Mist]] known for their legendary Wind Style nintaijutsu. If you gain affinity in [[Taijutsu (Shinobi World Supplement)|taijutsu]], you may learn [[Wind Style (Shinobi World Supplement)|Nadeshiko-Style]] jutsu as if they were taijutsu.<br />
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'''Namikaze Clan'''<br />
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You hail from a clan of yellow flashes. Starting from 1st level, your movement speed increases by +5 ft. every 4th level while you are not wearing armor or a shield, effectively making your [[Naruto: Shinobi (5e Class)#Unarmored Movement|Unarmored Movement]] increase every other level, or every time you gain 50,000 experience if you can not level further. <br />
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'''Nara Clan'''<br />
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You hail from the progenitors of the [[Path of the Shadow (Shinobi World Supplement)|Path of the Shadow]]. When you cast or maintain a Path of the Shadow jutsu, you may reduce its cost by your proficiency bonus (minimum 0). You may use this feature a number of times equal to the number of skills you have proficiency in, regaining all uses at the end of a long rest.<br />
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'''Nohara Clan'''<br />
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You hail from a minor clan of the [[Leaf Shinobi (Shinobi World Supplement)|Leaf Village]] known for sacrificing themselves for the greater good. As a reaction when a creature within half your movement speed is the only creature targeted by a attack, you may take their place, becoming targeted instead, and move them 5 feet to a place not targeted. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.<br />
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'''Nojo Clan'''<br />
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You hail from a small clan of shinobi from the Land of Vegetables who have historically used their jutsu to propagate their village's namesake. You gain affinity in [[Yang Style (Shinobi World Supplement)|Yang Style]] jutsu, and you may have Affinity in Yang Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Oniyuzu Clan'''<br />
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You hail from a no-nonsense clan of assassins from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. When you gain [[Path of the Assassin (Shinobi World Supplement)#Killing Intent|Killing Intent]] feature, you may use {{5a|int}} instead of {{5a|cha}} when determining how many uses of the feature you have.<br />
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'''Onomichi Clan'''<br />
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You hail from a branch clan of the Hozuki clan, more closely related to [[Gengetsu (Shinobi World Supplement)|Gengetsu]] than [[Suigetsu (Shinobi World Supplement)|Suigetsu]], best known for their fierceness with a blade. Your melee weapon attacks gain a +1 bonus to attack and damage rolls, but you lose 1 chakra point at the end of each turn you make a melee weapon attack on. You lose this bonus while you have 0 chakra points.<br />
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'''Orochimaru Clan'''<br />
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You hail from a clan of incredibly scarce, incredibly pale, snake-like shinobi. You may choose the [[Path of the Snake (Shinobi World Supplement)|Path of the Snake]] at 3rd level, and you are not limited by implantation if you are implanting snakelike DNA. Additionally, when you make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} check, but not a saving throw, you may spend 3 chakra points to replace the used ability with your {{5a|int}}. <br />
<br />
<br />
'''Ōtsutsuki Clan'''<br />
<br />
You hail from a spacefaring clan that progenerated chakra itself. You may choose the [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] or [[Path of Succession (Shinobi World Supplement)|Path of Succession]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal or Rinnegan. If you gain the Six Paths Power boon, you may gain the subclass you did not take from this clan as if you had taken it at 3rd level instead of chakra.<br />
<br />
<br />
'''Pakura Clan'''<br />
<br />
You hail from the same clan as one of the Hidden Sand Village's greatest heroes. You gain use of [[Scorch Style (Shinobi World Supplement)|Scorch Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Wind Style.<br />
<br />
<br />
'''Raikage Clan'''<br />
<br />
You hail from an extremely selective lineage of nigh-immortal shinobi held as royalty in the Hidden Cloud Village. You gain affinity in [[Lightning Style (Shinobi World Supplement)|Lightning Style]] jutsu, and you may have Affinity in Lightning Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Ringo Clan'''<br />
<br />
You hail from a clan of sharp-teethed hunters, incredibly skilled in kenjutsu but cursed by an incurable disease. Your maximum hit dice are decreased by 2, minimum 1 (i.e. you do not gain additional hit dice at 2nd or 3rd level), and you gain two of the following (you may choose one twice):<br />
*When you engage in two-weapon fighting, you can add your {{5a|dex}} modifier to the damage of the second attack. <br />
*Your maximum chakra points increases by 3. If you take this option twice, it increases by a total of 5. <br />
*Your movement speed increases by 5 feet.<br />
<br />
<br />
'''Ryu Clan'''<br />
<br />
You hail from a small clan of horned people blessed by the power of the five [[Genryu (Shinobi World Supplement)|Genryu]]. You gain [[Naruto: Shinobi (5e Class)#Special Chakra|red chakra]] points equal to twice your proficiency bonus equal to half your maximum chakra, whichever is lower<!--to keep 1st and 2nd level players from being berserk forever-->. This chakra is regained at the end of a long rest.<br />
<br />
<br />
'''Sarutobi Clan'''<br />
<br />
You hail from a clan of the Hidden Leaf Village's greatest defenders, both physically and ideologically. You gain affinity in [[Fire Style (Shinobi World Supplement)|Fire Style]] jutsu, and you may have Affinity in Fire Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Sarutobi Clan'''<br />
<br />
You hail from the stalwart founders and defenders of the Hidden Stone Village. You gain affinity in [[Earth Style (Shinobi World Supplement)|Earth Style]] jutsu, and you may have Affinity in Earth Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
'''Senju Clan'''<br />
<br />
You hail from one of the founding clans of the Hidden Leaf Village best known for their wide, unspecialized knowledge. You gain 1 additional chakra nature at 2nd level, but you can not gain affinity in any chakra nature as an alternative to gaining a chakra nature.<br />
<br />
<br />
'''Senka Clan'''<br />
<br />
You hail from a small clan of shinobi skilled in stealing and improving techniques without use of scroll theft or the [[Path of Hatred (Shinobi World Supplement)|Sharingan]]. When you create a [[Basic Ninjutsu (Shinobi World Supplement)|Shadow Clone]], its items carry over any magical properties, but any equipment the clones have with charges, such as magic items, share the initial item's charges.<br />
<br />
<br />
'''Shiin Clan'''<br />
<br />
You hail from a clan now ruled by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] once known for their high ideals and determination, despite their small stature. Your size is reduced by 1 size category to a minimum of Small, you have advantage against being {{5c|charmed}} or {{5c|frightened}}.<br />
<br />
<br />
'''Shimura Clan'''<br />
<br />
You hail from one of the Hidden Leaf Village's earliest clans, best known for their pride and tendency to die on the battlefield. When you are reduced to 0 hit points, you may immediately take a turn before the effects of being at 0 hit points occur, rounded down. <br />
<br />
<br />
'''Shinki Clan'''<br />
<br />
You hail from a small clan of powerful, wandering shinobi from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]]. You gain use of [[Magnet Style (Shinobi World Supplement)|Magnet Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Wind or Lightning Style.<br />
<br />
<br />
'''Shion Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Future (Shinobi World Supplement)|Path of the Future]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Haraigan. Additionally, you gain proficiency in {{5s|History}}.<br />
<br />
<br />
<br />
'''Shirogane Clan'''<br />
<br />
You hail from a clan of forbidden [[Path of the Puppetmaster (Shinobi World Supplement)|puppetmasters]] from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]] who became international criminals after their human-puppet experiments came to light. The chakra cost of your puppet's innate features (i.e. the ones listed on their creature page) are halved, rounded down. If a feature can only be used a certain number of times per day, you may spend 3 hours with the puppet and a humanoid corpse to allow it to be usable for a number of chakra points equal to 9 / its number of uses.<br />
<br />
<br />
'''Suikazan/Fuefuki Clan'''<br />
<br />
You hail from a clan of shinobi once bread solely for innate physical strength at the cost of horrible disfiguration. You may replace {{5a|dex}} with {{5a|str}} when calculating your AC, your {{5a|str}} score increases by +2 or [[Path of the Assassin (Shinobi World Supplement)#Silent Killing Jutsu|Silent Killing Jutsu]] works with attacks using your {{5a|str}} modifier, but you have disadvantage on any d20 rolls you would add your {{5a|cha}} modifier to.<br />
<br />
<br />
'''Taketori Clan'''<br />
<br />
You hail from a clan of negotiators best known for their alliance with the Hyūga Clan. You have advantage on any skill checks involving {{5a|cha}}, as well as {{5a|dex}} ({{5s|Stealth}}) checks, but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
<br />
<br />
'''Tenro Clan'''<br />
<br />
You hail from a clan of beast-nin inspired by the [[Three-Headed Guardian Beast (Shinobi World Supplement)|Three-Heads]]. When yo use [[Path of the Beast-Nin (Shinobi World Supplement)|Two-Headed Beast]], you may spend 5 additional chakra to apply your Path of the Beast-Nin unique jutsu Affinity bonus to your unarmed strike attack and damage rolls, and AC until the feature ends.<br />
<br />
<br />
'''Terumi Clan'''<br />
<br />
You hail from the clan of the Fifth Mizukage. You gain [[Lava Style (Shinobi World Supplement)|Lava Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
<br />
<br />
'''Tsuchigumo Clan'''<br />
<br />
You come from a clan known for producing numerous dangerous kinjutsu. You gain a number of [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]] or [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]] equal to your {{5a|int}} modifier. These jutsu count as [[Basic Ninjutsu (Shinobi World Supplement)|basic ninjutsu]] for the sake of affinity, and you may forgo one of these jutsu to decrease the cost of one jutsu gained in this way by 5 chakra points (minimum 1).<br />
<br />
<br />
'''Tsumiki Clan'''<br />
<br />
You descend from a clan of medical-nin naturally able to apply a strange curse. When a creature becomes {{5c|paralyzed}} by a jutsu you cast, every creature within 5 ft. of the creature including the creature themself must attempt a {{5a|con}} saving throw. On a failure, they take your unarmed strikes' damage as they are caught in an explosion. On a success, they take half as much damage. <br />
<br />
<br />
'''Tsunade Clan'''<br />
<br />
You hail from a clan originating from the greatest shinobi in medical ninjutsu history. You may add your {{5a|con}} modifier to your maximum [[Path of the Healer (Shinobi World Supplement)|Mystic Palm Jutsu]] dice pool, and you lose half as many chakra points (rounded up) to maintain [[Path of the Healer (Shinobi World Supplement)|Mitotic Regeneration Jutsu]]. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Tsurushi Clan'''<br />
<br />
You hail from a clan of rubbery shinobi. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.<br />
<br />
<br />
'''Uchiha Clan'''<br />
<br />
You hail from the progenitors of the [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Sharingan. When you use a jutsu while you have any dojutsu active, you may spend 1 chakra to gain a +1 bonus to its attack rolls, damage rolls, and saving throw DC.<br />
<br />
<br />
'''Umino Clan'''<br />
<br />
You hail from a clan of great teachers and comrades. As an action, any creatures of your choice that can see or hear you may add 1d4 to any one d20 roll within the next 10 minutes. You may do this a number of times equal to your {{5a|int}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Uzumaki Clan'''<br />
<br />
You hail from a clan distantly related to Asura and Hashirama Senju, known for their physical resilience. You gain the following benefits:<br />
*You automatically succeed on the saving throw incurred by tailed beast extraction, but still suffer the aftereffects. <br />
*Your chakra point maximum increases by twice your proficiency bonus.<br />
<br />
<br />
'''Yakushi Clan'''<br />
<br />
You hail from a clan of medical nin with expertise in genetic modification, rather than healing. Choose one non-dojutsu implantable path that is not [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]] or [[Path of Permanence (Shinobi World Supplement)|Path of Permanence]]. If you gain this path, you are not limited by implantation. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Yamanaka Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Mind (Shinobi World Supplement)|Path of the Mind]]. When a creature makes a {{5a|cha}} saving throw against your [[Path of the Mind (Shinobi World Supplement)|Mind Body Switch]] jutsu, you may spend chakra to grant them an equal penalty to the saving throw to a maximum of your proficiency bonus.<br />
<br />
<br />
'''Yanagikage Clan'''<br />
<br />
You hail from a clan that is skilled in wielding hidden weapons. You may draw a weapon as part of making an attack.<br />
<br />
<br />
'''Yūhi Clan'''<br />
<br />
You hail from a clan known for their skilled genjutsu use. When you cast a genjutsu that fails to affect the target, you regain half the chakra spent. If you gain the Genjutsu Expert feat, you may learn path unique genjutsu without taking their prerequisite path.<br />
<br />
<br />
'''Yoimura Clan'''<br />
<br />
You hail from a clan cursed with fading memories. Your {{5a|int}} score decreases by -2, but you may take any one [[#Ninja Feats|Ninja Feat]] or [[#Shinobi Path Feats|Shinobi Path Feat]] regardless of its level or ability score requirements.<!--Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|str}} and {{5a|dex}} increase by a total of +3.--><br />
<br />
<br />
'''Yota Clan'''<br />
<br />
You hail from a clan of traveling shinobi naturally capable of controlling the weather. As a ritual for 1 hour, you may cast [[5e SRD:Control Weather|Control Weather]] without components or spell slots.<br />
<br />
<br />
'''Yotsuki Clan'''<br />
<br />
You hail from a clan of Hidden Cloud Village shinobi known for their unbreakable pride in their allies. Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|con}} and {{5a|cha}} increase by a total of +3.<br />
<br />
<br />
'''Yuki Clan'''<br />
<br />
You hail from a clan of persecuted Kekkei Genkai users. You gain use of [[Ice Style (Shinobi World Supplement)|Ice Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
<br />
<br />
'''Zetsu Clan'''<br />
<br />
Your very existence was molded by [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. Your type is plant instead of humanoid, you must choose [[Path of Mutation (Shinobi World Supplement)|Path of Mutation]] at 3rd level, and you may use {{5a|con}} as your casting ability for any Path of Mutation features and unique jutsu.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Shinobi World (5e Campaign Setting)|Shinobi World]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]<br />
[[Category:5e]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Feats_and_Boons_(Shinobi_World_Supplement)&diff=1682126Feats and Boons (Shinobi World Supplement)2023-02-18T21:36:46Z<p>Plywood tank: sorting the sarutobi clan alphabetically, as it was not previously</p>
<hr />
<div>=== Ninja Feats ===<br />
These feats can be taken instead of an ability score increase, instead of a normal feat, or as the variant human free feat.<br />
<br />
<br />
'''Nature Training'''<br />
<br />
You have trained your body to understand another chakra nature. You gain 1 additional chakra nature, or one of its alternatives, as per the [[Naruto: Shinobi (5e Class)#Chakra|Chakra]] feature. If you take this feature before 2nd level, you gain the Chakra feature, your chakra point maximum is 2 + your {{5a|con}} modifier, and you may know 2 jutsu. Once you reach 2nd level, you have as many chakra points and known jutsu as shown on the Shinobi table. You may take this feat multiple times. <br />
<br />
<br />
'''Powerful Source'''<br />
<br />
'''Prerequisites:''' Strength or Charisma 13 or higher<br />
<br />
Your might almost entirely fuels your chakra, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
<br />
*Your {{5a|str}} or {{5a|con}} score increases by +1.<br />
*While not wearing armor or wielding a shield, your AC equals 10 + your {{5a|str}} modifier + your Proficiency bonus. You may spend 2 chakra as a [[More Actions (5e Variant Rule)|free action]] to benefit from either a shield in addition to these benefits until the end of your next turn.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Mighty Vigor'''<br />
<br />
'''Prerequisites:''' Powerful Source feat, Strength 18 or higher<br />
<br />
Your unwavering confidence in your might has balanced your chakra, enhancing your strength with understanding and moderation, and allowing you to fuel the very limits of your life into your chakra. You gain the following benefits:<br />
<br />
*At will during your turn, you may decide whether your chakra counts as heavy chakra or not.<br />
*When you make an attack using {{5a|str}}, you may spend 1 chakra or 1 hit point to deal half as much damage on a miss. This counts as a {{5a|str}} saving throw for the sake of Brawn.<br />
*Choose two skills between {{5s|Acrobatics}}, {{5s|Stealth}}, {{5s|Arcana}}, {{5s|Animal Handling}}, and {{5s|Intimidation}}. The two chosen skills use {{5a|str}} as their ability.<br />
*When you cast a jutsu, you may spend a number of hit points equal to half its total cost to use {{5a|str}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 hit points to use {{5a|str}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Fast as Lightning'''<br />
<br />
'''Prerequisites:''' Dexterity or Intelligence 13 or higher<br />
<br />
You have trained your speed almost exclusively, perfecting your stride and quickening your steps. You gain the following benefits:<br />
<br />
*Your Dexterity or Intelligence score increases by 1, to a maximum of 20.<br />
*You can use the Dash action as a [[More Actions (5e Variant Rule)|free action]] on your turn for 2 chakra.<br />
<br />
<br />
'''Fast as Light'''<br />
<br />
'''Prerequisites:''' Fast as Lightning feat, Dexterity 18 or higher<br />
<br />
Your speed rivals the fastest shinobi, and with them the forces of nature. You gain the following benefits:<br />
<br />
*When a creature targeted by one of your jutsu benefits from Evasion, they take no damage on a success, but full damage on a failure.<br />
*When you cast a jutsu, you may use {{5a|dex}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to your movement speed divided by 10, rounded down, regaining all uses at the end of a long rest. If your movement speed increases temporarily, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*When you make a reaction, you may spend 5 chakra points to regain your reaction, regaining use at the end of your turn.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|dex}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Heavy Chakra'''<br />
<br />
'''Prerequisites:''' Constitution or Strength 13 or higher<br />
<br />
Through naturally compressing your chakra, you are able to store more chakra than your average shinobi. You gain the following benefits:<br />
<br />
*Your {{5a|con}} or {{5a|str}} score increases by +1.<br />
*Your chakra point maximum increases by your proficiency bonus.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Overflowing Chakra'''<br />
<br />
'''Prerequisites:''' Heavy Chakra feat, Constitution 18 or higher<br />
<br />
Through hard training and enduring experience in combat, you have learned how to fuel your Jutsu with copious amounts of Chakra, enhancing them to a point that the elements you weave could be considered as forces of nature. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your {{5a|con}} modifier an additional time. <br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|con}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|con}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Tempered Chakra'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 13 or higher<br />
<br />
You are well versed in limiting the amount of chakra you use. You gain the following benefits:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*When determining how much chakra you have, you may replace your Constitution modifier with your Intelligence modifier. <br />
*You may add your proficiency bonus an additional time to Concentration saving throws for jutsu. <br />
<br />
<br />
'''Masterful Chakra Control'''<br />
<br />
'''Prerequisites:''' Tempered Chakra feat, Intelligence 18 or higher<br />
<br />
You have mastered your chakra control to the point that even a small drop can have explosive results. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your Intelligence modifier an additional time. <br />
*As a bonus action, you can reduce the chakra cost of the next jutsu you use before the end of the turn by an amount equal to your {{5a|int}} modifier. The minimum chakra you can expend on a jutsu using this is 1. You may use this a number of times equal to 1/4 your shinobi level (rounded down, minimum 1), regaining all uses at the end of a long rest. You may not use this feature and [[Path of the Healer (Shinobi World Supplement)|Chakra Control]] on the same jutsu.<br />
<br />
<br />
'''Perfected Seals'''<br />
<br />
'''Prerequisites:''' Intelligence 16 or higher<br />
<br />
You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. If you do not have the [[Naruto: Shinobi (5e Class)#Jonin|Jonin]] feature, you gain its benefits. If you have the feature, or once you gain it, you gain the following benefits:<br />
<br />
*You are no longer required to weave hand seals to perform jutsu, allowing you to cast jutsu with no open hands. You do not gain this benefit while under the [[5e_SRD:Conditions#Restrained|Restrained]] condition.<br />
*Any jutsu requiring hand seals that can be cast as an action can be cast as a bonus action at an additional cost of 3 chakra while you have two free hands.<br />
*Onlookers are now unable to notice you performing hand seals when done as a bonus action.<br />
*While grappling a creature, you can use their hands to complete a hand seal necessary to cast a jutsu. They must attempt a {{5a|dex}} or {{5a|wis}} saving throw. On a failure, the chakra point cost for casting the Jutsu is split equally between you and the creature at the time of casting it. If a creature does not have any chakra points, the chakra cost is not reduced. Once you use this feature, you can't use it again until the end of a short or long rest.<br />
<br />
<br />
'''Zen Master'''<br />
<br />
'''Prerequisites:''' Wisdom or Charisma 13 or higher<br />
<br />
Rather than pure intellect or power, your chakra is fueled by a deep understanding of the very nature of the energy as a connecting force. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You have a number of [[Naruto: Shinobi (5e Class)#Special Chakra|specialized chakra]] equal to your level. This chakra can only be spent to cause a creature to regain hit points or chakra points, and when another creature causes you to lose chakra, this chakra is lost first. <br />
<br />
<br />
'''Ninshu Minister'''<br />
<br />
'''Prerequisites:''' Zen Master feat, Wisdom 18 or higher<br />
<br />
Your mastery of the mysticism of chakra has revealed to you the predecessor of ninjutsu, Ninshu, and with it its secrets. You gain the following benefits:<br />
<br />
*When you touch a creature or use ''[[Basic Ninjutsu (Shinobi World Supplement)|Chakra Transfer Technique]]'' on a creature that you share a language with, you may communicate telepathically with them until the end of your next turn (9 seconds).<br />
*While you are casting telepathically communicating with a creature, you may cast jutsu and use features as if you were in their place. If a jutsu or feature would only target you when you use it, you may choose for it to target them as well until you are no longer telepathically communicating with them.<br />
*When you cast a jutsu, you may use {{5a|wis}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to the number of skills you have proficiency in, and you gain twice as many uses from skills you have expertise in, regaining all uses at the end of a long rest. If you temporarily gain proficiency or expertise in skills, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|wis}} instead of {{5a|int}} until the end of your next turn.<br />
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<br />
'''Spiritual Adept'''<br />
<br />
'''Prerequisites:''' Charisma or Wisdom 13 or higher<br />
<br />
Your chakra is greatly powered by your confidence and power of soul, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You gain proficiency in one skill of your choice.<br />
*When you finish a short rest, you can expend a number of hit die equal to your Wisdom modifier. Roll the hit die and add your {{5a|wis}} modifier to the result. You regain an amount of chakra equal to half the result.<br />
<br />
<br />
'''Spiritual Powerhouse'''<br />
<br />
'''Prerequisites:''' Spiritual Adept feat, Charisma 18 or higher<br />
<br />
Your physical energy has almost entirely given way to your unwavering spiritual energy. You gain the following benefits:<br />
<br />
*You gain use in [[Yin Style (Shinobi World Supplement)|Yin Style]]. If you already have use in Yin Style, you gain [[Naruto: Shinobi (5e Class)#Chakra Nature Alternatives|Affinity]] in it instead.<br />
*[[Yang Style (Shinobi World Supplement)|Yang Style]] or [[Yin-Yang Style (Shinobi World Supplement)]] benefit from your [[Yin Style (Shinobi World Supplement)|Yin Style]] Affinity.<br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|cha}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|cha}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Sensor Nin'''<br />
<br />
'''Prerequisites:''' Wisdom 16 or higher, Proficiency in Perception<br />
<br />
When you take the {{5e|Search Action}}, you may also attempt a DC 14 {{5s|Arcana}} check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you already have chakra sense, its range increases by 30 feet or its penetration increases by its initial value (minimum 1 inch). You may take this feat multiple times, increasing its Wisdom requirement by +2 each time you take it.<br />
<br />
<br />
'''Absorption Nin'''<br />
<br />
'''Prerequisites:''' {{5a|con}} 14 or higher, {{5a|int}} 14 or higher<br />
<br />
You not only have the mental aptitude to understand absorption jutsu, but the physical ability to perform them. When!<--!you choose this, you gain the Basic Absorption Technique and Advanced Absorption Technique. Also, when--> you gain a jutsu, you may instead learn one [[Chakra Absorbing Jutsu (Shinobi World Supplement)|Chakra Absorbing Jutsu]].<br />
<br />
<br />
'''Barrier Nin'''<br />
<br />
'''Prerequisites:''' {{5a|wis}} 16 or higher<br />
<br />
Your body is capable of withstanding the toll of Fūinjutsu. When you gain a jutsu, you may instead learn one [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]].<br />
<br />
<br />
'''Perfect Chakra Thief'''<br />
<br />
'''Prerequisites:''' Intelligence 14 or higher, the ability to absorb chakra<br />
<br />
You master one form of chakra that is not native to you. Choose between the [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]], [[Path of the Cursed (Shinobi World Supplement)|Cursed]], [[Path of the Star (Shinobi World Supplement)|Star]], or [[Path of the Sage (Shinobi World Supplement)|Sage]]. You gain that subclass's first feature, but none of the subclass features gained in this way grant you the ability to gain their special type of chakra. You may take this feat multiple times, gaining the next feature of one of the above subclasses you have already chosen, or the first feature in one you have not chosen. Your [[Naruto: Shinobi (5e Class)|Shinobi]] level must be equal or higher than a feature's level requirement to gain it in this manner.<br />
<br />
<br />
==== Jutsu Mastery Feats ====<br />
<br />
'''Body Flicker Master'''<br />
<br />
'''Prerequisites:''' Dexterity 18 or higher, the ability to cast Body Flicker<br />
<br />
When you cast Body Flicker, you can take the Attack action as a bonus action on the same turn.<br />
<br />
<br />
'''Multi-Shadow Clone Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Shadow Clone<br />
<br />
*The amount of shadow clones you can have at a time is no longer limited to 5.<br />
*Creating shadow clones only costs 2 chakra per clone. However, they only start with 2 chakra.<br />
*When creating a shadow clone, you can expend additional chakra to give one of the clones 5 additional hit points per chakra point spent, you can't give a clone more hit points than your own maximum hit points. You can do this for as many clones as you wish.<br />
<br />
<br />
'''Summoning Master'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 16 or higher, the ability to cast Summoning Jutsu<br />
<br />
You are extremely adept at summoning. The chakra cost is halved whenever you cast Summoning Jutsu. This does not stack with features like {{inpage|Jiraiya Clan}} or [[Path of the Exalted (Shinobi World Supplement)|Animal Path Focus]].<br />
<br />
<br />
'''Multi-Summoning Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Summoning Jutsu.<br />
<br />
*You may summon any number of creatures on a single use of the Summoning Jutsu. Summoned creatures must have at least 5 feet between one another. <br />
*Creatures may be summoned up to 30 feet from you. <br />
<br />
<br />
'''Impure World Reincarnation Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Impure World Reincarnation<br />
<br />
*The amount of creatures you can have resurrected by Impure World Reincarnation at a time is no longer limited to 5.<br />
*When you control a creature using Impure World Reincarnation, you act with them on their turn instead of your own.<br />
*This does not grant early use of Impure World Reincarnation.<br />
<br />
<br />
'''Gentle Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you likely lack the [[Path of Sight (Shinobi World Supplement)|Byakugan]], careful training has allowed you to effectively memorize the human chakra network layout. You may learn any [[Path of Sight (Shinobi World Supplement)#Path of Sight Unique Jutsu|Path of Sight Unique Jutsu]] that you have the level requirements for, not including ''Focused Byakugan'', and you may spend 3 additional chakra to cast them without having a Byakugan active.<br />
<br />
<br />
'''Ferocious Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you may not having the training of a taijutsu master able to open the Eight Gates, you have developed the opposite fighting style to the Gentle Fist. You gain the [[Path of Youth (Shinobi World Supplement)|Ferocious Fist]] feature, and ''Dynamic Entry'' counts as a taijutsu for the sake of Affinity. <br />
<br />
<br />
'''Hand-to-Hand Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|str}} or {{5a|con}}<br />
<br />
Rather than mastering fancy techniques, you have mastered how to deal direct damage. As a bonus action for 2 chakra, or at will for 5 chakra, you may grant yourself one of the following benefits until the end of your turn, you use a jutsu, you wear armor, or you wield a shield or weapon:<br />
<br />
*You gain a +2 bonus to AC.<br />
*You gain a +2 bonus to your attack rolls.<br />
*You gain a +4 bonus to damage rolls.<br />
<br />
<br />
'''Taijutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|dex}}, the ability to cast at least one [[Taijutsu (Shinobi World Supplement)|taijutsu]]<br />
<br />
Through constant training in the combat arts, performing taijutsu has become second nature to you, granting you the following benefits:<br />
<br />
*All taijutsu have their chakra cost reduced by 3 (minimum of 1).<br />
*You can make an unarmed strike as a bonus action. This does not increase the amount of attacks performed when using the basic taijutsu technique.<br />
*Choose one Taijutsu that has a base chakra cost of 4 or lower. You have fully mastered this jutsu. You no longer need to spend chakra to use this jutsu.<br />
<br />
<br />
'''Genjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|wis}} or {{5a|cha}}, the ability to cast at least one [[Yin Style (Shinobi World Supplement)|genjutsu]]<br />
<br />
Your training allows you to manipulate the core of a creature's psyche with expert subtlety. You gain the following:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*As a bonus action for 1 chakra while you have a creature in a genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier.<br />
*When you cast a genjutsu that fails to affect the target, you regain half the chakra spent.<br />
<br />
<br />
'''Ninjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|int}}, the ability to cast at least one jutsu that is not [[Yin Style (Shinobi World Supplement)|genjutsu]], [[Taijutsu (Shinobi World Supplement)|taijutsu, bukijutsu]], [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]], [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]], or path unique jutsu (referred to as "ninjutsu" within this feat).<br />
<br />
Manipulating chakra outside of your body has become as easy as forming it within you. You gain the following: <br />
<br />
*Your {{5a|dex}} or {{5a|int}} score increases by 1, to a maximum of 20.<br />
*When you cast a ninjutsu, you may spend 3 additional chakra to cast it as if you had Affinity in its nature.<br />
*If a ninjutsu requires a ninjutsu that you know, it counts as half as much for the sake of how many jutsu you may know.<br />
<br />
==== Shinobi Path Feats ====<br />
<br />
'''Painkiller'''<br />
<br />
'''Prerequisites:''' Constitution 15 or higher<br />
<br />
You have trained your body and mind to be more resilient to pain. When a subclass feature causes you to lose hit points, but not maximum hit points, or take damage by using or maintaining it, you may decrease the reduction by your Shinobi level + your {{5a|con}} modifier. You can use this feature as many times as your {{5a|con}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Advanced Curse of Hatred'''<br />
<br />
'''Requirements:''' [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]<br />
<br />
You have trained tirelessly to cultivate your personal Curse of Hatred, unlocking the depths of your Sharingan's power at the cost of your physical wellbeing. You gain 1 additional [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability, and either your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Mangekyō feature. Each time you take this feat, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability than any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must take this feat to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Mangekyō Master boon). You may take this feat multiple times.<br />
<br />
<br />
'''Ninja of Prophecy'''<br />
<br />
'''Requirements:''' [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]]<br />
<br />
You have trained tirelessly with your Rinnegan, making your power resemble the Sage of Six Paths even more than it already did, but at the cost of a portion of your own life. You gain 1 additional [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] ability, and you must gain any 2 of the following (you may take the same one twice): your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] feature. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must take this feat to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Sagely Rinnegan feature). You may take this feat multiple times.<br />
<br />
<br />
'''Supreme Chakra Sense'''<br />
<br />
'''Requirements:''' At least one [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]], and Intelligence 18 or higher<br />
<br />
Your mastery of your ancient dojutsu has allowed your chakra to reach every nook and cranny of its chakra network. You gain a {{5e|Truesight}} range equal to your [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan's]] chakra sense range.<br />
<br />
<br />
'''Partial Second Stage'''<br />
<br />
'''Requirements:''' [[Path of the Cursed (Shinobi World Supplement)#Diversified Second Stage|Diversified Second Stage]] and Constitution 16 or higher<br />
<br />
You’ve mastered your cursed mark to the point of being able to partially bring out its power without having to suffer the usual side effects. As a bonus action, you gain the effects and Jutsu of your Diversified Second Stage, but not those of Cursed Mark or Second Stage, for an amount of rounds equal to your {{5a|con}} modifier. You may use this feature an amount of times equal to your {{5a|con}} modifier, regaining all uses at the end of a short or long rest.<br />
<br />
<br />
'''Overwhelming Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your swarms fly in tight, thick swarms. When you create a swarm of insects, it has an additional number of hit points equal to your proficiency bonus. When you combine two swarms using Massive Swarms, you may forgo increasing a swarm's size to cause any area within the swarm to become{{5e|Heavily Obscured}}. You may take this feat multiple times.<br />
<br />
<br />
'''Numerous Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your body is packed full of insects, allowing you to spend minimal chakra to release them. The minimum number of chakra you must spend to create a swarm is halved (minimum 1). As a reaction immediately before you would take damage, you may move up to 5 ft. and create a swarm where you were, spending chakra as normal and causing the swarm to take the damage instead unless you would still be a valid target. <br />
<br />
<br />
====[[Path of the Beast (Shinobi World Supplement)|Jinchuriki]] Feats====<br />
These feats can only be taken by those who have a specific Bijuu sealed inside them.<br />
<br />
<br />
'''Solid Cloak'''<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku's]] Jinchuriki<br />
<br />
While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], your chakra cloak bolsters itself with nearby sand and other soils, granting you +2 AC.<br />
<br />
<br />
'''Claw Creation'''<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi's]] Jinchuriki<br />
<br />
Even without tapping into your Tailed Beast's chakra, you are able to manifest a portion of its natural ability. While you have at least 1 chakra, your unarmed strikes gain an additional 10 feet of reach.<br />
<br />
<br />
'''Coral Palm'''<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu's]] Jinchriki<br />
<br />
You are able to produce chakra-sapping coral on contact with another creature. As part of any successful unarmed strike while in Tailed Release or Bijuu Chakra Mode, the targets movement speed is reduced by 5 feet until the end of their next turn.<br />
<br />
<br />
'''Lava Style Infusion'''<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's mastery of lava. You gain [[Lava Style (Shinobi World Supplement)|Lava Style Chakra Mode]], even if you can not use Lava Style. This counts as both a Path of the Beast Unique Jutsu and Lava Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Vapor Style Infusion'''<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's ability to produce steam. You gain [[Vapor Style (Shinobi World Supplement)|Vapor Style: Unrivaled Strength]], even if you can not use Vapor Style. This counts as both a Path of the Beast Unique Jutsu and Vapor Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Slippery Cloak'''<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken's]] Jinchuriki<br />
<br />
While in Tailed Release or Bijuu Chakra Mode, your cloak takes a bluish hue, and you have advantage on grappling checks, can squeeze through spaces twice as small, and you do not suffer the penalties of squeezing into a space one size smaller than you.<br />
<br />
<br />
'''Flying Jinchuriki'''<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei's]] Jinchuriki<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you can sprout a pair of wings on your back as a bonus action, granting you a flying speed equal to your movement speed. You must spend 2 chakra at the beginning of each of your turns to maintain this effect.<br />
<br />
<br />
'''Ink Production'''<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki's]] Jinchuriki<br />
<br />
You are able to produce reasonable amounts of squid ink from your hands and mouth. As a ranged spell attack for 1 chakra, you can attempt to launch ink into the eyes of a creature within 30 ft. On a hit, they are {{5c|blinded}} until the beginning of your next turn.<br />
<br />
<br />
'''Strongest Jinchuriki'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
You are able to draw even deeper from your Tailed Beast's massive chakra reserves. You gain 1 additional use of Hidden Chakra, which is also regained at the end of a long rest.<br />
<br />
<br />
'''Negative Emotion Sense'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
When you take the {{5e|Search Action}} while Tailed Release, Tailed Beast Mode or Bijuu Chakra Mode is active, you may also attempt a DC 15 {{5a|cha}} saving throw to locate living creatures that are evil or are hostile toward another creature within 120 feet. You learn their location that moment and whether they are evil or hostile. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Additionally, this counts as chakra sense for anything that would effect traditional chakra sense.<br />
<br />
<br />
'''Vessel of Vessels'''<br />
<br />
'''Prerequisites:''' [[Gedo Mazo (5e Creature)|The Gedo Mazo's]] [[Path of the Beast (Shinobi World Supplement)|Jinchuriki]]<br />
<br />
You automatically succeed the Constitution saving throw of [[Path of the Beast (Shinobi World Supplement)#Jinchūriki Creation|Jinchūriki extraction]], and doing so no longer paralyzes you or reduces your hit points to 0.<br />
<br />
<br />
'''Negative Emotion Absorption'''<br />
<br />
'''Prerequisites:''' [[Reibi (5e Creature)|Zero-Tails’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While there is a creature with the {{5c|frightened}} condition within 45 feet of you, you regain 1 chakra point at the beginning of each of your turns. This can happen multiple times on a single turn with multiple frightened creatures.<br />
<br />
<br />
'''Reptilian Cloak'''<br />
<br />
'''Prerequisites:''' [[Nine-Tailed Clone, Ama no Hoko (Shinobi World Supplement)|Nine-Tailed Clone's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
Your red chakra covers your skin in small snakes, creating the appearance of reptilian scales wrapped around you. While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], you gain an additional 5 ft. of reach. You may forgo this bonus at the beginning of each of your turns to grant yourself temporary hit points equal to your shinobi level.<br />
<br />
<br />
'''Curse of Sōma'''<br />
<br />
'''Prerequisites:''' [[Sōma (Shinobi World Supplement)|Sōma’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Memory Wiping Jutsu'''<br />
<br />
:'''Cost:''' 6+ Chakra<br />
<br />
:'''Range:''' 150 feet<br />
<br />
:One creature within 20 ft. (in which this counts as an attack for the sake of features like [[Naruto: Shinobi (5e Class)#Extra Attack|Extra Attack]], or every creature within 10 ft. for 6 additional chakra (in which this is used as an action), must attempt a {{5a|dex}} saving throw. On a failure, their {{5a|int}} score decreases by 1 as a portion of their memories are erased. If this reduces their {{5a|int}} score to 0, the creature dies instantly. A creature regains 1 point of their {{5a|int}} score at the end of a long rest.<br />
<br />
<br />
'''Otherworldly Tendrils'''<br />
<br />
'''Prerequisites:''' [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, your reach increases by 5 feet, but you lose a number of hit points equal to chakra lost from upkeeping your release, and you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Raise Ghost Army'''<br />
<br />
:'''Cost:''' 10 Chakra<br />
<br />
:'''Duration:''' 1 minute (concentration)<br />
<br />
:As an action, you create one [[Ghost Soldier (Shinobi World Supplement)|ghost soldier]] anywhere within your reach that is controlled by you. Any conditions that affect you are applied to any ghost soldiers created by this jutsu. Any ghost soldiers created in this way disappear when this jutsu ends.<br />
<br />
<br />
'''Roen's Absorption'''<br />
<br />
'''Prerequisites:''' [[Roen (Shinobi World Supplement)|Roen's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
You may immediately fail your Red Chakra saving throw to gain your next Path of the Beast subclass feature for 1 minute. While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu:<br />
<br />
:'''Roen's Absorption'''<br />
<br />
:As a bonus action, make an unarmed strike against one creature within your reach + 10 feet. On a hit, they lose chakra points equal to the number of red chakra you gain at the end of each of your turns, and you regain an equal number of chakra points.<br />
<br />
<br />
'''Breath of the Genryu'''<br />
<br />
'''Prerequisites:''' [[Genryu (Shinobi World Supplement)|Genryu's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Tailed Release, or Bijuu Chakra Mode, you gain the effects of your Genryu's variant, as well as the ''Genryu Breath'' jutsu, which counts as Path of the Beast Unique Jutsu for the sake of affinity and uses your jutsu saving throw DC and damage bonus.<br />
<br />
:'''Genryu Breath'''<br />
<br />
:'''Cost:''' 3 Chakra<br />
<br />
:'''Range:''' 25 foot cone<br />
<br />
Every creature within range must make a Constitution saving throw. On a failure, they take 2d8 damage. On a success, they take half as much damage. The damage type dealt by this jutsu is determined by your Genryu's variant.<br />
<br />
====[[Path of Succession (Shinobi World Supplement)|Karma]] feats====<br />
These feats can only be taken by those who have a specific Otsutsuki's Karma. Any jutsu gained by these feats count as Path of Succession Unique Jutsu.<br />
<br />
'''Thief's Karma'''<br />
<br />
'''Requirements:''' [[Momoshiki (Shinobi World Supplement)|Momoshiki's Karma]]<br />
<br />
While your Karma is active, you gain crooked horns that sprout from your eyebrows and the following jutsu:<br />
<br />
:'''Reign of the High Emperor'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, you absorb it with one hand, and, as a bonus action on a subsequent turn, cast it with your other hand. If the spell would have hit creatures other than you, they are also not affected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.<br />
<br />
<br />
'''Warrior's Karma'''<br />
<br />
'''Requirements:''' [[Kinshiki (Shinobi World Supplement)|Kinshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single sweeping horn across your forehead and the following jutsu: <br />
<br />
:'''Amanohabaya'''<br />
<br />
:You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage. If you make more than 3 weapons, any earlier weapons are destroyed. If you only have 1 Rinnegan, you may only have 1 weapon created at a time.<br />
<br />
<br />
'''Traveler's Karma'''<br />
<br />
'''Requirements:''' [[Urashiki (Shinobi World Supplement)|Urashiki's Karma]]<br />
<br />
While your Karma is active, you gain forehead protector-like horns that sprout from your temples and the following jutsu:<br />
<br />
:'''Temporal Rewind'''<br />
<br />
:'''Cost:''' 7 chakra<br />
<br />
:As a [[More Actions (5e Variant Rule)|free action]] on your turn, you experience the next six seconds and then revert time. You gain advantage on any attack rolls and saving throws you make until the beginning of your next turn.<br />
<br />
<br />
'''Lord's Karma'''<br />
<br />
'''Requirements:''' [[Isshiki (Shinobi World Supplement)|Isshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single round horn that wraps around the back of your head and the following jutsu: <br />
<br />
:'''Sukunahikona'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Range:''' 60 ft.<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As an action, you may shrink up to a 20 ft. square object to an imperceptibly tiny size. You may end this effect as a bonus action, upon which any creatures occupying the same space as a shrunk object must attempt a Dexterity saving throw, taking 2d8 bludgeoning damage on a failure, or half as much on a success. You may shrink yourself as well, granting you a +10 bonus to {{5s|Stealth}} checks and {{5a|dex}} saving throws, but doing so halves his movement speeds. Any creatures or objects contained within the object are shrunk as well, with other creatures suffering the same movement speed penalty you do, and become unshrunk when the original item does, even if it is no longer contained within it. If a shrunk object or creature unshrinks when it contains an unshrunk object, the unshrunk object does not change size.<br />
<br />
<br />
:'''Daikokuten'''<br />
<br />
:'''Cost:''' 2 chakra<br />
<br />
:When you use Sukunahikona, you also store the shrunk item within an extradimensional space where time doesn't flow, though creatures can still move. Sukunahikona can effect these objects indefinitely. You may only end the effects of this jutsu on up to two object as an action, upon which you may make a thrown attack with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 2d8 bludgeoning damage in addition to the attack's normal damage.<br />
<br />
<br />
'''Lady's Karma'''<br />
<br />
'''Requirements:''' [[Kaguya (Shinobi World Supplement)|Kaguya's Karma]]<br />
<br />
While your Karma is active, you gain rabbit ear-like horns and the following jutsu:<br />
<br />
:'''All-Killing Ash Bones'''<br />
<br />
:'''Range:''' 15/30 feet<br />
<br />
:'''Cost:''' 60 Chakra<br />
<br />
:You produce a spike of hardened bone that fires from your body with frightening speed as a ranged spell attack. On a hit, creatures take 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by {{5E|true resurrection}} as they and all non-magical objects they are wearing are reduced to atoms. This jutsu's cost is halved if you have the {{inpage|Rinne Sharingan}}.<br />
<br />
<br />
'''Sadist's Karma'''<br />
<br />
'''Requirements:''' [[Jashin (Shinobi World Supplement)|Jashin's Karma]]<br />
<br />
While your Karma is active, you gain two impish horns and the following jutsu: <br />
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:'''Curse Technique: True Death Controlling Possessed Blood'''<br />
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:'''Cost:''' 5 chakra<br />
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:'''Duration:''' 1 minute<br />
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:As a bonus action on the same turn as dealing damage to a creature using a melee attack, you consume their blood, covering your body in an array of black markings. This does not work against Constructs or Undead. For this jutsu's, any damage dealt to you deals equal damage to the creature whose blood you consumed.<br />
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====Ninja Epic Boons====<br />
The following are Epic Boons exclusively intended to work with this class. Dōjutsu granted by Ninja Epic Boons can be implanted in the same manner as Ninja Path Dōjutsu. A DM may also consider giving limited access to another sub-class in place of a boon. <br />
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'''Dōjutsu Master'''<br />
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'''Requirements:''' At least one implanted dōjutsu path<br />
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Your implanted dōjutsu are not limited by implantation. You can gain all dōjutsu-based subclass features from implanted dōjutsu in the same manner as you would if you had chosen it at 3rd level. <br />
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'''Perfect Vessel'''<br />
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'''Requirements:''' At least one implanted non-dōjutsu path<br />
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You have mastered the manipulation of foreign chakra within you. You can gain all non-dōjutsu implantable subclass features from implanted subclasses as if you had taken them at 3rd level.<br />
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'''Jōgan'''<br />
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You manifest or implant a Dōjutsu similar in origin and function to the Tenseigan and Byakugan, though it activates autonomously. While you are {{5c|surprised}}, in the presence of a significantly dangerous creature as determined by the DM, or when you activate your [[Path of Succession (Shinobi World Supplement)|Kama Seal]], your critical range extends by 1 (20 &rarr; 19-20 &rarr; 18-20) and you may reroll any damage rolls on your turn a number of times equal to half your Intelligence or Dexterity modifier, regaining all uses at the end of a short rest. <!-- This may become its own path once Boruto gets more content--><br />
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'''Manual Dōjutsu'''<br />
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You manifest or implant a rare, clanless Dōjutsu once used by a child named Yome that enables you to manually dilate your pupils. Once per turn, you can change your eyes into one of three modes. You can only move up or down one mode per turn. <br />
*Mode 1: Your pupils are dilated. You have disadvantage against being blinded. You gain 60 feet of Darkvision and can double your proficiency bonus in Perception and Investigation checks using sight.<br />
*Mode 2: Your eyesight is normal. <br />
*Mode 3: Your pupils are contracted. You have immunity against being blinded. You lose all Darkvision and any bonuses to Perception and Investigation checks using sight is halved.<br />
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'''Anti-Dōjutsu'''<br />
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You manifest or implant a clanless Dōjutsu most notably used by a child named Ranmaru. You have advantage against features granted by other Dōjutsu. Features granted by other Dōjutsu that grant advantage to the user do not do so when used against you. When you take the {{5e|Search Action}}, you may also attempt a DC 18 {{5s|Arcana}} check to locate living creatures and magical effects within 30 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.. Additionally, you may take [[Path of Blood (5e Subclass)#Path of Blood Unique Jutsu|Path of Blood unique jutsu]] as if you had the subclass.<br />
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'''Senrigan'''<br />
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Your eyes have been blessed with a Dōjutsu that grants unending clairvoyance. As an action for 5 chakra points, you may begin meditating on one location you have been in for 1 minute, causing you to become {{5c|blinded}} {{5c|deafened}}, and {{5c|prone}}. After this period is over, you can see and hear anything as if you were standing at the location for up to 1 hour as you project your consciousness. You may end this effect at will. Additionally, you can perfectly recall any event from your past perfectly, granting you advantage on {{5s|History}} checks.<br />
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'''Elderly Master'''<br />
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You have aged quite a bit, but that hasn't slowed you down much. Your hit dice and chakra point maximums are halved, and you only gain further hit dice and chakra points on even levels. Any increase to your hit dice or chakra point maximum after those solely from gaining levels (i.e. from features, feats, or boons) are counted after this halving, and are not affected. Additionally, your {{5a|wis}} and {{5a|cha}} increase by a total of +4.<br />
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'''Dōjutsu-Acceptant Biology'''<br />
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You gain a portion of cells capable of having multiple Dōjutsu implanted in it. The number of Dōjutsu it can have implanted is determined by the DM. These act as any other implanted Dōjutsu, save for one thing. When using an ability reliant on a Dōjutsu, you can permanently sacrifice one to negate any downsides, such as damage, chakra loss, exhaustion, blindness, or other conditions. Unless the implanted Dōjutsu already had its own unique ability, such as a [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability or [[Path of the Exalted (Shinobi World Supplement)|Rinnegan Mastered]] feature, they gain the feature you have already chosen.<br />
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'''Rainbow Chakra'''<br />
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Your chakra has been enhanced by the seven-colored light generated by the treasure of the Land of Snow. When you cast a jutsu, you may make it a Rainbow Jutsu, which costs half as much chakra or ignores immunity and resistance. You may only cast one Rainbow Jutsu, regaining 1/14th of a use at noon each day.<br />
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'''Stone of Gelel'''<br />
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After having an incredibly rare, blue stone implanted in your body. You no longer age, your chakra maximum increases by 5, and once per turn you may spend 1 chakra to regain hit points equal to your Constitution modifier. You may gain this boon more than once, increasing your maximum chakra points by 3 and hit points regained by 2 per additional stone. <br />
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'''Crescent Moon Chakra'''<br />
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Your chakra has been enhanced by the mysterious rays the moon casts over the Land of the Moon. When you cast a jutsu, you may make it a Crescent Moon Jutsu, which costs half as much chakra or also targets all objects within 60 feet of any targets and deals twice as much damage to objects. You may only cast one Crescent Moon Jutsu, regaining 1/14th of a use at midnight each day.<br />
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'''Earth Grudge Fear'''<br />
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Your body has been infused with threadlike cells. Your maximum hit points are divided by 4 (rounded up), and every time you’re maximum hit points are permanently increased, the amount is divided by 4 (minimum 1). When you are within 5 ft. of a humanoid that has 0 hit points and has been dead for no more than 30 seconds (5 rounds), you may steal its heart and store it inside your body as an action to a maximum equal to your {{5a|con}} mod. Any time you are reduced to 0 hit points or your hit point maximum is reduced to 0, you may sacrifice a heart to return to your hit points and their maximum to their initial maximum. Additionally, you may sacrifice 1 heart when you make 1 shadow clone to make its hit point maximum equal to your own. You may also reattach the limb of a creature you can touch as an action for 1 chakra point. <br />
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'''Iwagakure Kinjutsu'''<br />
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Your body has been imbued with mouths on your palms and chest. As an action, you may kneed a handful of clay into an empowered explosive clay for 8 chakra. You may have up to 3 pieces of empowered clay at a time. Any empowered clay created above this limit becomes mundane clay after 1 minute. You may spend 1 piece of empowered clay when you use an Explosive Style jutsu to double its range or damage, halve its cost, grant a creature disadvantage against its saving throw, or grant yourself advantage on its attack roll. You may only spend 1 piece of empowered clay on each jutsu.<br />
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<br />
'''Heart Implantation'''<br />
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Only creatures with the fabrication [[#Clan Boons|clan boon]] can gain this boon. Your false body has been bolstered with the still-beating heart of a living person. The implantation process is incredibly delicate and modifies every cell in your body, and can not simply be done with ''Earth Grudge Fear'' or traditional heart transplantation. You no longer take damage from spending chakra on ninjutsu. When you cast ''[[Earth Style (Shinobi World Supplement)|Earth Golem]]'', you may create an [[Akuta (Shinobi World Supplement)|Akuta]] instead of an [[Earth Golem (Shinobi World Supplement)|earth golem]]. <br />
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<br />
'''Jashin Immortality'''<br />
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Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality or being killed instantly. You can not be killed by any means other than starvation. When you take damage not explicitly targeted at your neck, you do not lose hit points. This does not extend to any form of clones. All of your current and future hit dice are reduced to d4, and if you are reduced to 0 hit points, you are {{5c|paralyzed}}, save for being able to speak, and you are reduced to a head. You can return to full hit points by having your head sewn to a headless body, including your own, using leatherworker's tools, weaver's tools, or Earth Grudge Fear. You can only be sewn to a humanoid body, and you replace your Strength, Dexterity and Constitution scores with those of the body you are sewn into and gain its racial features. <br />
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<br />
'''Strongest Shield'''<br />
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One of the most selective abilities in the shinobi world, only the [[Third Raikage (Shinobi World Supplement)|Third Raikage]] has been known to have enhanced his body so far that his body could truly be considered unbreakable, through means unknown. You gain +5 damage reduction and damage threshold. Whenever you would add your {{5a|dex}} modifier to a jutsu or your AC, you may instead add your {{5a|str}} modifier.<br />
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<br />
'''Path Mutation'''<br />
<br />
You manifest a heavily mutated variant of a path. Choose any one feature from an implantable path. If the feature would require another feature to be active, it does not. If the feature would cause you to gain or lose additional hit points, chakra points, or another resource, the base this addition is to counts as 1.<br />
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<br />
'''Eternal Mangekyō Sharingan'''<br />
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'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Mangekyō|Mangekyō Sharingan]]<br />
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By transplanting the Mangekyō Sharingan of another person biologically close to you, such as a sibling or parent, you master the final evolution of a normal Sharingan. You gain 2 additional Mangekyō abilities and you automatically succeed the Constitution saving throw from using an ability. You also lose any {{5asc|gradual blindness}}} levels gained from your Mangekyō.<br />
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<br />
'''Rinnegan Manifestation'''<br />
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'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
You awaken the ultimate power of the Sharingan by combining it with the second half of the Sage of Six Paths genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] feature in the same order as listed as long as you reach the level requirements for said features. Additionally, your levels of {{5asc|gradual blindness}} are reduced to 0 when you gain this boon. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action.<br />
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'''Rinne Sharingan'''<br />
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'''Prerequisites:''' [[Naruto: Shinobi (5e Class)#Birth of the Ten-Tails' Jinchuriki|Ten-Tails' Jinchuriki]]<br />
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You tap into the power of the Ten-Tails, awakening the ultimate dōjutsu as a third eye in your forehead. You may benefit from your Rinnegan's previous Sharingan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Rinnegan Manifestation, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you automatically succeed the Constitution saving throw from using a Mangekyō ability. Additionally, you gain the following jutsu: Infinite Tsukuyomi, Amenominaka, and Eighty Gods Vacuum Attack.<br />
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'''Tensei Byakugan'''<br />
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'''Prerequisites:''' [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] and Indra's Reincarnation, [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]], or Asura's Reincarnation; or any of the previous and Outer Path Sage Mode; or Six Paths Power.<br />
<br />
You awaken the power of your byakugan's predecessor in part thanks to a small portion of Ōtsutsuki DNA or chakra. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]] feature in the same order as listed. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action. <br />
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<br />
'''Six Paths Sage Mode'''<br />
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'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, refining its effects on the human body to perfection, removing any visual effects beyond plus-shaped pupils. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight, and your chakra sense range doubles.<br />
*You deal an additional 1d10 damage with unarmed strikes (2d10 total).<br />
*You gain a flying speed equal to your movement speed.<br />
*You gain a damage threshold of 30.<br />
*You may use [[Path of the Sage (Shinobi World Supplement)#Sage Art|Sage Art]] once without spending exclusively or additional senjutsu chakra (recharge 5-6).<br />
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'''Outer Path Sage Mode'''<br />
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'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] or [[Path of the Celestial (Shinobi World Supplement)#Mastered Tenseigan|Mastered Tenseigan]], and [[Path of Suffering (Shinobi World Supplement)#Osteomancer|Osteomancer]] or [[Path of Totality (Shinobi World Supplement)#Mastered Truth-Seeking Orbs|Mastered Truth-Seeking Orbs]]; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, amplifying its effects to near uncontrollable levels, turning your skin to scales with several protruding growths. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight.<br />
*Your unarmed strikes gain an additional +15 ft. of reach.<br />
*You may change your size category as a bonus action, and the organization of your space may be in any shape (i.e. if you are Large, you may be a 10 x 10 ft. cube, a 20 x 5 ft. line, etc.)<br />
*When you use a jutsu that deals damage, you may spend 10 additional chakra to force the target to make an additional Intelligence saving throw. On a failure, they can not use any features from any Dōjutsu and become {{5c|blinded}} for 1 hour. They may retry this saving throw at the end of each of their turns, ending the blinded condition on a success, and regaining use of their Dōjutsu on two consecutive successes.<br />
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'''Indra's Reincarnation'''<br />
<br />
The soul of the Sage of Six Paths' eldest son, an absolute prodigy, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Pick one chakra nature, subclass, or 3 class features. The level requirements for the selected features or Jutsu are reduced by 3. <br />
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'''Asura's Reincarnation'''<br />
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The soul of the Sage of Six Paths successor, best known for his gradual growth, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Your maximum chakra increases by an additional 2 points every time you gain a level. This counts for levels you have already attained as well. <br />
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'''Six Paths: Kunitsukami'''<br />
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'''Requirements:''' Six Paths Sage Mode<br />
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While in Sage Mode, you gain a flying speed equal to twice your movement speed. Additionally, you may increase your size by up to 2 size categories of your original or Huge, whichever is greater, as an action. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.<br />
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'''Six Paths Power'''<br />
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You have been granted a mass of chakra of unimaginable power, typically from eating the fruit of the [[Datara (5e Creature)|God Tree]] or being granted a portion of the [[Hagoromo (Shinobi World Supplement)|Sage of Six Paths']] power. You gain 50 additional points of chakra, which are counted separately from your normal chakra and are not regained when your normal chakra would be. If you fulfill another boon's requirements with Six Paths Power, not including the Ōtsutsuki boon, you do not benefit from it while you have 0 Six Paths Power chakra points.<br />
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<br />
'''Ōtsutsuki'''<br />
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'''Requirements:''' Six Paths Power<br />
<br />
Your Six Paths Power is not something as paltry as power taken or gifted, it is a fundamental part of you; the core of your being. As a bonus action for 5 chakra not granted by the Six Paths Power boon, you may regain 50 Six Paths Power chakra points.<br />
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====Clan Boons====<br />
Clans represent the traits of heritage that manifest themselves most fully in a particular shinobi. At character creation, players may take a clan boon in place of a variant human's feat selection, otherwise they should be treated as Epic Boons. No clan that grants bonuses to subclass features or jutsu require you to take that subclass or jutsu, but also do not grant early or automatic use of said feature or jutsu. If a clan boon allows you to gain a subclass without implantation, said subclass can not be gained without the clan or implantation.<br />
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'''Aburame Clan'''<br />
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You hail from one of the most well-known insect keeper clans in the world. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may create swarms for a minimum of 2 chakra.<br />
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'''Akado Clan'''<br />
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You hail from a clan of talented shinobi, though not talented enough to receive wide-spread recognition. You gain a number of jutsu equal to your {{5a|int}} modifier. These jutsu may not be from kekkei genkai you do not have the component natures of, a path you do not have levels in, or [[Yin-Yang Style (Shinobi World Supplement)|Yin-Yang Style]].<br />
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'''Akebino Clan'''<br />
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You hail from the most powerful [[Kabutowari (Shinobi World Supplement)|Kabutowari]] wielder in the history of the [[Mist Shinobi (Shinobi World Supplement)|Hidden Mist Village]]. Damage rolls with {{5e|Battleaxe|battleaxes}} and {{5e|Warhammer|warhammers}} gain a +1 bonus, and the maximum AC penalty you can incur with Kabutowari gains a +2 bonus.<br />
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'''Akimichi Clan'''<br />
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You hail from the progenitors of the [[Path of the Body (Shinobi World Supplement)|Path of the Body]]. When you gain the Storage feature, you may store an additional 1/2 a day's worth of food, which may be consumed as an action to regain 1/2 of your level chakra points. You may do this once, regaining use at the end of a short rest.<br />
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'''Akitsuki Clan'''<br />
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You hail from a clan of non-shinobi forced to act as a channel for [[Sōma (Shinobi World Supplement)|Sōma's]] curse. If you fail the saving throw for Sōma's ''Memory Wiping Blast'', you become its [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], though it continues to exist outside of you. Additionally, when you gain a chakra nature, you may instead increase the saving throw DC of your Path of the Beast unique jutsu by +1 (+3 maximum).<br />
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'''Amachi Clan'''<br />
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You hail from a clan of scientists with a genius for understanding the ways of water. You gain affinity in [[Water Style (Shinobi World Supplement)|Water Style]] jutsu, and you may have Affinity in Water Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Biwa Clan'''<br />
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You hail from a clan of loner opportunists who gained notoriety from [[Juzo Biwa (Shinobi World Supplement)|Juzo Biwa]]. Chose one weapon you are in possession of. Attack rolls with this weapon gain a +1 bonus during initiative. This increases to +2 if no other friendly creatures have rolled initiative. This only applies to the single weapon chosen, and you can not change what weapon is chosen.<br />
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'''Bunpuku Clan'''<br />
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You hail from one of the pioneers of [[Path of the Beast (Shinobi World Supplement)|jinchuriki]] creation. You gain the {{inpage|Barrier Nin}} feat, and you gain affinity in [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]], and you may have Affinity in Fuinjutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not choose any natures at 2nd level.<br />
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'''Chinoike Clan'''<br />
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You hail from the progenitors of the [[Path of Blood (Shinobi World Supplement)|Path of Blood]], feared for their history of supposed cannibalism. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Ketsuryūgan. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Cursed Clan'''<br />
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You hail from the progenitors of the [[Path of the Cursed (Shinobi World Supplement)|Path of the Cursed]], whose bouts of rage are known to only subside in the presence of strong emotional connection. You may choose this subclass at 3rd level, and you are not limited by implantation if you are implanting a Cursed Mark. Choose 1 friendly creature to be your "tamer". While they are within 30 feet of you and you can see or hear them, you can not gain the {{5asc|berserk}} condition, and they may end this condition on you at will by touching you. <br />
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'''Darui Clan'''<br />
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You hail from the clan of the [[Darui, Boruto (Shinobi World Supplement)|Sixth Raikage]]. You gain use of [[Storm Style (Shinobi World Supplement)|Storm Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Deidara Clan'''<br />
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You hail from a clan of explosive artists. You gain use of [[Explosive Style (Shinobi World Supplement)|Explosive Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
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'''Fabrication'''<br />
<br />
Rather than biologically descending from a specific group of people, your biology has been artificially constructed from the ground up, typically by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] or the post-war [[Stone Shinobi (Shinobi World Supplement)|Stone Village]]. Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2. When you spend chakra or an equivalent [[Variant Rules (Anime Setting)|currency]], you take an equal amount of damage.<br />
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'''Fūma Clan'''<br />
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You hail from a clan of skilled weapon makers and users. When you make a thrown weapon attack, you may replace its damage dice with your unarmed strike's damage dice.<br />
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'''Fūma Clan (Land of Sound)'''<br />
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You hail from a clan of skilled bowmen. You are proficient in martial ranged weapons.<br />
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'''Funato Clan'''<br />
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You descend from [[Araumi (Shinobi World Supplement)|Araumi's]] bloodline, carrying its connection to the mythical Power of the Sea Dragon. You gain one benefit of [[Path of Specialization (Shinobi World Supplement)#Alternate Feature: Power of the Dragon|Power of the Dragon]] in relation to [[Water Style (Shinobi World Supplement)|Water Style]].<br />
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'''Fushin Clan'''<br />
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You hail from a clan of Kekkei Genkai users from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. You gain use in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and may learn [[Swift Style (Shinobi World Supplement)|Typhoon Style]] jutsu as if they were Wind Style after you gain affinity in Wind Style, and creatures with the Path of the Assassin are still affected by all aspects of the jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Guren Clan'''<br />
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You hail from a small clan of shinobi from the Land of Sound that were nearly destroyed before the creation of the [[Sound Shinobi (Shinobi World Supplement)|Hidden Sound Village]]. You gain use of [[Crystal Style (Shinobi World Supplement)|Crystal Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hachiya Clan'''<br />
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You hail from a clan of [[Mist Shinobi (Shinobi World Supplement)|Mist]] shinobi with an unimpressive record on paper, but are an invaluable benefit to field logistics. [[Water Style (Shinobi World Supplement)|Water Characters, Hidden Mist, and Water Style Bullet: Orca]] have their costs halved, rounded up.<br />
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'''Hagoromo Clan'''<br />
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You hail from a clan of shinobi that once allied themselves with the Uchiha clan, not to be confused with the successors of the Sage of Six Paths. You gain proficiency in martial melee weapons.<br />
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'''Haido Clan'''<br />
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You hail from a clan from the far away Land of Gelel. You gain use of [[Plasma Style (Shinobi World Supplement)|Plasma Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Lightning Style.<br />
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'''Hamura Clan'''<br />
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You descend from the Sage of the Outer Path himself, most likely living at some point on the moon. You can telepathically enter a creature's dreams so long as you have seen them at least once, but you can only communicate with them. This also grants you the ability to telepathically communicate with creatures within 250 feet. Additionally, if you implant a [[Path of Sight (Shinobi World Supplement)|Byakugan]], it becomes a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]] as per Tenseigan Manifestation. If you gain [[Path_of_the_Celestial_(Shinobi World Supplement)#Dream-Speak|Dream-Speak]], the distance of your telepathy is doubled.<br />
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'''Hamura Clan Reborn'''<br />
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You hail from the progenitors of the [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]], and the union of the Hamura Clan and the Hyuga Clan. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]]. Additionally, you are immune to the effects of extreme cold and altitude.<br />
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'''Han Clan'''<br />
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You hail from a clan known for harboring [[Kokuō (5e Creature)|Kokuō]] due to their kinship in ninjutsu. You gain use of [[Vapor Style (Shinobi World Supplement)|Vapor Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
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'''Hanzo Clan'''<br />
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You hail from a clan that adapted to implanted venom sacks of black salamanders. You gain immunity to poison damage and the {{5c|poisoned}} condition, and ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]'' counts as a Path Unique Jutsu for any path you take. If a creature breaths within 15 ft. of you for 1 continuous minute while you are not wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, they suffer the effects of ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]''. When you suffer a critical hit, you lose the benefits of this clan boon and are {{5c|paralyzed}} until the end of your next turn. If you are wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, you do not become {{5c|paralyzed}}.<br />
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'''Haruno Clan'''<br />
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You hail from a clan with latent skill in medical ninjutsu. When you gain the [[Path of the Healer (Shinobi World Supplement)|Healing Jutsu]] feature, you may spend up to three times your Shinobi level.<br />
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'''Hashirama Clan'''<br />
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Through unknown means, you bear the unique genetics of the [[Hashirama (Shinobi World Supplement)|First Hokage]], a feat not even his own children bore. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally, you gain proficiency in {{5s|Nature}}.<br />
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'''Hatake Clan'''<br />
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You hail from one of the greatest shinobi clans of all time, despite lacking any hidden or overwhelming abilities. You gain 1 non-Kekkei Genkai jutsu of your choice, even if you do not meet the nature requirements of it.<br />
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'''Haze Clan'''<br />
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You hail from one of the Land of Haze's exclusive clans, and as such have inherited one of the rarest kinjutsu in the world. At 2nd level gain one [[Yin-Yang Style (Shinobi World Supplement)|Haze Ninja Art: Forbidden Technique]] of your choice.<br />
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'''Hiruko Clan'''<br />
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You hail from the clan of ability thieves. You gain use of [[Shade Style (Shinobi World Supplement)|Shade Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hōki Clan'''<br />
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You hail from a line of matrilineal medical-nin and information gatherers known as the "people who work behind the scenes". When you restore hit points with jutsu, the target regains twice as many hit points but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
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'''Hoshi Clan'''<br />
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You hail from a clan of shinobi mutated by a [[Star (Shinobi World Supplement)|Star]] that fell to Earth. You may choose the [[Path of the Star (Shinobi World Supplement)|Path of the Star]] at 3rd level, and you are not limited by implantation if you are implanting Star chakra. Additionally, immediately after the end of a long rest, you gain purple chakra equal to twice your {{5a|con}} modifier (minimum 2).<br />
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'''Hoshigaki Clan'''<br />
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You hail from a clan of fishlike shinobi. You can breathe in water, and have a swimming speed equal to your movement speed.<br />
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'''Hōzuki Clan'''<br />
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You hail from a clan of pale shinobi known to have numerous Water Style Hiden. [[Water Style (Shinobi World Supplement)|Hydrification Jutsu and Instant Water]] have their costs halved, rounded up.<br />
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'''Hyūga Clan'''<br />
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You hail from the progenitors of the [[Path of Sight (Shinobi World Supplement)|Path of Sight]], and were effectively born into royalty. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Byakugan. Additionally, whenever you roll a 1 when rolling for damage on an unarmed strike, you may instead count the roll as a 2.<br />
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'''Iburi Clan'''<br />
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You hail from a clan that once dwelt in secluded caves due to fear of their own power. When you fall to half your maximum hit points, you are affected by [[Path of the Cursed (Shinobi World Supplement)|Smoke's Curse]]. You may not end this effect as a bonus action, and it only ends if you are raised above half your maximum hit points, or if you succeed a DC 17 Wisdom saving throw as an action.<br />
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'''Inuzuka Clan'''<br />
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You hail from one of the progenitors of the [[Path of the Beast-Nin (Shinobi World Supplement)|Path of the Beast-Nin]]. When you use Two-Headed Beast, your {{5a|str}} score increases by +4 to a maximum of 24 as well. Alternatively, when you gain Second Companion, you gain a third companion that acts identically to the second.<br />
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'''Jiraiya Clan'''<br />
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You hail from a clan originating from a man whose destiny was tied with the toads of mount Myuboku. The cost of using the [[Basic Ninjutsu (Shinobi World Supplement)|Summoning Jutsu]] is halved, rounded up, and the amount of chakra you need to maintain Sage Mode is quarter to half your current normal chakra.<br />
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'''Jūgo Clan'''<br />
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You hail from the last remaining branch of the Cursed Clan. When you use [[Path of the Cursed (Shinobi World Supplement)|Curse Mark]], the amount of maximum hit points lost is halved, rounded up, but you must choose Founder's Curse as your Diversified Second Stage. Additionally, you are not limited by implantation if you are implanting a Cursed Mark.<br />
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'''Kagero Clan'''<br />
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You hail from a heavily modified offshoot of the [[Sound Shinobi (Shinobi World Supplement)|Land of Sound's]] Fuma clan. You gain ''[[Plasma Style (Shinobi World Supplement)|Antlion Ninja Arts: Ephemeral]]''. While ''Antlion Ninja Arts: Ephemeral'' is active, you may cast ''Plasma Laser'' for 15 chakra regardless of if you know said jutsu.<br />
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'''Kaguya Clan'''<br />
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You hail from a clan of bloodthirst warriors distantly descended from [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. You may choose the [[Path of Suffering (Shinobi World Supplement)|Path of Suffering]] at 3rd level, and you are not limited by implantation if you are implanting Shikotsumyaku DNA. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Kaku Clan'''<br />
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You hail from a clan of shinobi known for two things: going [[Rogue Nin (Shinobi World Supplement)|rogue]] in order to steal powerful tools, and bearing their clan name as a [[Gold and Silver Brothers (Shinobi World Supplement)|suffix]]. At will, you may spend chakra to store an equal number of chakra points within your skin. You may have up to four times your {{5a|int}} modifier chakra points stored in this way at a time. Whenever an item would require you to spend chakra points, this stored chakra is spent first. This chakra can not be spent in any other way.<br />
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'''Kamizuru Clan'''<br />
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You hail from one of the most well-known insect keeper clans in the world, rumored to be the same clan as the [[Ishikawa (Shinobi World Supplement)|First Tsuchikage]]. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may spend 5 chakra to create 1 days' worth of food in honey for up to 4 Medium creatures.<br />
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'''Karatachi Clan'''<br />
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You hail from the bloodline of the [[Yagura (Shinobi World Supplement)|Fourth Mizukage]], known for their ruthlessness and fits of blood rage. As a bonus action or when you drop to half your hit points, your melee attacks deal twice as much damage, you may not cast jutsu, and you become {{5asc|berserk}} for 1 minute. You may use this once, regaining use at the end of a long rest.<br />
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'''Kazekage Clan'''<br />
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You hail from the bloodline of the [[Rasa (Shinobi World Supplement)|Fourth]] and [[Gaara (Shinobi World Supplement)|Fifth]] Kazekage. You gain affinity in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and you may have Affinity in Wind Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kazuma Clan'''<br />
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You come from a clan of shinobi that attempted to recreate [[Hashirama (Shinobi World Supplement)|Hashirama Senju's]] [[Wood Style (Shinobi World Supplement)|Wood Style]], though they received much different results. You gain use of [[Mud Style (Shinobi World Supplement)|Mud Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Earth Style.<br />
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'''Kedōin Clan'''<br />
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You hail from a clan of master infiltrators. As a bonus action for 2 chakra points, you may change the appearance of your face and sound of your voice to any humanoid you have seen and heard for 1 minute.<br />
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'''Kidomaru Clan'''<br />
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You hail from a near-extinct clan of spider-like people. You gain two additional sets of arms. These arms can not wield shields, or weapons with the heavy property. Additionally, you gain a climbing speed equal to your movement speed.<br />
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'''Kodon Clan'''<br />
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You hail from a clan of master drug makers. The time and cost of crafting consumable items is halved, rounded up.<br />
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'''Kohaku Clan'''<br />
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You hail from a clan historically allied with the Hidden Leaf Village capable of surviving by the tiniest string of life. When you are reduced to 0 hit points, you may instead drop to 1 hit point. After doing so, you can not cast jutsu until you return to maximum hit points, and you can not do so again until the end of a long rest.<br />
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'''Kumanoi Clan'''<br />
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You hail from a clan of master weapon makers. The time and cost of crafting items that deal damage is halved, rounded down.<br />
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'''Kon Clan'''<br />
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You hail from a near-extinct clan of parasitic shinobi. While touching a willing creature, you may enter their body. Your movement speed drops to 0 and you occupy their space. When either you or your host gain a condition, you both do, and when either would take damage, you may choose if you or your host takes damage. When you and your host are targeted by a saving throw, you may choose if you or your host makes the saving throw. When you are targeted by an attack, you use your host's AC, and you may spend 2 chakra to grant the attack disadvantage.<br />
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'''Konjiki Clan'''<br />
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You hail from a clan of kekkei genkai-wielding shinobi from the Land of Rock. You gain use of [[Steel Style (Shinobi World Supplement)|Steel Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Earth or Yang Style.<br />
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'''Kurama Clan'''<br />
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You hail from a clan of master genjutsu users. You gain affinity in [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu, and you may have Affinity in Yin Style a number of times equal to your proficiency bonus.. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kurama Clan Prodigy'''<br />
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You are a member of the Kurama clan born once every few generations. When you drop to half of your maximum hit points, and again when you drop to 1/4 of your maximum hit points, you must attempt a {{5c|cha}} saving throw with a DC equal to your jutsu saving throw DC. On a failure, your melee attacks deal twice as much damage, creatures affected by your [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu or Genjutsu take 2d4 psychic damage at the end of each of their turns, you become {{5asc|berserk}} save for being able to cast jutsu in place of making an attack, and you lose 1 chakra at the end of each of your turns. This ends if you can not maintain your chakra, or if you retry the saving throw as a bonus action, ending it on a success.<br />
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'''Kuriarare Clan'''<br />
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Your clan has a history of reveling in physical torture, particularly crucifixion. Once per turn when you deal damage to a {{5c|restrained}} creature, you may also make an unarmed strike against them.<br />
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'''Kurosuki Clan'''<br />
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You are a descendant of a small clan known for putting their entire purpose in life into another person. Choose 1 friendly creature to be your "meaning". While you are within 5 feet of your meaning, they take half as much damage from all sources, and you take half as much damage as you reduced. You can never change which creature is your meaning.<br />
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'''Kurogane Clan'''<br />
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You come from a clan of diligent swordsmen from the Land of Iron. When you make an attack of opportunity with a melee weapon, you may spend 1 chakra to gain a +1 bonus to your critical threshold or attack roll for that attack.<br />
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'''Lee Clan'''<br />
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You hail from a clan of master taijutsu users. You gain affinity in [[Taijutsu (Shinobi World Supplement)|Taijutsu]], and you may have Affinity in Taijutsu a number of times equal to your proficiency bonus. If you start with this clan, you do not gain chakra natures at 2nd level, and instead must take the alternate options detailed in [[Naruto: Shinobi (5e Class)#Chakra|Chakra]].<br />
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'''Might Clan'''<br />
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You hail from a clan of taijutsu masters best known for their keen development of taijutsu, rather than outright usage. Any [[Taijutsu (Shinobi World Supplement)|Taijutsu]] and [[Path_of_Youth_(Shinobi_World_Supplement)|Path of Youth]] [[Path_of_Youth_(Shinobi_World_Supplement)#Path_of_Youth_Unique_Jutsu|Unique Jutsu]] (if you take that subclass) you cast have their costs halved, rounded down, but the cost of any other jutsu are doubled.<br />
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'''Mitarashi Clan'''<br />
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You hail from a clan of snake experts. [[Path of the Snake (Shinobi World Supplement)#Blinding Snake Glare Spell|Blinding Snake Glare Spell]] allows you to have a number of creatures grappled equal to your {{5a|str}} or {{5a|dex}} modifier at any time + 1 (minimum 2), and you have a number of uses of [[Path of the Snake (Shinobi World Supplement)#Many Hidden Shadow Snake Hands|Many Hidden Shadow Snake Hands]] equal to your {{5a|int}} modifier instead of your {{5a|wis}} modifier.<br />
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'''Momochi Clan'''<br />
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You hail from a clan of dangerous outcasts. When a creature is affected by [[Path of the Assassin (Shinobi World Supplement)|Killer Intent]], you may sacrifice a number of chakra when they attempt their Charisma saving throw to grant them an equal penalty.<br />
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'''Munashi Clan'''<br />
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You hail from a clan that revels in the violence of explosions. When you use an [[Basic Ninjutsu (Shinobi World Supplement)|explosive seal]] or a jutsu that requires explosive seals as components or requisite jutsu, you may double one of its ranges or duration. If such a jutsu has a range of touch, you may increase its range to 15 feet. You may do so a number of times equal to your {{5a|cha}} modifier, regaining all uses at the end of a long rest.<br />
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'''Morino Clan'''<br />
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You come from a small clan of expert genjutsu-using interrogators. You automatically detect Illusion spells and genjutsu. As a reaction when a creature you can see attempts a saving throw to resist becoming {{5c|frightened}}, you may grant them disadvantage. You may use this feature a number of times equal to half your {{5a|cha}} modifier (rounded down), regaining all uses at the end of a long rest.<br />
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'''Nadeshiko Clan'''<br />
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You hail from an isolated village near the [[Mist Shinobi (Shinobi World Supplement)|Mist]] known for their legendary Wind Style nintaijutsu. If you gain affinity in [[Taijutsu (Shinobi World Supplement)|taijutsu]], you may learn [[Wind Style (Shinobi World Supplement)|Nadeshiko-Style]] jutsu as if they were taijutsu.<br />
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'''Namikaze Clan'''<br />
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You hail from a clan of yellow flashes. Starting from 1st level, your movement speed increases by +5 ft. every 4th level while you are not wearing armor or a shield, effectively making your [[Naruto: Shinobi (5e Class)#Unarmored Movement|Unarmored Movement]] increase every other level, or every time you gain 50,000 experience if you can not level further. <br />
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'''Nara Clan'''<br />
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You hail from the progenitors of the [[Path of the Shadow (Shinobi World Supplement)|Path of the Shadow]]. When you cast or maintain a Path of the Shadow jutsu, you may reduce its cost by your proficiency bonus (minimum 0). You may use this feature a number of times equal to the number of skills you have proficiency in, regaining all uses at the end of a long rest.<br />
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'''Nohara Clan'''<br />
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You hail from a minor clan of the [[Leaf Shinobi (Shinobi World Supplement)|Leaf Village]] known for sacrificing themselves for the greater good. As a reaction when a creature within half your movement speed is the only creature targeted by a attack, you may take their place, becoming targeted instead, and move them 5 feet to a place not targeted. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.<br />
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'''Nojo Clan'''<br />
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You hail from a small clan of shinobi from the Land of Vegetables who have historically used their jutsu to propagate their village's namesake. You gain affinity in [[Yang Style (Shinobi World Supplement)|Yang Style]] jutsu, and you may have Affinity in Yang Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Oniyuzu Clan'''<br />
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You hail from a no-nonsense clan of assassins from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. When you gain [[Path of the Assassin (Shinobi World Supplement)#Killing Intent|Killing Intent]] feature, you may use {{5a|int}} instead of {{5a|cha}} when determining how many uses of the feature you have.<br />
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'''Onomichi Clan'''<br />
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You hail from a branch clan of the Hozuki clan, more closely related to [[Gengetsu (Shinobi World Supplement)|Gengetsu]] than [[Suigetsu (Shinobi World Supplement)|Suigetsu]], best known for their fierceness with a blade. Your melee weapon attacks gain a +1 bonus to attack and damage rolls, but you lose 1 chakra point at the end of each turn you make a melee weapon attack on. You lose this bonus while you have 0 chakra points.<br />
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'''Orochimaru Clan'''<br />
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You hail from a clan of incredibly scarce, incredibly pale, snake-like shinobi. You may choose the [[Path of the Snake (Shinobi World Supplement)|Path of the Snake]] at 3rd level, and you are not limited by implantation if you are implanting snakelike DNA. Additionally, when you make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} check, but not a saving throw, you may spend 3 chakra points to replace the used ability with your {{5a|int}}. <br />
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'''Ōtsutsuki Clan'''<br />
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You hail from a spacefaring clan that progenerated chakra itself. You may choose the [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] or [[Path of Succession (Shinobi World Supplement)|Path of Succession]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal or Rinnegan. If you gain the Six Paths Power boon, you may gain the subclass you did not take from this clan as if you had taken it at 3rd level instead of chakra.<br />
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'''Pakura Clan'''<br />
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You hail from the same clan as one of the Hidden Sand Village's greatest heroes. You gain use of [[Scorch Style (Shinobi World Supplement)|Scorch Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Wind Style.<br />
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'''Raikage Clan'''<br />
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You hail from an extremely selective lineage of nigh-immortal shinobi held as royalty in the Hidden Cloud Village. You gain affinity in [[Lightning Style (Shinobi World Supplement)|Lightning Style]] jutsu, and you may have Affinity in Lightning Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Ringo Clan'''<br />
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You hail from a clan of sharp-teethed hunters, incredibly skilled in kenjutsu but cursed by an incurable disease. Your maximum hit dice are decreased by 2, minimum 1 (i.e. you do not gain additional hit dice at 2nd or 3rd level), and you gain two of the following (you may choose one twice):<br />
*When you engage in two-weapon fighting, you can add your {{5a|dex}} modifier to the damage of the second attack. <br />
*Your maximum chakra points increases by 3. If you take this option twice, it increases by a total of 5. <br />
*Your movement speed increases by 5 feet.<br />
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'''Ryu Clan'''<br />
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You hail from a small clan of horned people blessed by the power of the five [[Genryu (Shinobi World Supplement)|Genryu]]. You gain [[Naruto: Shinobi (5e Class)#Special Chakra|red chakra]] points equal to twice your proficiency bonus equal to half your maximum chakra, whichever is lower<!--to keep 1st and 2nd level players from being berserk forever-->. This chakra is regained at the end of a long rest.<br />
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'''Sarutobi Clan'''<br />
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You hail from a clan of the Hidden Leaf Village's greatest defenders, both physically and ideologically. You gain affinity in [[Fire Style (Shinobi World Supplement)|Fire Style]] jutsu, and you may have Affinity in Fire Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Sarutobi Clan'''<br />
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You hail from the stalwart founders and defenders of the Hidden Stone Village. You gain affinity in [[Earth Style (Shinobi World Supplement)|Earth Style]] jutsu, and you may have Affinity in Earth Style a number of times equal to your proficiency bonus. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Senju Clan'''<br />
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You hail from one of the founding clans of the Hidden Leaf Village best known for their wide, unspecialized knowledge. You gain 1 additional chakra nature at 2nd level, but you can not gain affinity in any chakra nature as an alternative to gaining a chakra nature.<br />
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'''Senka Clan'''<br />
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You hail from a small clan of shinobi skilled in stealing and improving techniques without use of scroll theft or the [[Path of Hatred (Shinobi World Supplement)|Sharingan]]. When you create a [[Basic Ninjutsu (Shinobi World Supplement)|Shadow Clone]], its items carry over any magical properties, but any equipment the clones have with charges, such as magic items, share the initial item's charges.<br />
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'''Shiin Clan'''<br />
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You hail from a clan now ruled by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] once known for their high ideals and determination, despite their small stature. Your size is reduced by 1 size category to a minimum of Small, you have advantage against being {{5c|charmed}} or {{5c|frightened}}.<br />
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'''Shimura Clan'''<br />
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You hail from one of the Hidden Leaf Village's earliest clans, best known for their pride and tendency to die on the battlefield. When you are reduced to 0 hit points, you may immediately take a turn before the effects of being at 0 hit points occur, rounded down. <br />
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'''Shinki Clan'''<br />
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You hail from a small clan of powerful, wandering shinobi from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]]. You gain use of [[Magnet Style (Shinobi World Supplement)|Magnet Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Wind or Lightning Style.<br />
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'''Shion Clan'''<br />
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You hail from the progenitors of the [[Path of the Future (Shinobi World Supplement)|Path of the Future]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Haraigan. Additionally, you gain proficiency in {{5s|History}}.<br />
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'''Shirogane Clan'''<br />
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You hail from a clan of forbidden [[Path of the Puppetmaster (Shinobi World Supplement)|puppetmasters]] from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]] who became international criminals after their human-puppet experiments came to light. The chakra cost of your puppet's innate features (i.e. the ones listed on their creature page) are halved, rounded down. If a feature can only be used a certain number of times per day, you may spend 3 hours with the puppet and a humanoid corpse to allow it to be usable for a number of chakra points equal to 9 / its number of uses.<br />
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'''Suikazan/Fuefuki Clan'''<br />
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You hail from a clan of shinobi once bread solely for innate physical strength at the cost of horrible disfiguration. You may replace {{5a|dex}} with {{5a|str}} when calculating your AC, your {{5a|str}} score increases by +2 or [[Path of the Assassin (Shinobi World Supplement)#Silent Killing Jutsu|Silent Killing Jutsu]] works with attacks using your {{5a|str}} modifier, but you have disadvantage on any d20 rolls you would add your {{5a|cha}} modifier to.<br />
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'''Taketori Clan'''<br />
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You hail from a clan of negotiators best known for their alliance with the Hyūga Clan. You have advantage on any skill checks involving {{5a|cha}}, as well as {{5a|dex}} ({{5s|Stealth}}) checks, but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
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'''Tenro Clan'''<br />
<br />
You hail from a clan of beast-nin inspired by the [[Three-Headed Guardian Beast (Shinobi World Supplement)|Three-Heads]]. When yo use [[Path of the Beast-Nin (Shinobi World Supplement)|Two-Headed Beast]], you may spend 5 additional chakra to apply your Path of the Beast-Nin unique jutsu Affinity bonus to your unarmed strike attack and damage rolls, and AC until the feature ends.<br />
<br />
<br />
'''Terumi Clan'''<br />
<br />
You hail from the clan of the Fifth Mizukage. You gain [[Lava Style (Shinobi World Supplement)|Lava Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
<br />
<br />
'''Tsuchigumo Clan'''<br />
<br />
You come from a clan known for producing numerous dangerous kinjutsu. You gain a number of [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]] or [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]] equal to your {{5a|int}} modifier. These jutsu count as [[Basic Ninjutsu (Shinobi World Supplement)|basic ninjutsu]] for the sake of affinity, and you may forgo one of these jutsu to decrease the cost of one jutsu gained in this way by 5 chakra points (minimum 1).<br />
<br />
<br />
'''Tsumiki Clan'''<br />
<br />
You descend from a clan of medical-nin naturally able to apply a strange curse. When a creature becomes {{5c|paralyzed}} by a jutsu you cast, every creature within 5 ft. of the creature including the creature themself must attempt a {{5a|con}} saving throw. On a failure, they take your unarmed strikes' damage as they are caught in an explosion. On a success, they take half as much damage. <br />
<br />
<br />
'''Tsunade Clan'''<br />
<br />
You hail from a clan originating from the greatest shinobi in medical ninjutsu history. You may add your {{5a|con}} modifier to your maximum [[Path of the Healer (Shinobi World Supplement)|Mystic Palm Jutsu]] dice pool, and you lose half as many chakra points (rounded up) to maintain [[Path of the Healer (Shinobi World Supplement)|Mitotic Regeneration Jutsu]]. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Tsurushi Clan'''<br />
<br />
You hail from a clan of rubbery shinobi. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.<br />
<br />
<br />
'''Uchiha Clan'''<br />
<br />
You hail from the progenitors of the [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Sharingan. When you use a jutsu while you have any dojutsu active, you may spend 1 chakra to gain a +1 bonus to its attack rolls, damage rolls, and saving throw DC.<br />
<br />
<br />
'''Umino Clan'''<br />
<br />
You hail from a clan of great teachers and comrades. As an action, any creatures of your choice that can see or hear you may add 1d4 to any one d20 roll within the next 10 minutes. You may do this a number of times equal to your {{5a|int}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Uzumaki Clan'''<br />
<br />
You hail from a clan distantly related to Asura and Hashirama Senju, known for their physical resilience. You gain the following benefits:<br />
*You automatically succeed on the saving throw incurred by tailed beast extraction, but still suffer the aftereffects. <br />
*Your chakra point maximum increases by twice your proficiency bonus.<br />
<br />
<br />
'''Yakushi Clan'''<br />
<br />
You hail from a clan of medical nin with expertise in genetic modification, rather than healing. Choose one non-dojutsu implantable path that is not [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]] or [[Path of Permanence (Shinobi World Supplement)|Path of Permanence]]. If you gain this path, you are not limited by implantation. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Yamanaka Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Mind (Shinobi World Supplement)|Path of the Mind]]. When a creature makes a {{5a|cha}} saving throw against your [[Path of the Mind (Shinobi World Supplement)|Mind Body Switch]] jutsu, you may spend chakra to grant them an equal penalty to the saving throw to a maximum of your proficiency bonus.<br />
<br />
<br />
'''Yanagikage Clan'''<br />
<br />
You hail from a clan that is skilled in wielding hidden weapons. You may draw a weapon as part of making an attack.<br />
<br />
<br />
'''Yūhi Clan'''<br />
<br />
You hail from a clan known for their skilled genjutsu use. When you cast a genjutsu that fails to affect the target, you regain half the chakra spent. If you gain the Genjutsu Expert feat, you may learn path unique genjutsu without taking their prerequisite path.<br />
<br />
<br />
'''Yoimura Clan'''<br />
<br />
You hail from a clan cursed with fading memories. Your {{5a|int}} score decreases by -2, but you may take any one [[#Ninja Feats|Ninja Feat]] or [[#Shinobi Path Feats|Shinobi Path Feat]] regardless of its ability score requirements.<!--Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|str}} and {{5a|dex}} increase by a total of +3.--><br />
<br />
<br />
'''Yota Clan'''<br />
<br />
You hail from a clan of traveling shinobi naturally capable of controlling the weather. As a ritual for 1 hour, you may cast [[5e SRD:Control Weather|Control Weather]] without components or spell slots.<br />
<br />
<br />
'''Yotsuki Clan'''<br />
<br />
You hail from a clan of Hidden Cloud Village shinobi known for their unbreakable pride in their allies. Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|con}} and {{5a|cha}} increase by a total of +3.<br />
<br />
<br />
'''Yuki Clan'''<br />
<br />
You hail from a clan of persecuted Kekkei Genkai users. You gain use of [[Ice Style (Shinobi World Supplement)|Ice Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
<br />
<br />
'''Zetsu Clan'''<br />
<br />
Your very existence was molded by [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. Your type is plant instead of humanoid, you must choose [[Path of Mutation (Shinobi World Supplement)|Path of Mutation]] at 3rd level, and you may use {{5a|con}} as your casting ability for any Path of Mutation features and unique jutsu.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Shinobi World (5e Campaign Setting)|Shinobi World]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]<br />
[[Category:5e]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Underground_Monster_(5e_Race)&diff=1681913Underground Monster (5e Race)2023-02-17T23:35:29Z<p>Plywood tank: /* Underground Monster Traits */</p>
<hr />
<div><br />
{{stub|A race page is almost never complete when first created. For guidance, see the [[5e Race Design Guide]].}}<!--Remove this line when the race is finished--><br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
<br />
Author's note: Please suggest to discussion tab your changes to the race before you make big changes to this race. I would like this page reflect the overwhelming creativity of people in an organized fashion.<br />
<br />
==Underground Monster==<br />
<div class="externalimage-holder" style="width:38%;float:right"> {{5e Image|float:center|https://indiegameculture.com/wp-content/uploads/2022/07/Undertale-by-Mato.png|[[https://twitter.com/mozu_hayanie Art by Mato]]}}</div><br />
<br />
==Physical Description==<br />
Monsters come in numerous shapes and sizes, although the notable species of monsters include skeletons like Sans and Papyrus, ghosts like Napstablook and Mad Dummy and Boss Monsters like Toriel and Asgore. Monsters SOULs are upside down and wholly white.<br />
<br />
A monster's body is mostly made of magic and is attuned to its SOUL. When a monster gets old, they enter a state referred to as having "fallen down." A monster in this state lies immobile and dies shortly afterward. When a monster dies, their body turns into dust. This dust is often spread onto the owner's favorite thing in funerals so that their essence lives on in their possessions. Monsters' bodies and SOULs are closely linked; when a monster dies, their SOUL is lost forever. Boss Monsters are an exception, as their SOULs exist outside their bodies for a few moments before shattering<br />
<br />
==History==<br />
Long ago humans and monsters lived together in harmony, but one day it was discovered that monsters had the ability to absorb human souls, and become frighteningly powerful. Humanity, despite knowing that monsters were too kind and merciful to harm anyone with this power, attacked them out of fear. During the short-lived "War of Humans and Monsters," humanity slaughtered countless monsters, with fallen humans leading the charge, before sealing the rest of them beneath Mt. Ebott, using the magic of 7 human wizards. As thousands of years passed, monsters faded into legends and so did the abilities of fallen humans. Most humans, despite forgetting that monsters exist, are superstitious of Mt. Ebott, since those that climb it never return. That superstition never stopped a handful of children, who ventured up the mountain and fell into the underground, where monsterkind was still residing. Most of those children were killed and their souls were taken, but eventually, the barrier, that kept monsterkind sealed underground, was destroyed and a small fallen human helped monsterkind incorporate themselves into human society.<br />
<br />
==Society==<br />
Today, monsters are living with the more accepting human civilizations. They interact and form bonds with other humans. They use their magic to help themselves to their friendly humans. They exchange ideas and grown better from it. Monsters are quite open<br />
<br />
==Underground Monster Names==<br />
Monster's open mind views have very little pattern for their names, just like humans. Unlike most races, monsters can be male, female, or genderless as gender has no purpose for reproduction.<br />
<br />
'''Male:''' Sans, Grilbe, Asgore, Papyrus, Napstablook and Mad Dummy.<br />
<br />
'''Female:''' Muffet, Toriel, Mettaton, Alphys, and undyne.<br />
<br />
'''Genderless/Gender Neutral''' Woshua, Parsnik and Whimsalot<br />
<br />
==Underground Monster Traits==<br />
{{5e Racial Traits<br />
|summary=Humanoid, Fandom Undertale Monster<br />
|abilities=One your score increases by 2 and one of your score increases by 1 or increase three of your abilities by 1.<br />
|age=Serval centuries<br />
|alignment= Underground Monsters tend toward no particular alignment. The best and the worst are found among them.<br />
|size=Monster vary widely in height and build, from barely 1 foot to 15 feet tall. Your size is tiny, small, medium, or large.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Minor Package<br />
|description1=Monsters come in many shapes and abilities. Choose one {{inpage|minor package}} from below.<br />
|trait2=Major Package<br />
|description2=Monsters come in many shapes and abilities. Choose one {{inpage|major package}} from below.<br />
|trait3=Magic Talent<br />
|description3=All monsters have the ability to defend themselves with magic. Choose one {{inpage|magic talent}} from below.<br />
|trait4=Dusted<br />
|description4=As a being of mostly magic, you do not leave a body. When you die, all of your magic leaves you. The very little physical matter in your body becomes white dust. Only the spells Reincarnate, Resurrection, True Resurrection, and Wish can bring you back from the dead.<br />
|languages= You can speak, read, and write Common and one extra language of your choice.<br />
}}<br />
<br />
=== Minor Package ===<br />
Choose one minor package from below that best reflects your monster's ability.<br />
<br />
====Darkness and Damage Resistance Bundle ====<br />
'''Darkvision''': You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.<br />
<br />
'''Resistance''': Choose one damage type that is not piercing, slashing, or bludgeoning. You gain resistance to this damage type.<br />
<br />
====Flying Package====<br />
'''Winged:''' You have wings sprouting from your shoulders. While you aren’t wearing heavy armor<br />
you have a flying speed equal to your walking speed.<br />
<br />
====Water Package====<br />
'''Darkvision:''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.<br />
<br />
'''Natural Swimmer:''' You have a swimming speed equal to your walking speed.<br />
<br />
'''Amphibious:''' You can breathe air and water.<br />
<br />
====Natural Package====<br />
'''Natural Armor:''' You have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.<br />
<br />
'''Natural Weapon:''' You have claws, tusk, hooves, or horn that you can use for attacks. You deal 1d6 piercing, slashing, or bludgeoning damage with them.<br />
<br />
====Boss Monster Package====<br />
You are a powerful monster, stronger than most. They are known to lead and protect others.<br />
<br />
'''Boss Toughness:''' Your hit point maximum increases by half your level (minimum 1).<br />
<br />
'''Boss Greater Armor:''' While you are not wearing heavy armor or wielding a shield, your AC is increased by 1.<br />
<br />
'''Preserve Bloodline:''' As long as you have no living children, you cannot age into elderly. This can cause boss monster live well past their normal lifespan.<br />
<br />
'''Stronger Soul:''' After death, your soul outlives your body for 1 turn (6 seconds) before turning to dust. While your soul is whole, you are affected as normal by spells that bring you to life.<br />
<br />
====Climber Package====<br />
'''Natural climber:''' You have a climbing speed equal to your walking speed.<br />
<br />
'''Extra Limbs:''' You have two slightly smaller secondary arms or limbs. These limbs can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.<br />
<br />
====Construct Package====<br />
'''Constructed Resilience:''' You were created to have remarkable fortitude, represented by the following benefits:<br />
<br />
* Your creature type is construct instead of humanoid.<br />
* You have advantage on saving throws against being poisoned.<br />
* You don’t need to eat, drink, or breathe.<br />
* You are immune to disease.<br />
* You don’t need to sleep, and magic can’t put you to sleep.<br />
<br />
'''Organic Soul:''' Your soul is not made of metal, its made of magic. You can still able to be healed by magic.<br />
<br />
'''Armored Casing:''' You are encased or made of metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier.<br />
<br />
==== Ghost Package ====<br />
You are a monster that has taken the form of a ghost. You spend most of your time in objects in order to interact with the world.<br />
<br />
'''Ghostly Nature.''' being a ghost has its perks:<br />
* You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.<br />
* You have advantage on death saving throws.<br />
* You don’t need to eat, drink, or breathe.<br />
* You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.<br />
<br />
'''Procession.''' Like any ghost story, you the ability to process. While a living creature has too much determination for you to process them, an object is a different story. As an action, you can unpossessed your current vessel and process a different object with in 5 ft of you. If you are attacked while moving between the to objects (from attack of opportunity), you have immunity to all bludgeoning, piercing, and slashing damage.<br />
<br />
'''Wander.''' At 13th level, your soul is strong enough to leave your vessel for long periods. As an action, you leave your vessel and cast etherealness on yourself without any spell slots once per long rest. You have to enter a new vessel before the spell ends. Whenever etherealness is cast on you, you leave your current vessel.<br />
<br />
====Skilled Package====<br />
'''Darkvision.''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.<br />
<br />
'''Skilled.''' You gain proficiency in two skills of your choice and one language of your choice.<br />
<br />
====Movement Package ====<br />
'''Retreat.''' You can take the Disengage or Dash action as a bonus action on each of your turns.<br />
<br />
====Magic Package====<br />
'''Darkvision.''' You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.<br />
<br />
'''Naturally Magic Gift.''' You learn one cantrip of your choice. You can choose intelligence, wisdom, or charisma modifier for this cantrip.<br />
<br />
====Magical Resistance Package ====<br />
'''Magic Resistance.''' You have advantage on saving throws against spells.<br />
<br />
====Healing Magic Package ====<br />
'''Soul Mending.''' As an action, you can touch a creature creature regains a number of hit points equal to 1d4. You use this trait up to your proficiency bonus before you need to finish a long rest to replenish your magic.<br />
<br />
===Major Package ===<br />
Choose one major package from below that best reflects your monster's ability.<br />
<br />
====Shelled Package====<br />
'''Natural Armor.''' Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.<br />
<br />
'''Shell Defense.''' You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.<br />
<br />
====Speed Boast Package====<br />
'''Fleet-footed.''' Your movement is increased by 5 ft.<br />
<br />
'''Natural Agility.''' Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.<br />
<br />
====Roar Package====<br />
'''King's Roar.''' As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.<br />
<br />
====Small Package====<br />
*Requirement: size tiny or small.<br />
<br />
'''Fury of the Small.''' When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.<br />
<br />
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.<br />
<br />
==== Determination Package ====<br />
'''De-termination.''' When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
<br />
=== Magic Talents ===<br />
Monsters, beings of mostly magic, you are naturally connected to magical weave.<br />
<br />
==== Color Magic Attack Package ====<br />
Choose one magic type from below.<br />
<br />
;Red Magic<br />
"..." -Narrator<br />
<br />
Forewarning: As your bonus action, you create an illusionary attack that has the color of red. Choose of your single target weapon attacks or spell and target a creature within that attack's normal range. An illusion of that attack, in red, flies at that creature. <br />
<br />
The next time, you make that same attack against the the same creature before the end of your end of next turn, it appears normal or slightly red and deals doubled damage. You ALWAYS have a disadvantage on this attack roll. That creature ALWAYS have advantage on this saving throw.<br />
<br />
Hatred: When you use red magic you may overcharge it. When you do, you can ignore the "ALWAYS" ruling of your red magic. You can use this up to your proficiency bonus for every short or long rest.<br />
<br />
;Green Magic<br />
"Eat Your Greens"- Vegetoid<br />
<br />
Second Chance: you are an expert at stabilizing others. You learn spare the dying cantrip. You cast this cantrip as a bonus action.<br />
<br />
Green "Attack": As your bonus action, you make your next attack roll become green. This effect end at your next turn. Green attacks heals instead dealing damage. After the first turn, this attack deals damage instead of healing.<br />
<br />
Once you use this trait, You can use this up to your proficiency bonus for every short or long rest.<br />
<br />
;Light Blue (Cyan) Magic<br />
"Stop signs are red. So imagine a blue stop sign instead." -Sans<br />
<br />
Blue means Stop: Your blue magic means stop. Whenever you use projectile or range single target spell, you can turn it into blue. Instead of making an attack roll or causing a saving throw, the projectile or spell appear half in and half out of a creature that you can see that is within the normal effective range for that projectile or spell.<br />
<br />
Unlike normal attacks, blue attacks are transparent and creatures and objects can freely move through it. The blue attack remains on the battle field for one minute or until its effects are triggered. Whenever a creature willing moves in, through, or out of a blue attack, they take the full damage and effects of the projectile or spell as if they failed the saving throw or got hit with a successful attack roll. This bypasses certain features that depends on failed saving throws like legendary saves and evasion.<br />
<br />
Run Away!: When you use blue magic, you may overcharge it. The targeted creature makes a wisdom saving throw vs 8 + your intelligence, wisdom, or charisma modifier + your proficiency bonus, or they become frightened until end of their turn. While frightened in this way, they must use their full movement to run away from you.<br />
<br />
You can use this up to your proficiency bonus for every short or long rest.<br />
<br />
;Orange Magic<br />
"O-Orange ones, um... [...] Move through those ones! "-Alphys<br />
<br />
Orange means Move: Your orange magic means move. Whenever you use projectile or range single target spell, you can turn it into orange. Instead of making an attack roll or causing a saving throw, the projectile or spell appear half in and half out of a creature that you can see that is within the normal effective range for that projectile or spell.<br />
<br />
Unlike normal attacks, orange attacks are transparent and creatures and objects can freely move through it. The orange attack remains on the battle field for one minute or until its effects are triggered. Whenever a creature ends their turn in the orange attack, they take the full damage and effects of the projectile or spell as if they failed the saving throw or got hit with a successful attack roll. This bypasses certain features that depends on failed saving throws like legendary saves and evasion.<br />
<br />
Frozen in Fear: When you use orange magic you may overcharge it. The targeted creature makes a wisdom saving throw vs 8 + your intelligence, wisdom, or charisma modifier + your proficiency bonus, or they become frightened until end of their turn. While frightened in this way, they have a movement speed of 0.<br />
<br />
You can use this up to your proficiency bonus for every short or long rest.<br />
<br />
;Karma Magic<br />
"KARMA coursing through your veins." -Flavor text from Sans's battle<br />
<br />
Judgement Time: Karma is a poison-like magic that slowly drains the victim. Whenever you deal damage, you can apply Karma magic to it. After the normal damage, the effected creature(s) gains the Karma condition with the number of Karma equal to the half damage. Total karma on a creature cannot exceed 10 * your proficiency bonus.<br />
<br />
The the start of a creature turn that are effected by Karma condition, they take necrotic damage equal to total number of Karma divided by 5 (rounded up) and Karma is reduced by the amount of damage taken. If the damage caused by Karma would cause a creature to fall below 1, that creature's hp is 1 and all Karma is removed.<br />
<br />
Guilty: You can overcharge Karma in a creature. Just before a creature takes Karma damage, you can use your reaction to make it more powerful. They take necrotic damage equal to total Karma divided by 10 (rounded up). Karma is reduced by the amount of damage taken. This damage cannot be prevented or resisted.<br />
<br />
You can use this up to your proficiency bonus for every short or long rest.<br />
<br />
==== Soul Mode Package ====<br />
Some monsters have the ability to use magic on souls to create a buff or debuff on themselves of others. When such buff or debuff is in effect, the target's soul becomes that color. Choose one mode below:<br />
<br />
;Red<br />
"...and then the red soul grew legs and run away. You have to believe me Undyne!"-Aphys in unknown AU<br />
<br />
Red stands for carving your own way forward. you can turn a soul that you can touch into a red soul mode for one minute. If they are not willing, they can make a constitution saving throw vs dc of 8 + your intelligence, wisdom, or charisma modifier + your proficiency modifier, or their soul is blue. The effected creature may choose to make the saving throw at the end of their turn.<br />
<br />
While red, the effect creature gain the following:<br />
* Your movement is increased by 10 ft<br />
* Attack of opportunity against you have disadvantage<br />
* Your climbing and swimming speed matches your walking speed<br />
* You can crawl at normal speed<br />
* You ignore difficult terrain<br />
* You have a flying speed equal to your proficiency modifier times five.<br />
<br />
Once you use this feature, you cannot use it again until you finish a short or long rest.<br />
<br />
;Blue<br />
"YOU'RE BLUE NOW. THAT'S MY ATTACK!" -Papyrus<br />
<br />
Blue is gravity. As an action, you can turn a soul that you can touch into a blue soul mode for one minute. If they are not willing, they can make a constitution saving throw vs dc of 8 + your intelligence, wisdom, or charisma modifier + your proficiency modifier, or their soul is blue. The effected creature may choose to make the saving throw at the end of their turn.<br />
<br />
While blue, the effect creature gain the following:<br />
* You do not take fall damage<br />
* You cannot fly or glide<br />
* You are under the effects of the jump spell.<br />
<br />
At 13th level, the caster can use their action to change the gravity to up, down, north, east, south, or west. Effected creature may make their reaction to make a dexterity saving throw vs a challenge difficultly given by the GM on the difficulty to grab on an object to anchor yourself from the shifting gravity.<br />
<br />
Once you use this feature, you cannot use it again until you finish a short or long rest.<br />
<br />
;Green<br />
"As long as you're GREEN you CAN'T ESCAPE! Unless you learn to face danger head-on…You won't last a SECOND against ME!" -Undyne <br />
<br />
Green is shield. As an action, you can turn a soul that you can touch into a green soul mode for one minute. If they are not willing, they can make a constitution saving throw vs dc of 8 + your intelligence, wisdom, or charisma modifier + your proficiency modifier, or their soul is green. The effected creature may choose to make the saving throw at the end of their turn. The caster may end green mode anytime during their turn.<br />
<br />
While green, the effect creature gain the following:<br />
* Your movement is halved<br />
* You cannot be pushed or be prone<br />
<br />
The green soul gains a thin green, transparent square shield that is 5 ft by 5 ft. If you are using a grid, this shield is in one of lines that the green soul is in. If not using a grid, the shield is next to the green soul. It is close enough to prevent another creature to get between the shield and green soul but far enough to give the green soul their space.<br />
<br />
The green shield always in the same place relative to the green soul, regardless where the green soul moves to. At will and not requiring any actions, the green soul can will the shield to move to a different line that the green soul is in the grid, above, or below. If not using the grid, the green soul can move the shield to north, east, south, west, above, or below.<br />
<br />
The shield is indestructible. It prevents from all magic from passing. This cause spells to be automatically dispelled if the spell require line of sight and the caster use the transparent shield to see their target. The shield provides full cover for the green soul from one direction.<br />
<br />
Once you use this feature, you cannot use it again until you finish a short or long rest.<br />
<br />
;Purple<br />
"... I think purple is a better look on you! Ahuhuhu~" -Muffet<br />
<br />
Purple is trap. As an action, you can turn a soul that you can see within 60 ft away into a purple soul mode for ten minutes. If they are not willing, they can make a constitution saving throw vs dc of 8 + your intelligence, wisdom, or charisma modifier + your proficiency modifier, or their soul is purple. The effected creature may choose to make the saving throw at the end of their turn. The caster may end purple mode anytime during their turn.<br />
<br />
The caster chooses a direction, if on a grid the direction must be aligned with the grid. The purple soul can only walk, run, swim, fly, glid, climb, or etc. in the chosen direction and the opposite direction. This causes the purple soul be only be able to move freely by moving back and forth. The only way to move off this line is by jumping or falling. While being purple, you can only jump once per turn.<br />
<br />
You can use this feature up to your proficiency bonus until you have to complete a short or long rest to restore your uses.<br />
<br />
;Yellow<br />
"You see that yellow button...? [...] Now press [Z]!!!" -Alphys<br />
<br />
Yellow is shooter. As an action, you can turn a soul that you can touch into a yellow soul mode for one minute. If they are not willing, they can make a constitution saving throw vs dc of 8 + your intelligence, wisdom, or charisma modifier + your proficiency modifier, or their soul is yellow. The effected creature may choose to make the saving throw at the end of their turn. The caster may end yellow mode anytime during their turn.<br />
<br />
When a yellow soul uses a melee weapon or spell, you can attack 30 ft away as a yellow beam or ray fires out.<br />
<br />
When a yellow soul makes a ranged or thrown weapon or spell, the yellow soul make the same weapon attack or spell (without spell slots) as bonus action. It deals only 1d4 damage and has no extra effect.<br />
<br />
Once you use this feature, you cannot use it again until the end of a long rest.<br />
<br />
==== Blaster, Cannon, or Ray Package ====<br />
Blasting Magic Weapon: You are able to summon a magical weapon to blast your foes. When you pick this trait, choose 15 ft cone or a 30-foot line that is 5 feet wide.<br />
<br />
When you take the Attack action on your turn, you can replace one of your attacks with a blast of magical energy in an area of effect that you chosen when you pick this trait. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of a damage type that you choose when you pick this trait. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can use your Blasting Magic Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.<br />
<br />
==== Explosion Package ====<br />
Magic Explosion: You are able to summon a magical weapon to explode your foes. When you take the Attack action on your turn, you can replace one of your attacks with an explosion of magical energy. Choose a spot within 15 ft from you, as a magical explosion of 10 ft radius sphere appears. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of a damage type that you choose when you pick this trait. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).<br />
<br />
You can use your Magic Explosion once per short or long rest.<br />
<br />
==== Spellcasting Package ====<br />
Magic Gift: Choose a cantrip, 1st level spell, and 2nd level spell from the same spell list. Your spellcasting modifier matches the normal spell casting modifier from that class. Ex: You pick your cantrip, 1st level spell, and 2nd level from the Druid spell list. Wisdom id your spell casting modifier.<br />
<br />
You know the cantrip at 1st level. When you reach 3rd level, you can cast your 1st level spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast your 2nd level spell as a 3rd-level spell once with this trait and regain the ability to do so when you finish a long rest.<br />
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<!--[[Category:RaceSubtype Tag]]--></div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Feats_and_Boons_(Shinobi_World_Supplement)&diff=1679033Feats and Boons (Shinobi World Supplement)2023-02-06T19:00:18Z<p>Plywood tank: ordering, and a minor change</p>
<hr />
<div>=== Ninja Feats ===<br />
These feats can be taken instead of an ability score increase, instead of a normal feat, or as the variant human free feat.<br />
<br />
<br />
'''Nature Training'''<br />
<br />
You have trained your body to understand another chakra nature. You gain 1 additional chakra nature, or one of its alternatives, as per the [[Naruto: Shinobi (5e Class)#Chakra|Chakra]] feature. If you take this feature before 2nd level, you gain the Chakra feature, your chakra point maximum is 2 + your {{5a|con}} modifier, and you may know 2 jutsu. Once you reach 2nd level, you have as many chakra points and known jutsu as shown on the Shinobi table. You may take this feat multiple times. <br />
<br />
<br />
'''Powerful Source'''<br />
<br />
'''Prerequisites:''' Strength or Charisma 13 or higher<br />
<br />
Your might almost entirely fuels your chakra, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
<br />
*Your {{5a|str}} or {{5a|con}} score increases by +1.<br />
*While not wearing armor or wielding a shield, your AC equals 10 + your {{5a|str}} modifier + your Proficiency bonus. You may spend 2 chakra as a [[More Actions (5e Variant Rule)|free action]] to benefit from either a shield in addition to these benefits until the end of your next turn.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Mighty Vigor'''<br />
<br />
'''Prerequisites:''' Powerful Source feat, Strength 18 or higher<br />
<br />
Your unwavering confidence in your might has balanced your chakra, enhancing your strength with understanding and moderation, and allowing you to fuel the very limits of your life into your chakra. You gain the following benefits:<br />
<br />
*At will during your turn, you may decide whether your chakra counts as heavy chakra or not.<br />
*When you make an attack using {{5a|str}}, you may spend 1 chakra or 1 hit point to deal half as much damage on a miss. This counts as a {{5a|str}} saving throw for the sake of Brawn.<br />
*Choose two skills between {{5s|Acrobatics}}, {{5s|Stealth}}, {{5s|Arcana}}, {{5s|Animal Handling}}, and {{5s|Intimidation}}. The two chosen skills use {{5a|str}} as their ability.<br />
*When you cast a jutsu, you may spend a number of hit points equal to half its total cost to use {{5a|str}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 hit points to use {{5a|str}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Fast as Lightning'''<br />
<br />
'''Prerequisites:''' Dexterity or Intelligence 13 or higher<br />
<br />
You have trained your speed almost exclusively, perfecting your stride and quickening your steps. You gain the following benefits:<br />
<br />
*Your Dexterity or Intelligence score increases by 1, to a maximum of 20.<br />
*You can use the Dash action as a [[More Actions (5e Variant Rule)|free action]] on your turn for 2 chakra.<br />
<br />
<br />
'''Fast as Light'''<br />
<br />
'''Prerequisites:''' Fast as Lightning feat, Dexterity 18 or higher<br />
<br />
Your speed rivals the fastest shinobi, and with them the forces of nature. You gain the following benefits:<br />
<br />
*When a creature targeted by one of your jutsu benefits from Evasion, they take no damage on a success, but full damage on a failure.<br />
*When you cast a jutsu, you may use {{5a|dex}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to your movement speed divided by 10, rounded down, regaining all uses at the end of a long rest. If your movement speed increases temporarily, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*When you make a reaction, you may spend 5 chakra points to regain your reaction, regaining use at the end of your turn.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|dex}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Heavy Chakra'''<br />
<br />
'''Prerequisites:''' Constitution or Strength 13 or higher<br />
<br />
Through naturally compressing your chakra, you are able to store more chakra than your average shinobi. You gain the following benefits:<br />
<br />
*Your {{5a|con}} or {{5a|str}} score increases by +1.<br />
*Your chakra point maximum increases by your proficiency bonus.<br />
*Your chakra counts as [[Naruto: Shinobi (5e Class)#Special Chakra|"heavy"]] chakra.<br />
<br />
<br />
'''Overflowing Chakra'''<br />
<br />
'''Prerequisites:''' Heavy Chakra feat, Constitution 18 or higher<br />
<br />
Through hard training and enduring experience in combat, you have learned how to fuel your Jutsu with copious amounts of Chakra, enhancing them to a point that the elements you weave could be considered as forces of nature. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your {{5a|con}} modifier an additional time. <br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|con}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|con}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Tempered Chakra'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 13 or higher<br />
<br />
You are well versed in limiting the amount of chakra you use. You gain the following benefits:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*When determining how much chakra you have, you may replace your Constitution modifier with your Intelligence modifier. <br />
*You may add your proficiency bonus an additional time to Concentration saving throws for jutsu. <br />
<br />
<br />
'''Masterful Chakra Control'''<br />
<br />
'''Prerequisites:''' Tempered Chakra feat, Intelligence 18 or higher<br />
<br />
You have mastered your chakra control to the point that even a small drop can have explosive results. You gain the following benefits:<br />
<br />
*When determining the amount of chakra you have, you may add your Intelligence modifier an additional time. <br />
*As a bonus action, you can reduce the chakra cost of the next jutsu you use before the end of the turn by an amount equal to your {{5a|int}} modifier. The minimum chakra you can expend on a jutsu using this is 1. You may use this a number of times equal to 1/4 your shinobi level (rounded down, minimum 1), regaining all uses at the end of a long rest. You may not use this feature and [[Path of the Healer (Shinobi World Supplement)|Chakra Control]] on the same jutsu.<br />
<br />
<br />
'''Perfected Seals'''<br />
<br />
'''Prerequisites:''' Intelligence 16 or higher<br />
<br />
You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. If you do not have the [[Naruto: Shinobi (5e Class)#Jonin|Jonin]] feature, you gain its benefits. If you have the feature, or once you gain it, you gain the following benefits:<br />
<br />
*You are no longer required to weave hand seals to perform jutsu, allowing you to cast jutsu with no open hands. You do not gain this benefit while under the [[5e_SRD:Conditions#Restrained|Restrained]] condition.<br />
*Any jutsu requiring hand seals that can be cast as an action can be cast as a bonus action at an additional cost of 3 chakra while you have two free hands.<br />
*Onlookers are now unable to notice you performing hand seals when done as a bonus action.<br />
*While grappling a creature, you can use their hands to complete a hand seal necessary to cast a jutsu. They must attempt a {{5a|dex}} or {{5a|wis}} saving throw. On a failure, the chakra point cost for casting the Jutsu is split equally between you and the creature at the time of casting it. If a creature does not have any chakra points, the chakra cost is not reduced. Once you use this feature, you can't use it again until the end of a short or long rest.<br />
<br />
<br />
'''Zen Master'''<br />
<br />
'''Prerequisites:''' Wisdom or Charisma 13 or higher<br />
<br />
Rather than pure intellect or power, your chakra is fueled by a deep understanding of the very nature of the energy as a connecting force. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You have a number of [[Naruto: Shinobi (5e Class)#Special Chakra|specialized chakra]] equal to your level. This chakra can only be spent to cause a creature to regain hit points or chakra points, and when another creature causes you to lose chakra, this chakra is lost first. <br />
<br />
<br />
'''Ninshu Minister'''<br />
<br />
'''Prerequisites:''' Zen Master feat, Wisdom 18 or higher<br />
<br />
Your mastery of the mysticism of chakra has revealed to you the predecessor of ninjutsu, Ninshu, and with it its secrets. You gain the following benefits:<br />
<br />
*When you touch a creature or use ''[[Basic Ninjutsu (Shinobi World Supplement)|Chakra Transfer Technique]]'' on a creature that you share a language with, you may communicate telepathically with them until the end of your next turn (9 seconds).<br />
*While you are casting telepathically communicating with a creature, you may cast jutsu and use features as if you were in their place. If a jutsu or feature would only target you when you use it, you may choose for it to target them as well until you are no longer telepathically communicating with them.<br />
*When you cast a jutsu, you may use {{5a|wis}} as your jutsu casting ability instead of {{5a|int}}. You may use this feature a number of times equal to the number of skills you have proficiency in, and you gain twice as many uses from skills you have expertise in, regaining all uses at the end of a long rest. If you temporarily gain proficiency or expertise in skills, these additional uses are counted separately and can only be used while you benefit from the increase.<br />
*In other instances when your jutsu casting ability is referred to, you may spend one of the above uses to use {{5a|wis}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Spiritual Adept'''<br />
<br />
'''Prerequisites:''' Charisma or Wisdom 13 or higher<br />
<br />
Your chakra is greatly powered by your confidence and power of soul, unbalancing its physical energy to spiritual energy balance, but nevertheless filling your body with a sea of chakra. You gain the following benefits:<br />
*Your Wisdom or Charisma score increases by 1, to a maximum of 20.<br />
*You gain proficiency in one skill of your choice.<br />
*When you finish a short rest, you can expend a number of hit die equal to your Wisdom modifier. Roll the hit die and add your {{5a|wis}} modifier to the result. You regain an amount of chakra equal to half the result.<br />
<br />
<br />
'''Spiritual Powerhouse'''<br />
<br />
'''Prerequisites:''' Spiritual Adept feat, Charisma 18 or higher<br />
<br />
Your physical energy has almost entirely given way to your unwavering spiritual energy. You gain the following benefits:<br />
<br />
*You gain use in [[Yin Style (Shinobi World Supplement)|Yin Style]]. If you already have use in Yin Style, you gain [[Naruto: Shinobi (5e Class)#Chakra Nature Alternatives|Affinity]] in it instead.<br />
*[[Yang Style (Shinobi World Supplement)|Yang Style]] or [[Yin-Yang Style (Shinobi World Supplement)]] benefit from your [[Yin Style (Shinobi World Supplement)|Yin Style]] Affinity.<br />
*When you cast a jutsu, you may spend an additional amount of chakra equal to half its total cost to use {{5a|cha}} as your jutsu casting ability instead of {{5a|int}}.<br />
*In other instances when your jutsu casting ability is referred to, you may spend 5 chakra to use {{5a|cha}} instead of {{5a|int}} until the end of your next turn.<br />
<br />
<br />
'''Sensor Nin'''<br />
<br />
'''Prerequisites:''' Wisdom 16 or higher, Proficiency in Perception<br />
<br />
When you take the {{5e|Search Action}}, you may also attempt a DC 14 {{5s|Arcana}} check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you already have chakra sense, its range increases by 30 feet or its penetration increases by its initial value (minimum 1 inch). You may take this feat multiple times, increasing its Wisdom requirement by +2 each time you take it.<br />
<br />
<br />
'''Absorption Nin'''<br />
<br />
'''Prerequisites:''' {{5a|con}} 14 or higher, {{5a|int}} 14 or higher<br />
<br />
You not only have the mental aptitude to understand absorption jutsu, but the physical ability to perform them. When!<--!you choose this, you gain the Basic Absorption Technique and Advanced Absorption Technique. Also, when--> you gain a jutsu, you may instead learn one [[Chakra Absorbing Jutsu (Shinobi World Supplement)|Chakra Absorbing Jutsu]].<br />
<br />
<br />
'''Barrier Nin'''<br />
<br />
'''Prerequisites:''' {{5a|wis}} 16 or higher<br />
<br />
Your body is capable of withstanding the toll of Fūinjutsu. When you gain a jutsu, you may instead learn one [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]].<br />
<br />
<br />
'''Perfect Chakra Thief'''<br />
<br />
'''Prerequisites:''' Intelligence 14 or higher, the ability to absorb chakra<br />
<br />
You master one form of chakra that is not native to you. Choose between the [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]], [[Path of the Cursed (Shinobi World Supplement)|Cursed]], [[Path of the Star (Shinobi World Supplement)|Star]], or [[Path of the Sage (Shinobi World Supplement)|Sage]]. You gain that subclass's first feature, but none of the subclass features gained in this way grant you the ability to gain their special type of chakra. You may take this feat multiple times, gaining the next feature of one of the above subclasses you have already chosen, or the first feature in one you have not chosen. Your [[Naruto: Shinobi (5e Class)|Shinobi]] level must be equal or higher than a feature's level requirement to gain it in this manner.<br />
<br />
<br />
==== Jutsu Mastery Feats ====<br />
<br />
'''Body Flicker Master'''<br />
<br />
'''Prerequisites:''' Dexterity 18 or higher, the ability to cast Body Flicker<br />
<br />
When you cast Body Flicker, you can take the Attack action as a bonus action on the same turn.<br />
<br />
<br />
'''Multi-Shadow Clone Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Shadow Clone<br />
<br />
*The amount of shadow clones you can have at a time is no longer limited to 5.<br />
*Creating shadow clones only costs 2 chakra per clone. However, they only start with 2 chakra.<br />
*When creating a shadow clone, you can expend additional chakra to give one of the clones 5 additional hit points per chakra point spent, you can't give a clone more hit points than your own maximum hit points. You can do this for as many clones as you wish.<br />
<br />
<br />
'''Summoning Master'''<br />
<br />
'''Prerequisites:''' Intelligence or Wisdom 16 or higher, the ability to cast Summoning Jutsu<br />
<br />
You are extremely adept at summoning. The chakra cost is halved whenever you cast Summoning Jutsu. This does not stack with features like {{inpage|Jiraiya Clan}} or [[Path of the Exalted (Shinobi World Supplement)|Animal Path Focus]].<br />
<br />
<br />
'''Multi-Summoning Jutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Summoning Jutsu.<br />
<br />
*You may summon any number of creatures on a single use of the Summoning Jutsu. Summoned creatures must have at least 5 feet between one another. <br />
*Creatures may be summoned up to 30 feet from you. <br />
<br />
<br />
'''Impure World Reincarnation Master'''<br />
<br />
'''Prerequisites:''' The ability to cast Impure World Reincarnation<br />
<br />
*The amount of creatures you can have resurrected by Impure World Reincarnation at a time is no longer limited to 5.<br />
*When you control a creature using Impure World Reincarnation, you act with them on their turn instead of your own.<br />
*This does not grant early use of Impure World Reincarnation.<br />
<br />
<br />
'''Gentle Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you likely lack the [[Path of Sight (Shinobi World Supplement)|Byakugan]], careful training has allowed you to effectively memorize the human chakra network layout. You may learn any [[Path of Sight (Shinobi World Supplement)#Path of Sight Unique Jutsu|Path of Sight Unique Jutsu]] that you have the level requirements for, not including ''Focused Byakugan'', and you may spend 3 additional chakra to cast them without having a Byakugan active.<br />
<br />
<br />
'''Ferocious Fist Expert'''<br />
<br />
'''Prerequisites:''' [[Taijutsu (Shinobi World Supplement)|Taijutsu]]<br />
<br />
While you may not having the training of a taijutsu master able to open the Eight Gates, you have developed the opposite fighting style to the Gentle Fist. You gain the [[Path of Youth (Shinobi World Supplement)|Ferocious Fist]] feature, and ''Dynamic Entry'' counts as a taijutsu for the sake of Affinity. <br />
<br />
<br />
'''Hand-to-Hand Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|str}} or {{5a|con}}<br />
<br />
Rather than mastering fancy techniques, you have mastered how to deal direct damage. As a bonus action for 2 chakra, or at will for 5 chakra, you may grant yourself one of the following benefits until the end of your turn, you use a jutsu, you wear armor, or you wield a shield or weapon:<br />
<br />
*You gain a +2 bonus to AC.<br />
*You gain a +2 bonus to your attack rolls.<br />
*You gain a +4 bonus to damage rolls.<br />
<br />
<br />
'''Taijutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|dex}}, the ability to cast at least one [[Taijutsu (Shinobi World Supplement)|taijutsu]]<br />
<br />
Through constant training in the combat arts, performing taijutsu has become second nature to you, granting you the following benefits:<br />
<br />
*All taijutsu have their chakra cost reduced by 3 (minimum of 1).<br />
*You can make an unarmed strike as a bonus action. This does not increase the amount of attacks performed when using the basic taijutsu technique.<br />
*Choose one Taijutsu that has a base chakra cost of 4 or lower. You have fully mastered this jutsu. You no longer need to spend chakra to use this jutsu.<br />
<br />
<br />
'''Genjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|wis}} or {{5a|cha}}, the ability to cast at least one [[Yin Style (Shinobi World Supplement)|genjutsu]]<br />
<br />
Your training allows you to manipulate the core of a creature's psyche with expert subtlety. You gain the following:<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*As a bonus action for 1 chakra while you have a creature in a genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier.<br />
*When you cast a genjutsu that fails to affect the target, you regain half the chakra spent.<br />
<br />
<br />
'''Ninjutsu Expert'''<br />
<br />
'''Prerequisites:''' 8th level Shinobi, 15 {{5a|int}}, the ability to cast at least one jutsu that is not [[Yin Style (Shinobi World Supplement)|genjutsu]], [[Taijutsu (Shinobi World Supplement)|taijutsu, bukijutsu]], [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]], [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]], or path unique jutsu (referred to as "ninjutsu" within this feat).<br />
<br />
Manipulating chakra outside of your body has become as easy as forming it within you. You gain the following: <br />
<br />
*Your {{5a|dex}} or {{5a|int}} score increases by 1, to a maximum of 20.<br />
*When you cast a ninjutsu, you may spend 3 additional chakra to cast it as if you had Affinity in its nature.<br />
*If a ninjutsu requires a ninjutsu that you know, it counts as half as much for the sake of how many jutsu you may know.<br />
<br />
==== Shinobi Path Feats ====<br />
<br />
'''Painkiller'''<br />
<br />
'''Prerequisites:''' Constitution 15 or higher<br />
<br />
You have trained your body and mind to be more resilient to pain. When a subclass feature causes you to lose hit points, but not maximum hit points, or take damage by using or maintaining it, you may decrease the reduction by your Shinobi level + your {{5a|con}} modifier. You can use this feature as many times as your {{5a|con}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Advanced Curse of Hatred'''<br />
<br />
'''Requirements:''' [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]<br />
<br />
You have trained tirelessly to cultivate your personal Curse of Hatred, unlocking the depths of your Sharingan's power at the cost of your physical wellbeing. You gain 1 additional [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability, and either your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Mangekyō feature. Each time you take this feat, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability than any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must take this feat to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Mangekyō Master boon). You may take this feat multiple times.<br />
<br />
<br />
'''Ninja of Prophecy'''<br />
<br />
'''Requirements:''' [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]]<br />
<br />
You have trained tirelessly with your Rinnegan, making your power resemble the Sage of Six Paths even more than it already did, but at the cost of a portion of your own life. You gain 1 additional [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] ability, and you must gain any 2 of the following (you may take the same one twice): your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] feature. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must take this feat to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Sagely Rinnegan feature). You may take this feat multiple times.<br />
<br />
<br />
'''Supreme Chakra Sense'''<br />
<br />
'''Requirements:''' At least one [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]], and Intelligence 18 or higher<br />
<br />
Your mastery of your ancient dojutsu has allowed your chakra to reach every nook and cranny of its chakra network. You gain a {{5e|Truesight}} range equal to your [[Path of the Exalted (Shinobi World Supplement)|Rinnegan]] or [[Path of the Celestial (Shinobi World Supplement)|Tenseigan's]] chakra sense range.<br />
<br />
<br />
'''Partial Second Stage'''<br />
<br />
'''Requirements:''' [[Path of the Cursed (Shinobi World Supplement)#Diversified Second Stage|Diversified Second Stage]] and Constitution 16 or higher<br />
<br />
You’ve mastered your cursed mark to the point of being able to partially bring out its power without having to suffer the usual side effects. As a bonus action, you gain the effects and Jutsu of your Diversified Second Stage, but not those of Cursed Mark or Second Stage, for an amount of rounds equal to your {{5a|con}} modifier. You may use this feature an amount of times equal to your {{5a|con}} modifier, regaining all uses at the end of a short or long rest.<br />
<br />
<br />
'''Overwhelming Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your swarms fly in tight, thick swarms. When you create a swarm of insects, it has an additional number of hit points equal to your proficiency bonus. When you combine two swarms using Massive Swarms, you may forgo increasing a swarm's size to cause any area within the swarm to become{{5e|Heavily Obscured}}. You may take this feat multiple times.<br />
<br />
<br />
'''Numerous Swarms'''<br />
<br />
'''Requirements:''' [[Path of the Insect-Nin (Shinobi World Supplement)|Path of the Insect-Nin]]<br />
<br />
Your body is packed full of insects, allowing you to spend minimal chakra to release them. The minimum number of chakra you must spend to create a swarm is halved (minimum 1). As a reaction immediately before you would take damage, you may move up to 5 ft. and create a swarm where you were, spending chakra as normal and causing the swarm to take the damage instead unless you would still be a valid target. <br />
<br />
<br />
====[[Path of the Beast (Shinobi World Supplement)|Jinchuriki]] Feats====<br />
These feats can only be taken by those who have a specific Bijuu sealed inside them.<br />
<br />
<br />
'''Solid Cloak'''<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku's]] Jinchuriki<br />
<br />
While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], your chakra cloak bolsters itself with nearby sand and other soils, granting you +2 AC.<br />
<br />
<br />
'''Claw Creation'''<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi's]] Jinchuriki<br />
<br />
Even without tapping into your Tailed Beast's chakra, you are able to manifest a portion of its natural ability. While you have at least 1 chakra, your unarmed strikes gain an additional 10 feet of reach.<br />
<br />
<br />
'''Coral Palm'''<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu's]] Jinchriki<br />
<br />
You are able to produce chakra-sapping coral on contact with another creature. As part of any successful unarmed strike while in Tailed Release or Bijuu Chakra Mode, the targets movement speed is reduced by 5 feet until the end of their next turn.<br />
<br />
<br />
'''Lava Style Infusion'''<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's mastery of lava. You gain [[Lava Style (Shinobi World Supplement)|Lava Style Chakra Mode]], even if you can not use Lava Style. This counts as both a Path of the Beast Unique Jutsu and Lava Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Vapor Style Infusion'''<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō's]] Jinchuriki<br />
<br />
You are able to manifest your Tailed Beast's ability to produce steam. You gain [[Vapor Style (Shinobi World Supplement)|Vapor Style: Unrivaled Strength]], even if you can not use Vapor Style. This counts as both a Path of the Beast Unique Jutsu and Vapor Style jutsu for the sake of affinity.<br />
<br />
<br />
'''Slippery Cloak'''<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken's]] Jinchuriki<br />
<br />
While in Tailed Release or Bijuu Chakra Mode, your cloak takes a bluish hue, and you have advantage on grappling checks, can squeeze through spaces twice as small, and you do not suffer the penalties of squeezing into a space one size smaller than you.<br />
<br />
<br />
'''Flying Jinchuriki'''<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei's]] Jinchuriki<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you can sprout a pair of wings on your back as a bonus action, granting you a flying speed equal to your movement speed. You must spend 2 chakra at the beginning of each of your turns to maintain this effect.<br />
<br />
<br />
'''Ink Production'''<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki's]] Jinchuriki<br />
<br />
You are able to produce reasonable amounts of squid ink from your hands and mouth. As a ranged spell attack for 1 chakra, you can attempt to launch ink into the eyes of a creature within 30 ft. On a hit, they are {{5c|blinded}} until the beginning of your next turn.<br />
<br />
<br />
'''Strongest Jinchuriki'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
You are able to draw even deeper from your Tailed Beast's massive chakra reserves. You gain 1 additional use of Hidden Chakra, which is also regained at the end of a long rest.<br />
<br />
<br />
'''Negative Emotion Sense'''<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama's]] Jinchuriki<br />
<br />
When you take the {{5e|Search Action}} while Tailed Release, Tailed Beast Mode or Bijuu Chakra Mode is active, you may also attempt a DC 15 {{5a|cha}} saving throw to locate living creatures that are evil or are hostile toward another creature within 120 feet. You learn their location that moment and whether they are evil or hostile. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Additionally, this counts as chakra sense for anything that would effect traditional chakra sense.<br />
<br />
<br />
'''Vessel of Vessels'''<br />
<br />
'''Prerequisites:''' [[Gedo Mazo (5e Creature)|The Gedo Mazo's]] [[Path of the Beast (Shinobi World Supplement)|Jinchuriki]]<br />
<br />
You automatically succeed the Constitution saving throw of [[Path of the Beast (Shinobi World Supplement)#Jinchūriki Creation|Jinchūriki extraction]], and doing so no longer paralyzes you or reduces your hit points to 0.<br />
<br />
<br />
'''Negative Emotion Absorption'''<br />
<br />
'''Prerequisites:''' [[Reibi (5e Creature)|Zero-Tails’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While there is a creature with the {{5c|frightened}} condition within 45 feet of you, you regain 1 chakra point at the beginning of each of your turns. This can happen multiple times on a single turn with multiple frightened creatures.<br />
<br />
<br />
'''Reptilian Cloak'''<br />
<br />
'''Prerequisites:''' [[Nine-Tailed Clone, Ama no Hoko (Shinobi World Supplement)|Nine-Tailed Clone's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
Your red chakra covers your skin in small snakes, creating the appearance of reptilian scales wrapped around you. While in [[Path of the Beast (Shinobi World Supplement)|Initial Release]], [[Path of the Beast (Shinobi World Supplement)|Tailed Release]] or [[Path of the Beast (Shinobi World Supplement)|Bijuu Chakra Mode]], you gain an additional 5 ft. of reach. You may forgo this bonus at the beginning of each of your turns to grant yourself temporary hit points equal to your shinobi level.<br />
<br />
<br />
'''Curse of Sōma'''<br />
<br />
'''Prerequisites:''' [[Sōma (Shinobi World Supplement)|Sōma’s]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Memory Wiping Jutsu'''<br />
<br />
:'''Cost:''' 6+ Chakra<br />
<br />
:'''Range:''' 150 feet<br />
<br />
:One creature within 20 ft. (in which this counts as an attack for the sake of features like [[Naruto: Shinobi (5e Class)#Extra Attack|Extra Attack]], or every creature within 10 ft. for 6 additional chakra (in which this is used as an action), must attempt a {{5a|dex}} saving throw. On a failure, their {{5a|int}} score decreases by 1 as a portion of their memories are erased. If this reduces their {{5a|int}} score to 0, the creature dies instantly. A creature regains 1 point of their {{5a|int}} score at the end of a long rest.<br />
<br />
<br />
'''Otherworldly Tendrils'''<br />
<br />
'''Prerequisites:''' [[Moryo (Shinobi World Supplement)|Moryo's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
While in Initial Release, Tailed Release, or Bijuu Chakra Mode, your reach increases by 5 feet, but you lose a number of hit points equal to chakra lost from upkeeping your release, and you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.<br />
<br />
:'''Raise Ghost Army'''<br />
<br />
:'''Cost:''' 10 Chakra<br />
<br />
:'''Duration:''' 1 minute (concentration)<br />
<br />
:As an action, you create one [[Ghost Soldier (Shinobi World Supplement)|ghost soldier]] anywhere within your reach that is controlled by you. Any conditions that affect you are applied to any ghost soldiers created by this jutsu. Any ghost soldiers created in this way disappear when this jutsu ends.<br />
<br />
<br />
'''Roen's Absorption'''<br />
<br />
'''Prerequisites:''' [[Roen (Shinobi World Supplement)|Roen's]] [[Path of the Beast (Shinobi World Supplement)|jinchuriki]]<br />
<br />
You may immediately fail your Red Chakra saving throw to gain your next Path of the Beast subclass feature for 1 minute. While in Initial Release, Tailed Release, or Bijuu Chakra Mode, you gain the following jutsu:<br />
<br />
:'''Roen's Absorption'''<br />
<br />
:As a bonus action, make an unarmed strike against one creature within your reach + 10 feet. On a hit, they lose chakra points equal to the number of red chakra you gain at the end of each of your turns, and you regain an equal number of chakra points.<br />
<br />
====[[Path of Succession (Shinobi World Supplement)|Karma]] feats====<br />
These feats can only be taken by those who have a specific Otsutsuki's Karma. Any jutsu gained by these feats count as Path of Succession Unique Jutsu.<br />
<br />
'''Thief's Karma'''<br />
<br />
'''Requirements:''' [[Momoshiki (Shinobi World Supplement)|Momoshiki's Karma]]<br />
<br />
While your Karma is active, you gain crooked horns that sprout from your eyebrows and the following jutsu:<br />
<br />
:'''Reign of the High Emperor'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, you absorb it with one hand, and, as a bonus action on a subsequent turn, cast it with your other hand. If the spell would have hit creatures other than you, they are also not affected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.<br />
<br />
<br />
'''Warrior's Karma'''<br />
<br />
'''Requirements:''' [[Kinshiki (Shinobi World Supplement)|Kinshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single sweeping horn across your forehead and the following jutsu: <br />
<br />
:'''Amanohabaya'''<br />
<br />
:You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage. If you make more than 3 weapons, any earlier weapons are destroyed. If you only have 1 Rinnegan, you may only have 1 weapon created at a time.<br />
<br />
<br />
'''Traveler's Karma'''<br />
<br />
'''Requirements:''' [[Urashiki (Shinobi World Supplement)|Urashiki's Karma]]<br />
<br />
While your Karma is active, you gain forehead protector-like horns that sprout from your temples and the following jutsu:<br />
<br />
:'''Temporal Rewind'''<br />
<br />
:'''Cost:''' 7 chakra<br />
<br />
:As a [[More Actions (5e Variant Rule)|free action]] on your turn, you experience the next six seconds and then revert time. You gain advantage on any attack rolls and saving throws you make until the beginning of your next turn.<br />
<br />
<br />
'''Lord's Karma'''<br />
<br />
'''Requirements:''' [[Isshiki (Shinobi World Supplement)|Isshiki's Karma]]<br />
<br />
While your Karma is active, you gain a single round horn that wraps around the back of your head and the following jutsu: <br />
<br />
:'''Sukunahikona'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Range:''' 60 ft.<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As an action, you may shrink up to a 20 ft. square object to an imperceptibly tiny size. You may end this effect as a bonus action, upon which any creatures occupying the same space as a shrunk object must attempt a Dexterity saving throw, taking 2d8 bludgeoning damage on a failure, or half as much on a success. You may shrink yourself as well, granting you a +10 bonus to {{5s|Stealth}} checks and {{5a|dex}} saving throws, but doing so halves his movement speeds. Any creatures or objects contained within the object are shrunk as well, with other creatures suffering the same movement speed penalty you do, and become unshrunk when the original item does, even if it is no longer contained within it. If a shrunk object or creature unshrinks when it contains an unshrunk object, the unshrunk object does not change size.<br />
<br />
<br />
:'''Daikokuten'''<br />
<br />
:'''Cost:''' 2 chakra<br />
<br />
:When you use Sukunahikona, you also store the shrunk item within an extradimensional space where time doesn't flow, though creatures can still move. Sukunahikona can effect these objects indefinitely. You may only end the effects of this jutsu on up to two object as an action, upon which you may make a thrown attack with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 2d8 bludgeoning damage in addition to the attack's normal damage.<br />
<br />
<br />
'''Lady's Karma'''<br />
<br />
'''Requirements:''' [[Kaguya (Shinobi World Supplement)|Kaguya's Karma]]<br />
<br />
While your Karma is active, you gain rabbit ear-like horns and the following jutsu:<br />
<br />
:'''All-Killing Ash Bones'''<br />
<br />
:'''Range:''' 15/30 feet<br />
<br />
:'''Cost:''' 60 Chakra<br />
<br />
:You produce a spike of hardened bone that fires from your body with frightening speed as a ranged spell attack. On a hit, creatures take 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by {{5E|true resurrection}} as they and all non-magical objects they are wearing are reduced to atoms. This jutsu's cost is halved if you have the {{inpage|Rinne Sharingan}}.<br />
<br />
<br />
'''Sadist's Karma'''<br />
<br />
'''Requirements:''' [[Jashin (Shinobi World Supplement)|Jashin's Karma]]<br />
<br />
While your Karma is active, you gain two impish horns and the following jutsu: <br />
<br />
:'''Curse Technique: True Death Controlling Possessed Blood'''<br />
<br />
:'''Cost:''' 5 chakra<br />
<br />
:'''Duration:''' 1 minute<br />
<br />
:As a bonus action on the same turn as dealing damage to a creature using a melee attack, you consume their blood, covering your body in an array of black markings. This does not work against Constructs or Undead. For this jutsu's, any damage dealt to you deals equal damage to the creature whose blood you consumed.<br />
<br />
====Ninja Epic Boons====<br />
The following are Epic Boons exclusively intended to work with this class. Dōjutsu granted by Ninja Epic Boons can be implanted in the same manner as Ninja Path Dōjutsu. A DM may also consider giving limited access to another sub-class in place of a boon. <br />
<br />
'''Dōjutsu Master'''<br />
<br />
'''Requirements:''' At least one implanted dōjutsu path<br />
<br />
Your implanted dōjutsu are not limited by implantation. You can gain all dōjutsu-based subclass features from implanted dōjutsu in the same manner as you would if you had chosen it at 3rd level. <br />
<br />
<br />
'''Perfect Vessel'''<br />
<br />
'''Requirements:''' At least one implanted non-dōjutsu path<br />
<br />
You have mastered the manipulation of foreign chakra within you. You can gain all non-dōjutsu implantable subclass features from implanted subclasses as if you had taken them at 3rd level.<br />
<br />
<br />
'''Jōgan'''<br />
<br />
You manifest or implant a Dōjutsu similar in origin and function to the Tenseigan and Byakugan, though it activates autonomously. While you are {{5c|surprised}}, in the presence of a significantly dangerous creature as determined by the DM, or when you activate your [[Path of Succession (Shinobi World Supplement)|Kama Seal]], your critical range extends by 1 (20 &rarr; 19-20 &rarr; 18-20) and you may reroll any damage rolls on your turn a number of times equal to half your Intelligence or Dexterity modifier, regaining all uses at the end of a short rest. <!-- This may become its own path once Boruto gets more content--><br />
<br />
<br />
'''Manual Dōjutsu'''<br />
<br />
You manifest or implant a rare, clanless Dōjutsu once used by a child named Yome that enables you to manually dilate your pupils. Once per turn, you can change your eyes into one of three modes. You can only move up or down one mode per turn. <br />
*Mode 1: Your pupils are dilated. You have disadvantage against being blinded. You gain 60 feet of Darkvision and can double your proficiency bonus in Perception and Investigation checks using sight.<br />
*Mode 2: Your eyesight is normal. <br />
*Mode 3: Your pupils are contracted. You have immunity against being blinded. You lose all Darkvision and any bonuses to Perception and Investigation checks using sight is halved.<br />
<br />
<br />
'''Anti-Dōjutsu'''<br />
<br />
You manifest or implant a clanless Dōjutsu most notably used by a child named Ranmaru. You have advantage against features granted by other Dōjutsu. Features granted by other Dōjutsu that grant advantage to the user do not do so when used against you. When you take the {{5e|Search Action}}, you may also attempt a DC 18 {{5s|Arcana}} check to locate living creatures and magical effects within 30 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.. Additionally, you may take [[Path of Blood (5e Subclass)#Path of Blood Unique Jutsu|Path of Blood unique jutsu]] as if you had the subclass.<br />
<br />
<br />
'''Senrigan'''<br />
<br />
Your eyes have been blessed with a Dōjutsu that grants unending clairvoyance. As an action for 5 chakra points, you may begin meditating on one location you have been in for 1 minute, causing you to become {{5c|blinded}} {{5c|deafened}}, and {{5c|prone}}. After this period is over, you can see and hear anything as if you were standing at the location for up to 1 hour as you project your consciousness. You may end this effect at will. Additionally, you can perfectly recall any event from your past perfectly, granting you advantage on {{5s|History}} checks.<br />
<br />
<br />
'''Elderly Master'''<br />
<br />
You have aged quite a bit, but that hasn't slowed you down much. Your hit dice and chakra point maximums are halved, and you only gain further hit dice and chakra points on even levels. Any increase to your hit dice or chakra point maximum after those solely from gaining levels (i.e. from features, feats, or boons) are counted after this halving, and are not affected. Additionally, your {{5a|wis}} and {{5a|cha}} increase by a total of +4.<br />
<br />
<br />
'''Dōjutsu-Acceptant Biology'''<br />
<br />
You gain a portion of cells capable of having multiple Dōjutsu implanted in it. The number of Dōjutsu it can have implanted is determined by the DM. These act as any other implanted Dōjutsu, save for one thing. When using an ability reliant on a Dōjutsu, you can permanently sacrifice one to negate any downsides, such as damage, chakra loss, exhaustion, blindness, or other conditions. Unless the implanted Dōjutsu already had its own unique ability, such as a [[Path of Hatred (Shinobi World Supplement)|Mangekyō]] ability or [[Path of the Exalted (Shinobi World Supplement)|Rinnegan Mastered]] feature, they gain the feature you have already chosen.<br />
<br />
<br />
<br />
'''Rainbow Chakra'''<br />
<br />
Your chakra has been enhanced by the seven-colored light generated by the treasure of the Land of Snow. When you cast a jutsu, you may make it a Rainbow Jutsu, which costs half as much chakra or ignores immunity and resistance. You may only cast one Rainbow Jutsu, regaining 1/14th of a use at noon each day.<br />
<br />
<br />
'''Stone of Gelel'''<br />
<br />
After having an incredibly rare, blue stone implanted in your body. You no longer age, your chakra maximum increases by 5, and once per turn you may spend 1 chakra to regain hit points equal to your Constitution modifier. You may gain this boon more than once, increasing your maximum chakra points by 3 and hit points regained by 2 per additional stone. <br />
<br />
<br />
'''Crescent Moon Chakra'''<br />
<br />
Your chakra has been enhanced by the mysterious rays the moon casts over the Land of the Moon. When you cast a jutsu, you may make it a Crescent Moon Jutsu, which costs half as much chakra or also targets all objects within 60 feet of any targets and deals twice as much damage to objects. You may only cast one Crescent Moon Jutsu, regaining 1/14th of a use at midnight each day.<br />
<br />
<br />
'''Earth Grudge Fear'''<br />
<br />
Your body has been infused with threadlike cells. Your maximum hit points are divided by 4 (rounded up), and every time you’re maximum hit points are permanently increased, the amount is divided by 4 (minimum 1). When you are within 5 ft. of a humanoid that has 0 hit points and has been dead for no more than 30 seconds (5 rounds), you may steal its heart and store it inside your body as an action to a maximum equal to your {{5a|con}} mod. Any time you are reduced to 0 hit points or your hit point maximum is reduced to 0, you may sacrifice a heart to return to your hit points and their maximum to their initial maximum. Additionally, you may sacrifice 1 heart when you make 1 shadow clone to make its hit point maximum equal to your own. You may also reattach the limb of a creature you can touch as an action for 1 chakra point. <br />
<br />
<br />
'''Iwagakure Kinjutsu'''<br />
<br />
Your body has been imbued with mouths on your palms and chest. As an action, you may kneed a handful of clay into an empowered explosive clay for 8 chakra. You may have up to 3 pieces of empowered clay at a time. Any empowered clay created above this limit becomes mundane clay after 1 minute. You may spend 1 piece of empowered clay when you use an Explosive Style jutsu to double its range or damage, halve its cost, grant a creature disadvantage against its saving throw, or grant yourself advantage on its attack roll. You may only spend 1 piece of empowered clay on each jutsu.<br />
<br />
<br />
'''Heart Implantation'''<br />
<br />
Only creatures with the fabrication [[#Clan Boons|clan boon]] can gain this boon. Your false body has been bolstered with the still-beating heart of a living person. The implantation process is incredibly delicate and modifies every cell in your body, and can not simply be done with ''Earth Grudge Fear'' or traditional heart transplantation. You no longer take damage from spending chakra on ninjutsu. When you cast ''[[Earth Style (Shinobi World Supplement)|Earth Golem]]'', you may create an [[Akuta (Shinobi World Supplement)|Akuta]] instead of an [[Earth Golem (Shinobi World Supplement)|earth golem]]. <br />
<br />
<br />
'''Jashin Immortality'''<br />
<br />
Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality or being killed instantly. You can not be killed by any means other than starvation. When you take damage not explicitly targeted at your neck, you do not lose hit points. This does not extend to any form of clones. All of your current and future hit dice are reduced to d4, and if you are reduced to 0 hit points, you are {{5c|paralyzed}}, save for being able to speak, and you are reduced to a head. You can return to full hit points by having your head sewn to a headless body, including your own, using leatherworker's tools, weaver's tools, or Earth Grudge Fear. You can only be sewn to a humanoid body, and you replace your Strength, Dexterity and Constitution scores with those of the body you are sewn into and gain its racial features. <br />
<br />
<br />
'''Strongest Shield'''<br />
<br />
One of the most selective abilities in the shinobi world, only the [[Third Raikage (Shinobi World Supplement)|Third Raikage]] has been known to have enhanced his body so far that his body could truly be considered unbreakable, through means unknown. You gain +5 damage reduction and damage threshold. Whenever you would add your {{5a|dex}} modifier to a jutsu or your AC, you may instead add your {{5a|str}} modifier.<br />
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<br />
'''Path Mutation'''<br />
<br />
You manifest a heavily mutated variant of a path. Choose any one feature from an implantable path. If the feature would require another feature to be active, it does not. If the feature would cause you to gain or lose additional hit points, chakra points, or another resource, the base this addition is to counts as 1.<br />
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'''Eternal Mangekyō Sharingan'''<br />
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'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Mangekyō|Mangekyō Sharingan]]<br />
<br />
By transplanting the Mangekyō Sharingan of another person biologically close to you, such as a sibling or parent, you master the final evolution of a normal Sharingan. You gain 2 additional Mangekyō abilities and you automatically succeed the Constitution saving throw from using an ability. You also lose any {{5asc|gradual blindness}}} levels gained from your Mangekyō.<br />
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<br />
'''Rinnegan Manifestation'''<br />
<br />
'''Prerequisites:''' [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
You awaken the ultimate power of the Sharingan by combining it with the second half of the Sage of Six Paths genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] feature in the same order as listed as long as you reach the level requirements for said features. Additionally, your levels of {{5asc|gradual blindness}} are reduced to 0 when you gain this boon. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action.<br />
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<br />
'''Rinne Sharingan'''<br />
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'''Prerequisites:''' [[Naruto: Shinobi (5e Class)#Birth of the Ten-Tails' Jinchuriki|Ten-Tails' Jinchuriki]]<br />
<br />
You tap into the power of the Ten-Tails, awakening the ultimate dōjutsu as a third eye in your forehead. You may benefit from your Rinnegan's previous Sharingan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Rinnegan Manifestation, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you automatically succeed the Constitution saving throw from using a Mangekyō ability. Additionally, you gain the following jutsu: Infinite Tsukuyomi, Amenominaka, and Eighty Gods Vacuum Attack.<br />
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<br />
'''Tensei Byakugan'''<br />
<br />
'''Prerequisites:''' [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] and Indra's Reincarnation, [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]], or Asura's Reincarnation; or any of the previous and Outer Path Sage Mode; or Six Paths Power.<br />
<br />
You awaken the power of your byakugan's predecessor in part thanks to a small portion of Ōtsutsuki DNA or chakra. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]] feature in the same order as listed. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. You may switch dōjutsu as a bonus action. <br />
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'''Six Paths Sage Mode'''<br />
<br />
'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Hatred (Shinobi World Supplement)#Susano'o|Susano'o]] or [[Path of the Exalted (Shinobi World Supplement)#Rinnegan Mastered|Rinnegan Mastered]] or Indra's Reincarnation, and [[Path of Vitality (Shinobi World Supplement)#God of Shinobi|God of Shinobi]] or Asura's Reincarnation; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, refining its effects on the human body to perfection, removing any visual effects beyond plus-shaped pupils. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight, and your chakra sense range doubles.<br />
*You deal an additional 1d10 damage with unarmed strikes (2d10 total).<br />
*You gain a flying speed equal to your movement speed.<br />
*You gain a damage threshold of 30.<br />
*You may use [[Path of the Sage (Shinobi World Supplement)#Sage Art|Sage Art]] once without spending exclusively or additional senjutsu chakra (recharge 5-6).<br />
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<br />
'''Outer Path Sage Mode'''<br />
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'''Requirements:''' [[Path of the Sage (Shinobi World Supplement)|Sage Mode]], [[Path of Sight (Shinobi World Supplement)#Mastered Byakugan|Mastered Byakugan]] or [[Path of the Celestial (Shinobi World Supplement)#Mastered Tenseigan|Mastered Tenseigan]], and [[Path of Suffering (Shinobi World Supplement)#Osteomancer|Osteomancer]] or [[Path of Totality (Shinobi World Supplement)#Mastered Truth-Seeking Orbs|Mastered Truth-Seeking Orbs]]; or Six Paths Power.<br />
<br />
Your Sage Mode now combines three forms of energy: natural energy, chakra, and Six Paths chakra, amplifying its effects to near uncontrollable levels, turning your skin to scales with several protruding growths. While in Sage Mode, you gain the following:<br />
*You gain 30 feet of Truesight.<br />
*Your unarmed strikes gain an additional +15 ft. of reach.<br />
*You may change your size category as a bonus action, and the organization of your space may be in any shape (i.e. if you are Large, you may be a 10 x 10 ft. cube, a 20 x 5 ft. line, etc.)<br />
*When you use a jutsu that deals damage, you may spend 10 additional chakra to force the target to make an additional Intelligence saving throw. On a failure, they can not use any features from any Dōjutsu and become {{5c|blinded}} for 1 hour. They may retry this saving throw at the end of each of their turns, ending the blinded condition on a success, and regaining use of their Dōjutsu on two consecutive successes.<br />
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'''Indra's Reincarnation'''<br />
<br />
The soul of the Sage of Six Paths' eldest son, an absolute prodigy, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Pick one chakra nature, subclass, or 3 class features. The level requirements for the selected features or Jutsu are reduced by 3. <br />
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'''Asura's Reincarnation'''<br />
<br />
The soul of the Sage of Six Paths successor, best known for his gradual growth, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Your maximum chakra increases by an additional 2 points every time you gain a level. This counts for levels you have already attained as well. <br />
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'''Six Paths: Kunitsukami'''<br />
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'''Requirements:''' Six Paths Sage Mode<br />
<br />
While in Sage Mode, you gain a flying speed equal to twice your movement speed. Additionally, you may increase your size by up to 2 size categories of your original or Huge, whichever is greater, as an action. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.<br />
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'''Six Paths Power'''<br />
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You have been granted a mass of chakra of unimaginable power, typically from eating the fruit of the [[Datara (5e Creature)|God Tree]] or being granted a portion of the [[Hagoromo (Shinobi World Supplement)|Sage of Six Paths']] power. You gain 50 additional points of chakra, which are counted separately from your normal chakra and are not regained when your normal chakra would be. If you fulfill another boon's requirements with Six Paths Power, not including the Ōtsutsuki boon, you do not benefit from it while you have 0 Six Paths Power chakra points.<br />
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'''Ōtsutsuki'''<br />
<br />
'''Requirements:''' Six Paths Power<br />
<br />
Your Six Paths Power is not something as paltry as power taken or gifted, it is a fundamental part of you; the core of your being. As a bonus action for 5 chakra not granted by the Six Paths Power boon, you may regain 50 Six Paths Power chakra points.<br />
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====Clan Boons====<br />
Clans represent the traits of heritage that manifest themselves most fully in a particular shinobi. At character creation, players may take a clan boon in place of a variant human's feat selection, otherwise they should be treated as Epic Boons. No clan that grants bonuses to subclass features or jutsu require you to take that subclass or jutsu, but also do not grant early or automatic use of said feature or jutsu. If a clan boon allows you to gain a subclass without implantation, said subclass can not be gained without the clan or implantation.<br />
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'''Aburame Clan'''<br />
<br />
You hail from one of the most well-known insect keeper clans in the world. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may create swarms for a minimum of 2 chakra.<br />
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'''Akado Clan'''<br />
<br />
You hail from a clan of talented shinobi, though not talented enough to receive wide-spread recognition. You gain a number of jutsu equal to your {{5a|int}} modifier. These jutsu may not be from kekkei genkai you do not have the component natures of, a path you do not have levels in, or [[Yin-Yang Style (Shinobi World Supplement)|Yin-Yang Style]].<br />
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'''Akebino Clan'''<br />
<br />
You hail from the most powerful [[Kabutowari (Shinobi World Supplement)|Kabutowari]] wielder in the history of the [[Mist Shinobi (Shinobi World Supplement)|Hidden Mist Village]]. Damage rolls with {{5e|Battleaxe|battleaxes}} and {{5e|Warhammer|warhammers}} gain a +1 bonus, and the maximum AC penalty you can incur with Kabutowari gains a +2 bonus.<br />
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'''Akimichi Clan'''<br />
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You hail from the progenitors of the [[Path of the Body (Shinobi World Supplement)|Path of the Body]]. When you gain the Storage feature, you may store an additional 1/2 a day's worth of food, which may be consumed as an action to regain 1/2 of your level chakra points. You may do this once, regaining use at the end of a short rest.<br />
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'''Akitsuki Clan'''<br />
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You hail from a clan of non-shinobi forced to act as a channel for [[Sōma (Shinobi World Supplement)|Sōma's]] curse. If you fail the saving throw for Sōma's ''Memory Wiping Blast'', you become its [[Path of the Beast (Shinobi World Supplement)|jinchuriki]], though it continues to exist outside of you. Additionally, when you gain a chakra nature, you may instead increase the saving throw DC of your Path of the Beast unique jutsu by +1 (+3 maximum).<br />
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'''Biwa Clan'''<br />
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You hail from a clan of loner opportunists who gained notoriety from [[Juzo Biwa (Shinobi World Supplement)|Juzo Biwa]]. Chose one weapon you are in possession of. Attack rolls with this weapon gain a +1 bonus during initiative. This increases to +2 if no other friendly creatures have rolled initiative. This only applies to the single weapon chosen, and you can not change what weapon is chosen.<br />
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'''Bunpuku Clan'''<br />
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You hail from one of the pioneers of [[Path of the Beast (Shinobi World Supplement)|jinchuriki]] creation. You gain the {{inpage|Barrier Nin}} feat, and you gain affinity in [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]]. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Chinoike Clan'''<br />
<br />
You hail from the progenitors of the [[Path of Blood (Shinobi World Supplement)|Path of Blood]], feared for their history of supposed cannibalism. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Ketsuryūgan. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Cursed Clan'''<br />
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You hail from the progenitors of the [[Path of the Cursed (Shinobi World Supplement)|Path of the Cursed]], whose bouts of rage are known to only subside in the presence of strong emotional connection. You may choose this subclass at 3rd level, and you are not limited by implantation if you are implanting a Cursed Mark. Choose 1 friendly creature to be your "tamer". While they are within 30 feet of you and you can see or hear them, you can not gain the {{5asc|berserk}} condition, and they may end this condition on you at will by touching you. <br />
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'''Darui Clan'''<br />
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You hail from the clan of the [[Darui, Boruto (Shinobi World Supplement)|Sixth Raikage]]. You gain use of [[Storm Style (Shinobi World Supplement)|Storm Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Deidara Clan'''<br />
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You hail from a clan of explosive artists. You gain use of [[Explosive Style (Shinobi World Supplement)|Explosive Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
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<br />
'''Fabrication'''<br />
<br />
Rather than biologically descending from a specific group of people, your biology has been artificially constructed from the ground up, typically by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] or the post-war [[Stone Shinobi (Shinobi World Supplement)|Stone Village]]. Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2. When you spend chakra or an equivalent [[Variant Rules (Anime Setting)|currency]], you take an equal amount of damage.<br />
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'''Fūma Clan'''<br />
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You hail from a clan of skilled weapon makers and users. When you make a thrown weapon attack, you may replace its damage dice with your unarmed strike's damage dice.<br />
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'''Fūma Clan (Land of Sound)'''<br />
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You hail from a clan of skilled bowmen. You are proficient in martial ranged weapons.<br />
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'''Funato Clan'''<br />
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You descend from [[Araumi (Shinobi World Supplement)|Araumi's]] bloodline, carrying its connection to the mythical Power of the Sea Dragon. You gain one benefit of [[Path of Specialization (Shinobi World Supplement)#Alternate Feature: Power of the Dragon|Power of the Dragon]] in relation to [[Water Style (Shinobi World Supplement)|Water Style]].<br />
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'''Fushin Clan'''<br />
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You hail from a clan of Kekkei Genkai users from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. You gain use in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu, and may learn [[Swift Style (Shinobi World Supplement)|Typhoon Style]] jutsu as if they were Wind Style after you gain affinity in Wind Style, and creatures with the Path of the Assassin are still affected by all aspects of the jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Guren Clan'''<br />
<br />
You hail from a small clan of shinobi from the Land of Sound that were nearly destroyed before the creation of the [[Sound Shinobi (Shinobi World Supplement)|Hidden Sound Village]]. You gain use of [[Crystal Style (Shinobi World Supplement)|Crystal Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hachiya Clan'''<br />
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You hail from a clan of [[Mist Shinobi (Shinobi World Supplement)|Mist]] shinobi with an unimpressive record on paper, but are an invaluable benefit to field logistics. [[Water Style (Shinobi World Supplement)|Water Characters, Hidden Mist, and Water Style Bullet: Orca]] have their costs halved, rounded up.<br />
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'''Hagoromo Clan'''<br />
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You hail from a clan of shinobi that once allied themselves with the Uchiha clan, not to be confused with the successors of the Sage of Six Paths. You gain proficiency in martial melee weapons.<br />
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'''Haido Clan'''<br />
<br />
You hail from a clan from the far away Land of Gelel. You gain use of [[Plasma Style (Shinobi World Supplement)|Plasma Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Lightning Style.<br />
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<br />
'''Hamura Clan'''<br />
<br />
You descend from the Sage of the Outer Path himself, most likely living at some point on the moon. You can telepathically enter a creature's dreams so long as you have seen them at least once, but you can only communicate with them. This also grants you the ability to telepathically communicate with creatures within 250 feet. Additionally, if you implant a [[Path of Sight (Shinobi World Supplement)|Byakugan]], it becomes a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]] as per Tenseigan Manifestation. If you gain [[Path_of_the_Celestial_(Shinobi World Supplement)#Dream-Speak|Dream-Speak]], the distance of your telepathy is doubled.<br />
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'''Hamura Clan Reborn'''<br />
<br />
You hail from the progenitors of the [[Path of the Celestial (Shinobi World Supplement)|Path of the Celestial]], and the union of the Hamura Clan and the Hyuga Clan. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a [[Path of the Celestial (Shinobi World Supplement)|Tenseigan]]. Additionally, you are immune to the effects of extreme cold and altitude.<br />
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<br />
'''Han Clan'''<br />
<br />
You hail from a clan known for harboring [[Kokuō (5e Creature)|Kokuō]] due to their kinship in ninjutsu. You gain use of [[Vapor Style (Shinobi World Supplement)|Vapor Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
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'''Hanzo Clan'''<br />
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You hail from a clan that adapted to implanted venom sacks of black salamanders. You gain immunity to poison damage and the {{5c|poisoned}} condition, and ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]'' counts as a Path Unique Jutsu for any path you take. If a creature breaths within 15 ft. of you for 1 continuous minute while you are not wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, they suffer the effects of ''[[Path of the Healer (Shinobi World Supplement)|Ninja Art: Poison Fog]]''. When you suffer a critical hit, you lose the benefits of this clan boon and are {{5c|paralyzed}} until the end of your next turn. If you are wearing a [[Gas Mask (5e Equipment)|gas mask]] or similar equipment, you do not become {{5c|paralyzed}}.<br />
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'''Haruno Clan'''<br />
<br />
You hail from a clan with latent skill in medical ninjutsu. When you gain the [[Path of the Healer (Shinobi World Supplement)|Healing Jutsu]] feature, you may spend up to three times your Shinobi level.<br />
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'''Hashirama Clan'''<br />
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Through unknown means, you bear the unique genetics of the [[Hashirama (Shinobi World Supplement)|First Hokage]], a feat not even his own children bore. You may choose the [[Path of Vitality (Shinobi World Supplement)|Path of Vitality]] at 3rd level, and you are not limited by implantation if you are implanting vital DNA. Additionally, you gain proficiency in {{5s|Nature}}.<br />
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'''Hatake Clan'''<br />
<br />
You hail from one of the greatest shinobi clans of all time, despite lacking any hidden or overwhelming abilities. You gain 1 non-Kekkei Genkai jutsu of your choice, even if you do not meet the nature requirements of it.<br />
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'''Haze Clan'''<br />
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You hail from one of the Land of Haze's exclusive clans, and as such have inherited one of the rarest kinjutsu in the world. At 2nd level gain one [[Yin-Yang Style (Shinobi World Supplement)|Haze Ninja Art: Forbidden Technique]] of your choice.<br />
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'''Hiruko Clan'''<br />
<br />
You hail from the clan of ability thieves. You gain use of [[Shade Style (Shinobi World Supplement)|Shade Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Lightning Style.<br />
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'''Hōki Clan'''<br />
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You hail from a line of matrilineal medical-nin and information gatherers known as the "people who work behind the scenes". When you restore hit points with jutsu, the target regains twice as many hit points but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
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'''Hoshi Clan'''<br />
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You hail from a clan of shinobi mutated by a [[Star (Shinobi World Supplement)|Star]] that fell to Earth. You may choose the [[Path of the Star (Shinobi World Supplement)|Path of the Star]] at 3rd level, and you are not limited by implantation if you are implanting Star chakra. Additionally, immediately after the end of a long rest, you gain purple chakra equal to twice your {{5a|con}} modifier (minimum 2).<br />
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'''Hoshigaki Clan'''<br />
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You hail from a clan of fishlike shinobi. You can breathe in water, and have a swimming speed equal to your movement speed.<br />
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'''Hōzuki Clan'''<br />
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You hail from a clan of pale shinobi known to have numerous Water Style Hiden. [[Water Style (Shinobi World Supplement)|Hydrification Jutsu and Instant Water]] have their costs halved, rounded up.<br />
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'''Hyūga Clan'''<br />
<br />
You hail from the progenitors of the [[Path of Sight (Shinobi World Supplement)|Path of Sight]], and were effectively born into royalty. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Byakugan. Additionally, whenever you roll a 1 when rolling for damage on an unarmed strike, you may instead count the roll as a 2.<br />
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'''Iburi Clan'''<br />
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You hail from a clan that once dwelt in secluded caves due to fear of their own power. When you fall to half your maximum hit points, you are affected by [[Path of the Cursed (Shinobi World Supplement)|Smoke's Curse]]. You may not end this effect as a bonus action, and it only ends if you are raised above half your maximum hit points, or if you succeed a DC 17 Wisdom saving throw as an action.<br />
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'''Inuzuka Clan'''<br />
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You hail from one of the progenitors of the [[Path of the Beast-Nin (Shinobi World Supplement)|Path of the Beast-Nin]]. When you use Two-Headed Beast, your {{5a|str}} score increases by +4 to a maximum of 24 as well. Alternatively, when you gain Second Companion, you gain a third companion that acts identically to the second.<br />
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<br />
'''Jiraiya Clan'''<br />
<br />
You hail from a clan originating from a man whose destiny was tied with the toads of mount Myuboku. The cost of using the [[Basic Ninjutsu (Shinobi World Supplement)|Summoning Jutsu]] is halved, rounded up, and the amount of chakra you need to maintain Sage Mode is quarter to half your current normal chakra.<br />
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<br />
'''Jūgo Clan'''<br />
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You hail from the last remaining branch of the Cursed Clan. When you use [[Path of the Cursed (Shinobi World Supplement)|Curse Mark]], the amount of maximum hit points lost is halved, rounded up, but you must choose Founder's Curse as your Diversified Second Stage. Additionally, you are not limited by implantation if you are implanting a Cursed Mark.<br />
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<br />
'''Kagero Clan'''<br />
<br />
You hail from a heavily modified offshoot of the [[Sound Shinobi (Shinobi World Supplement)|Land of Sound's]] Fuma clan. You gain ''[[Plasma Style (Shinobi World Supplement)|Antlion Ninja Arts: Ephemeral]]''. While ''Antlion Ninja Arts: Ephemeral'' is active, you may cast ''Plasma Laser'' for 15 chakra regardless of if you know said jutsu.<br />
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'''Kaguya Clan'''<br />
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You hail from a clan of bloodthirst warriors distantly descended from [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. You may choose the [[Path of Suffering (Shinobi World Supplement)|Path of Suffering]] at 3rd level, and you are not limited by implantation if you are implanting Shikotsumyaku DNA. Additionally, you gain proficiency in {{5s|Intimidation}}.<br />
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'''Kaku Clan'''<br />
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You hail from a clan of shinobi known for two things: going [[Rogue Nin (Shinobi World Supplement)|rogue]] in order to steal powerful tools, and bearing their clan name as a [[Gold and Silver Brothers (Shinobi World Supplement)|suffix]]. At will, you may spend chakra to store an equal number of chakra points within your skin. You may have up to four times your {{5a|int}} modifier chakra points stored in this way at a time. Whenever an item would require you to spend chakra points, this stored chakra is spent first. This chakra can not be spent in any other way.<br />
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'''Kamizuru Clan'''<br />
<br />
You hail from one of the most well-known insect keeper clans in the world, rumored to be the same clan as the [[Ishikawa (Shinobi World Supplement)|First Tsuchikage]]. When you gain the [[Path of the Insect-Nin (Shinobi World Supplement)|Hive Body]] feature, you may spend 5 chakra to create 1 days' worth of food in honey for up to 4 Medium creatures.<br />
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'''Karatachi Clan'''<br />
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You hail from the bloodline of the [[Yagura (Shinobi World Supplement)|Fourth Mizukage]], known for their ruthlessness and fits of blood rage. As a bonus action or when you drop to half your hit points, your melee attacks deal twice as much damage, you may not cast jutsu, and you become {{5asc|berserk}} for 1 minute. You may use this once, regaining use at the end of a long rest.<br />
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'''Kazekage Clan'''<br />
<br />
You hail from the bloodline of the [[Rasa (Shinobi World Supplement)|Fourth]] and [[Gaara (Shinobi World Supplement)|Fifth]] Kazekage. You gain affinity in [[Wind Style (Shinobi World Supplement)|Wind Style]] jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
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'''Kazuma Clan'''<br />
<br />
You come from a clan of shinobi that attempted to recreate [[Hashirama (Shinobi World Supplement)|Hashirama Senju's]] [[Wood Style (Shinobi World Supplement)|Wood Style]], though they received much different results. You gain use of [[Mud Style (Shinobi World Supplement)|Mud Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Earth Style.<br />
<br />
<br />
'''Kedōin Clan'''<br />
<br />
You hail from a clan of master infiltrators. As a bonus action for 2 chakra points, you may change the appearance of your face and sound of your voice to any humanoid you have seen and heard for 1 minute.<br />
<br />
<br />
'''Kidomaru Clan'''<br />
<br />
You hail from a near-extinct clan of spider-like people. You gain two additional sets of arms. These arms can not wield shields, or weapons with the heavy property. Additionally, you gain a climbing speed equal to your movement speed.<br />
<br />
<br />
'''Kodon Clan'''<br />
<br />
You hail from a clan of master drug makers. The time and cost of crafting consumable items is halved, rounded up.<br />
<br />
<br />
'''Kohaku Clan'''<br />
<br />
You hail from a clan historically allied with the Hidden Leaf Village capable of surviving by the tiniest string of life. When you are reduced to 0 hit points, you may instead drop to 1 hit point. After doing so, you can not cast jutsu until you return to maximum hit points, and you can not do so again until the end of a long rest.<br />
<br />
<br />
'''Kumanoi Clan'''<br />
<br />
You hail from a clan of master weapon makers. The time and cost of crafting items that deal damage is halved, rounded down.<br />
<br />
<br />
'''Kon Clan'''<br />
<br />
You hail from a near-extinct clan of parasitic shinobi. While touching a willing creature, you may enter their body. Your movement speed drops to 0 and you occupy their space. When either you or your host gain a condition, you both do, and when either would take damage, you may choose if you or your host takes damage. When you and your host are targeted by a saving throw, you may choose if you or your host makes the saving throw. When you are targeted by an attack, you use your host's AC, and you may spend 2 chakra to grant the attack disadvantage.<br />
<br />
<br />
'''Konjiki Clan'''<br />
<br />
You hail from a clan of kekkei genkai-wielding shinobi from the Land of Rock. You gain use of [[Steel Style (Shinobi World Supplement)|Steel Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Earth or Yang Style.<br />
<br />
<br />
'''Kurama Clan'''<br />
<br />
You hail from a clan of master genjutsu users. You gain affinity in [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Kurama Clan Prodigy'''<br />
<br />
You are a member of the Kurama clan born once every few generations. When you drop to half of your maximum hit points, and again when you drop to 1/4 of your maximum hit points, you must attempt a {{5c|cha}} saving throw with a DC equal to your jutsu saving throw DC. On a failure, your melee attacks deal twice as much damage, creatures affected by your [[Yin Style (Shinobi World Supplement)|Yin Style]] jutsu or Genjutsu take 2d4 psychic damage at the end of each of their turns, you become {{5asc|berserk}} save for being able to cast jutsu in place of making an attack, and you lose 1 chakra at the end of each of your turns. This ends if you can not maintain your chakra, or if you retry the saving throw as a bonus action, ending it on a success.<br />
<br />
<br />
'''Kuriarare Clan'''<br />
<br />
Your clan has a history of reveling in physical torture, particularly crucifixion. Once per turn when you deal damage to a {{5c|restrained}} creature, you may also make an unarmed strike against them.<br />
<br />
<br />
'''Kurosuki Clan'''<br />
<br />
You are a descendant of a small clan known for putting their entire purpose in life into another person. Choose 1 friendly creature to be your "meaning". While you are within 5 feet of your meaning, they take half as much damage from all sources, and you take half as much damage as you reduced. You can never change which creature is your meaning.<br />
<br />
<br />
'''Kurogane Clan'''<br />
<br />
You come from a clan of diligent swordsmen from the Land of Iron. When you make an attack of opportunity with a melee weapon, you may spend 1 chakra to gain a +1 bonus to your critical threshold or attack roll for that attack.<br />
<br />
<br />
'''Lee Clan'''<br />
<br />
You hail from a clan of master taijutsu users. You gain affinity in [[Taijutsu (Shinobi World Supplement)|Taijutsu]] and [[Path_of_Youth_(Shinobi_World_Supplement)|Path of Youth]] [[Path_of_Youth_(Shinobi_World_Supplement)#Path_of_Youth_Unique_Jutsu|Unique Jutsu]] (if you take that subclass). If you start with this clan, you do not choose to gain natures, and instead must take the alternate options detailed in [[Naruto: Shinobi (5e Class)#Chakra|Chakra]].<br />
<br />
<br />
'''Might Clan'''<br />
<br />
You hail from a clan of taijutsu masters best known for their keen development of taijutsu, rather than outright usage. Any [[Taijutsu (Shinobi World Supplement)|Taijutsu]] and [[Path_of_Youth_(Shinobi_World_Supplement)|Path of Youth]] [[Path_of_Youth_(Shinobi_World_Supplement)#Path_of_Youth_Unique_Jutsu|Unique Jutsu]] (if you take that subclass) you cast have their costs halved, rounded down, but the cost of any other jutsu are doubled.<br />
<br />
<br />
'''Mitarashi Clan'''<br />
<br />
You hail from a clan of snake experts. [[Path of the Snake (Shinobi World Supplement)#Blinding Snake Glare Spell|Blinding Snake Glare Spell]] allows you to have a number of creatures grappled equal to your {{5a|str}} or {{5a|dex}} modifier at any time + 1 (minimum 2), and you have a number of uses of [[Path of the Snake (Shinobi World Supplement)#Many Hidden Shadow Snake Hands|Many Hidden Shadow Snake Hands]] equal to your {{5a|int}} modifier instead of your {{5a|wis}} modifier.<br />
<br />
<br />
'''Momochi Clan'''<br />
<br />
You hail from a clan of dangerous outcasts. When a creature is affected by [[Path of the Assassin (Shinobi World Supplement)|Killer Intent]], you may sacrifice a number of chakra when they attempt their Charisma saving throw to grant them an equal penalty.<br />
<br />
<br />
'''Munashi Clan'''<br />
<br />
You hail from a clan that revels in the violence of explosions. When you use an [[Basic Ninjutsu (Shinobi World Supplement)|explosive seal]] or a jutsu that requires explosive seals as components or requisite jutsu, you may double one of its ranges or duration. If such a jutsu has a range of touch, you may increase its range to 15 feet. You may do so a number of times equal to your {{5a|cha}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Morino Clan'''<br />
<br />
You come from a small clan of expert genjutsu-using interrogators. You automatically detect Illusion spells and genjutsu. As a reaction when a creature you can see attempts a saving throw to resist becoming {{5c|frightened}}, you may grant them disadvantage. You may use this feature a number of times equal to half your {{5a|cha}} modifier (rounded down), regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Nadeshiko Clan'''<br />
<br />
You hail from an isolated village near the [[Mist Shinobi (Shinobi World Supplement)|Mist]] known for their legendary Wind Style nintaijutsu. If you gain affinity in [[Taijutsu (Shinobi World Supplement)|taijutsu]], you may learn [[Wind Style (Shinobi World Supplement)|Nadeshiko-Style]] jutsu as if they were taijutsu.<br />
<br />
<br />
'''Namikaze Clan'''<br />
<br />
You hail from a clan of yellow flashes. Starting from 1st level, your movement speed increases by +5 ft. every 4th level while you are not wearing armor or a shield, effectively making your [[Naruto: Shinobi (5e Class)#Unarmored Movement|Unarmored Movement]] increase every other level, or every time you gain 50,000 experience if you can not level further. <br />
<br />
<br />
'''Nara Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Shadow (Shinobi World Supplement)|Path of the Shadow]]. When you cast or maintain a Path of the Shadow jutsu, you may reduce its cost by your proficiency bonus (minimum 0). You may use this feature a number of times equal to the number of skills you have proficiency in, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Nohara Clan'''<br />
<br />
You hail from a minor clan of the [[Leaf Shinobi (Shinobi World Supplement)|Leaf Village]] known for sacrificing themselves for the greater good. As a reaction when a creature within half your movement speed is the only creature targeted by a attack, you may take their place, becoming targeted instead, and move them 5 feet to a place not targeted. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.<br />
<br />
<br />
'''Nojo Clan'''<br />
<br />
You hail from a small clan of shinobi from the Land of Vegetables who have historically used their jutsu to propagate their village's namesake. You gain affinity in [[Yang Style (Shinobi World Supplement)|Yang Style]] jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Oniyuzu Clan'''<br />
<br />
You hail from a no-nonsense clan of assassins from the [[Mist Shinobi (Shinobi World Supplement)|Mist]]. When you gain [[Path of the Assassin (Shinobi World Supplement)#Killing Intent|Killing Intent]] feature, you may use {{5a|int}} instead of {{5a|cha}} when determining how many uses of the feature you have.<br />
<br />
<br />
'''Onomichi Clan'''<br />
<br />
You hail from a branch clan of the Hozuki clan, more closely related to [[Gengetsu (Shinobi World Supplement)|Gengetsu]] than [[Suigetsu (Shinobi World Supplement)|Suigetsu]], best known for their fierceness with a blade. Your melee weapon attacks gain a +1 bonus to attack and damage rolls, but you lose 1 chakra point at the end of each turn you make a melee weapon attack on. You lose this bonus while you have 0 chakra points.<br />
<br />
<br />
'''Orochimaru Clan'''<br />
<br />
You hail from a clan of incredibly scarce, incredibly pale, snake-like shinobi. You may choose the [[Path of the Snake (Shinobi World Supplement)|Path of the Snake]] at 3rd level, and you are not limited by implantation if you are implanting snakelike DNA. Additionally, when you make a {{5a|str}}, {{5a|dex}}, or {{5a|con}} check, but not a saving throw, you may spend 3 chakra points to replace the used ability with your {{5a|int}}. <br />
<br />
<br />
'''Ōtsutsuki Clan'''<br />
<br />
You hail from a spacefaring clan that progenerated chakra itself. You may choose the [[Path of the Exalted (Shinobi World Supplement)|Path of the Exalted]] or [[Path of Succession (Shinobi World Supplement)|Path of Succession]] at 3rd level, and you are not limited by implantation if you are implanting a Karma Seal or Rinnegan. If you gain the Six Paths Power boon, you may gain the subclass you did not take from this clan as if you had taken it at 3rd level instead of chakra.<br />
<br />
<br />
'''Pakura Clan'''<br />
<br />
You hail from the same clan as one of the Hidden Sand Village's greatest heroes. You gain use of [[Scorch Style (Shinobi World Supplement)|Scorch Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Fire or Wind Style.<br />
<br />
<br />
'''Raikage Clan'''<br />
<br />
You hail from an extremely selective lineage of nigh-immortal shinobi held as royalty in the Hidden Cloud Village. You gain affinity in [[Lightning Style (Shinobi World Supplement)|Lightning Style]] jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Ringo Clan'''<br />
<br />
You hail from a clan of sharp-teethed hunters, incredibly skilled in kenjutsu but cursed by an incurable disease. Your maximum hit dice are decreased by 2, minimum 1 (i.e. you do not gain additional hit dice at 2nd or 3rd level), and you gain two of the following (you may choose one twice):<br />
*When you engage in two-weapon fighting, you can add your {{5a|dex}} modifier to the damage of the second attack. <br />
*Your maximum chakra points increases by 3. If you take this option twice, it increases by a total of 5. <br />
*Your movement speed increases by 5 feet.<br />
<br />
<br />
'''Ryu Clan'''<br />
<br />
You hail from a small clan of horned people blessed by the power of the five [[Genryu (Shinobi World Supplement)|Genryu]]. You gain specialized chakra equal to twice your proficiency bonus that you can use only on jutsu who's nature you have affinity for.<br />
<br />
<br />
'''Sarutobi Clan'''<br />
<br />
You hail from a clan of the Hidden Leaf Village's greatest defenders, both physically and ideologically. You gain affinity in [[Fire Style (Shinobi World Supplement)|Fire Style]] jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.<br />
<br />
<br />
'''Senju Clan'''<br />
<br />
You hail from one of the founding clans of the Hidden Leaf Village best known for their wide, unspecialized knowledge. You gain 1 additional chakra nature at 2nd level, but you can not gain affinity in any chakra nature as an alternative to gaining a chakra nature.<br />
<br />
<br />
'''Senka Clan'''<br />
<br />
You hail from a small clan of shinobi skilled in stealing and improving techniques without use of scroll theft or the [[Path of Hatred (Shinobi World Supplement)|Sharingan]]. When you create a [[Basic Ninjutsu (Shinobi World Supplement)|Shadow Clone]], its items carry over any magical properties, but any equipment the clones have with charges, such as magic items, share the initial item's charges.<br />
<br />
<br />
'''Shiin Clan'''<br />
<br />
You hail from a clan now ruled by [[Orochimaru (Shinobi World Supplement)|Orochimaru]] once known for their high ideals and determination, despite their small stature. Your size is reduced by 1 size category to a minimum of Small, you have advantage against being {{5c|charmed}} or {{5c|frightened}}.<br />
<br />
<br />
'''Shimura Clan'''<br />
<br />
You hail from one of the Hidden Leaf Village's earliest clans, best known for their pride and tendency to die on the battlefield. When you are reduced to 0 hit points, you may immediately take a turn before the effects of being at 0 hit points occur, rounded down. <br />
<br />
<br />
'''Shinki Clan'''<br />
<br />
You hail from a small clan of powerful, wandering shinobi from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]]. You gain use of [[Magnet Style (Shinobi World Supplement)|Magnet Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Wind or Lightning Style.<br />
<br />
<br />
'''Shion Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Future (Shinobi World Supplement)|Path of the Future]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Haraigan. Additionally, you gain proficiency in {{5s|History}}.<br />
<br />
<br />
<br />
'''Shirogane Clan'''<br />
<br />
You hail from a clan of forbidden [[Path of the Puppetmaster (Shinobi World Supplement)|puppetmasters]] from the [[Sand Shinobi (Shinobi World Supplement)|Land of Wind]] who became international criminals after their human-puppet experiments came to light. The chakra cost of your puppet's innate features (i.e. the ones listed on their creature page) are halved, rounded down. If a feature can only be used a certain number of times per day, you may spend 3 hours with the puppet and a humanoid corpse to allow it to be usable for a number of chakra points equal to 9 / its number of uses.<br />
<br />
<br />
'''Suikazan/Fuefuki Clan'''<br />
<br />
You hail from a clan of shinobi once bread solely for innate physical strength at the cost of horrible disfiguration. You may replace {{5a|dex}} with {{5a|str}} when calculating your AC, your {{5a|str}} score increases by +2 or [[Path of the Assassin (Shinobi World Supplement)#Silent Killing Jutsu|Silent Killing Jutsu]] works with attacks using your {{5a|str}} modifier, but you have disadvantage on any d20 rolls you would add your {{5a|cha}} modifier to.<br />
<br />
<br />
'''Taketori Clan'''<br />
<br />
You hail from a clan of negotiators best known for their alliance with the Hyūga Clan. You have advantage on any skill checks involving {{5a|cha}}, as well as {{5a|dex}} ({{5s|Stealth}}) checks, but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.<br />
<br />
<br />
'''Tenro Clan'''<br />
<br />
You hail from a clan of beast-nin inspired by the [[Three-Headed Guardian Beast (Shinobi World Supplement)|Three-Heads]]. When yo use [[Path of the Beast-Nin (Shinobi World Supplement)|Two-Headed Beast]], you may spend 5 additional chakra to apply your Path of the Beast-Nin unique jutsu Affinity bonus to your unarmed strike attack and damage rolls, and AC until the feature ends.<br />
<br />
<br />
'''Terumi Clan'''<br />
<br />
You hail from the clan of the Fifth Mizukage. You gain [[Lava Style (Shinobi World Supplement)|Lava Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use in their components.<br />
<br />
<br />
'''Tsuchigumo Clan'''<br />
<br />
You come from a clan known for producing numerous dangerous kinjutsu. You gain a number of [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]] or [[Chakra Absorbing Jutsu (Shinobi World Supplement)|chakra absorbing jutsu]] equal to your {{5a|int}} modifier. These jutsu count as [[Basic Ninjutsu (Shinobi World Supplement)|basic ninjutsu]] for the sake of affinity, and you may forgo one of these jutsu to decrease the cost of one jutsu gained in this way by 5 chakra points (minimum 1).<br />
<br />
<br />
'''Tsumiki Clan'''<br />
<br />
You descend from a clan of medical-nin naturally able to apply a strange curse. When a creature becomes {{5c|paralyzed}} by a jutsu you cast, every creature within 5 ft. of the creature including the creature themself must attempt a {{5a|con}} saving throw. On a failure, they take your unarmed strikes' damage as they are caught in an explosion. On a success, they take half as much damage. <br />
<br />
<br />
'''Tsunade Clan'''<br />
<br />
You hail from a clan originating from the greatest shinobi in medical ninjutsu history. You may add your {{5a|con}} modifier to your maximum [[Path of the Healer (Shinobi World Supplement)|Mystic Palm Jutsu]] dice pool, and you lose half as many chakra points (rounded up) to maintain [[Path of the Healer (Shinobi World Supplement)|Mitotic Regeneration Jutsu]]. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Tsurushi Clan'''<br />
<br />
You hail from a clan of rubbery shinobi. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.<br />
<br />
<br />
'''Uchiha Clan'''<br />
<br />
You hail from the progenitors of the [[Path of Hatred (Shinobi World Supplement)|Path of Hatred]]. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Sharingan. When you use a jutsu while you have any dojutsu active, you may spend 1 chakra to gain a +1 bonus to its attack rolls, damage rolls, and saving throw DC.<br />
<br />
<br />
'''Umino Clan'''<br />
<br />
You hail from a clan of great teachers and comrades. As an action, any creatures of your choice that can see or hear you may add 1d4 to any one d20 roll within the next 10 minutes. You may do this a number of times equal to your {{5a|int}} modifier, regaining all uses at the end of a long rest.<br />
<br />
<br />
'''Uzumaki Clan'''<br />
<br />
You hail from a clan distantly related to Asura and Hashirama Senju, known for their physical resilience. You gain the following benefits:<br />
*You automatically succeed on the saving throw incurred by tailed beast extraction, but still suffer the aftereffects. <br />
*Your chakra point maximum increases by twice your proficiency bonus.<br />
<br />
<br />
'''Yakushi Clan'''<br />
<br />
You hail from a clan of medical nin with expertise in genetic modification, rather than healing. Choose one non-dojutsu implantable path that is not [[Path of the Beast (Shinobi World Supplement)|Path of the Beast]] or [[Path of Permanence (Shinobi World Supplement)|Path of Permanence]]. If you gain this path, you are not limited by implantation. Additionally, you gain proficiency in {{5s|Medicine}}.<br />
<br />
<br />
'''Yamanaka Clan'''<br />
<br />
You hail from the progenitors of the [[Path of the Mind (Shinobi World Supplement)|Path of the Mind]]. When a creature makes a {{5a|cha}} saving throw against your [[Path of the Mind (Shinobi World Supplement)|Mind Body Switch]] jutsu, you may spend chakra to grant them an equal penalty to the saving throw to a maximum of your proficiency bonus.<br />
<br />
<br />
'''Yanagikage Clan'''<br />
<br />
You hail from a clan that is skilled in wielding hidden weapons. You may draw a weapon as part of making an attack.<br />
<br />
<br />
'''Yūhi Clan'''<br />
<br />
You hail from a clan known for their skilled genjutsu use. When you cast a genjutsu that fails to affect the target, you regain half the chakra spent. If you gain the Genjutsu Expert feat, you may learn path unique genjutsu without taking their prerequisite path.<br />
<br />
<br />
'''Yoimura Clan'''<br />
<br />
You hail from a clan cursed with fading memories. Your {{5a|int}} score decreases by -2, but you may take any one [[#Ninja Feats|Ninja Feat]] or [[#Shinobi Path Feats|Shinobi Path Feat]] regardless of its ability score requirements.<!--Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|str}} and {{5a|dex}} increase by a total of +3.--><br />
<br />
<br />
'''Yota Clan'''<br />
<br />
You hail from a clan of traveling shinobi naturally capable of controlling the weather. As a ritual for 1 hour, you may cast [[5e SRD:Control Weather|Control Weather]] without components or spell slots.<br />
<br />
<br />
'''Yotsuki Clan'''<br />
<br />
You hail from a clan of Hidden Cloud Village shinobi known for their unbreakable pride in their allies. Your {{5a|int}} and {{5a|wis}} scores decrease by a total of -3, and your {{5a|con}} and {{5a|cha}} increase by a total of +3.<br />
<br />
<br />
'''Yuki Clan'''<br />
<br />
You hail from a clan of persecuted Kekkei Genkai users. You gain use of [[Ice Style (Shinobi World Supplement)|Ice Style]] as a nature. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.<br />
<br />
<br />
'''Zetsu Clan'''<br />
<br />
Your very existence was molded by [[Kaguya (Shinobi World Supplement)|Kaguya Ōtsutsuki]]. Your type is plant instead of humanoid, you must choose [[Path of Mutation (Shinobi World Supplement)|Path of Mutation]] at 3rd level, and you may use {{5a|con}} as your casting ability for any Path of Mutation features and unique jutsu.<br />
<br />
----<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Shinobi World (5e Campaign Setting)|Shinobi World]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]<br />
[[Category:5e]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Fire_King_(5e_Class)&diff=1672047Fire King (5e Class)2023-01-24T14:14:53Z<p>Plywood tank: </p>
<hr />
<div>==== Heading text ====<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Fire King ==<br />
<br />
=== The Last One Standing ===<br />
<br />
In a kingdom of monsters, forgotten by the passage of time, a King whose people were killed by the being that is looking into his eyes at this moment. At that moment the King sadly, after being stabbed in the back, says "everything would have been easier, if we had talked to them over a cup of tea... now you know what will happen"<br />
<br />
Generating an intense red weapon, like the blood on the hands of that murderer. And the real battle begins.<br />
<br />
-Asgore, The fallen King.<br />
<br />
=== <!-Introduction Leader-> ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
<br />
;Quick Build<br />
You can make a Fire King quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the soldier background. Third, choose the chain mail, the herbalism kit, and the shield.<br />
<br />
{{5e Class Features<br />
|name=Fire King <br />
|summary=Masters of defense that protect their allies with nothing more than a shield.<br />
|hd=12<br />
|spellcasting=<br />
|armor=All armors, Shields<br />
|weapons=All Simple Weapons, All Martial Weapons<br />
|tools=None<br />
|saves=Strength, Constitution<br />
|skills=Choose two from Animal Handling, Athletics, Intimidation, Insight, Investigation, Perception, Survival<br />
|item1a=Chain mail<br />
|item1b=Leather armor<br />
|item1c=<br />
|item2a=An herbalism kit<br />
|item2b=Smith's tools<br />
|item2c=<br />
|item3a=a polearm of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a= 2 simple weapons<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4 × 10<br />
|classfeatures1= {{inpage|Royal Armament}}<br />
|classfeatures2= {{inpage|Wrath of the King}}<br />
|classfeatures3= {{inpage|Royal Fortitude}}{{inpage|Royal Techniques}}<br />
|classfeatures4= <br />
|classfeatures5= {{inpage|Extra Attack}}<br />
|classfeatures6= {{inpage|Ability Score Improvement}}<br />
|classfeatures7= {{inpage|Fire Empowerment}}<br />
|classfeatures8= <br />
|classfeatures9= {{inpage|Fire Revenge}}<br />
|classfeatures10= {{inpage|The Consequences}}<br />
|classfeatures11= {{inpage|Extra Attack}}<br />
|classfeatures12=<br />
|classfeatures13= {{inpage|Will of Fire}}<br />
|classfeatures14= {{inpage|Undeniable and Unbeatable}}<br />
|classfeatures15= {{inpage|Devastating Attacks}}<br />
|classfeatures16=<br />
|classfeatures17= {{inpage|Extra Attack}}<br />
|classfeatures18= {{inpage|Soul of Fire}}<br />
|classfeatures19= <br />
|classfeatures20= {{inpage|Ultimate Corpulence}}<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=wrath of the king<br />
|extra1_1=<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=2d6<br />
|extra1_6=2d6<br />
|extra1_7=2d6<br />
|extra1_8=2d6<br />
|extra1_9=3d6<br />
|extra1_10=3d6<br />
|extra1_11=3d6<br />
|extra1_12=3d6<br />
|extra1_13=4d6<br />
|extra1_14=4d6<br />
|extra1_15=4d6<br />
|extra1_16=4d6<br />
|extra1_17=5d6<br />
|extra1_18=5d6<br />
|extra1_19=5d6<br />
|extra1_20=5d6<br />
}}<br />
==== Royal Armament ====<br />
Starting at 1st level summon a weapon made of pure energy that you are already proficient with. Also, You can perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a free action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. Your weapons count as magical for purposes of resistance and immunities and you can choose to have them deal fire damage instead of other damage types. If you attempt to bond with a third weapon, you must break the bond with one of the other two. They also can shine an intense red colored light in a 5 feet radius. This light is not Sunlight.<br />
<br />
==== Fighting Style ====<br />
You adopt a style of fighting as your specialty. Choose one of the following options.<br />
<br />
* '''Archery:''' You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
* '''Blind Fighting:''' You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.<br />
<br />
* '''Defense:''' While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
* '''Dueling:''' When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
* '''Great Weapon Fighting:''' When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
* '''Interception:''' When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.<br />
<br />
* '''Protection:''' When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
* '''Superior Technique:''' You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.<br />
<br />
* '''Thrown Weapon Fighting:''' You can draw a weapon that has the thrown property as part of the attack you make with the weapon.<br />
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.<br />
<br />
* '''Two-Weapon Fighting:''' When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
* '''Unarmed Fighting:''' Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.<br />
<br />
* '''Close Quarters Shooter:''' When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.<br />
<br />
* '''Mariner:''' As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.<br />
<br />
* '''Tunnel Fighter:''' As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within.<br />
<br />
<br />
==== Wrath of the King ====<br />
Starting at 2nd level, You learn to imbue your linked weapon with the power of your soul so that it sets your enemies ablaze. As a bonus action, you can activate the wrath of the king on the weapon with which you are bound and have it in your hand. The effect of the wrath of the king last up to 1 minute. <br />
<br />
While the wrath of the king is in effect, attacks you make with this weapon deal extra damage equal to your wrath of the king die. A weapon can hold only one active wrath of the king at a time. Other creatures can’t gain the benefit of your wrath of the king.<br />
<br />
You can use this characteristic a number of times equal to your constitution bonus. you recover half the uses on a short rest, and all the uses on a long rest.<br />
<br />
==== Royal Fortitude ====<br />
Beginning at 3rd level, through the royal blood that runs through your veins and the power of your own soul, you gain greatly enhanced vitality. your hit point maximum increases by 5 every subsequent level. in addition, while wearing medium or heavy armor, your AC increases equal to half your constitution bonus (rounded up). In addition, all damage you take is reduced equal to your constitution bonus.<br />
<br />
==== Royal Techniques ====<br />
Beginning at 3rd level, thanks to the power of your soul, you managed to learn the ancient techniques of your caste. You have access to the combat styles of fire technique and martial technique. At the start of your first turn, as a free action you can choose which techniques you want to use, but you can only choose one. As an additional action you can change combat style. Royal techniques consume fire points. You have fire points equal to your level + your Constitution bonus. You regain all fire points spent on a long rest.The Royal techniques effect save DC = 10 + your proficiency bonus + your Strength modifier.<br />
<br />
;{{#anc:Ignition (Fire Technique, passive, cost 0):}}<br />
Fire damage from your Wrath of the King gains a bonus equal to your Constitution bonus. in addition, when you hit a creature, you can have it make a constitution saving throw or be ignited and take damage from your wrath of the king on each of its turns for 3 turns. this damage can stack a maximum number of times equal to half your constitution bonus (rounded down). on a successful saving throw, the enemy is not ignited. the enemy can repeat the saving throw at the start of each of its turns. on a successful roll, reduce ignited charges by 1.<br />
<br />
'''The Consecuences:''' Enemies automatically fail the Constitution saving throw.<br />
<br />
;{{#anc:Resistance (Martial Technique, passive, cost 0):}} <br />
Strengthens your body, improving your stamina and attacks. Your attacks and damage with your linked weapon gain a bonus equal to half your level (rounded up), and you make an additional attack on each of your attack actions. In addition, all damage you take is reduced by 1/4.<br />
<br />
'''The Consecuences:''' You gain a bonus to attacks equal to your Constitution bonus.<br />
<br />
;{{#anc:Shutdown Shot (Martial Technique, passive, action, level 3 cost 1):}} <br />
You throw your weapon at a creature within 90 feet. On a hit, the creature takes damage equal to the weapon's damage plus 4d8+ your Constitution bonus of fire damage and must make a Constitution saving throw or be unable to use spells and abilities until the start of its next turn. on a successful saving throw, the effect fails.<br />
<br />
'''The Consecuences:''' This ability can be used as a bonus action. In addition, the attack hits automatically.<br />
<br />
;{{#anc:Spiral of Fire (Fire Technique, action, level 3 cost 1):}}<br />
In a 30 foot area around you bolts of fire begin to shoot out in all directions. Each creature within the area must make a Dexterity saving throw or take 2d6 fire damage + twice your Constitution bonus on a failed save. On a successful roll, they take half as much damage.<br />
<br />
'''The Consecuences:''' The damage from this ability is increased by 2d6 and enemies that fail the Dexterity saving throw will take a charge of ignited.<br />
<br />
;{{#anc:Soul Breaker Lunge (Martial Technique, action, level 5 ability cost 2):}}<br />
You make a devastating thrust in a straight line 15 feet long and 5 feet wide. All creatures within range must make a Constitution saving throw or take 3d10+ twice your Strength bonus piercing damage and fall prone.On a successful saving throw, they take half damage and do not fall prone.<br />
<br />
'''The Consecuences:''' You can substitute one of your attacks for this ability and it does extra damage equal to 1d10 fire damage.<br />
<br />
;{{#anc:Purging Hands (Fire Technique, passive, action, level 5 cost 2):}}<br />
2 spectral hands spawn in 2 areas within 30 feet of you. These hands begin firing fire shots at any creature of your choice within 30 feet of the hands. Each hand makes 7 shots. For each hit, deal 1d4 + your Constitution bonus fire damage.<br />
<br />
'''The Consecuences:'''Create two additional hands.<br />
<br />
;{{#anc:Charge of Devastation (Martial Technique, bonus action, level 7 cost 3):}} You make a relentless charge towards an enemy exceeding your own speed. Make a beeline for an enemy within 90 feet and make three melee attacks with your linked weapon against the creature.<br />
<br />
'''The Consecuences:'''You make 2 additional attacks.<br />
<br />
;{{#anc:Flame Pillars (Fire Technique, action, level 9 cost 4):}} You create 3 pillars of fire that are 10 feet wide and 40 feet tall. Each creature within the pillars must make a Dexterity saving throw or take 4d8 + twice your Constitution bonus fire damage. On a successful saving throw, he takes half damage.<br />
<br />
'''The Consecuences:'' You create one more pillar of fire and now creatures that fail the dexterity save will also have an ignited stack.<br />
<br />
;{{#anc:Parry (Matial Technique, reaction, level 9 cost 1):}} You gain a bonus to AC equal to half your attack bonus against your next attacks. If you manage to stop the attack, you can make an attack or use a technique as part of the same reaction.<br />
<br />
'''The Consecuences:'''You can use this reaction to gain this bonus to a Strength, Dexterity, or Constitution saving throw.<br />
<br />
;{{#anc:Wave of Cuts (martial techniques, action, level 11 cost 4):}} Slash four times in the air, shooting 4 slashes of fire energy at a target within 60 feet. Make one attack per slash. On a hit, it deals damage equal to your weapon's damage plus 1d6 fire damage. <br />
<br />
'''The Consecuences:'''you make 4 more cuts.<br />
<br />
;{{#anc: Soul Breaker (Fire Technique, bonus action, level 13 cost 2):}} <br />
You make a terrifying slam to the ground, creating a wave of destructive fire energy. All creatures within 15 feet centered on you must make a Dexterity saving throw or take 6d8 + three times your Strength bonus fire damage. On a successful saving throw, you take half damage. <br />
<br />
Additionally, if the area where you stick your weapon is a prone or stunned creature, it must make a Constitution saving throw or take double damage from this ability. on a successful save, take half damage as normal<br />
<br />
'''The Consecuences:''' this ability deals an additional 2d8 per fire. additionally, the creature that fails the Constitution saving throw is lifted into the air by being impaled, then hit with a bolt of fire that does an extra 4d10 damage and takes 2 stacks of ignited.<br />
<br />
<br />
;{{#anc:Ultimate Parry (Martial Technique, only on The Consecuences, reaction, level 17 cost 4):}} A creature that makes an attack against you must succeed on a Constitution saving throw or its attack is cancelled. In addition, you will make ten melee attacks against the creature that cannot be stopped by any means and hit automatically.<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
Beginning at 5th level you can attack twice, instead of once, whenever you take the [[5e SRD:Attack Action|Attack action]]. The number of attacks increases to three at 11th level and to four attacks at 18th level.<br />
<br />
==== Fire Empowerment ====<br />
Starting at 7th level, the power of fire courses through your veins, making you as volatile as the flames you create. You gain resistance to fire damage and your hit point maximum increases by an amount equal to twice your level.<br />
<br />
Additionally, On your turn, you can take one additional action.<br />
<br />
Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
==== Fire Revenge ====<br />
Starting at 9th level, you can use your enemies' own power against them, inflicting terrible attacks on them. When you are in wrath of the king, the next attack you make will deal additional fire damage equal to half the damage you reduced on your last turn.<br />
<br />
==== The Consequences ==== <br />
<br />
Starting at 10th level, when your life is on the verge of death, the flames inside you burn much more intensely, in order to show you the consequences of facing it. When your hit points are reduced to 0, you regain maximum hit points and enter on wrath of the king mode if you haven't already activated it. You can also use the fire techniques and the martial techniques at the same time and these will be improved (the techniques already say how they will be improved)<br />
<br />
In addition, you gain resistance to all damage and your damage reduction changes from 1/4 to 1/2.<br />
<br />
While these buffs are active, one of the pupils of your eyes will begin to glow a deep red, creating light within 5 feet of you. This state lasts until the combat ends, or as a bonus action you decide to discard it. When this transformation ends, you gain 2 exhaust points and are stunned for 1 minute. You can use this feature once per long rest and you regain its use after a long rest.<br />
<br />
==== Will of Fire ====<br />
<br />
At the beginning of level 13th, the fire of your soul burns so brightly that no evil can break your will. You become immune to being scared or charmed. Additionally, you can use your constitution bonus for any Charisma check or saving throw.<br />
<br />
==== Undeniable and Unbeatable ====<br />
<br />
Starting at level 14th, you become a complete martyr of strength in combat. When you're in wrath of the king, no attack you make can have disadvantage and enemies can't have advantage in attacks against you. In addition, when you must make a Charisma or Dexterity saving throw, you can use your constitution bonus instead of your original one. <br />
<br />
Further, If you drop to 0 hit points while you're in consequence effects and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.<br />
<br />
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.<br />
<br />
==== Devastating Attacks ====<br />
Starting at level 15th, your attacks are the embodiment of the power of your inner fire, devastating everything you attack. Your weapon attacks score a critical hit on a roll of 19 or 20. In addition, all critical hits do triple damage, instead of double. In addition, the creature that receives a critical attack will become vulnerable to fire damage until its next turn. In case the target has immunity or resistance to fire damage, these are canceled until his next turn.<br />
<br />
==== Soul of Fire ==== <br />
Starting at level 18, your body and soul become one with the fire, becoming incredibly powerful. If your total for a Strength or constitution check or saving throw is less than your Strength or constitution score, you can use that score in place of the total.<br />
<br />
==== Ultimate Corpulence ==== <br />
At 20th level, you embody the power of the fire. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Fire King class, you must meet these prerequisites: 15 Constitution, 15 Strength <br />
<br />
'''Proficiencies.''' When you multiclass into the Fire King class, you gain the following proficiencies:Simple Weapons, Martial Weapons, Ligh Armor, Medium Armor, Heavy Armor.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<!--Remove any of the below categories that do not apply to this class. DELETE THIS ENTIRE LINE.<br />
[[Category:Barbarian Tag]]<!-has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil-><br />
[[Category:Fighter Tag]]<!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><br />
[[Category:5e Class Mashup]]<!-keep this category if the class uses multiple tags-><br />
[[Category:5e Class Nonvariant]]<!-class does not use tags and does not fall into any of the archetypes of the tags above-><br />
[[Category:5e Class Variant]]<!-class is designed as a variant to a first party core class->--></div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_Variant_(5e_Class)&diff=1672046Sans, Variant (5e Class)2023-01-24T14:09:23Z<p>Plywood tank: </p>
<hr />
<div>{{aprilfools}}<br />
== Sans ==<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
=== Laziness ===<br />
<br />
Have you ever felt lazy? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single-handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well, then might I suggest, "Having fun?". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
=== Creating Sans ===<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|summary= A style of combat and utility build upon disregarding natural laws such as gravity, in other words, cheating.<br />
|hd=2<br />
|armor=Sweet Blue jackets (AC= 13 plus your dexterity bonus or your intelligence bonus)<br />
|weapons=Sans Attacks,simple weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Choose 3 of Arcana, History, Intimidation ,perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1=Shortcuts (Short Range), Attacking, Techniques, No hp.<br />
|classfeatures2=Sans Points<br />
|classfeatures3=Shortcuts (Medium Range)<br />
|classfeatures4= Dodge<br />
|classfeatures5=Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range )<br />
|classfeatures7=Karma Control<br />
|classfeatures8= Evasion<br />
|classfeatures9=Poisoned Attacks<br />
|classfeatures10=Lazy bones<br />
|classfeatures11=Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13=combo atacks<br />
|classfeatures14=Get dunked on<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=The Fight for your LIFE<br />
|classfeatures18=A BAD TIME<br />
|classfeatures19=The weakest creature?<br />
|classfeatures20= True power, Special attack, Extra Attack (3)<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
==== No HP ====<br />
<br />
You see that Hit dice? Ignore it. Your hp is 1 and WILL ALWAYS be 1 no matter what. Any bonuses to hp do not affect you unless it is an epic boon or feat, which adds to your endurance points.<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
Due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity bonus + your proficiency bonus "Endurance" Hit Points that regen on a long rest. You gain an additional 1 + dexterity modifier + half your proficiency bonus "Endurance" hit points each time you level up. Whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack.<br />
<br />
==== Attacking ====<br />
<br />
You have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. You are proficient with all forms of these attacks and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
==== Sans Points ====<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a Long rest, you gain more points at higher levels.<br />
<br />
;You can use 2 sans point to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium-range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
==== Dodge ====<br />
At level 4 When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
==== Extra Attack ====<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 20.<br />
<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
==== Totally Cheating ====<br />
<br />
At level 5, '''ANY''' abilities that grant half damage on a failed Dexterity saving throw and no damage on a success have no effect on your attacks.<br />
<br />
====shortcuts(long range)====<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before. Make an intelegence save, DC 15. on a success, the teleport is on target, on a failure, however, You end up teleporting in a random direction, 1d100 percent away from your chosen location.<br />
<br />
==== Karma Control ====<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. whenever you damage a creature with an evil alignment, you can deal extra Necrotic damage equal to double their level or challenge rating to them (minimum 1).<br />
<br />
==== Poisoned Attacks ====<br />
<br />
At level 9, all of your attacks are poisoned. At the end of your turn, each evil creature you have damaged takes damage equal to their cr/level of magical poison damage, will take this damage again at the end of of each turn, and will treat the damage as the initial damage for the damage each turn.<br />
<br />
==== Lazy bones ====<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into whatever you are doing, On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. At 20th level when the fight for your LIFE is active you can ignore this limitation.<br />
<br />
====Combo atacks====<br />
<br />
At level 13, your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
====Get dunked on====<br />
At 14th level, you can talk your enemies into a false sense of security. 1 target makes a Charisma save, if the person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The Fight for your LIFE====<br />
When your endurance points reach 0, the real battle will finally begin. Your techniques will become more powerful, dealing extra radiant damage equal to your level. You can take the dodge action as a reaction, and you may treat any creature as evil. You have disadvantage on intimidation saves, as you are so close death's door. If you get hit, you may dodge it 1 time and fall asleep, being given the [[5e SRD:Conditions|Unconsious]] condition for 8 hours, or the incapacitated condition if you are immune for the same length of time.<br />
<br />
====A BAD TIME====<br />
At level 18, Using an action, you can tell your enemies they will have a bad time. They must make a charisma saving throw against your technique save DC. On a failure, if the battle continues, for the next minute all your technique attacks will do 1d6 extra radiant damage. Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet. You and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel. You and the creature stay in this plane for a number of turns equal to your dexterity modifier + your intelligence modifier + your proficiency bonus. You can use your bonus action to get out of the plane with the creature. You will then return to the same place you both were before teleporting.<br />
<br />
====The weakest creature?====<br />
At 19 level, You are immune to any form of instant death or instant kill effect (e.g power word kill, divine word, etc.). You instead lose 50% of your current Endurance points when affected by these . <br />
<br />
====True Power====<br />
at 20 level, you have developed ways to fight against your worst enemies. You may gain an extra attack on your bonus action, and you may teleport a medium distance for without the limitations placed on it previously.<br />
<br />
====Special attack====<br />
Literally nothing. When you activate The Fight for your LIFE you may stun everyone on the battlefield (Including you and your allies) for up to 5 rounds straight. in that time, if anyone tries to move, the timer for this is reset. after the timer, your opponents may attack you, but not your allies, and your allies may move as normal. Once you're attacked, the effect ends.<br />
<br />
=== Techniques ===<br />
<br />
These are the various Techniques that you can acquire.<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d6 + your Intelligence Modifier of magical piercing damage. when you reach level 13, the damage increases to 1d10 + your intelligence modifier. You can spend 2 Sans points to have your bones pierce the enemy`s body, when you do so, the target makes constitution saving throw against your spell save DC, if the target fails, it takes 1d6 more magical piercing damage and starts bleeding, if it succeeds, it takes 1d6 more magical piercing damage and doesn't bleed, a creature that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw at the end of their turn.<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifters or illusions in your sight, however, you can not see through illusions and you do not know the true form of a shape-shifted creature. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the creature you are looking at.<br />
<br />
;{{#anc:Charming Influence}}<br />
You gain proficiency and expertise in Persuasion and Insight<br />
<br />
;{{#anc:Blade of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d8 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
As an attack using one Sans point, you can create a wall of bones that covers a 10 by 20-foot area. Any creatures inside the wall must make a dexterity saving throw or take 1d6 + your Intelligence modifier of magical Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier of magical bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6 + your intelligence modifier of magical Bludgeoning damage.<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of truesight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack, you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier of magical bludgeoning damage, half damage success save. When you reach level 13, this damage increases to 1d12 + your intelligence modifier. You can try to restrain it with you power, as described in the telekinesis spell, the person does a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. You may not throw them if you attempt this.<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier of magical piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12 + your intelligence modifier. <br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
Using 1 Sans point, you can cause 4 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30-foot line. Any creatures within the lines must make a dexterity saving throw or take 1d6 + your intelligence modifier radiant damage for each line that they are in. If they are hit by any of the beams. When you reach level 13, This damage increases to 2d6+int. This Counts as 2 attacks.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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you may not multiclass into or out of this class.<br />
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----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Path_of_the_Sage_(Shinobi_World_Supplement)&diff=1664532Path of the Sage (Shinobi World Supplement)2023-01-07T14:22:48Z<p>Plywood tank: </p>
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<div>==Path of the Sage==<br />
While many high-ranking shinobi have acquired {{inpage|Sage Mode}}, very few have been able to truly master the primordial technique. Those that do are often among the most terrifying shinobi to ever live. While the following can be used as a subclass, a DM may also want to use the following features as epic boons.<br />
<br />
====Partial Sage Mode====<br />
At 3rd level, you pick one creature to be your Sage Creature, which taught you how to learn Sage Mode. This creature can be changed when you meet another creature with the same ability. When you gain the Summoning Jutsu, this creature automatically becomes one of your summons. As a [[More Actions (5e Variant Rule)#Full Turn Action|full turn action]], you may meditate to combine natural energy with your chakra, becoming {{5c|prone}} and {{5c|blind}} until the beginning of your next turn, and transforming a number of normal chakra equal to your {{5a|wis}} modifier + 1 (minimum 1) into an equal number of senjutsu chakra points.<br />
<br />
You can spend senjutsu chakra as if it were normal chakra, and you may spend normal and senjutsu chakra on the same jutsu. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become {{5c|petrified}} and identical to the Sage Creature of the source of the senjutsu. Any senjutsu chakra is lost at the end of a long rest.<br />
<br />
As an action, you may enter Sage Mode, granting you the following:<br />
*You may take the {{5e|Search Action}} as a bonus action. When you take the {{5e|Search Action}}, you may also attempt a DC 14 {{5s|Arcana}} check to locate living creatures and magical effects within 30 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.<br />
*Your non-jutsu melee attacks deal an additional 1d10 damage.<br />
*You gain a +1 bonus to your AC. <br />
*You gain one [[#Sage Creature Effects|Sage Creature Effect]] based on your summons type while in Sage Mode (those with the “Passive” tag are also active outside of Sage Mode).<br />
*At the end of each of your turns, 2 senjutsu chakra becomes an equal amount of normal chakra. If you have no senjutsu chakra, or if you end this form as an action, this form ends.<br />
<br />
====Sage Art====<br />
At 7th level, you may infuse a jutsu with senjutsu. When your jutsu's cost is completely fulfilled by senjutsu chakra, or you spend an additional amount of senjutsu chakra equal to 1/4 of its cost, you may double the jutsu's range, damage, or healing, grant a creature disadvantage against any 1 saving throw it incurs, or grant yourself advantage on any 1 saving throw it incurs.<br />
<br />
====Sage Kata====<br />
At 10th level, while Sage Mode is active, you gain an additional 5 ft. of reach. Additionally, when you meditate, you transform a number of normal chakra equal to your {{5a|wis}} modifier + 1 (minimum 1) into twice as much senjutsu chakra points. At the end of each of your turns during Sage Mode, 2 senjutsu chakra becomes half as much normal chakra.<br />
<br />
====Passive Meditation====<br />
At 15th level, your mastery of natural energy allows you to gather it with ease. As an action, you can meditate at a reduced efficiency, transforming a number of normal chakra equal to half your {{5a|wis}} modifier + 1 (minimum 0) into twice as much senjutsu chakra points<br />
<br />
====Alternate Feature: Clone Meditation====<br />
At 15th level, you may have your shadow clones meditate as well. When a clone is dispelled while meditating, any chakra they would have returned to you is automatically converted into senjutsu chakra.<br />
<br />
If you have creatures controlled by {{inpage|Rinne Six Paths}}, you may have them meditate as well. Each of these creatures that are meditating transform 1 chakra into 1 senjutsu chakra at the beginning of each of your turns.<br />
<br />
====Alternate Feature: Sage Artist====<br />
At 15th level, your mastery in applying natural energy to ninjutsu surpasses your ability to add it to your own body. When you cast a {{inpage|Sage Art}}, you may meditate immediately before as a bonus action instead of as a full-turn action. Any senjutsu chakra gained from this form of meditation is converted back into normal chakra immediately after the Sage Art is cast, or immediately if you do not immediately cast a Sage Art.<br />
<br />
====Alternate Feature: Sage Acolyte====<br />
At 15th level, you have learned the ways of senjutsu from many masters. You gain one additional Sage Creature effect while Sage Mode is active.<br />
<br />
====Perfected Sage Mode====<br />
At 20th level, you have mastered Sage Mode. While you are in Sage Mode, you gain the following in addition to the effects of {{inpage|Partial Sage Mode}}:<br />
*You gain proficiency, or expertise if you already have proficiency, in 2 saving throws of your choice while in Sage Mode. You may change which 2 saving throws are as a full turn action.<br />
*Your chakra sense range doubles.<br />
*Your attack and damage rolls gain a +1 bonus.<br />
*Your AC gains a +2 bonus (+3 total).<br />
*You gain 1 additional Sage Creature effect.<br />
<br />
====Senjutsu Master====<br />
At 23rd level, your understanding of natural energy is on par with the sage creatures themselves. You can meditate as an action, transforming a number of normal chakra equal to your {{5a|wis}} modifier + 1 (minimum 2) into twice as much senjutsu chakra points. If you have {{inpage|Passive Meditation}}, using that feature can be done as a bonus action.<br />
<br />
====Alternate Feature: Unnatural Senjutsu====<br />
At 23rd level, you forgo the old masters' teachings, forging a new, four-way combination of chakra. When you meditate to create senjutsu chakra, you may convert red, black, purple, and specialized chakra into red, black, purple, and specialized senjutsu chakra. These special kinds of senjutsu chakra count as both their prior form of chakra and senjutsu chakra, and you may negate any effects of possessing or spending this special kinds of senjutsu chakra, including but not limited to saving throws for having more red or black chakra than normal chakra, not being able to spend red chakra with normal chakra, needing to spend black chakra in proportion to normal chakra, and only being able to spend specialized chakra on jutsu of a particular nature. When special senjutsu chakra would be converted into normal chakra, such as at the end of each of your turns, it is instead converted back into its non-senjutsu special chakra.<br />
<br />
<br />
==Sage Creature Effects==<br />
<br />
'''Aberration''' You gain a darkvision of 60 feet. If you already have darkvision, it increases by 60 feet. <br />
<br />
'''Beast ''(Passive)'' ''' You are able to communicate with animals. <br />
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'''Celestial''' You gain resistance to radiant damage. <br />
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'''Dragon''' You gain a flying speed equal to half your movement speed. <br />
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'''Elemental''' You gain resistance to acid, cold, fire, force, lightning, psychic, or thunder damage. <br />
<br />
'''Fey''' You gain advantage against being charmed. <br />
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'''Fiend ''(Passive)'' ''' You gain proficiency in Intimidation. <br />
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'''Giant ''(Passive)'' ''' You are immune to extreme heat, cold, and altitude. <br />
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'''Monstrosity''' You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. <br />
<br />
'''Ooze ''(Passive)'' ''' You count as 1 additional size smaller while squeezing. <br />
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'''Plant ''(Passive)'' ''' Your daily food requirement is halved. <br />
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'''Undead''' You gain resistance to necrotic damage.<br />
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<br />
:;[[Shinobi World (5e Campaign Setting)|Campaign Setting]] Sage Creature Effects<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Toads of Mount Myuboku|Toads of Mount Myuboku]]''' Your body is covered warts, your hands and feet become webbed like a frog, and your leg muscles become coiled like a frog. Your movement speed and swimming speed increases by +10 ft., and your jump distances increase by +20 ft.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Toads of Mount Myuboku|Refined Toads of Mount Myuboku]]''' Your eyes gain orange, flower petal-like pigmentation and toad-like pupils, and your body radiates forceful senjutsu. If the target's passive {{5s|Arcana}} is lower than 13, your attacks have advantage.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Toads of Mount Myuboku|Natural Toads of Mount Myuboku]]''' Your eyes gain red, tear-like pigmentation and toad-like pupils. Your AC increases by +1.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Slugs of Shikkotsu Forest|*Slugs of Shikkotsu Forest*]]''' You gain a round marking on your forehead with a dot in its centre. As a reaction when you cause yourself to lose hit points or chakra points, you may reduce the amount you lose by 1d4+1.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Slugs of Shikkotsu Forest|Refined Slugs of Shikkotsu Forest]]''' Your eyes gain black pigmentation around your eyes that extends to your ears, as well as an additional round marking on your forehead with a dot in its centre. Any jutsu with a range that is not touch has its range increased by +10 ft. and gains your Sage Mode's bonus damage.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Slugs of Shikkotsu Forest|*Natural Slugs of Shikkotsu Forest*]]''' Your eyes are covered in bands of black pigment. As a reaction when you lose hit points or chakra points from any source other than yourself, you may reduce the amount you lose by 1d4+1.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Snakes of Ryūchi Cave|Snakes of Ryūchi Cave]]''' Your body becomes a pale white, and your lower eyelids gain a swipe of purple pigment. Your reach increases by +10 ft.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Snakes of Ryūchi Cave|*Refined Snakes of Ryūchi Cave*]]''' Your eyes gain a solid purple stripe across your face. Any jutsu you cast has its chakra cost reduced by -1 (minimum 1).<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Snakes of Ryūchi Cave|*Natural Snakes of Ryūchi Cave*]]''' Your upper and lower lips gain fanglike purple pigment near the corner of your mouth that extends to your jaw and cheekbones. Any jutsu you use has a +2 bonus to its damage rolls.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Monkeys of Saiyuki Valley|*Monkeys of Saiyuki Valley*]]''' Most of your body is covered in thick white fur, and you sprout a thick tail. You gain a flying speed equal to your movement speed, but you may only be a number of feet from any object or willing or {{5c|grappled}} creature capable of carrying your weight equal to your reach.<br />
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'''[[Bestiary (Shinobi World Setting)#Monkeys of Saiyuki Valley|*Refined Monkeys of Saiyuki Valley*]]''' The top half of your face is covered in red pigment that fades past your eyelids, and the whites of your eyes turn pitch black. You may forgo your action to take two additional bonus actions.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Monkeys of Saiyuki Valley|*Natural Monkeys of Saiyuki Valley*]]''' Your nose is flanked by wings of black pigment that spread across your cheeks, with dots of the same pigment descending in a line from the bridge of your nose to your top lip's medial cleft. When a creature you can see uses a feature that spends a [[Naruto: Shinobi (5e Class)#One_Currency_System|currency]] while your Sage Mode is active, you may copy it as a reaction. You may use the feature in the exact same manner, as long as you meet any prerequisites, using the [[Naruto: Shinobi (5e Class)#One_Currency_System|One Currency System]] variant rule if it uses any resources other than chakra. You may have a number of these features memorized at a time equal to 1 + your {{5a|wis}} modifier (minimum 1). You may only use memorized features while your Sage Mode is active.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Wolves of Okuriokami Oasis|*Wolves of Okuriokami Oasis*]]''' Your teeth and claws grow far longer and sharper, and your back hunches over with a furry ridge. You are immune to the effects of the {{5c|prone}} condition, and while you are grappling a creature, you may cause one unarmed strike attack you make against them on each of your turns to count as a bite attack, dealing twice as much damage. <br />
<br />
'''[[Bestiary (Shinobi World Setting)#Wolves of Okuriokami Oasis|*Refined Wolves of Okuriokami Oasis*]]''' Your eyes are surrounded by pinkish diamonds of pigment angling from the bridge of your nose to your temples before sweeping down into fangs. Your movement speed increases by +5 feet, and you gain a +1 bonus to any d20 rolls you add your {{5a|dex}} modifier to.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Wolves of Okuriokami Oasis|*Natural Wolves of Okuriokami Oasis*]]''' Black pigment circles your eyes before sweeping down your cheeks at a growing angle, creating the illusion of a snout. You know the direction, but not exact location, of every creature within twice your movement speed.<br />
<br />
==Path of the Sage Unique Jutsu==<br />
<br />
'''Adamantine Seal: Monkey Yang Suppression'''<br />
<br />
'''Cost:''' 3 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
As action, you focus your chakra into a massive, red, ape-like fist that wraps around the target. One creature within range must attempt a {{5a|str}} saving throw. On a failure, they become {{5c|restrained}}. They may retry this saving throw at the end of each of their turns, ending this effect early on a success, and taking 1d4 bludgeoning damage on a failure. You must spend 3 chakra at the end of each of your turns to maintain this jutsu. This counts as [[Naruto: Shinobi (5e Class)/Fuinjutsu|Fuinjutsu]] for the sake of any features that would effect Fuinjutsu.<br />
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<br />
'''Sage Art: Amphibian Technique'''<br />
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'''Cost:''' 10 senjutsu chakra<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As an action, you attach yourself to the shoulder of one creature at least 1 size category larger than you that you can touch. For the sake of this jutsu, every creature attached to or within the host must also be willing (i.e. [[Naruto: Shinobi (5e Class)/Path of the Cursed#Parasite's Curse|parasites]], [[Naruto: Shinobi (5e Class)/Path of the Beast|bijuu]], etc.). This jutsu can be ended as an action by you or your host, and automatically ends when your host drops to 0 hit points. You occupy the creature's space and move when they move, and your movement speed becomes 0 until you end this jutsu. You can access your host's chakra, and they can access yours. When you would be targeted by an effect, your host may choose to be targeted instead. Two creatures can occupy one creature's space, and they count as half as much for every size category difference above one (i.e. one Small creature and two Tiny creatures can occupy one Medium creature's space).<br />
<br />
<br />
'''Frog Call'''<br />
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'''Cost:''' 5 chakra<br />
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'''Range:''' 30 ft. line<br />
<br />
All creatures within range must attempt a Wisdom saving throw. On a failure, they take 1d4 thunder damage are {{5c|stunned}} until the beginning of their next turn. On a success, they take half as much damage and are not stunned. This also activates any traps within the area, including seals such as those created by [[Naruto: Shinobi (5e Class)/Basic Ninjutsu|Basic Ninjutsu]].<br />
<br />
<br />
'''Fighting Tongue Bind'''<br />
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'''Cost:''' 8 chakra<br />
<br />
As an action, you extend your tongue out of your throat, transforming it until it resembles a snake. Your reach is increased by 15 ft., may sense any {{5c|invisible}} creatures within your reach so long as they produce a smell, and you can not [[5e SRD:Suffocating|breath]] until this jutsu ends. This jutsu ends if you become {{5c|unconscious}} or you end this as a bonus action.<br />
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<br />
'''Fighting Tongue Slash'''<br />
<br />
'''Requirements:''' Fighting Tongue Bind<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As an action, while Fighting Tongue Bind is active, your reach is doubled and you make a single unarmed strike. This lasts until the end of your turn and causes Fighting Tongue Bind to end at the same time.<br />
<br />
<br />
'''Whip of Love'''<br />
<br />
'''Requirements:''' Fighting Tongue Bind<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
When you hit a creature with an unarmed strike while Fighting Tongue Bind is active, they must attempt a {{5a|dex}} saving throw as you coil your extended tongue around them and throw them to the ground. On a failure, they take 1d4 bludgeoning damage, are knocked {{5c|prone}}, and are moved 10 feet in a direction of your choice. On a success, they take half as much damage.<br />
<br />
<br />
'''Demonic Illusion: Gamarinsho'''<br />
<br />
'''Cost:''' 10 senjutsu chakra<br />
<br />
'''Range:''' 30 ft. radius<br />
<br />
As an action, you and one other creature capable of using {{inpage|Partial Sage Mode}} within 15 feet that is not {{5c|Incapacitated}} that uses their reaction begin singing a sound-based genjutsu. While within range during this song, creatures actively know you are targeting them with genjutsu. After 1 minute, if all of these conditions have remained true, any non-{{5c|Deafened}} creatures within range must attempt an Intelligence saving throw. On a failure, they are {{5c|unconcious}} for 1 minute. <br />
<br />
<br />
'''*Mastered Gamarinsho: Polyphonic Melody*'''<br />
<br />
'''Requirements:''' Demonic Illusion: Gamarinsho<br />
<br />
'''Cost:''' 20 senjutsu chakra<br />
<br />
'''Range:''' 30 ft. radius<br />
<br />
You have mastered the art of producing both songs of Gamarinsho, producing both at once. As an action, you begin singing a sound-based genjutsu. While within range during this song, creatures actively know you are targeting them with genjutsu. After 1 minute, if you did not become {{5c|Incapacitated}} during this time, any non-{{5c|Deafened}} creatures within range must attempt an Intelligence saving throw. On a failure, they are {{5c|unconcious}} for 1 minute. <br />
<br />
<br />
'''Genjutsu Kiss'''<br />
<br />
'''Cost:''' 5 senjutsu chakra<br />
<br />
'''Jutsu Type:''' Genjutsu<br />
<br />
As an action, you cover your lips in a senjutsu-laden genjutsu and kiss one creature within your reach. The target must attempt a {{5a|dex}} saving throw. On a failure, everything around them becomes {{5e|Lightly Obscured}} to them as they are covered in a pink fog with various hearts floating about it, and any creature they see has your face. If an area they can see would already be lightly obscured, it is instead {{5e|Heavily Obscured}}. The target may attempt a {{5a|int}} saving throw at the end of each of their turns, ending this effect early on a success. <br />
<br />
<br />
'''Sage Art: Goemon'''<br />
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'''Cost:''' 10 Senjutsu chakra<br />
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'''Range:''' 60-foot line.<br />
<br />
As an action, you cover the area in one of the following:<br />
*Oil: until the end of your next turn, the next source of fire damage to enter the targeted area has its range doubled and target's this jutsu's range as well.<br />
*Wind: until the end of your next turn, the next source of fire damage to enter the targeted area has its damage doubled and target's this jutsu's range as well.<br />
*Fire: all creatures within this line must make a Dexterity saving throw. On a failure, they take 2d8 + your Intelligence modifier fire damage. On a success, they take half as much damage.<br />
<br />
<br />
'''Sage Art: Kebari Senbon'''<br />
<br />
'''Requirements:''' Wild Lion's Mane<br />
<br />
'''Cost:''' 8 Senjutsu chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action while Wild Lion's Mane is active, one creature of your choice takes 4d6 slashing or piercing damage.<br />
<br />
<br />
'''Secret Treasure of the Toads'''<br />
<br />
'''Requirements:''' [[Naruto: Shinobi (5e Class)/Basic Ninjutsu|Healing Seal, Sealing Seal]]<br />
<br />
'''Cost:''' 1-20 senjutsu chakra<br />
<br />
'''Material Component:''' Requires Ink or calligrapher's tools to draw the seal<br />
<br />
'''Casting Time:''' 1 hour<br />
<br />
'''Duration:''' 12 hours + 2 for every 2 senjutsu spent<br />
<br />
You draw a healing seal on your chosen surface then infuse it with your Chakra. When another creature touches this seal, or if you use this on yourself as an action, the creature gains an equal number of senjutsu chakra that was stored within the seal.<br />
<br />
<br />
'''Sealing Technique: Frog Suppression'''<br />
<br />
'''Cost:''' 12 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As action, you erect four 5 ft. square, 15 ft. tall pillars that produce a 30 ft. cube of electricity centered on one point within range. If a creature attempts to move through the wall, they must attempt a {{5a|con}} saving throw. On a failure, they take 2d6 lightning damage and are moved 15 ft. toward the center of the cube. On a success, they take half as much damage and move through the cube. Each pillar has 25 hit points, and melee attacks against them cause the attacker to make the same saving throw. If at least 1 pillar is destroyed, this jutsu ends. This counts as [[Fuinjutsu (Shinobi World Supplement)|Fuinjutsu]] for the sake of any features that would effect Fuinjutsu.<br />
<br />
<br />
'''Starchy Syrup Gun'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 30/60 feet<br />
<br />
As an action, you launch a senjutsu-infused ball of spit. Make a ranged spell attack against one creature within range. On a hit, they are {{5c|Restrained}} for 1 minute. The target or a creature touching them may attempt a {{5a|str}} saving throw as an action, ending this effect early on a success. <br />
<br />
<br />
'''Toad Sword Beheading'''<br />
<br />
'''Cost:''' 2 senjutsu chakra<br />
<br />
'''Jutsu Type:''' Bukijutsu<br />
<br />
Immediately before you make a melee weapon attack, you let senjutsu run wild in your legs, transforming them into powerful toad legs and launching yourself at the target, turning forward momentum into slashing potential, flying up to 30 feet. For every 5 feet of this movement you do not move, the attack deals an additional 1 damage.<br />
<br />
<br />
'''Toad Smoke'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 40 ft. radius<br />
<br />
You create a cloud of natural smoke around you that radiates from your skin. For any creature that doesn't have levels in the [[Path_of_the_Assassin (Shinobi World Supplement)|Path of the Assassin]], this area is considered heavily obscured beyond 10 feet. As a bonus action for 2 chakra, you may create a denser area of smoke that occupies one 5 ft. are within the cloud that appears like you while heavily obscured that has 5 hit points. You must spend 2 chakra at the end of each of your turns to maintain this jutsu.<br />
<br />
<br />
'''Toad Spying'''<br />
<br />
'''Requirements:''' [[Basic Ninjutsu (Shinobi World Supplement)|Summoning Jutsu]]<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As an action, you link your vision with one creature you have summoned. You can see, hear, and receive any other sensory information as if you were in their place in addition to your normal senses. You must spend 1 chakra at the end of each of their turns to maintain this effect.<br />
<br />
<br />
'''Transformation: Adamantine Staff''' <br />
<br />
'''Requirements:''' [[Naruto: Shinobi (5e Class)/Basic Ninjutsu|Basic Ninjutsu]]<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action, you become a simple, two-handed, finesse weapon taking the form of a thick metal staff tipped with gold. Any creature wielding you can make attacks with it, gaining a +1 bonus to attack and damage rolls, an additional 15 ft. of reach, and using your unarmed strike's damage die on a hit unless their unarmed strike damage die is higher. You can spend your action in this form to end this effect, increase this weapon's reach by +5 ft. until the beginning of your next turn for every 2 chakra spent, or use any jutsu that requires this jutsu, and you can not take other form of action or move.<br />
<br />
<br />
'''Adamantine Prison Wall'''<br />
<br />
'''Requirements:''' Transformation: Adamantine Staff<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action while ''Transformation: Adamantine Staff'' is active, you become a 30 ft. hollow cube centered on where the staff was. This cage is made of the same materials as your staff form. Creatures can see and hear through this cube, and Tiny creatures can pass through its walls. The cage uses your hit points and AC, and is resistant to bludgeoning, slashing, and piercing damage.<br />
<br />
<br />
'''Adamantine Monkey Dance'''<br />
<br />
'''Requirements:''' Transformation: Adamantine Staff<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
As a bonus action immediately after you use ''Transformation: Adamantine Staff'', you time your energy and the drop off your staff form to launch yourself at one point within your movement speed, making an unarmed strike against one target within your reach immediately afterword. <br />
<br />
<br />
'''Adamantine Technique: Cranium Crusher'''<br />
<br />
'''Requirements:''' Transformation: Adamantine Staff<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
As a bonus action while ''Transformation: Adamantine Staff'' is active, you compress your weight down on every hit. Until the beginning of your next turn, creatures take 1 additional point of damage on a hit with your staff form for every 5 ft. of reach beyond the target.<br />
<br />
<br />
'''Fangs of the Monkey King'''<br />
<br />
'''Requirements:''' Transformation: Adamantine Staff<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As a bonus action while ''Transformation: Adamantine Staff'' is active, you focus your chakra to partially remain transformed while you manifest your upper body from the end of your staff form, taking one action of your choice that you would not normally be able to make in your staff form as if you where anywhere within your wielder's reach.<br />
<br />
<br />
'''*Adamantine Sage Arms*'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, one creature you touch sprouts up to 4 additional arms. These arms are fully prehensile and act exactly as their existing arms do. While a creature has these arms, they gain an additional reaction which they may only use to impose disadvantage on one attack against them.<br />
<br />
<br />
'''*Rolled Scroll Toad*'''<br />
<br />
'''Cost:''' 10 senjutsu chakra<br />
<br />
As an action, you utilize your bestial chakra to transform yourself into a small animal, though the strain of this jutsu is greatly taxing. You become a Tiny version of your sage creature, though your statistics do not change, and you become {{5c|unconcious}} until you end this jutsu at will. When you cast this jutsu, you may be swallowed by one willing creature within 5 feet of you, granting you full cover against anything outside of the creature, and your senjutsu protects you and the creature from any negative effects like stomach acid or intestine capacity. If you end this jutsu while swallowed, you appear anywhere within 5 feet of the creature.<br />
<br />
<br />
'''*Sage Levitation*'''<br />
<br />
'''Cost:''' 1 senjutsu chakra<br />
<br />
As an action, you focus senjutsu chakra into the world around you, manifesting a tiny fragment of [[Naruto: Shinobi Feats and Boons (Other)|Six Paths Sage Mode's]] power. You gain a flying speed equal to your movement speed. You must spend 1 senjutsu chakra at the end of each of your turns to maintain this effect.<br />
<br />
<br />
'''*Sage Nature Record Reading*'''<br />
<br />
'''Cost:''' 18 senjutsu chakra<br />
<br />
As an action, you commune with the natural energy's memory of what happened within it. You can ask the energy up to five questions. The energy knows the combined knowledge every creature that died in the area up to 10 years ago. Answers are usually repetitive, cryptic, or contradictory due to similar overlapping memories, and the energy is only able to communicate in visual images without text that appear vividly in your mind.<br />
<br />
<br />
'''*Unfurled Scroll Toad*'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action, you convert a large section of your body into a 5 foot square of paper. This paper has your AC and 5 hit points, and when it takes damage, you take an equal amount of damage. Each time you cast this jutsu, an additional 5 foot square is attached to the previous page if it is also connected to you. As a bonus action, you may retract the paper into yourself, and you may unfurl any created pages by casting this jutsu again. While retracted, these pages can never be accessed by any creatures other than you.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Category:Deltarune_franchise&diff=1662453Category:Deltarune franchise2022-12-30T18:08:05Z<p>Plywood tank: Created page with "{{Copyright Disclaimer|owner=Toby Fox|franchise=Deltarune}}"</p>
<hr />
<div>{{Copyright Disclaimer|owner=Toby Fox|franchise=Deltarune}}</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1660776Sans, 2nd Variant (5e Class)2022-12-24T13:50:57Z<p>Plywood tank: </p>
<hr />
<div>== Sans ==<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
=== Laziness ===<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
== Authors note ==<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with the "Fallen Human" race. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range ), Ability Score Increase<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Increase<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on, Ability Score Increase<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A BAD TIME<br />
|classfeatures19=<br />
|classfeatures20= True Power<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 1 + dexterity or intelligence modifier + half your proficiency bonus "Endurance" hit points each time you level up. As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your endurance points. the target of the attack that you defend takes no damage.<br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
==== Sans Points ====<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans point to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
==== Dodge ====<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
==== Extra Attack ====<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
==== Advanced Teleports ====<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====shortcuts, (long range) ====<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
==== Karma Control ====<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
==== Lazy bones ====<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
====Combo attacks====<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
====Get dunked on====<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead<br />
<br />
====A BAD TIME====<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====True Power====<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
=== Techniques ===<br />
<br />
These are the various cheats, uh, I mean "Techniques", that you can acquire.<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Frost_Demon_(5e_Race)&diff=1660177Frost Demon (5e Race)2022-12-22T21:38:59Z<p>Plywood tank: i agree with the stat boosts</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Dragon Ball|owner=Funimation}}<br />
==Frost Demons==<br />
<br />
Frost demons act as both a race and class. Should you choose to play a frost demon, you must take your first level in the frost demon class, but can otherwise multiclass out into a different class. However, it is not possible to multiclass into the composite class due to it being a class given to you by your biology. The frost demon focuses on using energy attacks and telekinesis to control the battlefield while destroying foes, and as they level up, gain the ability to tap into more and more of the power they were born with that was sealed away to keep them from destroying themself. Renowned for their power, dominance, and superiority, the frost demon is a rare but powerful composite class, capable of both control and damage.<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/1/14/Frieza_Forms_1-3.PNG|A frost demon in first, second, and third form.}}<br />
Most frost demons have red pupils and bodies covered in keratinous, typically white, exoskeletons. They also have reptilian features such as a long tails, prehensile three-toed feet, body spikes, and horns. They are adorned with colored gem plates on the head, torso, ankles, wrists, and shoulders. Frost demons can have hair, though this is uncommon.<br />
<br />
Frost demons are born with so much energy and power that they must go through four stages, or “forms” as they call them, as they mature. Their first form is small, often with a large head, long tail, and stout body. Their second form is much larger, bulkier, and more imposing, with larger and more pointed horns, like a bull. Then their third form, also called their Assault Form, is about the same size as their second form, but with a great amount of physical mutation, looking strange and bizarre to all other creatures. Their fourth and final form is their strongest, but is smaller than their other forms. They are sleek, lithe, and slender, with an appearance that is simple, yet frightening to those who know what it means. If a frost demon activates all of their power in this form, it bulks up significantly, becoming much more muscular.<br />
<br />
===History===<br />
Frost demons are a rare, powerful race of aliens from far-away stars. Frost demons can easily find themselves in positions of power due to how easy it is for them to display dominance over other lifeforms. Because of this, the frost demons are a feared race, and one of great authority in their home systems. Many galactic tyrants have been frost demons, so those who do not fear them often treat them with disrespect and discrimination.<br />
<br />
===Society===<br />
Frost Demons are ruled by a king or queen, who can hold sway over entire galaxies if they play their cards right and display enough strength. They are proud, frightening, and majestic, though they are not often noble. Frost Demons are powerful enough that they rarely train, instead relying on the power they have had since birth. Frost Demons are small enough in population that encountering them in large groups is almost impossible; instead, they are often raised by only their direct family, moving on to find a mate and likely a planet or several to rule once they grow older.<br />
<br />
===Frost Demon Names===<br />
Frost demon names always have something to do with ice, the cold, or refrigeration. Frost Demon names are unigender because of this.<br />
<br />
'''Names:''' Frieza (Freezer), Coola (Cooler), Chilled, Cold, Frost, Froze, Ais, Fridgi, Polarri, Chilla,<br />
<br />
===Frost Demon Traits===<br />
{{5e Racial Traits<br />
|summary= A powerful race of megalomaniacs. <br />
|abilities= The frost demons are lightweight, fast, and very charismatic. Your {{5a|dex}} score increases by 2, and your {{5a|cha}} score increases by 1.<br />
|age= A frost demon reaches maturity by 16 and can live to be up to 400, only showing signs of aging in their late 300's.<br />
|alignment= Frost demons have no set alignment as a whole, but the majority tend to be evil, caring only for their own agenda and pride, and most have a distaste for chaos, leaning towards lawful or neutral alignments.<br />
|size= Frost demons vary widely in height and build, but a frost demon taller than 6'0" is very rare. Your size is Medium.<br />
|speed= Your base walking speed is 30 feet.<br />
|trait1=Prehensile Tail<br />
|description1=You have a long tail, longer than either of your arms and long enough to grab something from behind you and hold it above and in front of you. Small objects may be carried and manipulated as though the tail had half your {{5a|str}} score with fine manipulations, such as lockpicking or untying knots, possible at disadvantage to the roll in question. Having a prehensile tail gives proficiency in the {{5s|Acrobatics}} skill. Your tail can also be used to make unarmed attack, but it may not carry weapons.<br />
|trait2=Built for Space<br />
|description2=Frost demons don't require oxygen and are adapted to high altitude, extreme heat, and extreme cold as described in chapter 5 of the Dungeon Masters Guide. Thusly, they can survive in the vacuum of space without any duress.<br />
|trait3=Incredible Durability<br />
|description3=Frost demons are far more durable than any other flesh and blood race, even being able to survive bifurcation and vivisection. When you are reduced to 0 {{5e|Hit Points}} but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
|trait4=Composite Class<br />
|description4=If you are a frost demon, frost demon is both your class and your race. You can multiclass out of the frost demon class, but cannot multiclass into it, as it requires being a frost demon.<br />
|languages=You can speak, read and write, Common, Glaerian, and one other language of your choice. The frost demon native language, Glaerian, uses many harsh syllables and phonetics. It uses the Sylvan script.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Frost Demon<br />
|feet=4<br />
|inches=6<br />
|heightmod=3d12<br />
|weight=60<br />
|weightmod=1d10<br />
}}<br />
<br />
----<br />
<br />
== Frost Demon ==<br />
<br />
The frost demons are a race of powerful aliens, with the strongest and most influential of them holding sway over entire galaxies. They wield powerful energy attacks, and can move and even destroy objects with nothing but their mind.<br />
<br />
=== Introduction ===<br />
<br />
Frost demons are known for their great strength, fearsome appearance, and incredible ability with energy and telekinesis. Most are thought of as evil, due to the behaviors of their most infamous members, the Frieza Clan. However, like any race, frost demons are greatly varied in personlity and motivations. That in mind, most frost demons are lawful beings, although those laws are typiclly their own personal laws and codes. Evil and neutral are the most common alignments for frost demons, but good frost demons are not unheard of.<br />
<br />
=== Creating a Frost Demon ===<br />
<br />
When creating a frost demon, ask yourself this: What has brought you to your current adventure? Most frost demons are not ones to take on challenges themselves, instead sending subordinates. Are you just getting started, trying to spread your influence? Or have you been born into a long-standing clan of frost demons with galactic sway? Are you sadistic and cruel, like the most famous members of your race, or are you more kind and genuine, going against your race's stereotype?<br />
<br />
;Quick Build<br />
You can make a frost demon quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Noble background.<br />
<br />
{{5e Class Features<br />
|name=Frost Demon<br />
|summary=An all-out offensive class with powerful energy attacks, transformations, and telekinesis.<br />
|hd=10<br />
|spellcasting=<br />
|armor= None<br />
|weapons= Simple Weapons <br />
|tools= None<br />
|saves= Dexterity, Charisma<br />
|skills=Choose three from Intimidation, Persuasion, Deception Acrobatics, Sleight of Hand, and Survival.<br />
|item1a=[[Battle Armor, Variant (5e Equipment)|Battle Armor]]<br />
|item1b=Fine Clothes<br />
|item1c=<br />
|item2a= [[Scouter (5e Equipment)|A Scouter]]<br />
|item2b= One simple weapon of your choice<br />
|item2c=<br />
|item3a= A [[Hover Pod (5e Equipment)|Hover Pod]],<br />
|item3b= Explorer’s Pack<br />
|item3c=<br />
|item4a= A cape worn on the shoulders, bearing the emblem of your Frost Demon family. Can be attached to your Bio-Suit, or any other clothes.<br />
|item4b=<br />
|item4c=<br />
|wealth= 6d6x10 gp<br />
|classfeatures1={{inpage|Energy Bullet}}, {{inpage|Energy Attacks}}, {{inpage|Repressed Power}}, {{inpage|Natural Armor}}<br />
|classfeatures2={{inpage|Energy Beam}}<br />
|classfeatures3={{inpage|Energy Recharge}}, {{inpage|Demonic Archetype}}<br />
|classfeatures4={{inpage|Second Form}}<br />
|classfeatures5={{inpage|Extra Attack}}<br />
|classfeatures6={{inpage|Energy-Enhanced Strikes}}, {{inpage|Bending Energy Bullet}}, {{inpage|Demonic Archetype}}<br />
|classfeatures7={{inpage|Evasion}}, {{inpage|Flight}}, {{inpage|Demonic Archetype}}<br />
|classfeatures8={{inpage|Third Form}}<br />
|classfeatures9={{inpage|Energy Saucer}}, {{inpage|Demonic Archetype}}<br />
|classfeatures10={{inpage|Rapid Energy Bullet}}<br />
|classfeatures11={{inpage|Energy Ball}}<br />
|classfeatures12={{inpage|Fourth Form 50%}}<br />
|classfeatures13={{inpage|Energy Cannon}}<br />
|classfeatures14={{inpage|Energy Cage}}, {{inpage|Demonic Archetype}}<br />
|classfeatures15={{inpage|Energy Charge}}<br />
|classfeatures16={{inpage|Fourth Form 100%}}<br />
|classfeatures17={{inpage|Demonic Archetype}}<br />
|classfeatures18={{inpage|100% Energy Cannon}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Demonic Archetype}}<br />
<br />
|extrasonleft=3<br />
|extra1_name=Energy Points<br />
|extra1_1=6 + Con/Cha Mod<br />
|extra1_2=8 + Con/Cha Mod<br />
|extra1_3=10 + Con/Cha Mod<br />
|extra1_4=12 + Con/Cha Mod<br />
|extra1_5=14 + Con/Cha Mod<br />
|extra1_6=16 + Con/Cha Mod<br />
|extra1_7=18 + Con/Cha Mod<br />
|extra1_8=20 + Con/Cha Mod<br />
|extra1_9=22 + Con/Cha Mod<br />
|extra1_10=24 + Con/Cha Mod<br />
|extra1_11=26 + Con/Cha Mod<br />
|extra1_12=28 + Con/Cha Mod<br />
|extra1_13=30 + Con/Cha Mod<br />
|extra1_14=32 + Con/Cha Mod<br />
|extra1_15=34 + Con/Cha Mod<br />
|extra1_16=36 + Con/Cha Mod<br />
|extra1_17=38 + Con/Cha Mod<br />
|extra1_18=40 + Con/Cha Mod<br />
|extra1_19=42 + Con/Cha Mod<br />
|extra1_20=44 + Con/Cha Mod<br />
<br />
|extra2_name=Flying Speed<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=-<br />
|extra2_6=-<br />
|extra2_7=20 Feet<br />
|extra2_8=20 Feet<br />
|extra2_9=20 Feet<br />
|extra2_10=25 Feet<br />
|extra2_11=25 Feet<br />
|extra2_12=25 Feet<br />
|extra2_13=30 Feet<br />
|extra2_14=30 Feet<br />
|extra2_15=30 Feet<br />
|extra2_16=35 Feet<br />
|extra2_17=35 Feet<br />
|extra2_18=35 Feet<br />
|extra2_19=40 Feet<br />
|extra2_20=40 Feet<br />
}}<br />
<br />
==== Energy Attacks ====<br />
<br />
At 1st level, you have access to energy attacks. Energy Attacks are based on Energy Points, which you have a pool of based on column of the Frost Demon table which allows includes your Constitution or Charisma modifier to the total. All Energy Points are restored at the end of long rest. In addition, you may spend Energy Points to use the abilities listed in this feature. Unless otherwise stated, every effect that uses energy points and deal damage require at least 1 free hand. Energy attacks may require either an attack roll or a saving throw, using the following:<br />
;Energy Attack Modifier: Proficiency bonus + Charisma Modifier<br />
;Energy Save DC: 8 + Charisma Modifier + Proficiency bonus<br />
;If you are attacked while charging a feature, you must succeed a concentration saving throw. <br />
<br />
;Flurry of Blows - <br />
Immediately after you take the Attack action on your turn, you can spend 1 energy point to make two unarmed strikes as a bonus action.<br />
<br />
;Perfect Dodge - <br />
You can spend 1 energy point to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.<br />
<br />
;Stand Ground - <br />
You can spend 1 energy point to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.<br />
<br />
;Exchange Blows -<br />
When you are attacked, you can spend 2 energy as a reaction to make an unarmed attack.<br />
<br />
;Energy Jump -<br />
You may spend 1 energy point and use a bonus action to make a jump kick at an enemy 30 feet or less away,making one unarmed strike.<br />
<br />
;Energy Surge -<br />
For 10 energy points on your turn, you can take one additional action on top of your regular action and a possible bonus action.<br />
<br />
;Energy Dash -<br />
You may spend 2 energy points and forfeiting your action and bonus action to Dash forwards at 4x your movement speed, passing through enemies with them taking opportunity attacks at disadvantage.<br />
<br />
==== Simple Arts ====<br />
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.<br />
<br />
You can roll a d4 in place of the normal damage of your unarmed strike.<br />
<br />
==== Natural Armor ====<br />
Your body can create a Bio Suit, or a natural set of clothes or armor. If you are not wearing armor, your AC is equal to 10 + your Dexterity modifier + your Constitution modifier. You can change the shape and appearance of your Bio Suit during any long rest, although this is only visual. <br />
<br />
==== Energy Bullet ====<br />
Starting at 1st level, as an action, you may fire a beam of energy from your finger towards any target you can see within 30+your flying speed feet. Make a ranged Energy attack roll. On a hit, this deals 1d4 + your <br />
Charisma modifier magical piercing damage. This increases by 1d4 at 5th level (2d4), 9th level (3d4), 13th (4d4), and 15th level (5d4).<br />
<br />
==== Repressed Power ====<br />
<br />
Frost Demons have various forms they can activate to tap into more and more of their latent power. At 1st level, you can only access your “First Form”, in which your power is the most restrained, granting no bonuses. To access a higher form that you do not meet the level requirement of, you must attempt a DC 20 Constitution saving throw. On a success, you enter that form, but take 2d6 necrotic damage per Frost Demon level every round that you stay in that form. On a fail, you take 2d6 necrotic damage. You may only access one “number” up from the transformations you have access to in this manner. As you level up, you will gain access to other forms. When you exit a form or it’s timer runs out, you can not use again it until the end of a long or short rest.<br />
<br />
==== Energy Beam ====<br />
<br />
Starting at 2nd level, you may spend 1 Energy Point as part of your action to increase the damage die of your Energy Bullet from d4 to d6.<br />
<br />
==== Energy Recharge ====<br />
<br />
Starting at 3rd level, as an action, you can choose to regain 1d4 energy points. This can only be used once, regaining use at the end of a long rest. Starting at 7th level, you can add your Charisma modifier to this roll.<br />
<br />
==== Demonic Archetype ====<br />
At 3rd level, you must choose a Demonic Archetype, all described at the end of this class. You gain additional features at 6th, 7th, 9th, 14th, 17th and 20th level<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Second Form ====<br />
<br />
At 4th level, you gain the ability to push your power to new heights, taking on your Second Form. As an action, you can grow significantly in size, from Small to rivaling even the largest of Medium creatures. Your second form’s overall shape is up to you, but you gain more muscle mass, larger horns, and an overall bulkier appearance. This form lasts for 1 minute, after which you revert to your previous form and can not transform into it again until the end of a short rest. In this form, you gain the following features:<br />
<br />
*You gain +1 to your Armor Class.<br />
<br />
*You gain a +2 to dex and con, and their max.<br />
<br />
*You gain +5 to all speeds.<br />
<br />
*Your unarmed strikes damage die become 1d6 rather than 1d4.<br />
<br />
*You cannot deal nonlethal damage.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Bending Energy Bullet ====<br />
<br />
At 6th level, can maintain concentration on your Energy Bullets or Energy Beams for up to 1 minute. While doing so, you can manually move them as they fly. If you miss, you may attack with the beam or bullet you are controlling as a bonus action. You may only control 1 beam or bullet at a time.<br />
<br />
==== Energy-Enhanced Strikes ====<br />
<br />
At 6th level, your unarmed strikes count as magical for the purposes of overcoming resistances and immunities, and you can choose to add your Charisma modifier to attack and damage rolls rather than Strength or Dexterity.<br />
<br />
==== Evasion ====<br />
<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====Flight====<br />
At 7th level you gain the ability to use your energy to fly or levitate short distances. As you gain levels 10th, 13th, 16th, and 19th, the distance you may travel increases. You can activate this technique as a bonus action. This technique remains active until you either run out of energy points or choose to deactivate it as another bonus action. You must have at least 1 energy point to activate this ability.<br />
<br />
==== Third Form ====<br />
<br />
At 8th level, the limit on your power is loosened even further, accessing your Third Form as a bonus action while in Second Form, which you may now stay in for 5 minutes. In this form, you stay at your Medium size, and your body shifts and mutates into a bizarre, alien form (even by the standards of an already-alien creature). Again, your overall shape is up to you, but your form ends up more strange and unnatural than any of your other transformations. You may stay in This form for 1 minute. In this form, you gain the following features on top of those of Second Form:<br />
<br />
*You gain an additional +1 to AC (+2 total.)<br />
<br />
*You gain an addition +2 to dex, con, and to their max (4 total). <br />
<br />
*You gain an additional +10 to all speeds (+15 total).<br />
<br />
*Your unarmed strikes’ damage die becomes 1d8 rather than 1d6.<br />
<br />
==== Energy Saucer ====<br />
<br />
At 9th level, you gain the ability to manifest a disc of energy and throw it as an Energy Attack. As an action, you can spend 2 energy points and make a ranged energy attack towards one target within 60 feet. On a hit, this attack deals 2d6 + your Charisma modifier magical slashing damage. If you maintain concentration on this attack, you can manually move the disc. At 16th level, you can manifest two discs per use of this attack. You can increase its damage by 1d6 for 1 additional energy point at 13th level (3d6), 15th level (4d6), 17th level (5d6), and 19th level (6d6).<br />
<br />
==== Rapid Energy Bullet ====<br />
<br />
At 10th level, you can spend an energy point to use one of your attack actions to fire three energy bullets, each of which costs 1 energy point (meaning the entire action costs 4 energy points). You can spend 3 additional energy points (7 total) to make these Energy Beams rather than Energy Bullets. These bullets/beams can be moved using your Bending Energy Beam feature.<br />
<br />
==== Energy Ball ====<br />
<br />
At 11th level, you gain the ability to create a huge orb of energy. As an action, and costing 5 energy points you can create an orb of energy 45 feet in diameter, centered 45 feet above your finger. Using your bonus action, you can point at a point within 500 feet of you. The ball then moves towards that object at a speed of 15 feet at the end of each of your turns. Anything the ball touches must succeed a Dexterity saving throw or take 3d8 + your Charisma modifier magical bludgeoning damage, increasing by 1d8 at 13th level (4d8), and 15th level (5d8). As an action, you can choose to detonate it, making it violently explode. Any creature within 10 feet of its edge must make a Constitution saving throw to take half the damage of the ball’s normal attack (rounded up). You can spend an additional energy point to increase the diameter of the ball by 5 feet, or the radius of its explosion by 5 feet. If its diameter is increased, the ball will be created at an equally greater distance from you to ensure that you do not take damage.<br />
<br />
==== 50% Fourth Form ====<br />
<br />
At 12th level, you can tap into half the power of your final form, taking on your final form in its slender shape. You can transform into this form as a bonus action while in your Third Form. You lose the complexities of your third form’s appearance, and your size shrinks down (although you are still Medium). You are now only a typical humanoid, with a tail, and the Frost Demon race’s typical differentiating traits. Your horns are entirely gone, and your overall shape and form is now in its simplest, slimmest, and strongest. You may remain in this form for 1 minute, your Third Form for 5 minutes, and your Second Form for 10 minutes. Due to this being your true form, you lose some of the limits previous forms imposed.<br />
<br />
*You gain an additional +1 to AC (+3 total.)<br />
<br />
*You can no longer deal nonlethal damage. <br />
<br />
*You gain an additional +5 to all speeds (+20 total).<br />
<br />
*Your unarmed strikes damage die becomes 1d10 rather than 1d8.<br />
<br />
*Your energy attacks all gain one additional damage die.<br />
<br />
*You gain +2 to Dexterity and Strength, and your cap on those abilities becomes 22.<br />
<br />
==== Energy Cannon ====<br />
<br />
At 13th level, you gain the ability to fire an energy wave as a powerful attack. As an action, for 4 energy points, you can launch a beam of energy in a 120 long x 15 foot wide line. All creatures caught in this beam must make a Dexterity saving throw or take 5d6 + your Charisma modifier in magical force damage. This increases by 1d6 at 14th level (6d6), 16th level (7d6), 18th level (8d6).<br />
<br />
==== Energy Cage ====<br />
<br />
At 14th level, you gain the ability to control a part of the battlefield with energy beams. As an action, you can spend 8 energy points to create a "cage" with the beams functioning as its iron bars that are just wide enough to strike enemies. Choose a 30 foot cube within 120 feet of you. Your energy beams then create the cage in this area which counts as difficult terrain for all creatures within range. Any creature that ends their turn within your Energy Cage must make an Dexterity saving throw or take damage equivalent to that of your Energy Bullets, or your Energy Beams if you spend an additional 2 energy points (10 total) when creating the cage.<br />
<br />
The cage can only stay active for as long as you can concentrate on it, up to 1 minute. Alternatively, you can use 1 energy point to create and keep a cage active until the beginning of your next turn. <br />
<br />
==== Energy Charge ====<br />
<br />
At 15th level, you gain the ability to surround yourself in energy and charge towards your opponent. As an action, you can spend 5 energy points to cover yourself in energy, granting you resistance to all damage until the end of your next turn, and launch yourself in a 30 foot line. You blast through any walls, trees, or similar obstructions in your way, but stop upon striking the first creature in range. Upon striking this creature, they must make a Dexterity saving throw or take 2d8 + your Charisma modifier magical bludgeoning damage, or half as much on a successful save. This attack’s damage increases by 1d8 at 17th level (3d8) and 19th level (4d8).<br />
<br />
==== 100% Fourth Form ====<br />
<br />
At 16th level, you gain the ability to release all of your power, finally accessing your Final Form in its 100% power state. You can transform as a bonus action while in your 50% Fourth Form, or as an action from your Third Form. You look the same as you do in your 50% Fourth Form, but your muscle mass greatly increases. This form makes you much, much stronger, but is extremely dangerous and taxing to keep up. You can maintain your Second Form indefinitely, and your other forms gain an additional 5 minutes. You can stay in this form for 1 minute, after which you immediately revert back to your 50% form, gain a level of exhaustion, and fall unconscious for 1d4 hours. While in your 100% form, you gain the following features.<br />
<br />
*You gain an additional +2 to AC (+5 total.)<br />
<br />
*You gain an additional +10 to all speeds (+30 total).<br />
<br />
*The damage die of your your unarmed strikes becomes 2d10 rather than 1d10.<br />
<br />
*Your energy attacks all gain one additional damage die (2 total).<br />
<br />
*All energy attacks cost 1 additional energy point to use. <br />
<br />
*You may add your Proficiency bonus to Strength saving throws. <br />
<br />
==== 100% Energy Cannon ====<br />
<br />
At 17th level, you gain the ability to put all of your energy into your Energy Cannon ability. As an action, you can spend 10 energy points and fire an energy wave that behaves the same way as your typical Energy Cannon technique. However, this version of the technique has +3 DC, and deals double the damage of the typical Energy Cannon to any creature that fails the saving throw. After using this technique, you gain two levels of exhaustion, and fall unconscious for 1d4 minutes. Enemies reduced to 0 HP by the 100% Energy Cannon are vaporized.<br />
You can spend additional energy points to increase its range by 10 feet, or you can spend an additional 2 energy points to increase the 100% Energy Cannon’s damage by one damage die (maximum +6).<br />
<br />
==Emperor==<br />
Emperor frost demons are obsessed with conquest. They do not rule to own, but rather to destroy. They have been known to order the destruction of societies on no greater basis than a whim.<br />
<br />
====Wrathful Aura====<br />
At 3rd level, you gain proficiency in Intimidation. If you already have proficiency, you gain expertise instead. <br />
<br />
====Eternal Reign====<br />
At 6th level, the amount of negative hit points required to instantly kill you is equal to twice your maximum hit points. Additionally, when you would become unconscious, you may instead become paralyzed. <br />
<br />
====Sadistic Tyrant====<br />
At 7th level, when you kill a CR 1 or greater creature, you may gain temporary hit points equal to your level + your Charisma modifier. You may use this a number of times equal to your Charisma modifier, regaining all uses at the end of a long rest. <br />
<br />
====Emperor’s Death Beam====<br />
At 9th level, as an action for 10 energy points, you may make 5 energy bullet attacks against a single creature, changing their damage die to 1d10. You may spend additional energy points to use {{inpage|Bending Energy Bullet}}, but not {{inpage|Energy Beam}}. You may use this once, regaining use at the end of a long rest. <br />
<br />
====Last Emperor====<br />
At 14th level, as a reaction when you are targeted by an effect that would reduce you to 0 hit points, you may use Energy Cannon, or 100% Energy Cannon when you gain that feature, without spending energy points. You regain use of this feature at the end of a long rest.<br />
<br />
==== Golden Form ====<br />
At 17th level, you have surpassed your 100% Form and have attained a level even higher, through rigorous training and strife. You can now take on a form that resembles your Fourth Form, but with a golden sheen. You can transform as a bonus action from either 50% or 100% Fourth Form<br />
This form comes with a massive increase in power, but takes great energy to keep up. At the beginning of every turn in this form, you must spend 3 energy points or make a DC 23 Constitution save. On a fail, you revert to your 50% Fourth Form and gain 1 level of exhaustion. On a success, you stay in your ultimate form. <br />
Upon activating this form, you can choose to spend one energy point to send a shockwave in all directions. Creatures within 50 feet of you must make a Dexterity saving throw or take 2d12 + Charisma force damage, be pushed 15 feet back, and be knocked prone. In your Golden Form, you gain the following features on top of those of 100% Fourth Form:<br />
<br />
*You gain an additional +10 feet to all speeds. (+40)<br />
<br />
*The damage die of your unarmed strikes becomes 2d12 rather than 2d10.<br />
<br />
*You gain +3 to Dexterity and Strength, and your cap on those ability scores becomes 25. <br />
<br />
*You gain +5 to your Charisma, and your cap on that ability score becomes 25.<br />
<br />
*You may add your Proficiency bonus an additional time on Dexterity saving throws. <br />
<br />
*You cannot deal nonlethal damage.<br />
<br />
*Your energy attacks all gain one additional damage die (3 total).<br />
<br />
*If you are rendered unconscious or go to sleep in this form, you revert to your 50% Fourth Form.<br />
<br />
==== Perfected Golden Form ====<br />
<br />
At 20th level, you have mastered your Golden Form. You no longer need to make saves or spend energy to stay in this state, and can stay in any form indefinitely, and can transform into any form from any form as a bonus action. Additionally, you gain the following features in your ultimate form:<br />
<br />
*You may add your Proficiency bonus an additional time on Constitution saving throws.<br />
<br />
*You may deal nonlethal damage.<br />
<br />
*You can stay in this form even if rendered unconscious or asleep.<br />
<br />
==Successor==<br />
Cooler in many ways, successor frost demons are not so prone to emotion as their empirical bretheren. While they are easily overlooked due to their less flashy nature, their strength is undeniable. <br />
<br />
====Unwavering ====<br />
At 3rd level, you gain advantage against effects that would frighten you and against Intimidation. <br />
<br />
====Honor Reborn====<br />
At 6th level, if a frendly creature is reduced to 0 hit points, you gain advantage on all attack rolls made against the creature that did so until the end of your next turn. You may only do this once per creature, regaining use at the end of a long rest. <br />
<br />
====Darkness Eye Beam====<br />
At 7th level, you may make Energy Bullet or Energy Beam attacks, you may spend 1 additional energy point to fire it from your eyes, negating disadvantage for making a ranged attack with a hostile creature at 5 ft. and enabling it to be used without a free hand.<br />
<br />
====Shadow Crusher====<br />
At 9th level, as a reaction for 6 energy points when you are targeted by a spell or similar effect with a line range, you may ignore its damage, move 30 feet directly toward the caster, and make an unarmed strike. <br />
<br />
====Supernova====<br />
At 14th level, you can form a massive sphere of destruction from your own energy. You may charge a Death Ball each turn for 5 energy points. For every round spent charging the ball, it gains 2d10 force damage. You can gather and control energy up to your Strength or Constitution score 2d10, whichever is higher, past which you must make a DC 15 + (number of d10 above your maximum) saving throw of the same ability or have the ball dissipate, loosing all the energy stored inside. If you are attacked while controlling or charging a Death Ball, you must make a DC 20 Wisdom saving throw to avoid loosing control of it. Loosing control of it while charging results in it dissipating as described above. When you launch it, you make a ranged attack (using Strength) as an action. A Death Ball has a radius of 20ft, plus an additional 10ft per round spent charging after the first. If any part of the ball hits a corporeal object, including it's target, it explodes, dealing it's damage to all objects and creatures within 100ft of the its edge.<br />
<br />
==== Regeneration ====<br />
At 17th level, as an action for 3 energy points, you regain 1d10 hit points + your Constitution modifier + your frost demon level. <br />
<br />
====Armored Form====<br />
At 20th level, you gain a new form that, rather than unlocking strength already gained, bolsters one’s strength beyond their normal limits. You can enter this form as a bonus action while in Fourth Form. You can stay in any form indefinitely, and can transform into any form from any form as a bonus action. Additionally, you gain the following features in addition to those of Fourth Form:<br />
<br />
*The damage die of your unarmed strikes becomes 2d12 rather than 2d10.<br />
<br />
*You gain +3 to either Dexterity or Strength, and your cap on that ability score becomes 25. <br />
<br />
*You gain +5 to your Constitution, and your cap on that ability score becomes 25.<br />
<br />
*You may add your Proficiency bonus an additional time on Dexterity saving throws. <br />
<br />
*You may add your Proficiency bonus an additional time on Constitution saving throws.<br />
<br />
*You gain +3 AC (+8 total). <br />
<br />
*Your size becomes Large. <br />
<br />
*You can stay in this form even if rendered unconscious or asleep.<br />
<br />
==Ancestor==<br />
A much older breed of frost demon, ancestors are typically weaker than their more modern counterparts. To make up for this, they make use of the more esoteric and obscure abilities their race is capable of. <br />
<br />
====Charismatic====<br />
At 3rd level, you gain proficiency in Persuasion. If you already have proficiency, you gain expertise instead.<br />
<br />
====Super Explosive Wave====<br />
At 6th level, you can expel energy as an offensive defense. When you are hit with an attack, as a reaction, you can spend 10 energy points to deal 2d6 necrotic damage to every creature within 5 feet of you that fails a Wisdom saving throw, or half as much on a success. Creatures that fail are also pushed 10 feet back and are knocked prone.<br />
<br />
====Full Power Death Beam====<br />
At 7th level, you may spend 3 Energy Point as part of your action to increase the damage die of your Energy Bullet from d4 to d8.<br />
<br />
====Death Wave====<br />
At 9th level, as part of your action when you use Energy Saucer, for 1 additional energy point, you may change its range to a 30 foot cone. <br />
<br />
====Mechanical Resurrection====<br />
At 14th level, if a creature has died within the past 48 hours and at least half of their body is intact, you may cast True Resurrection non-magically for 5,000 gp worth of either magical or advanced technological material. <br />
<br />
==== Death Razor ====<br />
At 17th level, as part of your action when you use Energy Saucer, for 1 additional energy point, you may change its range to a 60 foot line. This can not be used in tandem with Death Wave. <br />
<br />
==== Tailed Form ====<br />
At 20th level, you gain a new form that, rather than unlocking strength already gained, bolsters one’s strength beyond their normal limits. You can enter this form as a bonus action while in Fourth Form. You can stay in any form indefinitely, and can transform into any form from any form as a bonus action. Additionally, you gain the following features in addition to those of Fourth Form:<br />
<br />
*The damage die of your unarmed strikes becomes 2d12 rather than 2d10.<br />
<br />
*You gain +3 to either Charisma or Strength, and your cap on that ability score becomes 25. <br />
<br />
*You gain +5 to your Dexterity, and your cap on that ability score becomes 25.<br />
<br />
*You may add your Proficiency bonus an additional time on Dexterity saving throws. <br />
<br />
*You may add your Proficiency bonus an additional time on Constitution saving throws.<br />
<br />
*Your unarmed strikes gain +5 feet of reach. Once per turn, you may make one unarmed strike with your tail, granting an additional +5 feet of reach. <br />
<br />
*You gain an additional +15 feet to all speeds. (+45)<br />
<br />
*You can stay in this form even if rendered unconscious or asleep.<br />
<br />
====Past 20th Level====<br />
If you are considering using this class alongside other classes that can increase above 20th level, such as the [[Saiyan Fighter, 2nd Variant (5e Class)|Saiyan Fighter]] becoming an [[Ascended Saiyan (5e Class)|Ascended Saiyan]], consider the following variant rule. The frost demon does not gain access to their option of subclasses until 21st level, after which they gain their subclass features in order each level with the exception of a regular ASI at 22nd, 26th, and 30th level. They gain 2 energy points every level above 20th.<br />
<br />
=== Multiclassing ===<br />
<br />
You cannot multiclass into Frost Demon, as you are born into it. However, as a Frost Demon, you can multiclass into other classes.<br />
<br />
'''Prerequisites.''' You cannot multiclass into Frost Demon.<br />
<br />
'''Proficiencies.''' You cannot multiclass into Frost Demon.<br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br/><br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Class]]<br />
[[Category:Medium Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Composite Character]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1659958Sans, 2nd Variant (5e Class)2022-12-21T23:18:22Z<p>Plywood tank: </p>
<hr />
<div>== Sans ==<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
=== Laziness ===<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
== Authors note ==<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with fallen human. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacks, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range ), Ability Score Increase<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Increase<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on, Ability Score Increase<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A BAD TIME<br />
|classfeatures19=<br />
|classfeatures20= True Power<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
At first level, due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 1 + dexterity or intelligence modifier + half your proficiency bonus "Endurance" hit points each time you level up. As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your endurance points. the target of the attack that you defend takes no damage.<br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacks ====<br />
<br />
at first level, you have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. As stated in the author's note, you may stylize these attacks however you would like, but discuss it with your DM beforehand if you do. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
==== Sans Points ====<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans point to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
==== Dodge ====<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
==== Extra Attack ====<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
==== Advanced Teleports ====<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====shortcuts, (long range) ====<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
==== Karma Control ====<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
==== Lazy bones ====<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
====Combo attacks====<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
====Get dunked on====<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead<br />
<br />
====A BAD TIME====<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====True Power====<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
=== Techniques ===<br />
<br />
These are the various cheats, uh, I mean "Techniques", that you can acquire.<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tankhttps://www.dandwiki.com/w/index.php?title=Sans,_2nd_Variant_(5e_Class)&diff=1659957Sans, 2nd Variant (5e Class)2022-12-21T23:14:57Z<p>Plywood tank: </p>
<hr />
<div>== Sans ==<br />
<br />
A lone skeleton looks up upon a massive ancient red dragon. As the dragon unleashes a hellish blast of flame, it notices that the skeleton is now suddenly behind him. The skeleton says, "did you really expect me to just stand there?" and disappears again. All of a sudden, the dragon is slammed into the roof of the cave and bones suddenly spike through the ceiling, piercing the dragon. All around the dragon, massive skulls float, charging multiple lasers. As the ashes of the dragon slowly float away, a single blue eye glows in the darkness, and then vanishes.<br />
<br />
=== Laziness ===<br />
<br />
Have you ever felt lazy? Are you tired of having to spend years to master various sword or magic skills? Have you ever just wanted to say, "geeeeettttt duunnkkeedd oonnn" after single handedly wiping out an entire floor of enemies while not having taken a single point of damage. Well then might I suggest, "Cheating????". The Sans class includes all that and more. From appearing out of nowhere using totally legal "short cuts", to dodging enemy attacks without even worrying if they hit your AC, this class will surely give your enemies a bad time.<br />
<br />
== Authors note ==<br />
<br />
While this class is based off of Sans, it does not need to specifically be Sans. I recommend, for diversity, and for the fact that you aren't just playing Sans, that you put your own spin on abilities. you could have knives, or fire, or maybe even lightning as your attacks instead of bones. You should talk to your DM if you want to change the damage type of your attacks to fit the aesthetic you want. I also recommend you play this with the "blue eyed skeleton" race. if you choose to do that, I recommend changing the aesthetic to whatever you want. Human, Elf, whatever race you want. if you want to stylize it, I suggest talking to your DM about removing the traits "skeletal" and "breaking the 4th wall", and replacing them with traits from the race you're stylizing it as. it works well with fallen human. That being said, these are just recommendations, you do not have to do any of this, it just adds more variety then just playing Sans Undertale.<br />
<br />
== Creating Sans ==<br />
<div class="externalimage-holder" style="width:25%"><br />
{{5e Image|float:right|https://i.kym-cdn.com/entries/icons/original/000/026/589/sans_thumbnail.png|This is the Pinnacle of all life}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
Quick Build<br />
You can make Sans quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background. Third, choose Pasta, trust me. Papyrus will be glad.<br />
<br />
{{5e Class Features<br />
|name= Sans<br />
|hd=8<br />
|armor=Sweet Jackets (AC= 13 plus your dexterity bonus or your Intelligence bonus), light armor, shields<br />
|weapons=Sans Attacks, simple and martial weapons<br />
|tools=Cooking Supplies<br />
|saves=Intelligence and Dexterity<br />
|skills=Chose 2 of Arcana, History, Intimidation, perception, insight<br />
|item1a=Sweet Blue jacket<br />
|item1b=Pasta<br />
|item1c=<br />
|item2a=Cooking Supplies<br />
|item2b=More Pasta<br />
|item2c=<br />
|item3a=A Bad Time<br />
|item3b=<br />
|item3c=<br />
|item4a=Pasta<br />
|item4b=Pasta<br />
|item4c=Even More Pasta<br />
|wealth=your background money<br />
|classfeatures1= Shortcuts (Short Range), Attacking, Techniques.<br />
|classfeatures2= Sans Points<br />
|classfeatures3= Shortcuts (Medium Range)<br />
|classfeatures4= dodge<br />
|classfeatures5= Extra Attack, Totally Cheating<br />
|classfeatures6= shortcuts ( long range ), Ability Score Increase<br />
|classfeatures7= Karma Control<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10= Lazy bones, Ability Score Increase<br />
|classfeatures11= Extra Attack (2), Sans points feature<br />
|classfeatures12=<br />
|classfeatures13= combo attacks<br />
|classfeatures14= Get dunked on, Ability Score Increase<br />
|classfeatures15= Extra Attack (3)<br />
|classfeatures16=<br />
|classfeatures17= The real battle<br />
|classfeatures18= A BAD TIME<br />
|classfeatures19=<br />
|classfeatures20= True Power<br />
<br />
|extrasonleft=2<br />
|extra1_name=Techniques<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=5<br />
|extra1_8=5<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=6<br />
|extra1_12=6<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=7<br />
|extra1_16=7<br />
|extra1_17=7<br />
|extra1_18=8<br />
|extra1_19=8<br />
|extra1_20=9<br />
|extra2_name=Sans Points<br />
|extra2_1=N/A<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=12<br />
|extra2_11=13<br />
|extra2_12=14<br />
|extra2_13=15<br />
|extra2_14=16<br />
|extra2_15=17<br />
|extra2_16=18<br />
|extra2_17=19<br />
|extra2_18=19<br />
|extra2_19=19<br />
|extra2_20=21<br />
}}<br />
<br />
==== Shortcuts (Short Range) ====<br />
<br />
Due to your incredibly low hit points, you have developed a way to avoid getting damaged in battles by totally legit methods. You gain 3 + your dexterity or intelligence modifier + your proficiency bonus "Endurance" Hit Points that regenerate on a long rest. You gain an additional 1 + dexterity or intelligence modifier + half your proficiency bonus "Endurance" hit points each time you level up. As a reaction, whenever you are attacked, as long as you are not incapacitated, you can choose to make the attack miss, and you will then teleport 5 feet away from where you were attacked or 5 feet outside of the area of the attack. However, the attacker will still roll for damage as if the attack had hit, or half damage if it was an area of affect spell. This damage will be subtracted from those "Endurance" hit points, and any leftover damage will carry over to you. If these hit points are exhausted, you can no longer choose to make the attack miss and you can no longer teleport out of the attack. <br />
<br />
You can use your reaction to teleport and intercept an attack on another person. you take half the amount of damage to your endurance points. the target of the attack that you defend takes no damage.<br />
<br />
You have 2 reactions per turn. You have 3 total reactions per turn at level 5. You have 4 total reactions per turn at level 10. You have 5 total reactions per turn at level 15.<br />
<br />
==== Attacking ====<br />
<br />
You have gained the ability to attack your enemies with various weapons, from bones to lasers to manipulating gravity. You are proficient with all forms of these attacks, and you use your Intelligence modifier for the attack rolls. You can attack a second time using your bonus action each round.<br />
<br />
==== Techniques ====<br />
<br />
You have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Sans table.<br />
<br />
==== Sans Points ====<br />
<br />
At level 2, you feel an energy inside yourself that you can use to augment your abilities. At level 2, you gain 3 sans points that regen on a short rest, you gain more points at higher levels.<br />
<br />
You can use 2 sans point to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level<br />
<br />
==== Shortcuts (Medium Range) ====<br />
<br />
At level 3, you begin to see more shortcuts through the space around you. You can now replace one of your attacks with a medium range Shortcut. You can instantly teleport 120 feet to any point that you are aware of. You can use this feature a number of times equal to Intelligence modifier. You regain all uses after a short or long rest.<br />
<br />
==== Dodge ====<br />
At level 4 You can take the Dodge action as a bonus action and you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage but you cant attack. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.<br />
<br />
==== Extra Attack ====<br />
<br />
At 5th level, you can attack twice instead of once whenever you take the attack action. This increases to 3 times at level 11, and 4 times at level 15<br />
.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If you increase your dexterity score, your number of endurance points changes as if your dexterity score was always the new score.<br />
<br />
==== Advanced Teleports ====<br />
<br />
At level 5, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.<br />
<br />
====shortcuts, (long range) ====<br />
<br />
At level 6, you start to remember places you passed to teleport there when you want. Once per long rest, as an action you can teleport to a distance up to 500 feet that you know or that you can see, once every 3 days, you can concentrate to teleport to any place you have seen before.<br />
<br />
==== Karma Control ====<br />
<br />
At level 7, you gain the ability to sense the alignment of everyone around you. Once per turn, whenever you damage somebody with an evil or chaotic alignment, you can deal extra psychic damage equal to half your level + your Intelligence modifier to them.<br />
<br />
==== Lazy bones ====<br />
<br />
At level 10, you become so lazy that you have effort left to spend. You gain the ability to temporarily put effort into your whatever you are doing. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
====Combo attacks====<br />
<br />
At level 13, Your techniques have synergy with each other, whenever you hit someone with an technique attack, the next one will do 1d4 extra damage.<br />
<br />
====Get dunked on====<br />
At level 14, You can cast the mass suggestion spell once per long rest, if a person fails the saving throw, it will stop seeing you as an enemy, and you can make an opportunity attack with 1 of your techniques, this attack will do an extra 2d12 force damage.<br />
<br />
====The real battle====<br />
At level 17, when your endurance points are over, the real battle will finally begin, your techniques will become more powerful and you will attack 5 times per turn in your action. Additionally, you recover 3 hit points in the beginning of your turn, you can take the dodge action as a reaction, besides that, the first time you would be reduced to 0 hit points, you stay with 1 hit point instead<br />
<br />
====A BAD TIME====<br />
At level 18, Using an action, you can tell your enemies they will have a bad time, if the battle continues, for the next 5 turns, all your technique attacks will do 1d6 extra psychic damage, Additionally, using an action, you can point your finger to a creature you can see in a range of 120 feet, after that, you and the creature will be teleported to a little plane of existence that can't be accessed by dimensional travel, you and the creature stay in this plane for a number of turns equal to your dexterity modifier plus your intelligence modifier + your proficiency bonus, and you can use your bonus action to get out of the plane with the creature, you will then return to the same place you both were before teleportation.<br />
<br />
====True Power====<br />
At 20 level, you may choose one ability score to increase its maximum by 4, and you can increase that skill by 4. Additionally, once per long rest, your exhaustion becomes temporarily cured until the battle ends. Once it does end your exhaustion is set to 5 if it was not already.<br />
<br />
=== Techniques ===<br />
<br />
These are the various cheats, uh, I mean "Techniques", that you can acquire.<br />
<br />
;{{#anc:Bone Stab}}<br />
Pick one target within 120 feet and make a ranged attack roll using your Intelligence modifier, sending several bones flying toward them. If it hits, you deal 1d8 + your Intelligence Modifier piercing damage. when you reach level 13, the damage increases to 2d8+ your intelligence modifier. When the real battle begins, you can spend 2 Sans points to pierce your bones into the enemy's body, when you do so, the person need to pass a constitution saving throw against your spell save DC, if it fails, it takes 1d6 extra damage in this attack and starts bleeding, if it pass the saving throw, it takes 1d6 extra damage on this attack and don't bleed, a person that starts its turn bleeding takes 1d4 piercing damage and can repeat the saving throw in the final of their turn.<br />
<br />
;{{#anc:Blue Sight}}<br />
You can tell if there are shapeshifter or illusions in your sight, however you do not know the true form of the shapeshifter or what the illusions are. At level 2, you can use 1 Sans point to discover the location of the illusions and see past them in addition to seeing the true form of the shapeshifter.<br />
<br />
<br />
;{{#anc: You’d be dead where you stand }}<br />
Hiding your usually serious and competent ways behind laziness, you gain proficiency in the deception skill. If you already have proficiency it becomes expertise.<br />
<br />
<br />
;{{#anc:Blade Of Bad Time (Prerequisite: Bone Stab)}}<br />
You can make yourself a blade of bones and magic which you are automatically proficient with. It deals 1d10 + your Intelligence Modifier of force damage on a hit. When you reach level 13, the damage will increase to 1d12 + your Intelligence Modifier of force damage. This weapon has a range of 5 feet.<br />
<br />
;{{#anc:Bone Wall (Prerequisite: Level 3 and Bone Stab)}}<br />
An attack using one Sans point, you can create a wall of bones that move across a 10 by 20 foot area. Any creatures inside the wall must make a dexterity saving throw and take 1d6 + your Intelligence modifier Bludgeoning damage, half as much on a successful save. The wall will stay there until the end of your next turn, and any creatures that begin their turn inside the wall must make another dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage or half as much on a successful save. When you reach level 13 The damage of the attack increases to 2d6+your intelligence modifier Bludgeoning damage. When the real battle begins, you cast 2 bone walls in 1 attack<br />
<br />
;{{#anc:Sight Hacks (Prerequisite: Level 3)}}<br />
You can see through Magical and Non-Magical Darkness to a range of 120 feet. If you already had 60 feet of dark vision as a racial ability, this becomes 60 feet of ethereal sight.<br />
<br />
<br />
;{{#anc:Gravity Manipulation (Prerequisite: Level 5)}}<br />
As an attack you can throw an opponent 60 feet in any direction. If they hit something, they must make a dexterity saving throw or take 1d6 + your Intelligence modifier bludgeoning damage and fall prone, half damage and no prone on a success save. When you reach level 13, this damage increases to 1d10+your intelligence modifier. When the real battle begins, you can try to restrain it with you power, as described in the telekinesis spell, the person needs to do a strength saving throw, if it passes, it is not restrained, if it fails, it is restrained and can repeat the saving throw in the beginning of its turn. If your Intelligence Score is 20 or higher you mastered this attack to a point when you can use it as normal telekinesis.<br />
<br />
;{{#anc:Bone Uprising (Prerequisite: Level 5 and Bone Stab)}}<br />
As an attack, choose a 5 by 5 area you can see. All creatures within that area must make a dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage or half as much on a success as bones will shoot up out of the ground. When you reach level 13, this damage increases to 1d12+ your intelligence modifier. When the real battle begins, if they fail the saving throw, you can use 1 Sans point to cause more bones to shoot up, piercing and restraining the creature 10 feet above the ground. The creature has the option use its action to make a strength saving throw to escape the bones on each of it's turns until it is free.<br />
<br />
<br />
;{{#anc:Gaster Blaster (Prerequisite: Level 7)}}<br />
As an attack using 1 Sans point, you can cause 2 floating skulls to appear in locations of your choice within 120 feet and each shoot out a laser in a 3 by 30 foot line. Any creatures within the lines must make a dexterity saving throw or take 2d8 force damage for each line that they are in. When you reach level 13, This damage increases to 4d8. When the real battle begins, 1 more floating skull appear and attack. Each Gaster blaster has a AC of 10+ your constitution and dexterity modifier and has a health of 10 and if not destroyed will persist till dispelled or replaced<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Sans class, you must meet these prerequisites: You must have at least 13 dexterity and 15 intelligence<br />
<br />
'''Proficiencies.''' When you multiclass into the Sans class, you gain the following proficiencies: Pasta<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Undertale|owner=Toby Fox}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Plywood tank