https://www.dandwiki.com/w/api.php?action=feedcontributions&user=FrickyDiBoop&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T19:19:29ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Talk:Martial_Artist_(Dragon_Ball_Supplement)&diff=1632040Talk:Martial Artist (Dragon Ball Supplement)2022-09-06T22:38:37Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Fulfilled Requests)<br />
|label2= Archive 2 (Clarified Clarification)<br />
|label3= Archive 3 (Executed Major Changes)<br />
|label4= Archive 4 (Other Archived Discussions)<br />
}}<br />
==Requests==<br />
Want to see anything included in this class? Leave a request below and it will at least be considered.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:03, 15 November 2021 (MST)<br />
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Wondering if you could make ultra ego, and merged techniques like final Kamehameha and big bang Kamehameha.<br />
I'm also thinking about slightly nerfing ki cloak as it gives characters a super Saiyan equivalent bonus to attacks, with the same rate of ki consumption, and much earlier and easier to obtain, in addition with the sword mastery feat it becomes a +3 bonus.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 15:19, 18 March 2022 (MDT)<br />
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:Seeing the recent changes to Ki Cloak, characters that use weapons are now always at a 1 ki point disadvantage at the start of their turn with almost no benefit, as weapons will rarely deal more damage than unarmed strikes and most serve no extra purpose beyond fluff. Sure, it was strong, but there should be at least one reason to pick it up beyond "I use weapons and have no other choice". --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 22:02, 20 March 2022 (MDT)<br />
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In the main source, not many characters are seen using weapons, but those that do are either very skilled in their use or their weapons are special in some case, I was hoping to make it so that it doesn't become something that everyone will want to have otherwise it will turn into Bleach, I think it's okay if the character in question has the blade mastery feat which would give them a +1 bonus to attack at all times they use the weapon, or if it's magical they would benefit from its special effects while retaining their unarmed strike's damage.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 01:50, 21 March 2022 (MDT)<br />
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I think Kaioken should scale a bit better with higher levels. Something like getting a +1 in your Strength and Dexterity per every level of Kaioken, instead of just being a static +1. Getting a speed boost of an extra +5 feet really isn't worth losing that much HP. If you don't want it to be that strong, it could be every other level, rounding up. --[[User:DrGuest|DrGuest]] ([[User talk:DrGuest|talk]]) 17:43, 6 April 2022 (MDT)<br />
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Kaioken is already intended to give a +1 per every level of kaioken as in kaioken two times would give a +2, is that what you meant or did I misread your idea?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:13, 7 April 2022 (MDT)<br />
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It does? The only thing I read under the Kaioken technique is this:<br />
* Your Strength and Dexterity increase by +1.<br />
Which doesn't entail an increase per level, since the first listed attribute reads:<br />
* Your movement speed are increased by 5 feet per level of Kaioken.<br />
Or, with the downside:<br />
* At the end of each of your turns, you lose 10 maximum hit points per level of kaioken.<br />
I guess if it should do this, it should be specified. --[[User:DrGuest|DrGuest]] ([[User talk:DrGuest|talk]]) 19:57, 8 April 2022 (MDT)<br />
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The wording was fixed, thanks for pointing that out.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 01:14, 9 April 2022 (MDT)<br />
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==Clarifications==<br />
Confused by something, or at least feel like something works a way it shouldn't? Let us know here and we'll get back to you!<br />
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So when you have both a form and base active, you maintain upkeep for both correct? UI and MUI for example. [[User:Deducted|Deducted]] ([[User talk:Deducted|talk]]) 12:11, 15 November 2021 (MST)<br />
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:That is correct.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:19, 15 November 2021 (MST)<br />
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Does full power give a bonus to the raw roll or the total? Because if it's the total I think it's already almost insignificant at the level it's earned?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 16:28, 7 January 2022 (MST).<br />
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:I'm pretty sure that's what was decided on, that it's just meant to apply to the roll itself and not as a modifier. More consistent hits over stronger hits essentially. Could use a wording tweak for it. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 16:36, 7 January 2022 (MST)<br />
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You can only use absorption once and can't again as long as thr creature is still absorbed by you? I think if that's the case it should be counted as a transformation so that it can be bypassed with Grade 4 transformation.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:43, 12 January 2022 (MST)<br />
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:Seems to be the intent there too. As for being a transformation, I don't know of any other near permanent ones like that, but it could be a supplemental technique with no upkeep, although I'm concerned by the possible abuse of then absorbing literally everything in sight for stupid high ability scores, since techniques surpass your normal limits. Like, if you really wanted to, you could absorb HUNDREDS of rabbits and throw your Dexterity through the roof. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 07:21, 12 January 2022 (MST)<br />
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Then how about after the first creature you may only benefit from absorption two more times? Probably also adding some close to your CR/Level limit. Just trying to figure out something in order for things like perfect cell and Super Buu Gohan absorbed to be possible.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 09:30, 12 January 2022 (MST)<br />
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:Hm, I suppose that it would need to get circumvented somehow, but I don't quite think transformation would be the way. Perhaps you can take it multiple times, allowing you to absorb an amount equal to the amount of times you've taken it? Could go for modifiers or something, like (DC - 18)/2 (minimum 1). I'm not too sure on power scaling or anything so this might need a lil' more thinkin'. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 10:18, 12 January 2022 (MST)<br />
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I like what you're going for, but stats eventually become way too big they would be able to absorb over 17 creatures with that. So I think (proficieny bonus-3)/2 may be more appropriate, it also aligns itself pretty good with the levels where the villains are supposed to be and the number of creatures they absorbed.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 11:01, 12 January 2022 (MST)<br />
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:Yeah, that seems good to me, too. 4 for Super Buu, if we stick with the big table on the bestiary talk page, 6 for a 60th level creature. Feel free to throw that in. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 11:30, 12 January 2022 (MST)<br />
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So in regards to grade 4 transformation and kaioken, does the 10 max hp lost per level of kaioken count as a maintenance cost or is able to be ignored via grade 4 and only have to play the measly 5 max hp per level to use it? Thanks again and sorry if the formatting is weird this is my first time attempting to use a wiki discussion page. Also great work on this supplement to everyone involved!<br />
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:Hello there Phaelt, just put four tildes after your message and then the signature and date will automatically come up, the 10 maximum hp lost at the end of each of your turns does indeed count as a maintenance cost or else with it just being a meager 5 maximum hp per level spent at the beginning and nothing else, you could theoretically keep a kaioken boost forever with no further cost, thanks for the encouragement and I hope that you feel free to discuss about or edit in anything you think is missing and could be implemented, the more hands we have the better.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:58, 20 July 2022 (MDT)<br />
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Thank you for the warm welcome, ive been running a campaign and we just finished the third session and we have some questions about how certain things work, mostly regarding techniques and charging. with how techniques work, are you able to combine techniques and use multiple in one round? for example, at level 6, are you able to use flurry of blows, and critical upper on all 4 attacks? also with how charging works are you able to charge and progressively add more Ki into it once its fully charged or must i decide before i use the ability on how much i put into it and i must use that much? for example, if i charge Kamehameha for the required 2 rounds, can i then decide to charge it an additional round right then and there and go for 3 round charge and i just knock off an extra 1 ki, or is it going to remain a 2 round charged Kamehameha no matter how long i hold it because i decided the amount of ki used at the beginning of the charge? Sorry if i overlooked something on the page regarding this but i took a real long look and couldn't find it. Thanks again --[[User:Phaelt|Phaelt]] ([[User talk:Phaelt|talk]]) 21:00, 29 July 2022 (MDT)<br />
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:*I don't believe we set a limit on how many techniques you can use a turn, so in theory you could use every different Ki Blast upgrade in a single turn. <br />
:*When you use a technique, you can't alter it afterwards in any way that the technique itself doesn't allow. You can choose the effects of Karma Absorption, but you can't bounce between the ability score increases of Super Mortal God, and you can't spend more ki on a Kamehameha. For future reference, if something goes unmentioned, the answer to most questions about it is probably "no".<br />
:Hope that helps. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 21:09, 29 July 2022 (MDT)<br />
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As SwankPants had said, nothing in the class mentions that you might increase the ki of a charging technique per round.<br />
:But i personally never thought about it that way, and in the campaign I've been DMing over a year since this class got running, I handled it in the way you had mentioned, adding ki per round at your choice, and it seems much more reasonable to me that it be that way to be honest, but it's just a DM choice.<br />
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About techniques, the only limit to use them are the actions you spent (except for techniques which don't specify an action), and your ki points. If you meet those two requirements, you should be able to do it.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 22:56, 29 July 2022 (MDT)<br />
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Regarding Transformation upgrades, when it says the benefits of previous upgrades carry over, does that include detriments? Also, when it says in grade 4 that you can ignore any effects of the transformation... What does that mean? What could I ignore? [[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 16:38, 6 September 2022 (MDT)<br />
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==Major Changes==<br />
Want to change something fundamental to the page? It'll be a hard sell, but there's no reason your thoughts shouldn't be heard out. Just be prepared to change some creatures.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:03, 15 November 2021 (MST)<br />
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Charged techniques become extremely insignificant in favor of unarmed strikes at later level, any remedy for that? Maybe you can reduce the unarmed damage? Charging seems so useless unless you have multiple allies, because even then the opponent can just move out of range due to you being unable to move at all even if it's charged.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 15:04, 18 March 2022 (MDT)<br />
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:A while back I thought there could maybe be an "enhanced charging" feat, making those kinda techniques more usable in a proper fight, instead of just cinematic types of things. It seemed like an incredible pain to balance, so I ended up deciding against it, although maybe it could be rolled into something. My immediate idea was that it would allow you to reduce the time by X to a minimum of 1, X either being an ability modifier divide something, or just a flat 2. Able to be taken multiple times, although that's where I get concerned about balance again. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 22:17, 20 March 2022 (MDT)<br />
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I have an idea, what if, we do something along the lines of<br />
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==== Enhanced Charging ====<br />
At XXth level, when you charge a technique, you may accelerate the process by giving up conservation and carefulness in exchange for a more immediate attack, overcharging your attack with ki, When you charge a technique with a charging time of at least 1 round and a ki cost, you may double its ki cost to consider it charged for one round, you may do this additional times at once as many times as your Proficieny bonus divided by 3 rounded down in one technique, it still must pass initiative 20 to be considered fully charged.<br />
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So for example, I'll use Frieza's stat sheet in the bestiary.<br />
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Frieza is in his suppressed form with a total ki of 29.<br />
Frieza begins charging supernova which costs 5 ki points, but he wants to charge it faster. He has a proficiency bonus of 7 so he can use enhanced charging twice in one technique.<br />
So he doubles the ki cost making it 10, and doubles it again making it 20.<br />
Now he's charged a supernova with a damage of 3d12+42 and waits until initiative 20 before he can launch it.<br />
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Another example with Namek saga Goku.<br />
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Goku has 27 ki points.<br />
He starts charging a Kamehameha which costs 5 ki points, but rather than wasting time he wants to blast it immediately, so he doubles the ki cost making it 10 and the charging time one round then on the next initiative 20 he fires it as normal.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:12, 22 March 2022 (MDT)<br />
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Due to the insane to hit this class has, it truly becomes unfun to play once you reach later levels so I will try to get this under control by lowering the proficiency bonus and limiting the amount of ability score points you can put into one score at once. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 14:35, 10 May 2022 (MDT)<br />
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==Other==<br />
Want to say something, but don't feel like it falls into any of the above? Say it here!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:03, 15 November 2021 (MST)<br />
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== UI Goku ==<br />
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So anyone planning on fixing ultra instinct Goku? Because that looks too wrong and I don't think we should leave it that way forever. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 14:46, 1 November 2021 (MDT)<br />
:What's the issue? Also how do you guys leave the info like date and stuff or do you just type it out? [[User:Deducted|Deducted]]<br />
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::While I don't entirely understand the issue, you can generate a signature by typing <nowiki>~~~~</nowiki> or by clicking the squiggly between italics and links at the top of the editing menu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:41, 15 November 2021 (MST)<br />
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:::From a quick glance, his ki points are immediately off(should be 65 instead of 64). Besides that? No clue. I'm not the one that built it or the the one that made this comment. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 10:44, 15 November 2021 (MST)<br />
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::::I think what P@ul may be talking about is how similar MUI Goku and SSB Kaioken is, besides some minor differences like no more hp loss and Disadvantage on first attack, MUI is not much different, both are virtually the same, with differences so minor it's almost unnoticeable. -[[User:Deducted|Deducted]] ([[User talk:Deducted|talk]]) 11:10, 15 November 2021 (MST)<br />
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:::::To be fair, there's only a CR difference of 2, and both of the differences you listed are pretty major (particularly the maximum hit point decrease).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:29, 15 November 2021 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1594849Talk:Naruto: Shinobi (5e Class)2022-04-22T09:54:17Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<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 Subclasses)<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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===Scrolls vs Seals===<br />
How would everyone feel about changing the Scrolls feature and its upgrade into jutsu? At the moment, they don't really fit with the other core features save for filling 13th level's feature slot. The Unsealing Technique would likely be a Basic Ninjutsu, while Enclosing Technique would likely be locked behind Fuinjutsu. Filling Scroll Upgrade's hole with Hidden Talent (stripping out the half ASI and changing the name of course) would fit far better as a general Dilletant class core feature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:23, 15 February 2022 (MST)<br />
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I'm all for it as long as the Unsealing Technique won't just be giving people who know nothing but basic ninjutsu the ability to just defuse powerful seals like (flying raijin) just by expending some chakra, and what will happen to the first scroll feature and perfected hand seals feat?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:41, 16 February 2022 (MST)<br />
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:2nd level already has two features, so removing Scrolls from the feature lineup won't cause too many (if any) problems. As for Perfected Seals, it will probably be unchanged, save for an asterisk saying something along the lines of "if you take this feat before gaining the Jonin (or whatever I rename Hidden Talent to) feature, you gain its benefits instead. When you would gain the Jonin feature, you instead gain this feat's other benefits".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:56, 16 February 2022 (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 />
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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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If you have the Byakugan but turn it into a Tenseigan do you lose the features of path of sight and only gain path of celestial?<br />
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:Unless you have the Tensei Byakugan boon, you can only benefit from one dojutsu or the other.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:45, 8 September 2021 (MDT)<br />
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With Cherry Blossom Fist, do taijutsu techniques count as unarmed strikes? Or does it only account for the normal unarmed strikes you would get with extra attack? For example, my character has both Path of the Healer and Path of Sight. Would using his bonus action to activate Cherry Blossom Fist and then using his action for sixty four palms double the damage of the jutsu, since the jutsu is composed of unarmed melee attacks?<br />
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:Cherry Blossom Fist would only apply to jutsu that allow you to make an unarmed strike attack roll, so it would not apply to jutsu like Sixty-Four Palms, since that targets a creature with a saving throw.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 05:45, 20 September 2021 (MDT)<br />
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So, I was wondering whether Genjutsu and Ephemeral from Path of Hatred costs an action or a bonus action? It doesn't list one so, I've always been a bit confused on that. -ThatVoiceDude<br />
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Sorry if this question is too dumb but, as for the One Currency System variant rule, does that essentially mean I get a ton more chakra? If I am a 1st lvl Wizard and a 2nd level Shinobi with a +0 Con modifier, do I get 4 (2nd level Shinobi) + 6 (each spell slot equals 3 times its level in chakra, 1st level wizards have 2 spell slots) chakra?<br />
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:At the moment yes, but I've been trying to iron out the spell slot wrinkle for a while. Still not entirely sure how to do that, but I think it's mostly fair to allow for a player to get more chakra by sacrificing their ability to get higher level features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:48, 9 October 2021 (MDT)<br />
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Does the Path of the Body lvl 3 ability refer to your level as a whole? (as in, overall level for multiclassing) "At 3rd level, you can store food inside your body. You can store an additional day’s worth of food which can be consumed at will. As an action, you can use this stored food to regain an amount of chakra equal to your level. You cannot do so again until you finish a long rest."<br />
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:Shinobi level. --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:01, 15 October 2021 (MDT)<br />
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Under the 2nd level Chakra feature is says "Jutsu cast outside of initiative cost half as much Chakra so long as the Jutsu is will not damage or otherwise directly negatively affect a creature". In the Path of Hatred subclass it is stated that "At the end of each turn you have your Sharingan active, you must spend 1 chakra, or 2 if it was implanted.". My question is: does a non-implanted Sharingan allow the user to use it indefinitely out of combat even before reaching level 15? Or does it not count as a jutsu and costs chakra regardless. If it doesn't count as a jutsu, what about the Byakugan, which unlike the Sharingan, requires hand signs to be activated? [[User:Sleepy Âsh|Sleepy Âsh]] ([[User talk:Sleepy Âsh|talk]]) 13:33, 22 October 2021 (MDT)<br />
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:Not quite sure where you're getting that the Byakugan needs hand signs, but neither count as jutsu, and thus are not halved. The only things that are jutsu are formatted as jutsu (or for a more RAW definition, are listed under an "X Jutsu" header or after "you gain the following jutsu"). This technically leaves a blind spot in the Genjutsu feature, but I plan on rectifying this soon. Hope this helps!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 22 October 2021 (MDT)<br />
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For the Asura Path of the Rinnegan, how many Asura Path Modifications can you have active if you don't have Asura Path as a focus? I haven't been able to find it. -ThatVoiceDude<br />
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:Thanks for the catch! This should be fixed now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:49, 26 October 2021 (MDT)<br />
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As for The Path of Sealing "Animal Covering" ability, do you need to have the animal in question physically near you? Or can you choose whichever you like? And, does it have a time limit?<br />
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:You do not need the creature near you and it does not have a time limit outside of needing to maintain concentration.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:33, 5 November 2021 (MDT)<br />
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<br />
''Gate Of The Great God'' in ''Fuinjutsu'' has a DC 3 Strength saving throw base DC. Is this correct?<br />
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"As an action, you materialize and slam a massive tori gate onto a nearby creature. They must succeed a DC 3 Strength saving throw or become restrained for this jutsu's duration. This jutsu may be used multiple times on the same action, increasing the DC by 3 for every additional use. You may only have two tori gates active at a time. If this is used as a Sage Art to grant the creature disadvantage, the disadvantage remains for this jutsu's entire duration."<br />
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:That is the intent, as it is supposed to have a low cost that can be used to increase its DC. That being said, I might rework it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 29 November 2021 (MST)<br />
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Hey, I decided to try and make a campaign with this and wanted my players to start off as Academy Students. So I was wonder if you could help me figure out what type of Justus I can suggest my players to learn to ease them into it.<br />
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:Every basic natures has a couple of jutsu with a cost between 1-3 chakra chakra that are intended to be a player's starting jutsu, with higher cost natures either requiring more chakra (which can be achieved in a variety of ways), or playing like a warlock. For a more specific, if restrictive answer, [[Academy Student (Shinobi World Supplement)|Academy students]] as a creature in the [[Shinobi World (5e Campaign Setting)|setting]] I created for this class start out with Shuriken Jutsu, Transformation, and Body Flicker as they all have fun and simple combat and narrative uses in addition to low cost. In the case of a player choosing Taijutsu instead of Basic Ninjutsu at 2nd level, Transformation and Body Flicker are intended to be replaced with Shadow of the Dancing Leaf and Flying Claw. I hope this helps, but first and foremost, while the number of choices can be daunting, a lot of fun in this setting comes from choice, so don't feel like players ''need'' to pick any of these.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:05, 9 December 2021 (MST)<br />
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:In case you ever need help with something like this again, the [[Generic Nin (Shinobi World Supplement)|generic nin]] list has creatures with what I believe to be the most reasonable progression for gaining jutsu. Additionally, most path specific jutsu have low costs, making them a good choice for low level players.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:19, 9 December 2021 (MST)<br />
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Hey there is something that I’m little confused about one of the special chakras. What exactly is Heavy Chakra and what does it do exactly?<br />
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:Heavy chakra was added for the Heavy Chakra feat in order to make the main Constitution-based feats equal to the main Intelligence-based feats, and is compressed chakra inspired by Naruto attempting to use Kurama's chakra for the first time. It does exactly what it says under Special Chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:15, 12 December 2021 (MST)<br />
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''" As for Cloud-Style Reverse Beheading...<br />
As a reaction, when you are targetted by an attack, the user makes a weapon attack against a creature in their reach. On a hit, they take half as much damage."''<br />
I can't quite understand what this technique refers to; do you take half damage from the attack if you hit a creature? Does the other creature that you hit take half damage?{{unsigned|ManzanaJack}}<br />
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:Honestly, I'll probably rewrite reverse beheading altogether, as either way it can be interpreted doesn't really fit how it works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:21, 15 December 2021 (MST)<br />
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Hey one of my players had just reached level 3 and had chosen the Path of the Puppet Master for their subclass. They had wanted to use Karasu from the Shinobi World Bestiary, but it’s CR is at level four. Even though we are using the PECR rule, he isn’t at a high enough level to get it.<br />
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:Sorry about that, I could've sworn an IP had fixed that (as he was initially based off of Kankuro's stat block), but I can see how another user could interpret that as a shadow buff and undo it. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:00, 15 December 2021 (MST)<br />
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so if making pills is an alt feature then whats the main one for path of healer?-killshot<br />
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:For some reason when I made that edit I thought Mystic Palm and Pill Creation were on the same level. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So for the Path of the Insect-Nin and it says one species of Shinobi Insects, does it mean the player can pick only species like Swarm of Kikaichu and they can only use that one?<br />
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:That is correct, though you do gain a second species at 10th level for an additional cost.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So for the two for one Jutsu for Basic Ninjutsu and Taijutsu, can I take one Jutsu from Basic Ninjutsu and another from Taijutsu or is that not how it works?<br />
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:You may take a Basic Ninjutsu and a Taijutsu on a single level.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So I saw the change to Kama Seal Absorption Jutsu but I'm a little confused, it says when you are targeted you can use your reaction to absorb the jutsu basically. Does that also mean it doesn't work for area of effect jutsu or what?<br />
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:Not sure where you're getting that, even if multiple creatures are being targeted, you are still a target of the jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:48, 20 December 2021 (MST)<br />
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If you use Laser Circus, can you just make all of the beams target 1 creature and deal ludicrous damage?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:37, 31 December 2021 (MST)<br />
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:You absolutely could, and I am shocked that this flew under the radar for so long, so thanks for nabbing that! I have reworked it to be a variant of [[Shinsu Senju (Shinobi World Supplement)|All is Suffering]] with a longer windup and slightly higher damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:58, 31 December 2021 (MST)<br />
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Say you had a character with a sharingan in one eye, and a Rinnegan in the other, could you benefit from both paths at the same time?——[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:32, 4 January 2022 (MST)<br />
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:Yes, though you would still be limited by the effects of only having 1 of each, as detailed under Implantable Paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:14, 4 January 2022 (MST)<br />
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In path of the Sage's level 3 ability, would something like the Basic Taijutsu Technique benefit from the d10s? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 19:54, 7 January 2022 (MST)<br />
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:No using RAW, since the attacks are part of a jutsu, but if a DM decides it should, it shouldn't break balance all too much.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:27, 8 January 2022 (MST)<br />
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On that note, can someone pretty much have Sage Mode active all the time until they roll initiative? And, what is considered "Sage Mode" for abilities like lvl. 10's Sage Kata? Is it having more than half in Sennin chakra? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 12:20, 8 January 2022 (MST)<br />
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:Outside of initiative, nothing is keeping a player from having Sage Mode active indefinitely. Hopefully what Sage Mode has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:18, 8 January 2022 (MST)<br />
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I'm sure I'm interpreting this weirdly but, do you actually "regain" chakra from a shadow clone dissipating if you spent 4 chakra on it?--[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 05:30, 12 January 2022 (MST)<br />
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:As stated in the feature, you regain 4 fewer chakra points spent to a minimum of 0, so you would regain 0 chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:53, 12 January 2022 (MST)<br />
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This has been on my mind for a bit, but does the whole reducing hit dice thing from the Nindo "I will become the greatest ninja" cut your hit points in half as well? Same question for the reduction in hit dice from advanced curse of Hatred as well as hit dice increase from Chakra alternative.<br />
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:Yes, and in the same way, an increase in hit dice increases your max hp as well.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:41, 13 January 2022 (MST)<br />
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Hey so I have been playing with path of beast and I noticed that when you are in tailed beast mode and you get hit down to 0 hp you return to normal, does this mean it works like a druids wildshape where you get knocked out of the form but you have all the hp that you went into the form with? so if you had full hp changed into a tailed beast gaining their hp go hit enough to be forced out of the form would you still be at full and just need to use a full turn action to go back into that form?<br />
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:The intent of "You have the same percentage of your hit points remaining" is that it applies to going into and out of Tailed Beast Mode. That being said, it has been clarified on page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
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If you wanted to use the Path of Hatred feature, replication, on a rogue's sneak attack, how would it work? For example, if it was a level 10 rogue that had 5d6 worth of sneak attack, would you get the level one version for 2 chakra, or would you get the level 10 version for 20 chakra?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:38, 16 January 2022 (MST)<br />
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:I believe a player would be able to choose to what level a replicated sneak attack would work at, and how much it would cost with it, when they use it. That being said, there's really no good way of wording such a mechanic, and it's really up to the DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
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Forgive me if this is a silly question, but can the Chakra Nature feat be taken more than once, same for Ninja of Prophey and Advanced Hatred. Also I've been having some trouble figuring out how Izanami works, could you give an example?<br />
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:No worries, the intent was for such a thing to be possible, and has been clarified on page. As for Izanami, I'll use the example used in the show/manga: "on turn 1, Kabuto attacks Itachi, hitting him and seemingly killing him, only for him to take no lasting damage from being an Edo Tensei. On turn 2, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 3, Kabuto steps on a crow feather in a specific place while approaching Itachi. <br />
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:On turn 4, Kabuto hits Itachi, seemingly killing him, only for him to take no lasting damage from being a crow clone. On turn 5, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 6, Kabuto steps on a crow feather in the same place while running at Itachi. Itachi's eye goes blind, and Kabuto is paralyzed as he relives variations of those three events on loop, with the condition that if he realizes that trying to become Orochimaru instead of being Kabuto is a bad idea, the Izanami will be released." Hopefully this helped.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 17 January 2022 (MST)<br />
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Is the flight speed that the Transformation technique gives you acquired at level 6 overall? Or is it when you reach level 6 in Ninja? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:55, 18 January 2022 (MST)<br />
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:It was supposed to be class level, but I couldn't figure out a good way to word that so I've slightly revised the wording, but it should still work the same.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:13, 18 January 2022 (MST)<br />
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Where did the Rinnegan ability name Kaimon come from? I don't think it has a name in canon.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:59, 20 January 2022 (MST)<br />
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:It seems the rename occurred on November 24th, 2019 during the major rework of the subclass. It's likely the name comes from the same place as the first of the Eight Gates, having the same name and being translatable as either the Gate of Opening or simply Opening the Gate. Either way, it's a lot more succinct than "Sasuke Uchiha's Space–Time Dōjutsu".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:29, 20 January 2022 (MST)<br />
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For Genjutsu Master Feat, can you only hurt one person that is under your genjutsu with a bonus action? Or can you hurt everyone that is under your genjutsu with a bonus action?<br />
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:You may only deal damage to a single creature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:40, 25 January 2022 (MST)<br />
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How does the self-taught eight Gates work and also is there a typo is it supposed to be a variant rule?<br />
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:Sorry for the confusion, I was jotting down some ideas at the last minute and thought I had used the complete version. This has been corrected on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:43, 27 January 2022 (MST)<br />
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Is the overflowing chakra feat supposed to change the damage modifier in the jutsus that say "+ your intelligence modifier damage"? And does it change the stat that determines your maximum number of seals from your int modifier to your con modifier?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:40, 8 February 2022 (MST)<br />
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:All of the above is the intent.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 8 February 2022 (MST)<br />
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I have a question about genjutsu, what is the point in having affinity with yin if the only time it does damage is if you have Genjutsu Master with your bonus action?<br />
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:There are more jutsu in Yin Style than Genjutsu, among which Sound Wave, Calling Upon Tears (which the enhanced version will be added sooner or later), and Yin Style: Dominating Rasengan, all of which deal damage. Additionally, things like the Path of Specialization's improved technique allow alternate ways for jutsu that don't normally deal damage to benefit from Affinity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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So with the tail beast mode do you gain the actions of your tail beat or do you just become gargantuan essentially? Cuz I know you keep your same amount of health but is it basically only your size that change or do you get there to hit or bite or any of their jutsus or?- killshot<br />
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:You gain all of their actions and features in addition to your own.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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The Powerful Source feat specifies that your AC is 10 + your Dexterity modifier + your Proficiency bonus, is that correct? --[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:33, 15 February 2022 (MST)<br />
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:Thanks for catching that, could've sworn I had changed it to Strength.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:54, 15 February 2022 (MST)<br />
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This is a dumb question but what happens if it's attempted to make a rasengan/chidori clash?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:50, 16 February 2022 (MST)<br />
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I don't really get how genjutsu clones work, do they attack or are they meant to just protect the user?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:43, 25 February 2022 (MST)<br />
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:Initially, it was too vague and didn't really fit the idea of the clones not really being there. This has been reworked to be a bit more confusion-based.--09:54, 25 February 2022 (MST)<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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So I saw the Kama Seal Absorption jutsu reduces the chakra itself in the jutsu that is targetting the character, well what about jutsu that target you but there isn't a chakra cost like C0 and such can I not absorb it?<br />
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:Jutsu that don't cost chakra can not be absorbed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:23, 15 March 2022 (MDT)<br />
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If that is the case then why is it when you go to the 2nd level feature Chakra it has a little thing about Jutsu in there saying that all jutsu cost chakra?<br />
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:The "unless otherwise stated" is important, as every rule except the last two are ignored in at least one jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:42, 16 March 2022 (MDT)<br />
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Another question, So I saw in Path of Blood that in the 7th level feature you get Genjutsu: Ketsuryugan but I was reading through it and noticed that it doesn't say anything about you not being effected by the genjutsu cast on you. Does that mean that you can use this as a reaction but still have to make the save and potentially be in your own genjutsu while the person who cast the genjutsu is in your sea of blood?<br />
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:This has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (MDT)<br />
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Is it possible to use Advanced Training to gain a 20th level feature of an implanted path? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 12:26, 19 March 2022 (MDT)<br />
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:You can not, as you would still not have its requirements.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (MDT)<br />
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::lol, I totally forgot that Advanced Training is a 17-19 level feature. But basically, as long as the requirements are met, I can take just about any path feature. Right? Such as by using Ninja Path* (or 28th level Advanced Training if that's not in the process of being removed). --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 01:00, 22 March 2022 (MDT)<br />
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:::I don't see a problem with that, though it's up to the DM how they interpret "an implanted eye can only gain class features up to 15th level" in the Implantable Paths section. By my perspective, players are at such a level of power at that point that it wouldn't be out of whack balance-wise, and could be justified lore-wise as exceptional mastery as by that point they are nearing high Six Paths levels of power.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:55, 22 March 2022 (MDT)<br />
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What is Heavy chakra? And what differentiates it from normal chakra? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 20:34, 19 March 2022 (MDT)<br />
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:Heavy chakra was added as an anti-absorption option that can be gained using a handful of feats. It is meant to partially simulate situations like Kurama, whose chakra was stated to be exceptionally heavy and difficult to control.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (MDT)<br />
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In the nindo, "I will become the greatest ninja" it says the character's hit dice are halved, which is similar to the boon "elderly master", except that it doesn't state what happens after gaining the nindo. Do you gain a hit die once every two levels? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 04:47, 31 March 2022 (MDT)<br />
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:This has been edited on-page to hopefully be a bit easier to use right out of the box, I hope this change helps.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:06, 31 March 2022 (MDT)<br />
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::Interesting idea. It's much clearer now. But isn't it a bit overkill? Late-game, the character would be significantly squishier when compared to others. Just a suggestion, but what do you think of just lowering the hit dice size by 1. So a d10 becomes a d8, d8 > d6, d6 > d4, and so forth. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:01, 14 April 2022 (MDT)<br />
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Is the alternate feature in path of sealing "Fuinjutsu training." Supposed to replace Versatile training or animal cloak?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 14:23, 18 April 2022 (MDT)<br />
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:Hopefully this has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:12, 19 April 2022 (MDT)<br />
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"Anything that prevents you from casting spells, such as an Antimagic Field, also prevents you from using Jutsu." Does this count for someting like counterspell? If so, would non hand seal techniques be affected? Say, can you counterspell a Rasengan? Me and my DM have been ruling it like counterspell affects techniques, but we came upon a dead end when we thought about techniques without any hand seals. [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 20:15, 21 April 2022 (MDT)<br />
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In the effects of being the ten-tail's jinchuriki under the wisdom column, it says "and your meditation timer is always at maximum". What does that mean? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 03:54, 22 April 2022 (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 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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*Crazy Butterfly Kick<br />
*Sealing Technique: Spirit Sealing<br />
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:Crazy Butterfly Kick doesn't seem any different to simply making attacks with Butterfly Mode. 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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Lightning Release: Snake Lightning, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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 />
: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, San's Bird, Secret Technique: Insect Bog, Empty Crash.<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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== [[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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== 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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== 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 />
<br />
===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 />
<br />
===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 />
<br />
==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 />
<br />
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 />
<br />
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 />
<br />
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 />
<br />
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 />
<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 />
== what going on with the paths and natures ==<br />
<br />
what happen to half the paths and all the chakra natures are you doing an update<br />
<br />
:I accidentally left a comment open when moving the Path of Mutation, which ended up hiding more content than intended.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:42, 11 January 2022 (MST)<br />
<br />
== Flying Thunder God ==<br />
<br />
I know that Flying Thunder God is very overpowered, but I think it would be nice to at least have it present on the boons page. [[User:Janderion|Janderion]] ([[User talk:Janderion|talk]]) 11:11, 12 April 2022 (MDT)<br />
<br />
:It's already been added as a [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:45, 12 April 2022 (MDT)<br />
<br />
::Oh, thanks for that info. [[User:Janderion|Janderion]] ([[User talk:Janderion|talk]]) 15:17, 12 April 2022 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1592192Talk:Naruto: Shinobi (5e Class)2022-04-14T11:01:43Z<p>FrickyDiBoop: /* Clarifications */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<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 Subclasses)<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 />
===Scrolls vs Seals===<br />
How would everyone feel about changing the Scrolls feature and its upgrade into jutsu? At the moment, they don't really fit with the other core features save for filling 13th level's feature slot. The Unsealing Technique would likely be a Basic Ninjutsu, while Enclosing Technique would likely be locked behind Fuinjutsu. Filling Scroll Upgrade's hole with Hidden Talent (stripping out the half ASI and changing the name of course) would fit far better as a general Dilletant class core feature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:23, 15 February 2022 (MST)<br />
<br />
I'm all for it as long as the Unsealing Technique won't just be giving people who know nothing but basic ninjutsu the ability to just defuse powerful seals like (flying raijin) just by expending some chakra, and what will happen to the first scroll feature and perfected hand seals feat?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:41, 16 February 2022 (MST)<br />
<br />
:2nd level already has two features, so removing Scrolls from the feature lineup won't cause too many (if any) problems. As for Perfected Seals, it will probably be unchanged, save for an asterisk saying something along the lines of "if you take this feat before gaining the Jonin (or whatever I rename Hidden Talent to) feature, you gain its benefits instead. When you would gain the Jonin feature, you instead gain this feat's other benefits".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:56, 16 February 2022 (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 />
<br />
If you have the Byakugan but turn it into a Tenseigan do you lose the features of path of sight and only gain path of celestial?<br />
<br />
:Unless you have the Tensei Byakugan boon, you can only benefit from one dojutsu or the other.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:45, 8 September 2021 (MDT)<br />
<br />
<br />
With Cherry Blossom Fist, do taijutsu techniques count as unarmed strikes? Or does it only account for the normal unarmed strikes you would get with extra attack? For example, my character has both Path of the Healer and Path of Sight. Would using his bonus action to activate Cherry Blossom Fist and then using his action for sixty four palms double the damage of the jutsu, since the jutsu is composed of unarmed melee attacks?<br />
<br />
:Cherry Blossom Fist would only apply to jutsu that allow you to make an unarmed strike attack roll, so it would not apply to jutsu like Sixty-Four Palms, since that targets a creature with a saving throw.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 05:45, 20 September 2021 (MDT)<br />
<br />
<br />
So, I was wondering whether Genjutsu and Ephemeral from Path of Hatred costs an action or a bonus action? It doesn't list one so, I've always been a bit confused on that. -ThatVoiceDude<br />
<br />
<br />
Sorry if this question is too dumb but, as for the One Currency System variant rule, does that essentially mean I get a ton more chakra? If I am a 1st lvl Wizard and a 2nd level Shinobi with a +0 Con modifier, do I get 4 (2nd level Shinobi) + 6 (each spell slot equals 3 times its level in chakra, 1st level wizards have 2 spell slots) chakra?<br />
<br />
:At the moment yes, but I've been trying to iron out the spell slot wrinkle for a while. Still not entirely sure how to do that, but I think it's mostly fair to allow for a player to get more chakra by sacrificing their ability to get higher level features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:48, 9 October 2021 (MDT)<br />
<br />
<br />
Does the Path of the Body lvl 3 ability refer to your level as a whole? (as in, overall level for multiclassing) "At 3rd level, you can store food inside your body. You can store an additional day’s worth of food which can be consumed at will. As an action, you can use this stored food to regain an amount of chakra equal to your level. You cannot do so again until you finish a long rest."<br />
<br />
:Shinobi level. --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:01, 15 October 2021 (MDT)<br />
<br />
Under the 2nd level Chakra feature is says "Jutsu cast outside of initiative cost half as much Chakra so long as the Jutsu is will not damage or otherwise directly negatively affect a creature". In the Path of Hatred subclass it is stated that "At the end of each turn you have your Sharingan active, you must spend 1 chakra, or 2 if it was implanted.". My question is: does a non-implanted Sharingan allow the user to use it indefinitely out of combat even before reaching level 15? Or does it not count as a jutsu and costs chakra regardless. If it doesn't count as a jutsu, what about the Byakugan, which unlike the Sharingan, requires hand signs to be activated? [[User:Sleepy Âsh|Sleepy Âsh]] ([[User talk:Sleepy Âsh|talk]]) 13:33, 22 October 2021 (MDT)<br />
<br />
:Not quite sure where you're getting that the Byakugan needs hand signs, but neither count as jutsu, and thus are not halved. The only things that are jutsu are formatted as jutsu (or for a more RAW definition, are listed under an "X Jutsu" header or after "you gain the following jutsu"). This technically leaves a blind spot in the Genjutsu feature, but I plan on rectifying this soon. Hope this helps!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 22 October 2021 (MDT)<br />
<br />
<br />
For the Asura Path of the Rinnegan, how many Asura Path Modifications can you have active if you don't have Asura Path as a focus? I haven't been able to find it. -ThatVoiceDude<br />
<br />
:Thanks for the catch! This should be fixed now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:49, 26 October 2021 (MDT)<br />
<br />
<br />
As for The Path of Sealing "Animal Covering" ability, do you need to have the animal in question physically near you? Or can you choose whichever you like? And, does it have a time limit?<br />
<br />
:You do not need the creature near you and it does not have a time limit outside of needing to maintain concentration.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:33, 5 November 2021 (MDT)<br />
<br />
<br />
''Gate Of The Great God'' in ''Fuinjutsu'' has a DC 3 Strength saving throw base DC. Is this correct?<br />
<br />
"As an action, you materialize and slam a massive tori gate onto a nearby creature. They must succeed a DC 3 Strength saving throw or become restrained for this jutsu's duration. This jutsu may be used multiple times on the same action, increasing the DC by 3 for every additional use. You may only have two tori gates active at a time. If this is used as a Sage Art to grant the creature disadvantage, the disadvantage remains for this jutsu's entire duration."<br />
<br />
:That is the intent, as it is supposed to have a low cost that can be used to increase its DC. That being said, I might rework it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 29 November 2021 (MST)<br />
<br />
Hey, I decided to try and make a campaign with this and wanted my players to start off as Academy Students. So I was wonder if you could help me figure out what type of Justus I can suggest my players to learn to ease them into it.<br />
<br />
:Every basic natures has a couple of jutsu with a cost between 1-3 chakra chakra that are intended to be a player's starting jutsu, with higher cost natures either requiring more chakra (which can be achieved in a variety of ways), or playing like a warlock. For a more specific, if restrictive answer, [[Academy Student (Shinobi World Supplement)|Academy students]] as a creature in the [[Shinobi World (5e Campaign Setting)|setting]] I created for this class start out with Shuriken Jutsu, Transformation, and Body Flicker as they all have fun and simple combat and narrative uses in addition to low cost. In the case of a player choosing Taijutsu instead of Basic Ninjutsu at 2nd level, Transformation and Body Flicker are intended to be replaced with Shadow of the Dancing Leaf and Flying Claw. I hope this helps, but first and foremost, while the number of choices can be daunting, a lot of fun in this setting comes from choice, so don't feel like players ''need'' to pick any of these.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:05, 9 December 2021 (MST)<br />
<br />
:In case you ever need help with something like this again, the [[Generic Nin (Shinobi World Supplement)|generic nin]] list has creatures with what I believe to be the most reasonable progression for gaining jutsu. Additionally, most path specific jutsu have low costs, making them a good choice for low level players.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:19, 9 December 2021 (MST)<br />
<br />
Hey there is something that I’m little confused about one of the special chakras. What exactly is Heavy Chakra and what does it do exactly?<br />
<br />
:Heavy chakra was added for the Heavy Chakra feat in order to make the main Constitution-based feats equal to the main Intelligence-based feats, and is compressed chakra inspired by Naruto attempting to use Kurama's chakra for the first time. It does exactly what it says under Special Chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:15, 12 December 2021 (MST)<br />
<br />
<br />
''" As for Cloud-Style Reverse Beheading...<br />
As a reaction, when you are targetted by an attack, the user makes a weapon attack against a creature in their reach. On a hit, they take half as much damage."''<br />
I can't quite understand what this technique refers to; do you take half damage from the attack if you hit a creature? Does the other creature that you hit take half damage?{{unsigned|ManzanaJack}}<br />
<br />
:Honestly, I'll probably rewrite reverse beheading altogether, as either way it can be interpreted doesn't really fit how it works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:21, 15 December 2021 (MST)<br />
<br />
Hey one of my players had just reached level 3 and had chosen the Path of the Puppet Master for their subclass. They had wanted to use Karasu from the Shinobi World Bestiary, but it’s CR is at level four. Even though we are using the PECR rule, he isn’t at a high enough level to get it.<br />
<br />
:Sorry about that, I could've sworn an IP had fixed that (as he was initially based off of Kankuro's stat block), but I can see how another user could interpret that as a shadow buff and undo it. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:00, 15 December 2021 (MST)<br />
<br />
so if making pills is an alt feature then whats the main one for path of healer?-killshot<br />
<br />
:For some reason when I made that edit I thought Mystic Palm and Pill Creation were on the same level. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
<br />
So for the Path of the Insect-Nin and it says one species of Shinobi Insects, does it mean the player can pick only species like Swarm of Kikaichu and they can only use that one?<br />
<br />
:That is correct, though you do gain a second species at 10th level for an additional cost.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
<br />
So for the two for one Jutsu for Basic Ninjutsu and Taijutsu, can I take one Jutsu from Basic Ninjutsu and another from Taijutsu or is that not how it works?<br />
<br />
:You may take a Basic Ninjutsu and a Taijutsu on a single level.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
<br />
So I saw the change to Kama Seal Absorption Jutsu but I'm a little confused, it says when you are targeted you can use your reaction to absorb the jutsu basically. Does that also mean it doesn't work for area of effect jutsu or what?<br />
<br />
:Not sure where you're getting that, even if multiple creatures are being targeted, you are still a target of the jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:48, 20 December 2021 (MST)<br />
<br />
If you use Laser Circus, can you just make all of the beams target 1 creature and deal ludicrous damage?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:37, 31 December 2021 (MST)<br />
<br />
:You absolutely could, and I am shocked that this flew under the radar for so long, so thanks for nabbing that! I have reworked it to be a variant of [[Shinsu Senju (Shinobi World Supplement)|All is Suffering]] with a longer windup and slightly higher damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:58, 31 December 2021 (MST)<br />
<br />
Say you had a character with a sharingan in one eye, and a Rinnegan in the other, could you benefit from both paths at the same time?——[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:32, 4 January 2022 (MST)<br />
<br />
:Yes, though you would still be limited by the effects of only having 1 of each, as detailed under Implantable Paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:14, 4 January 2022 (MST)<br />
<br />
<br />
In path of the Sage's level 3 ability, would something like the Basic Taijutsu Technique benefit from the d10s? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 19:54, 7 January 2022 (MST)<br />
<br />
:No using RAW, since the attacks are part of a jutsu, but if a DM decides it should, it shouldn't break balance all too much.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:27, 8 January 2022 (MST)<br />
<br />
On that note, can someone pretty much have Sage Mode active all the time until they roll initiative? And, what is considered "Sage Mode" for abilities like lvl. 10's Sage Kata? Is it having more than half in Sennin chakra? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 12:20, 8 January 2022 (MST)<br />
<br />
:Outside of initiative, nothing is keeping a player from having Sage Mode active indefinitely. Hopefully what Sage Mode has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:18, 8 January 2022 (MST)<br />
<br />
<br />
I'm sure I'm interpreting this weirdly but, do you actually "regain" chakra from a shadow clone dissipating if you spent 4 chakra on it?--[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 05:30, 12 January 2022 (MST)<br />
<br />
:As stated in the feature, you regain 4 fewer chakra points spent to a minimum of 0, so you would regain 0 chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:53, 12 January 2022 (MST)<br />
<br />
This has been on my mind for a bit, but does the whole reducing hit dice thing from the Nindo "I will become the greatest ninja" cut your hit points in half as well? Same question for the reduction in hit dice from advanced curse of Hatred as well as hit dice increase from Chakra alternative.<br />
<br />
:Yes, and in the same way, an increase in hit dice increases your max hp as well.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:41, 13 January 2022 (MST)<br />
<br />
Hey so I have been playing with path of beast and I noticed that when you are in tailed beast mode and you get hit down to 0 hp you return to normal, does this mean it works like a druids wildshape where you get knocked out of the form but you have all the hp that you went into the form with? so if you had full hp changed into a tailed beast gaining their hp go hit enough to be forced out of the form would you still be at full and just need to use a full turn action to go back into that form?<br />
<br />
:The intent of "You have the same percentage of your hit points remaining" is that it applies to going into and out of Tailed Beast Mode. That being said, it has been clarified on page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
<br />
If you wanted to use the Path of Hatred feature, replication, on a rogue's sneak attack, how would it work? For example, if it was a level 10 rogue that had 5d6 worth of sneak attack, would you get the level one version for 2 chakra, or would you get the level 10 version for 20 chakra?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:38, 16 January 2022 (MST)<br />
<br />
:I believe a player would be able to choose to what level a replicated sneak attack would work at, and how much it would cost with it, when they use it. That being said, there's really no good way of wording such a mechanic, and it's really up to the DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
<br />
Forgive me if this is a silly question, but can the Chakra Nature feat be taken more than once, same for Ninja of Prophey and Advanced Hatred. Also I've been having some trouble figuring out how Izanami works, could you give an example?<br />
<br />
:No worries, the intent was for such a thing to be possible, and has been clarified on page. As for Izanami, I'll use the example used in the show/manga: "on turn 1, Kabuto attacks Itachi, hitting him and seemingly killing him, only for him to take no lasting damage from being an Edo Tensei. On turn 2, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 3, Kabuto steps on a crow feather in a specific place while approaching Itachi. <br />
<br />
:On turn 4, Kabuto hits Itachi, seemingly killing him, only for him to take no lasting damage from being a crow clone. On turn 5, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 6, Kabuto steps on a crow feather in the same place while running at Itachi. Itachi's eye goes blind, and Kabuto is paralyzed as he relives variations of those three events on loop, with the condition that if he realizes that trying to become Orochimaru instead of being Kabuto is a bad idea, the Izanami will be released." Hopefully this helped.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 17 January 2022 (MST)<br />
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Is the flight speed that the Transformation technique gives you acquired at level 6 overall? Or is it when you reach level 6 in Ninja? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:55, 18 January 2022 (MST)<br />
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:It was supposed to be class level, but I couldn't figure out a good way to word that so I've slightly revised the wording, but it should still work the same.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:13, 18 January 2022 (MST)<br />
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Where did the Rinnegan ability name Kaimon come from? I don't think it has a name in canon.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:59, 20 January 2022 (MST)<br />
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:It seems the rename occurred on November 24th, 2019 during the major rework of the subclass. It's likely the name comes from the same place as the first of the Eight Gates, having the same name and being translatable as either the Gate of Opening or simply Opening the Gate. Either way, it's a lot more succinct than "Sasuke Uchiha's Space–Time Dōjutsu".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:29, 20 January 2022 (MST)<br />
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For Genjutsu Master Feat, can you only hurt one person that is under your genjutsu with a bonus action? Or can you hurt everyone that is under your genjutsu with a bonus action?<br />
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:You may only deal damage to a single creature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:40, 25 January 2022 (MST)<br />
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How does the self-taught eight Gates work and also is there a typo is it supposed to be a variant rule?<br />
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:Sorry for the confusion, I was jotting down some ideas at the last minute and thought I had used the complete version. This has been corrected on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:43, 27 January 2022 (MST)<br />
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Is the overflowing chakra feat supposed to change the damage modifier in the jutsus that say "+ your intelligence modifier damage"? And does it change the stat that determines your maximum number of seals from your int modifier to your con modifier?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:40, 8 February 2022 (MST)<br />
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:All of the above is the intent.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 8 February 2022 (MST)<br />
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I have a question about genjutsu, what is the point in having affinity with yin if the only time it does damage is if you have Genjutsu Master with your bonus action?<br />
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:There are more jutsu in Yin Style than Genjutsu, among which Sound Wave, Calling Upon Tears (which the enhanced version will be added sooner or later), and Yin Style: Dominating Rasengan, all of which deal damage. Additionally, things like the Path of Specialization's improved technique allow alternate ways for jutsu that don't normally deal damage to benefit from Affinity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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So with the tail beast mode do you gain the actions of your tail beat or do you just become gargantuan essentially? Cuz I know you keep your same amount of health but is it basically only your size that change or do you get there to hit or bite or any of their jutsus or?- killshot<br />
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:You gain all of their actions and features in addition to your own.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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The Powerful Source feat specifies that your AC is 10 + your Dexterity modifier + your Proficiency bonus, is that correct? --[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:33, 15 February 2022 (MST)<br />
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:Thanks for catching that, could've sworn I had changed it to Strength.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:54, 15 February 2022 (MST)<br />
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This is a dumb question but what happens if it's attempted to make a rasengan/chidori clash?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:50, 16 February 2022 (MST)<br />
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I don't really get how genjutsu clones work, do they attack or are they meant to just protect the user?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:43, 25 February 2022 (MST)<br />
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:Initially, it was too vague and didn't really fit the idea of the clones not really being there. This has been reworked to be a bit more confusion-based.--09:54, 25 February 2022 (MST)<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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So I saw the Kama Seal Absorption jutsu reduces the chakra itself in the jutsu that is targetting the character, well what about jutsu that target you but there isn't a chakra cost like C0 and such can I not absorb it?<br />
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:Jutsu that don't cost chakra can not be absorbed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:23, 15 March 2022 (MDT)<br />
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If that is the case then why is it when you go to the 2nd level feature Chakra it has a little thing about Jutsu in there saying that all jutsu cost chakra?<br />
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:The "unless otherwise stated" is important, as every rule except the last two are ignored in at least one jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:42, 16 March 2022 (MDT)<br />
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Another question, So I saw in Path of Blood that in the 7th level feature you get Genjutsu: Ketsuryugan but I was reading through it and noticed that it doesn't say anything about you not being effected by the genjutsu cast on you. Does that mean that you can use this as a reaction but still have to make the save and potentially be in your own genjutsu while the person who cast the genjutsu is in your sea of blood?<br />
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:This has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (MDT)<br />
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Is it possible to use Advanced Training to gain a 20th level feature of an implanted path? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 12:26, 19 March 2022 (MDT)<br />
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:You can not, as you would still not have its requirements.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (MDT)<br />
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::lol, I totally forgot that Advanced Training is a 17-19 level feature. But basically, as long as the requirements are met, I can take just about any path feature. Right? Such as by using Ninja Path* (or 28th level Advanced Training if that's not in the process of being removed). --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 01:00, 22 March 2022 (MDT)<br />
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:::I don't see a problem with that, though it's up to the DM how they interpret "an implanted eye can only gain class features up to 15th level" in the Implantable Paths section. By my perspective, players are at such a level of power at that point that it wouldn't be out of whack balance-wise, and could be justified lore-wise as exceptional mastery as by that point they are nearing high Six Paths levels of power.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:55, 22 March 2022 (MDT)<br />
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What is Heavy chakra? And what differentiates it from normal chakra? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 20:34, 19 March 2022 (MDT)<br />
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:Heavy chakra was added as an anti-absorption option that can be gained using a handful of feats. It is meant to partially simulate situations like Kurama, whose chakra was stated to be exceptionally heavy and difficult to control.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (MDT)<br />
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In the nindo, "I will become the greatest ninja" it says the character's hit dice are halved, which is similar to the boon "elderly master", except that it doesn't state what happens after gaining the nindo. Do you gain a hit die once every two levels? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 04:47, 31 March 2022 (MDT)<br />
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:This has been edited on-page to hopefully be a bit easier to use right out of the box, I hope this change helps.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:06, 31 March 2022 (MDT)<br />
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::Interesting idea. It's much clearer now. But isn't it a bit overkill? Late-game, the character would be significantly squishier when compared to others. Just a suggestion, but what do you think of just lowering the hit dice size by 1. So a d10 becomes a d8, d8 > d6, d6 > d4, and so forth. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:01, 14 April 2022 (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 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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*Crazy Butterfly Kick<br />
*Sealing Technique: Spirit Sealing<br />
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:Crazy Butterfly Kick doesn't seem any different to simply making attacks with Butterfly Mode. 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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Lightning Release: Snake Lightning, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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 />
<br />
- 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 />
<br />
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 />
: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, San's Bird, Secret Technique: Insect Bog, Empty Crash.<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 />
<br />
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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== [[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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== 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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== 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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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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== what going on with the paths and natures ==<br />
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what happen to half the paths and all the chakra natures are you doing an update<br />
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:I accidentally left a comment open when moving the Path of Mutation, which ended up hiding more content than intended.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:42, 11 January 2022 (MST)<br />
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== Flying Thunder God ==<br />
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I know that Flying Thunder God is very overpowered, but I think it would be nice to at least have it present on the boons page. [[User:Janderion|Janderion]] ([[User talk:Janderion|talk]]) 11:11, 12 April 2022 (MDT)<br />
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:It's already been added as a [[Fuinjutsu (Shinobi World Supplement)|fuinjutsu]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:45, 12 April 2022 (MDT)<br />
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::Oh, thanks for that info. [[User:Janderion|Janderion]] ([[User talk:Janderion|talk]]) 15:17, 12 April 2022 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1588172Talk:Naruto: Shinobi (5e Class)2022-03-31T10:47:24Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<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 Subclasses)<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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==Core Rules and Major Changes==<br />
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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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===Scrolls vs Seals===<br />
How would everyone feel about changing the Scrolls feature and its upgrade into jutsu? At the moment, they don't really fit with the other core features save for filling 13th level's feature slot. The Unsealing Technique would likely be a Basic Ninjutsu, while Enclosing Technique would likely be locked behind Fuinjutsu. Filling Scroll Upgrade's hole with Hidden Talent (stripping out the half ASI and changing the name of course) would fit far better as a general Dilletant class core feature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:23, 15 February 2022 (MST)<br />
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I'm all for it as long as the Unsealing Technique won't just be giving people who know nothing but basic ninjutsu the ability to just defuse powerful seals like (flying raijin) just by expending some chakra, and what will happen to the first scroll feature and perfected hand seals feat?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:41, 16 February 2022 (MST)<br />
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:2nd level already has two features, so removing Scrolls from the feature lineup won't cause too many (if any) problems. As for Perfected Seals, it will probably be unchanged, save for an asterisk saying something along the lines of "if you take this feat before gaining the Jonin (or whatever I rename Hidden Talent to) feature, you gain its benefits instead. When you would gain the Jonin feature, you instead gain this feat's other benefits".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:56, 16 February 2022 (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 />
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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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If you have the Byakugan but turn it into a Tenseigan do you lose the features of path of sight and only gain path of celestial?<br />
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:Unless you have the Tensei Byakugan boon, you can only benefit from one dojutsu or the other.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:45, 8 September 2021 (MDT)<br />
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With Cherry Blossom Fist, do taijutsu techniques count as unarmed strikes? Or does it only account for the normal unarmed strikes you would get with extra attack? For example, my character has both Path of the Healer and Path of Sight. Would using his bonus action to activate Cherry Blossom Fist and then using his action for sixty four palms double the damage of the jutsu, since the jutsu is composed of unarmed melee attacks?<br />
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:Cherry Blossom Fist would only apply to jutsu that allow you to make an unarmed strike attack roll, so it would not apply to jutsu like Sixty-Four Palms, since that targets a creature with a saving throw.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 05:45, 20 September 2021 (MDT)<br />
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So, I was wondering whether Genjutsu and Ephemeral from Path of Hatred costs an action or a bonus action? It doesn't list one so, I've always been a bit confused on that. -ThatVoiceDude<br />
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Sorry if this question is too dumb but, as for the One Currency System variant rule, does that essentially mean I get a ton more chakra? If I am a 1st lvl Wizard and a 2nd level Shinobi with a +0 Con modifier, do I get 4 (2nd level Shinobi) + 6 (each spell slot equals 3 times its level in chakra, 1st level wizards have 2 spell slots) chakra?<br />
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:At the moment yes, but I've been trying to iron out the spell slot wrinkle for a while. Still not entirely sure how to do that, but I think it's mostly fair to allow for a player to get more chakra by sacrificing their ability to get higher level features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:48, 9 October 2021 (MDT)<br />
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Does the Path of the Body lvl 3 ability refer to your level as a whole? (as in, overall level for multiclassing) "At 3rd level, you can store food inside your body. You can store an additional day’s worth of food which can be consumed at will. As an action, you can use this stored food to regain an amount of chakra equal to your level. You cannot do so again until you finish a long rest."<br />
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:Shinobi level. --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:01, 15 October 2021 (MDT)<br />
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Under the 2nd level Chakra feature is says "Jutsu cast outside of initiative cost half as much Chakra so long as the Jutsu is will not damage or otherwise directly negatively affect a creature". In the Path of Hatred subclass it is stated that "At the end of each turn you have your Sharingan active, you must spend 1 chakra, or 2 if it was implanted.". My question is: does a non-implanted Sharingan allow the user to use it indefinitely out of combat even before reaching level 15? Or does it not count as a jutsu and costs chakra regardless. If it doesn't count as a jutsu, what about the Byakugan, which unlike the Sharingan, requires hand signs to be activated? [[User:Sleepy Âsh|Sleepy Âsh]] ([[User talk:Sleepy Âsh|talk]]) 13:33, 22 October 2021 (MDT)<br />
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:Not quite sure where you're getting that the Byakugan needs hand signs, but neither count as jutsu, and thus are not halved. The only things that are jutsu are formatted as jutsu (or for a more RAW definition, are listed under an "X Jutsu" header or after "you gain the following jutsu"). This technically leaves a blind spot in the Genjutsu feature, but I plan on rectifying this soon. Hope this helps!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 22 October 2021 (MDT)<br />
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For the Asura Path of the Rinnegan, how many Asura Path Modifications can you have active if you don't have Asura Path as a focus? I haven't been able to find it. -ThatVoiceDude<br />
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:Thanks for the catch! This should be fixed now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:49, 26 October 2021 (MDT)<br />
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As for The Path of Sealing "Animal Covering" ability, do you need to have the animal in question physically near you? Or can you choose whichever you like? And, does it have a time limit?<br />
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:You do not need the creature near you and it does not have a time limit outside of needing to maintain concentration.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:33, 5 November 2021 (MDT)<br />
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''Gate Of The Great God'' in ''Fuinjutsu'' has a DC 3 Strength saving throw base DC. Is this correct?<br />
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"As an action, you materialize and slam a massive tori gate onto a nearby creature. They must succeed a DC 3 Strength saving throw or become restrained for this jutsu's duration. This jutsu may be used multiple times on the same action, increasing the DC by 3 for every additional use. You may only have two tori gates active at a time. If this is used as a Sage Art to grant the creature disadvantage, the disadvantage remains for this jutsu's entire duration."<br />
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:That is the intent, as it is supposed to have a low cost that can be used to increase its DC. That being said, I might rework it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 29 November 2021 (MST)<br />
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Hey, I decided to try and make a campaign with this and wanted my players to start off as Academy Students. So I was wonder if you could help me figure out what type of Justus I can suggest my players to learn to ease them into it.<br />
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:Every basic natures has a couple of jutsu with a cost between 1-3 chakra chakra that are intended to be a player's starting jutsu, with higher cost natures either requiring more chakra (which can be achieved in a variety of ways), or playing like a warlock. For a more specific, if restrictive answer, [[Academy Student (Shinobi World Supplement)|Academy students]] as a creature in the [[Shinobi World (5e Campaign Setting)|setting]] I created for this class start out with Shuriken Jutsu, Transformation, and Body Flicker as they all have fun and simple combat and narrative uses in addition to low cost. In the case of a player choosing Taijutsu instead of Basic Ninjutsu at 2nd level, Transformation and Body Flicker are intended to be replaced with Shadow of the Dancing Leaf and Flying Claw. I hope this helps, but first and foremost, while the number of choices can be daunting, a lot of fun in this setting comes from choice, so don't feel like players ''need'' to pick any of these.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:05, 9 December 2021 (MST)<br />
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:In case you ever need help with something like this again, the [[Generic Nin (Shinobi World Supplement)|generic nin]] list has creatures with what I believe to be the most reasonable progression for gaining jutsu. Additionally, most path specific jutsu have low costs, making them a good choice for low level players.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:19, 9 December 2021 (MST)<br />
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Hey there is something that I’m little confused about one of the special chakras. What exactly is Heavy Chakra and what does it do exactly?<br />
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:Heavy chakra was added for the Heavy Chakra feat in order to make the main Constitution-based feats equal to the main Intelligence-based feats, and is compressed chakra inspired by Naruto attempting to use Kurama's chakra for the first time. It does exactly what it says under Special Chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:15, 12 December 2021 (MST)<br />
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''" As for Cloud-Style Reverse Beheading...<br />
As a reaction, when you are targetted by an attack, the user makes a weapon attack against a creature in their reach. On a hit, they take half as much damage."''<br />
I can't quite understand what this technique refers to; do you take half damage from the attack if you hit a creature? Does the other creature that you hit take half damage?{{unsigned|ManzanaJack}}<br />
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:Honestly, I'll probably rewrite reverse beheading altogether, as either way it can be interpreted doesn't really fit how it works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:21, 15 December 2021 (MST)<br />
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Hey one of my players had just reached level 3 and had chosen the Path of the Puppet Master for their subclass. They had wanted to use Karasu from the Shinobi World Bestiary, but it’s CR is at level four. Even though we are using the PECR rule, he isn’t at a high enough level to get it.<br />
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:Sorry about that, I could've sworn an IP had fixed that (as he was initially based off of Kankuro's stat block), but I can see how another user could interpret that as a shadow buff and undo it. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:00, 15 December 2021 (MST)<br />
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so if making pills is an alt feature then whats the main one for path of healer?-killshot<br />
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:For some reason when I made that edit I thought Mystic Palm and Pill Creation were on the same level. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So for the Path of the Insect-Nin and it says one species of Shinobi Insects, does it mean the player can pick only species like Swarm of Kikaichu and they can only use that one?<br />
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:That is correct, though you do gain a second species at 10th level for an additional cost.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So for the two for one Jutsu for Basic Ninjutsu and Taijutsu, can I take one Jutsu from Basic Ninjutsu and another from Taijutsu or is that not how it works?<br />
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:You may take a Basic Ninjutsu and a Taijutsu on a single level.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So I saw the change to Kama Seal Absorption Jutsu but I'm a little confused, it says when you are targeted you can use your reaction to absorb the jutsu basically. Does that also mean it doesn't work for area of effect jutsu or what?<br />
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:Not sure where you're getting that, even if multiple creatures are being targeted, you are still a target of the jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:48, 20 December 2021 (MST)<br />
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If you use Laser Circus, can you just make all of the beams target 1 creature and deal ludicrous damage?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:37, 31 December 2021 (MST)<br />
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:You absolutely could, and I am shocked that this flew under the radar for so long, so thanks for nabbing that! I have reworked it to be a variant of [[Shinsu Senju (Shinobi World Supplement)|All is Suffering]] with a longer windup and slightly higher damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:58, 31 December 2021 (MST)<br />
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Say you had a character with a sharingan in one eye, and a Rinnegan in the other, could you benefit from both paths at the same time?——[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:32, 4 January 2022 (MST)<br />
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:Yes, though you would still be limited by the effects of only having 1 of each, as detailed under Implantable Paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:14, 4 January 2022 (MST)<br />
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In path of the Sage's level 3 ability, would something like the Basic Taijutsu Technique benefit from the d10s? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 19:54, 7 January 2022 (MST)<br />
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:No using RAW, since the attacks are part of a jutsu, but if a DM decides it should, it shouldn't break balance all too much.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:27, 8 January 2022 (MST)<br />
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On that note, can someone pretty much have Sage Mode active all the time until they roll initiative? And, what is considered "Sage Mode" for abilities like lvl. 10's Sage Kata? Is it having more than half in Sennin chakra? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 12:20, 8 January 2022 (MST)<br />
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:Outside of initiative, nothing is keeping a player from having Sage Mode active indefinitely. Hopefully what Sage Mode has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:18, 8 January 2022 (MST)<br />
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I'm sure I'm interpreting this weirdly but, do you actually "regain" chakra from a shadow clone dissipating if you spent 4 chakra on it?--[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 05:30, 12 January 2022 (MST)<br />
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:As stated in the feature, you regain 4 fewer chakra points spent to a minimum of 0, so you would regain 0 chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:53, 12 January 2022 (MST)<br />
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This has been on my mind for a bit, but does the whole reducing hit dice thing from the Nindo "I will become the greatest ninja" cut your hit points in half as well? Same question for the reduction in hit dice from advanced curse of Hatred as well as hit dice increase from Chakra alternative.<br />
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:Yes, and in the same way, an increase in hit dice increases your max hp as well.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:41, 13 January 2022 (MST)<br />
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Hey so I have been playing with path of beast and I noticed that when you are in tailed beast mode and you get hit down to 0 hp you return to normal, does this mean it works like a druids wildshape where you get knocked out of the form but you have all the hp that you went into the form with? so if you had full hp changed into a tailed beast gaining their hp go hit enough to be forced out of the form would you still be at full and just need to use a full turn action to go back into that form?<br />
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:The intent of "You have the same percentage of your hit points remaining" is that it applies to going into and out of Tailed Beast Mode. That being said, it has been clarified on page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
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If you wanted to use the Path of Hatred feature, replication, on a rogue's sneak attack, how would it work? For example, if it was a level 10 rogue that had 5d6 worth of sneak attack, would you get the level one version for 2 chakra, or would you get the level 10 version for 20 chakra?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:38, 16 January 2022 (MST)<br />
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:I believe a player would be able to choose to what level a replicated sneak attack would work at, and how much it would cost with it, when they use it. That being said, there's really no good way of wording such a mechanic, and it's really up to the DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
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Forgive me if this is a silly question, but can the Chakra Nature feat be taken more than once, same for Ninja of Prophey and Advanced Hatred. Also I've been having some trouble figuring out how Izanami works, could you give an example?<br />
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:No worries, the intent was for such a thing to be possible, and has been clarified on page. As for Izanami, I'll use the example used in the show/manga: "on turn 1, Kabuto attacks Itachi, hitting him and seemingly killing him, only for him to take no lasting damage from being an Edo Tensei. On turn 2, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 3, Kabuto steps on a crow feather in a specific place while approaching Itachi. <br />
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:On turn 4, Kabuto hits Itachi, seemingly killing him, only for him to take no lasting damage from being a crow clone. On turn 5, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 6, Kabuto steps on a crow feather in the same place while running at Itachi. Itachi's eye goes blind, and Kabuto is paralyzed as he relives variations of those three events on loop, with the condition that if he realizes that trying to become Orochimaru instead of being Kabuto is a bad idea, the Izanami will be released." Hopefully this helped.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 17 January 2022 (MST)<br />
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Is the flight speed that the Transformation technique gives you acquired at level 6 overall? Or is it when you reach level 6 in Ninja? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:55, 18 January 2022 (MST)<br />
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:It was supposed to be class level, but I couldn't figure out a good way to word that so I've slightly revised the wording, but it should still work the same.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:13, 18 January 2022 (MST)<br />
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Where did the Rinnegan ability name Kaimon come from? I don't think it has a name in canon.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:59, 20 January 2022 (MST)<br />
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:It seems the rename occurred on November 24th, 2019 during the major rework of the subclass. It's likely the name comes from the same place as the first of the Eight Gates, having the same name and being translatable as either the Gate of Opening or simply Opening the Gate. Either way, it's a lot more succinct than "Sasuke Uchiha's Space–Time Dōjutsu".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:29, 20 January 2022 (MST)<br />
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For Genjutsu Master Feat, can you only hurt one person that is under your genjutsu with a bonus action? Or can you hurt everyone that is under your genjutsu with a bonus action?<br />
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:You may only deal damage to a single creature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:40, 25 January 2022 (MST)<br />
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How does the self-taught eight Gates work and also is there a typo is it supposed to be a variant rule?<br />
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:Sorry for the confusion, I was jotting down some ideas at the last minute and thought I had used the complete version. This has been corrected on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:43, 27 January 2022 (MST)<br />
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Is the overflowing chakra feat supposed to change the damage modifier in the jutsus that say "+ your intelligence modifier damage"? And does it change the stat that determines your maximum number of seals from your int modifier to your con modifier?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:40, 8 February 2022 (MST)<br />
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:All of the above is the intent.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 8 February 2022 (MST)<br />
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I have a question about genjutsu, what is the point in having affinity with yin if the only time it does damage is if you have Genjutsu Master with your bonus action?<br />
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:There are more jutsu in Yin Style than Genjutsu, among which Sound Wave, Calling Upon Tears (which the enhanced version will be added sooner or later), and Yin Style: Dominating Rasengan, all of which deal damage. Additionally, things like the Path of Specialization's improved technique allow alternate ways for jutsu that don't normally deal damage to benefit from Affinity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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So with the tail beast mode do you gain the actions of your tail beat or do you just become gargantuan essentially? Cuz I know you keep your same amount of health but is it basically only your size that change or do you get there to hit or bite or any of their jutsus or?- killshot<br />
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:You gain all of their actions and features in addition to your own.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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The Powerful Source feat specifies that your AC is 10 + your Dexterity modifier + your Proficiency bonus, is that correct? --[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:33, 15 February 2022 (MST)<br />
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:Thanks for catching that, could've sworn I had changed it to Strength.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:54, 15 February 2022 (MST)<br />
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This is a dumb question but what happens if it's attempted to make a rasengan/chidori clash?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:50, 16 February 2022 (MST)<br />
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I don't really get how genjutsu clones work, do they attack or are they meant to just protect the user?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:43, 25 February 2022 (MST)<br />
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:Initially, it was too vague and didn't really fit the idea of the clones not really being there. This has been reworked to be a bit more confusion-based.--09:54, 25 February 2022 (MST)<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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So I saw the Kama Seal Absorption jutsu reduces the chakra itself in the jutsu that is targetting the character, well what about jutsu that target you but there isn't a chakra cost like C0 and such can I not absorb it?<br />
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:Jutsu that don't cost chakra can not be absorbed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:23, 15 March 2022 (MDT)<br />
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If that is the case then why is it when you go to the 2nd level feature Chakra it has a little thing about Jutsu in there saying that all jutsu cost chakra?<br />
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:The "unless otherwise stated" is important, as every rule except the last two are ignored in at least one jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:42, 16 March 2022 (MDT)<br />
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Another question, So I saw in Path of Blood that in the 7th level feature you get Genjutsu: Ketsuryugan but I was reading through it and noticed that it doesn't say anything about you not being effected by the genjutsu cast on you. Does that mean that you can use this as a reaction but still have to make the save and potentially be in your own genjutsu while the person who cast the genjutsu is in your sea of blood?<br />
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:This has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (MDT)<br />
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Is it possible to use Advanced Training to gain a 20th level feature of an implanted path? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 12:26, 19 March 2022 (MDT)<br />
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:You can not, as you would still not have its requirements.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (MDT)<br />
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::lol, I totally forgot that Advanced Training is a 17-19 level feature. But basically, as long as the requirements are met, I can take just about any path feature. Right? Such as by using Ninja Path* (or 28th level Advanced Training if that's not in the process of being removed). --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 01:00, 22 March 2022 (MDT)<br />
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:::I don't see a problem with that, though it's up to the DM how they interpret "an implanted eye can only gain class features up to 15th level" in the Implantable Paths section. By my perspective, players are at such a level of power at that point that it wouldn't be out of whack balance-wise, and could be justified lore-wise as exceptional mastery as by that point they are nearing high Six Paths levels of power.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:55, 22 March 2022 (MDT)<br />
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What is Heavy chakra? And what differentiates it from normal chakra? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 20:34, 19 March 2022 (MDT)<br />
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:Heavy chakra was added as an anti-absorption option that can be gained using a handful of feats. It is meant to partially simulate situations like Kurama, whose chakra was stated to be exceptionally heavy and difficult to control.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (MDT)<br />
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In the nindo, "I will become the greatest ninja" it says the character's hit dice are halved, which is similar to the boon "elderly master", except that it doesn't state what happens after gaining the nindo. Do you gain a hit die once every two levels? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 04:47, 31 March 2022 (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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<br />
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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<br />
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 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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<br />
Sound release<br />
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<br />
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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*Crazy Butterfly Kick<br />
*Sealing Technique: Spirit Sealing<br />
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:Crazy Butterfly Kick doesn't seem any different to simply making attacks with Butterfly Mode. 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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Lightning Release: Snake Lightning, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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<br />
One Thousand Years Of Death?<br />
<br />
- 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 />
<br />
- 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 />
<br />
Large Creatures have 3d6<br />
<br />
And so on and so forth<br />
<br />
The main reason I made the damage dice increase per size is because of the 𝘴𝘪𝘻𝘦 of the hands being used to attack<br />
<br />
: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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<br />
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 />
: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, San's Bird, Secret Technique: Insect Bog, Empty Crash.<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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== [[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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<br />
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 />
<br />
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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<br />
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 />
<br />
== Quality Article Nomination ==<br />
<br />
{{Quality Article Nominee|01:02, 12 February 2021 (MST)}}<br />
<br />
'''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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== RLL Review ==<br />
<br />
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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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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== what going on with the paths and natures ==<br />
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what happen to half the paths and all the chakra natures are you doing an update<br />
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:I accidentally left a comment open when moving the Path of Mutation, which ended up hiding more content than intended.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:42, 11 January 2022 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1584723Talk:Naruto: Shinobi (5e Class)2022-03-22T07:00:39Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<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 Subclasses)<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 />
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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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===Scrolls vs Seals===<br />
How would everyone feel about changing the Scrolls feature and its upgrade into jutsu? At the moment, they don't really fit with the other core features save for filling 13th level's feature slot. The Unsealing Technique would likely be a Basic Ninjutsu, while Enclosing Technique would likely be locked behind Fuinjutsu. Filling Scroll Upgrade's hole with Hidden Talent (stripping out the half ASI and changing the name of course) would fit far better as a general Dilletant class core feature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:23, 15 February 2022 (MST)<br />
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I'm all for it as long as the Unsealing Technique won't just be giving people who know nothing but basic ninjutsu the ability to just defuse powerful seals like (flying raijin) just by expending some chakra, and what will happen to the first scroll feature and perfected hand seals feat?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:41, 16 February 2022 (MST)<br />
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:2nd level already has two features, so removing Scrolls from the feature lineup won't cause too many (if any) problems. As for Perfected Seals, it will probably be unchanged, save for an asterisk saying something along the lines of "if you take this feat before gaining the Jonin (or whatever I rename Hidden Talent to) feature, you gain its benefits instead. When you would gain the Jonin feature, you instead gain this feat's other benefits".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:56, 16 February 2022 (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 />
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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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<br />
If you have the Byakugan but turn it into a Tenseigan do you lose the features of path of sight and only gain path of celestial?<br />
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:Unless you have the Tensei Byakugan boon, you can only benefit from one dojutsu or the other.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:45, 8 September 2021 (MDT)<br />
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<br />
With Cherry Blossom Fist, do taijutsu techniques count as unarmed strikes? Or does it only account for the normal unarmed strikes you would get with extra attack? For example, my character has both Path of the Healer and Path of Sight. Would using his bonus action to activate Cherry Blossom Fist and then using his action for sixty four palms double the damage of the jutsu, since the jutsu is composed of unarmed melee attacks?<br />
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:Cherry Blossom Fist would only apply to jutsu that allow you to make an unarmed strike attack roll, so it would not apply to jutsu like Sixty-Four Palms, since that targets a creature with a saving throw.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 05:45, 20 September 2021 (MDT)<br />
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<br />
So, I was wondering whether Genjutsu and Ephemeral from Path of Hatred costs an action or a bonus action? It doesn't list one so, I've always been a bit confused on that. -ThatVoiceDude<br />
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Sorry if this question is too dumb but, as for the One Currency System variant rule, does that essentially mean I get a ton more chakra? If I am a 1st lvl Wizard and a 2nd level Shinobi with a +0 Con modifier, do I get 4 (2nd level Shinobi) + 6 (each spell slot equals 3 times its level in chakra, 1st level wizards have 2 spell slots) chakra?<br />
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:At the moment yes, but I've been trying to iron out the spell slot wrinkle for a while. Still not entirely sure how to do that, but I think it's mostly fair to allow for a player to get more chakra by sacrificing their ability to get higher level features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:48, 9 October 2021 (MDT)<br />
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<br />
Does the Path of the Body lvl 3 ability refer to your level as a whole? (as in, overall level for multiclassing) "At 3rd level, you can store food inside your body. You can store an additional day’s worth of food which can be consumed at will. As an action, you can use this stored food to regain an amount of chakra equal to your level. You cannot do so again until you finish a long rest."<br />
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:Shinobi level. --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:01, 15 October 2021 (MDT)<br />
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Under the 2nd level Chakra feature is says "Jutsu cast outside of initiative cost half as much Chakra so long as the Jutsu is will not damage or otherwise directly negatively affect a creature". In the Path of Hatred subclass it is stated that "At the end of each turn you have your Sharingan active, you must spend 1 chakra, or 2 if it was implanted.". My question is: does a non-implanted Sharingan allow the user to use it indefinitely out of combat even before reaching level 15? Or does it not count as a jutsu and costs chakra regardless. If it doesn't count as a jutsu, what about the Byakugan, which unlike the Sharingan, requires hand signs to be activated? [[User:Sleepy Âsh|Sleepy Âsh]] ([[User talk:Sleepy Âsh|talk]]) 13:33, 22 October 2021 (MDT)<br />
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:Not quite sure where you're getting that the Byakugan needs hand signs, but neither count as jutsu, and thus are not halved. The only things that are jutsu are formatted as jutsu (or for a more RAW definition, are listed under an "X Jutsu" header or after "you gain the following jutsu"). This technically leaves a blind spot in the Genjutsu feature, but I plan on rectifying this soon. Hope this helps!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 22 October 2021 (MDT)<br />
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<br />
For the Asura Path of the Rinnegan, how many Asura Path Modifications can you have active if you don't have Asura Path as a focus? I haven't been able to find it. -ThatVoiceDude<br />
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:Thanks for the catch! This should be fixed now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:49, 26 October 2021 (MDT)<br />
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<br />
As for The Path of Sealing "Animal Covering" ability, do you need to have the animal in question physically near you? Or can you choose whichever you like? And, does it have a time limit?<br />
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:You do not need the creature near you and it does not have a time limit outside of needing to maintain concentration.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:33, 5 November 2021 (MDT)<br />
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<br />
''Gate Of The Great God'' in ''Fuinjutsu'' has a DC 3 Strength saving throw base DC. Is this correct?<br />
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"As an action, you materialize and slam a massive tori gate onto a nearby creature. They must succeed a DC 3 Strength saving throw or become restrained for this jutsu's duration. This jutsu may be used multiple times on the same action, increasing the DC by 3 for every additional use. You may only have two tori gates active at a time. If this is used as a Sage Art to grant the creature disadvantage, the disadvantage remains for this jutsu's entire duration."<br />
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:That is the intent, as it is supposed to have a low cost that can be used to increase its DC. That being said, I might rework it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 29 November 2021 (MST)<br />
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Hey, I decided to try and make a campaign with this and wanted my players to start off as Academy Students. So I was wonder if you could help me figure out what type of Justus I can suggest my players to learn to ease them into it.<br />
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:Every basic natures has a couple of jutsu with a cost between 1-3 chakra chakra that are intended to be a player's starting jutsu, with higher cost natures either requiring more chakra (which can be achieved in a variety of ways), or playing like a warlock. For a more specific, if restrictive answer, [[Academy Student (Shinobi World Supplement)|Academy students]] as a creature in the [[Shinobi World (5e Campaign Setting)|setting]] I created for this class start out with Shuriken Jutsu, Transformation, and Body Flicker as they all have fun and simple combat and narrative uses in addition to low cost. In the case of a player choosing Taijutsu instead of Basic Ninjutsu at 2nd level, Transformation and Body Flicker are intended to be replaced with Shadow of the Dancing Leaf and Flying Claw. I hope this helps, but first and foremost, while the number of choices can be daunting, a lot of fun in this setting comes from choice, so don't feel like players ''need'' to pick any of these.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:05, 9 December 2021 (MST)<br />
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:In case you ever need help with something like this again, the [[Generic Nin (Shinobi World Supplement)|generic nin]] list has creatures with what I believe to be the most reasonable progression for gaining jutsu. Additionally, most path specific jutsu have low costs, making them a good choice for low level players.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:19, 9 December 2021 (MST)<br />
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Hey there is something that I’m little confused about one of the special chakras. What exactly is Heavy Chakra and what does it do exactly?<br />
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:Heavy chakra was added for the Heavy Chakra feat in order to make the main Constitution-based feats equal to the main Intelligence-based feats, and is compressed chakra inspired by Naruto attempting to use Kurama's chakra for the first time. It does exactly what it says under Special Chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:15, 12 December 2021 (MST)<br />
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<br />
''" As for Cloud-Style Reverse Beheading...<br />
As a reaction, when you are targetted by an attack, the user makes a weapon attack against a creature in their reach. On a hit, they take half as much damage."''<br />
I can't quite understand what this technique refers to; do you take half damage from the attack if you hit a creature? Does the other creature that you hit take half damage?{{unsigned|ManzanaJack}}<br />
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:Honestly, I'll probably rewrite reverse beheading altogether, as either way it can be interpreted doesn't really fit how it works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:21, 15 December 2021 (MST)<br />
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Hey one of my players had just reached level 3 and had chosen the Path of the Puppet Master for their subclass. They had wanted to use Karasu from the Shinobi World Bestiary, but it’s CR is at level four. Even though we are using the PECR rule, he isn’t at a high enough level to get it.<br />
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:Sorry about that, I could've sworn an IP had fixed that (as he was initially based off of Kankuro's stat block), but I can see how another user could interpret that as a shadow buff and undo it. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:00, 15 December 2021 (MST)<br />
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so if making pills is an alt feature then whats the main one for path of healer?-killshot<br />
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:For some reason when I made that edit I thought Mystic Palm and Pill Creation were on the same level. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So for the Path of the Insect-Nin and it says one species of Shinobi Insects, does it mean the player can pick only species like Swarm of Kikaichu and they can only use that one?<br />
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:That is correct, though you do gain a second species at 10th level for an additional cost.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So for the two for one Jutsu for Basic Ninjutsu and Taijutsu, can I take one Jutsu from Basic Ninjutsu and another from Taijutsu or is that not how it works?<br />
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:You may take a Basic Ninjutsu and a Taijutsu on a single level.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So I saw the change to Kama Seal Absorption Jutsu but I'm a little confused, it says when you are targeted you can use your reaction to absorb the jutsu basically. Does that also mean it doesn't work for area of effect jutsu or what?<br />
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:Not sure where you're getting that, even if multiple creatures are being targeted, you are still a target of the jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:48, 20 December 2021 (MST)<br />
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If you use Laser Circus, can you just make all of the beams target 1 creature and deal ludicrous damage?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:37, 31 December 2021 (MST)<br />
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:You absolutely could, and I am shocked that this flew under the radar for so long, so thanks for nabbing that! I have reworked it to be a variant of [[Shinsu Senju (Shinobi World Supplement)|All is Suffering]] with a longer windup and slightly higher damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:58, 31 December 2021 (MST)<br />
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Say you had a character with a sharingan in one eye, and a Rinnegan in the other, could you benefit from both paths at the same time?——[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:32, 4 January 2022 (MST)<br />
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:Yes, though you would still be limited by the effects of only having 1 of each, as detailed under Implantable Paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:14, 4 January 2022 (MST)<br />
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In path of the Sage's level 3 ability, would something like the Basic Taijutsu Technique benefit from the d10s? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 19:54, 7 January 2022 (MST)<br />
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:No using RAW, since the attacks are part of a jutsu, but if a DM decides it should, it shouldn't break balance all too much.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:27, 8 January 2022 (MST)<br />
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On that note, can someone pretty much have Sage Mode active all the time until they roll initiative? And, what is considered "Sage Mode" for abilities like lvl. 10's Sage Kata? Is it having more than half in Sennin chakra? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 12:20, 8 January 2022 (MST)<br />
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:Outside of initiative, nothing is keeping a player from having Sage Mode active indefinitely. Hopefully what Sage Mode has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:18, 8 January 2022 (MST)<br />
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I'm sure I'm interpreting this weirdly but, do you actually "regain" chakra from a shadow clone dissipating if you spent 4 chakra on it?--[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 05:30, 12 January 2022 (MST)<br />
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:As stated in the feature, you regain 4 fewer chakra points spent to a minimum of 0, so you would regain 0 chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:53, 12 January 2022 (MST)<br />
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This has been on my mind for a bit, but does the whole reducing hit dice thing from the Nindo "I will become the greatest ninja" cut your hit points in half as well? Same question for the reduction in hit dice from advanced curse of Hatred as well as hit dice increase from Chakra alternative.<br />
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:Yes, and in the same way, an increase in hit dice increases your max hp as well.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:41, 13 January 2022 (MST)<br />
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Hey so I have been playing with path of beast and I noticed that when you are in tailed beast mode and you get hit down to 0 hp you return to normal, does this mean it works like a druids wildshape where you get knocked out of the form but you have all the hp that you went into the form with? so if you had full hp changed into a tailed beast gaining their hp go hit enough to be forced out of the form would you still be at full and just need to use a full turn action to go back into that form?<br />
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:The intent of "You have the same percentage of your hit points remaining" is that it applies to going into and out of Tailed Beast Mode. That being said, it has been clarified on page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
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If you wanted to use the Path of Hatred feature, replication, on a rogue's sneak attack, how would it work? For example, if it was a level 10 rogue that had 5d6 worth of sneak attack, would you get the level one version for 2 chakra, or would you get the level 10 version for 20 chakra?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:38, 16 January 2022 (MST)<br />
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:I believe a player would be able to choose to what level a replicated sneak attack would work at, and how much it would cost with it, when they use it. That being said, there's really no good way of wording such a mechanic, and it's really up to the DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
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Forgive me if this is a silly question, but can the Chakra Nature feat be taken more than once, same for Ninja of Prophey and Advanced Hatred. Also I've been having some trouble figuring out how Izanami works, could you give an example?<br />
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:No worries, the intent was for such a thing to be possible, and has been clarified on page. As for Izanami, I'll use the example used in the show/manga: "on turn 1, Kabuto attacks Itachi, hitting him and seemingly killing him, only for him to take no lasting damage from being an Edo Tensei. On turn 2, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 3, Kabuto steps on a crow feather in a specific place while approaching Itachi. <br />
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:On turn 4, Kabuto hits Itachi, seemingly killing him, only for him to take no lasting damage from being a crow clone. On turn 5, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 6, Kabuto steps on a crow feather in the same place while running at Itachi. Itachi's eye goes blind, and Kabuto is paralyzed as he relives variations of those three events on loop, with the condition that if he realizes that trying to become Orochimaru instead of being Kabuto is a bad idea, the Izanami will be released." Hopefully this helped.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 17 January 2022 (MST)<br />
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Is the flight speed that the Transformation technique gives you acquired at level 6 overall? Or is it when you reach level 6 in Ninja? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:55, 18 January 2022 (MST)<br />
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:It was supposed to be class level, but I couldn't figure out a good way to word that so I've slightly revised the wording, but it should still work the same.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:13, 18 January 2022 (MST)<br />
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Where did the Rinnegan ability name Kaimon come from? I don't think it has a name in canon.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:59, 20 January 2022 (MST)<br />
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:It seems the rename occurred on November 24th, 2019 during the major rework of the subclass. It's likely the name comes from the same place as the first of the Eight Gates, having the same name and being translatable as either the Gate of Opening or simply Opening the Gate. Either way, it's a lot more succinct than "Sasuke Uchiha's Space–Time Dōjutsu".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:29, 20 January 2022 (MST)<br />
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For Genjutsu Master Feat, can you only hurt one person that is under your genjutsu with a bonus action? Or can you hurt everyone that is under your genjutsu with a bonus action?<br />
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:You may only deal damage to a single creature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:40, 25 January 2022 (MST)<br />
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How does the self-taught eight Gates work and also is there a typo is it supposed to be a variant rule?<br />
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:Sorry for the confusion, I was jotting down some ideas at the last minute and thought I had used the complete version. This has been corrected on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:43, 27 January 2022 (MST)<br />
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Is the overflowing chakra feat supposed to change the damage modifier in the jutsus that say "+ your intelligence modifier damage"? And does it change the stat that determines your maximum number of seals from your int modifier to your con modifier?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:40, 8 February 2022 (MST)<br />
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:All of the above is the intent.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 8 February 2022 (MST)<br />
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I have a question about genjutsu, what is the point in having affinity with yin if the only time it does damage is if you have Genjutsu Master with your bonus action?<br />
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:There are more jutsu in Yin Style than Genjutsu, among which Sound Wave, Calling Upon Tears (which the enhanced version will be added sooner or later), and Yin Style: Dominating Rasengan, all of which deal damage. Additionally, things like the Path of Specialization's improved technique allow alternate ways for jutsu that don't normally deal damage to benefit from Affinity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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So with the tail beast mode do you gain the actions of your tail beat or do you just become gargantuan essentially? Cuz I know you keep your same amount of health but is it basically only your size that change or do you get there to hit or bite or any of their jutsus or?- killshot<br />
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:You gain all of their actions and features in addition to your own.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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The Powerful Source feat specifies that your AC is 10 + your Dexterity modifier + your Proficiency bonus, is that correct? --[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:33, 15 February 2022 (MST)<br />
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:Thanks for catching that, could've sworn I had changed it to Strength.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:54, 15 February 2022 (MST)<br />
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This is a dumb question but what happens if it's attempted to make a rasengan/chidori clash?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:50, 16 February 2022 (MST)<br />
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I don't really get how genjutsu clones work, do they attack or are they meant to just protect the user?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:43, 25 February 2022 (MST)<br />
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:Initially, it was too vague and didn't really fit the idea of the clones not really being there. This has been reworked to be a bit more confusion-based.--09:54, 25 February 2022 (MST)<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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So I saw the Kama Seal Absorption jutsu reduces the chakra itself in the jutsu that is targetting the character, well what about jutsu that target you but there isn't a chakra cost like C0 and such can I not absorb it?<br />
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:Jutsu that don't cost chakra can not be absorbed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:23, 15 March 2022 (MDT)<br />
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If that is the case then why is it when you go to the 2nd level feature Chakra it has a little thing about Jutsu in there saying that all jutsu cost chakra?<br />
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:The "unless otherwise stated" is important, as every rule except the last two are ignored in at least one jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:42, 16 March 2022 (MDT)<br />
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Another question, So I saw in Path of Blood that in the 7th level feature you get Genjutsu: Ketsuryugan but I was reading through it and noticed that it doesn't say anything about you not being effected by the genjutsu cast on you. Does that mean that you can use this as a reaction but still have to make the save and potentially be in your own genjutsu while the person who cast the genjutsu is in your sea of blood?<br />
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:This has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (MDT)<br />
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Is it possible to use Advanced Training to gain a 20th level feature of an implanted path? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 12:26, 19 March 2022 (MDT)<br />
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:You can not, as you would still not have its requirements.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (MDT)<br />
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::lol, I totally forgot that Advanced Training is a 17-19 level feature. But basically, as long as the requirements are met, I can take just about any path feature. Right? Such as by using Ninja Path* (or 28th level Advanced Training if that's not in the process of being removed). --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 01:00, 22 March 2022 (MDT)<br />
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What is Heavy chakra? And what differentiates it from normal chakra? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 20:34, 19 March 2022 (MDT)<br />
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:Heavy chakra was added as an anti-absorption option that can be gained using a handful of feats. It is meant to partially simulate situations like Kurama, whose chakra was stated to be exceptionally heavy and difficult to control.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:21, 21 March 2022 (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 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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*Crazy Butterfly Kick<br />
*Sealing Technique: Spirit Sealing<br />
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:Crazy Butterfly Kick doesn't seem any different to simply making attacks with Butterfly Mode. 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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Lightning Release: Snake Lightning, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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 />
: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, San's Bird, Secret Technique: Insect Bog, Empty Crash.<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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== [[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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== 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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== 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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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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== what going on with the paths and natures ==<br />
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what happen to half the paths and all the chakra natures are you doing an update<br />
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:I accidentally left a comment open when moving the Path of Mutation, which ended up hiding more content than intended.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:42, 11 January 2022 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Path_of_the_Cursed_(Shinobi_World_Supplement)&diff=1584719Talk:Path of the Cursed (Shinobi World Supplement)2022-03-22T06:51:05Z<p>FrickyDiBoop: /* Clarification */</p>
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<div>==Clarification==<br />
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I'm kinda lost about Sage Transformation... I assume that when it reads: "first effect listed", it refers to the Diversified Second Stage abilities, but it's not very clear if that's actually the case. But the thing that confuses me the most is: "You gain one additional Diversified Second Stage effect. This effect can not be changed, ''but it'' '''''can''''' ''be different from that chosen in Diversified Second Stage''" So what happens if I choose the same Diversified Second Stage? Double the effects? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:54, 21 March 2022 (MDT)<br />
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:The first effect listed is in reference to the first listed bullet of Sage Transformation itself (the increased maximum hit point decrease), as you are only able to gain one of the effects listed below it. Choosing a Diversified Second Stage effect a second time grants its effects twice.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 21 March 2022 (MDT)<br />
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::Oh, I see! Mind if I reword it? Although, it's valid as is, so it doesn't really matter. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 00:51, 22 March 2022 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Path_of_the_Cursed_(Shinobi_World_Supplement)&diff=1584441Talk:Path of the Cursed (Shinobi World Supplement)2022-03-21T11:58:57Z<p>FrickyDiBoop: /* Clarification */</p>
<hr />
<div>==Clarification==<br />
<br />
I'm kinda lost about Sage Transformation... I assume that when it reads: "first effect listed", it refers to the Diversified Second Stage abilities, but it's not very clear if that's actually the case. But the thing that confuses me the most is: "You gain one additional Diversified Second Stage effect. This effect can not be changed, ''but it'' '''''can''''' ''be different from that chosen in Diversified Second Stage''" So what happens if I choose the same Diversified Second Stage? Double the effects? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:54, 21 March 2022 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Path_of_the_Cursed_(Shinobi_World_Supplement)&diff=1584440Talk:Path of the Cursed (Shinobi World Supplement)2022-03-21T11:58:30Z<p>FrickyDiBoop: /* Clarification */</p>
<hr />
<div>==Clarification==<br />
<br />
I'm kinda lost about Sage Transformation... I assume that when it reads: "first effect listed", it refers to the Diversified Second Stage abilities, but it's not very clear if that's actually the case. But the thing that confuses me the most is: "You gain one additional Diversified Second Stage effect. This effect can not be changed, '''but it''' '''''can''''' '''be different from that chosen in Diversified Second Stage'''" So what happens if I choose the same Diversified Second Stage? Double the effects? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:54, 21 March 2022 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Path_of_the_Cursed_(Shinobi_World_Supplement)&diff=1584439Talk:Path of the Cursed (Shinobi World Supplement)2022-03-21T11:58:06Z<p>FrickyDiBoop: /* Clarification */</p>
<hr />
<div>==Clarification==<br />
<br />
I'm kinda lost about Sage Transformation... I assume that when it reads: "first effect listed", it refers to the Diversified Second Stage abilities, but it's not very clear if that's actually the case. But the thing that confuses me the most is: "You gain one additional Diversified Second Stage effect. This effect can not be changed, ''''but it'''' '''''can''''' ''''be different from that chosen in Diversified Second Stage''''" So what happens if I choose the same Diversified Second Stage? Double the effects? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:54, 21 March 2022 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Path_of_the_Cursed_(Shinobi_World_Supplement)&diff=1584438Talk:Path of the Cursed (Shinobi World Supplement)2022-03-21T11:57:31Z<p>FrickyDiBoop: </p>
<hr />
<div>==Clarification==<br />
<br />
I'm kinda lost about Sage Transformation... I assume that when it reads: "first effect listed", it refers to the Diversified Second Stage abilities, but it's not very clear if that's actually the case. But the thing that confuses me the most is: "You gain one additional Diversified Second Stage effect. This effect can not be changed, 'but it' '''''can''''' ''''be different from that chosen in Diversified Second Stage''''" So what happens if I choose the same Diversified Second Stage? Double the effects? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:54, 21 March 2022 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Path_of_the_Cursed_(Shinobi_World_Supplement)&diff=1584436Talk:Path of the Cursed (Shinobi World Supplement)2022-03-21T11:54:31Z<p>FrickyDiBoop: Created page with "'''''Clarification''''' I'm kinda lost about Sage Transformation... I assume that when it reads: "first effect listed", it refers to the Diversified Second Stage abilities, b..."</p>
<hr />
<div>'''''Clarification'''''<br />
<br />
I'm kinda lost about Sage Transformation... I assume that when it reads: "first effect listed", it refers to the Diversified Second Stage abilities, but it's not very clear if that's actually the case. But the thing that confuses me the most is: "You gain one additional Diversified Second Stage effect. This effect can not be changed, 'but it ''can'' be different from that chosen in Diversified Second Stage'" So what happens if I choose the same Diversified Second Stage? Double the effects? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:54, 21 March 2022 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1583223Talk:Naruto: Shinobi (5e Class)2022-03-20T02:34:43Z<p>FrickyDiBoop: /* Clarifications */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<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 Subclasses)<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 />
<br />
===Scrolls vs Seals===<br />
How would everyone feel about changing the Scrolls feature and its upgrade into jutsu? At the moment, they don't really fit with the other core features save for filling 13th level's feature slot. The Unsealing Technique would likely be a Basic Ninjutsu, while Enclosing Technique would likely be locked behind Fuinjutsu. Filling Scroll Upgrade's hole with Hidden Talent (stripping out the half ASI and changing the name of course) would fit far better as a general Dilletant class core feature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:23, 15 February 2022 (MST)<br />
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I'm all for it as long as the Unsealing Technique won't just be giving people who know nothing but basic ninjutsu the ability to just defuse powerful seals like (flying raijin) just by expending some chakra, and what will happen to the first scroll feature and perfected hand seals feat?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:41, 16 February 2022 (MST)<br />
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:2nd level already has two features, so removing Scrolls from the feature lineup won't cause too many (if any) problems. As for Perfected Seals, it will probably be unchanged, save for an asterisk saying something along the lines of "if you take this feat before gaining the Jonin (or whatever I rename Hidden Talent to) feature, you gain its benefits instead. When you would gain the Jonin feature, you instead gain this feat's other benefits".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:56, 16 February 2022 (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 />
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<br />
If you have the Byakugan but turn it into a Tenseigan do you lose the features of path of sight and only gain path of celestial?<br />
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:Unless you have the Tensei Byakugan boon, you can only benefit from one dojutsu or the other.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:45, 8 September 2021 (MDT)<br />
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<br />
With Cherry Blossom Fist, do taijutsu techniques count as unarmed strikes? Or does it only account for the normal unarmed strikes you would get with extra attack? For example, my character has both Path of the Healer and Path of Sight. Would using his bonus action to activate Cherry Blossom Fist and then using his action for sixty four palms double the damage of the jutsu, since the jutsu is composed of unarmed melee attacks?<br />
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:Cherry Blossom Fist would only apply to jutsu that allow you to make an unarmed strike attack roll, so it would not apply to jutsu like Sixty-Four Palms, since that targets a creature with a saving throw.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 05:45, 20 September 2021 (MDT)<br />
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<br />
So, I was wondering whether Genjutsu and Ephemeral from Path of Hatred costs an action or a bonus action? It doesn't list one so, I've always been a bit confused on that. -ThatVoiceDude<br />
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Sorry if this question is too dumb but, as for the One Currency System variant rule, does that essentially mean I get a ton more chakra? If I am a 1st lvl Wizard and a 2nd level Shinobi with a +0 Con modifier, do I get 4 (2nd level Shinobi) + 6 (each spell slot equals 3 times its level in chakra, 1st level wizards have 2 spell slots) chakra?<br />
<br />
:At the moment yes, but I've been trying to iron out the spell slot wrinkle for a while. Still not entirely sure how to do that, but I think it's mostly fair to allow for a player to get more chakra by sacrificing their ability to get higher level features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:48, 9 October 2021 (MDT)<br />
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Does the Path of the Body lvl 3 ability refer to your level as a whole? (as in, overall level for multiclassing) "At 3rd level, you can store food inside your body. You can store an additional day’s worth of food which can be consumed at will. As an action, you can use this stored food to regain an amount of chakra equal to your level. You cannot do so again until you finish a long rest."<br />
<br />
:Shinobi level. --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:01, 15 October 2021 (MDT)<br />
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Under the 2nd level Chakra feature is says "Jutsu cast outside of initiative cost half as much Chakra so long as the Jutsu is will not damage or otherwise directly negatively affect a creature". In the Path of Hatred subclass it is stated that "At the end of each turn you have your Sharingan active, you must spend 1 chakra, or 2 if it was implanted.". My question is: does a non-implanted Sharingan allow the user to use it indefinitely out of combat even before reaching level 15? Or does it not count as a jutsu and costs chakra regardless. If it doesn't count as a jutsu, what about the Byakugan, which unlike the Sharingan, requires hand signs to be activated? [[User:Sleepy Âsh|Sleepy Âsh]] ([[User talk:Sleepy Âsh|talk]]) 13:33, 22 October 2021 (MDT)<br />
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:Not quite sure where you're getting that the Byakugan needs hand signs, but neither count as jutsu, and thus are not halved. The only things that are jutsu are formatted as jutsu (or for a more RAW definition, are listed under an "X Jutsu" header or after "you gain the following jutsu"). This technically leaves a blind spot in the Genjutsu feature, but I plan on rectifying this soon. Hope this helps!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 22 October 2021 (MDT)<br />
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For the Asura Path of the Rinnegan, how many Asura Path Modifications can you have active if you don't have Asura Path as a focus? I haven't been able to find it. -ThatVoiceDude<br />
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:Thanks for the catch! This should be fixed now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:49, 26 October 2021 (MDT)<br />
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As for The Path of Sealing "Animal Covering" ability, do you need to have the animal in question physically near you? Or can you choose whichever you like? And, does it have a time limit?<br />
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:You do not need the creature near you and it does not have a time limit outside of needing to maintain concentration.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:33, 5 November 2021 (MDT)<br />
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<br />
''Gate Of The Great God'' in ''Fuinjutsu'' has a DC 3 Strength saving throw base DC. Is this correct?<br />
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"As an action, you materialize and slam a massive tori gate onto a nearby creature. They must succeed a DC 3 Strength saving throw or become restrained for this jutsu's duration. This jutsu may be used multiple times on the same action, increasing the DC by 3 for every additional use. You may only have two tori gates active at a time. If this is used as a Sage Art to grant the creature disadvantage, the disadvantage remains for this jutsu's entire duration."<br />
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:That is the intent, as it is supposed to have a low cost that can be used to increase its DC. That being said, I might rework it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 29 November 2021 (MST)<br />
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Hey, I decided to try and make a campaign with this and wanted my players to start off as Academy Students. So I was wonder if you could help me figure out what type of Justus I can suggest my players to learn to ease them into it.<br />
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:Every basic natures has a couple of jutsu with a cost between 1-3 chakra chakra that are intended to be a player's starting jutsu, with higher cost natures either requiring more chakra (which can be achieved in a variety of ways), or playing like a warlock. For a more specific, if restrictive answer, [[Academy Student (Shinobi World Supplement)|Academy students]] as a creature in the [[Shinobi World (5e Campaign Setting)|setting]] I created for this class start out with Shuriken Jutsu, Transformation, and Body Flicker as they all have fun and simple combat and narrative uses in addition to low cost. In the case of a player choosing Taijutsu instead of Basic Ninjutsu at 2nd level, Transformation and Body Flicker are intended to be replaced with Shadow of the Dancing Leaf and Flying Claw. I hope this helps, but first and foremost, while the number of choices can be daunting, a lot of fun in this setting comes from choice, so don't feel like players ''need'' to pick any of these.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:05, 9 December 2021 (MST)<br />
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:In case you ever need help with something like this again, the [[Generic Nin (Shinobi World Supplement)|generic nin]] list has creatures with what I believe to be the most reasonable progression for gaining jutsu. Additionally, most path specific jutsu have low costs, making them a good choice for low level players.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:19, 9 December 2021 (MST)<br />
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Hey there is something that I’m little confused about one of the special chakras. What exactly is Heavy Chakra and what does it do exactly?<br />
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:Heavy chakra was added for the Heavy Chakra feat in order to make the main Constitution-based feats equal to the main Intelligence-based feats, and is compressed chakra inspired by Naruto attempting to use Kurama's chakra for the first time. It does exactly what it says under Special Chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:15, 12 December 2021 (MST)<br />
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''" As for Cloud-Style Reverse Beheading...<br />
As a reaction, when you are targetted by an attack, the user makes a weapon attack against a creature in their reach. On a hit, they take half as much damage."''<br />
I can't quite understand what this technique refers to; do you take half damage from the attack if you hit a creature? Does the other creature that you hit take half damage?{{unsigned|ManzanaJack}}<br />
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:Honestly, I'll probably rewrite reverse beheading altogether, as either way it can be interpreted doesn't really fit how it works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:21, 15 December 2021 (MST)<br />
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Hey one of my players had just reached level 3 and had chosen the Path of the Puppet Master for their subclass. They had wanted to use Karasu from the Shinobi World Bestiary, but it’s CR is at level four. Even though we are using the PECR rule, he isn’t at a high enough level to get it.<br />
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:Sorry about that, I could've sworn an IP had fixed that (as he was initially based off of Kankuro's stat block), but I can see how another user could interpret that as a shadow buff and undo it. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:00, 15 December 2021 (MST)<br />
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so if making pills is an alt feature then whats the main one for path of healer?-killshot<br />
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:For some reason when I made that edit I thought Mystic Palm and Pill Creation were on the same level. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So for the Path of the Insect-Nin and it says one species of Shinobi Insects, does it mean the player can pick only species like Swarm of Kikaichu and they can only use that one?<br />
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:That is correct, though you do gain a second species at 10th level for an additional cost.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So for the two for one Jutsu for Basic Ninjutsu and Taijutsu, can I take one Jutsu from Basic Ninjutsu and another from Taijutsu or is that not how it works?<br />
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:You may take a Basic Ninjutsu and a Taijutsu on a single level.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So I saw the change to Kama Seal Absorption Jutsu but I'm a little confused, it says when you are targeted you can use your reaction to absorb the jutsu basically. Does that also mean it doesn't work for area of effect jutsu or what?<br />
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:Not sure where you're getting that, even if multiple creatures are being targeted, you are still a target of the jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:48, 20 December 2021 (MST)<br />
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If you use Laser Circus, can you just make all of the beams target 1 creature and deal ludicrous damage?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:37, 31 December 2021 (MST)<br />
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:You absolutely could, and I am shocked that this flew under the radar for so long, so thanks for nabbing that! I have reworked it to be a variant of [[Shinsu Senju (Shinobi World Supplement)|All is Suffering]] with a longer windup and slightly higher damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:58, 31 December 2021 (MST)<br />
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Say you had a character with a sharingan in one eye, and a Rinnegan in the other, could you benefit from both paths at the same time?——[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:32, 4 January 2022 (MST)<br />
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:Yes, though you would still be limited by the effects of only having 1 of each, as detailed under Implantable Paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:14, 4 January 2022 (MST)<br />
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In path of the Sage's level 3 ability, would something like the Basic Taijutsu Technique benefit from the d10s? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 19:54, 7 January 2022 (MST)<br />
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:No using RAW, since the attacks are part of a jutsu, but if a DM decides it should, it shouldn't break balance all too much.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:27, 8 January 2022 (MST)<br />
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On that note, can someone pretty much have Sage Mode active all the time until they roll initiative? And, what is considered "Sage Mode" for abilities like lvl. 10's Sage Kata? Is it having more than half in Sennin chakra? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 12:20, 8 January 2022 (MST)<br />
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:Outside of initiative, nothing is keeping a player from having Sage Mode active indefinitely. Hopefully what Sage Mode has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:18, 8 January 2022 (MST)<br />
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I'm sure I'm interpreting this weirdly but, do you actually "regain" chakra from a shadow clone dissipating if you spent 4 chakra on it?--[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 05:30, 12 January 2022 (MST)<br />
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:As stated in the feature, you regain 4 fewer chakra points spent to a minimum of 0, so you would regain 0 chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:53, 12 January 2022 (MST)<br />
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This has been on my mind for a bit, but does the whole reducing hit dice thing from the Nindo "I will become the greatest ninja" cut your hit points in half as well? Same question for the reduction in hit dice from advanced curse of Hatred as well as hit dice increase from Chakra alternative.<br />
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:Yes, and in the same way, an increase in hit dice increases your max hp as well.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:41, 13 January 2022 (MST)<br />
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Hey so I have been playing with path of beast and I noticed that when you are in tailed beast mode and you get hit down to 0 hp you return to normal, does this mean it works like a druids wildshape where you get knocked out of the form but you have all the hp that you went into the form with? so if you had full hp changed into a tailed beast gaining their hp go hit enough to be forced out of the form would you still be at full and just need to use a full turn action to go back into that form?<br />
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:The intent of "You have the same percentage of your hit points remaining" is that it applies to going into and out of Tailed Beast Mode. That being said, it has been clarified on page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
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If you wanted to use the Path of Hatred feature, replication, on a rogue's sneak attack, how would it work? For example, if it was a level 10 rogue that had 5d6 worth of sneak attack, would you get the level one version for 2 chakra, or would you get the level 10 version for 20 chakra?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:38, 16 January 2022 (MST)<br />
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:I believe a player would be able to choose to what level a replicated sneak attack would work at, and how much it would cost with it, when they use it. That being said, there's really no good way of wording such a mechanic, and it's really up to the DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
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Forgive me if this is a silly question, but can the Chakra Nature feat be taken more than once, same for Ninja of Prophey and Advanced Hatred. Also I've been having some trouble figuring out how Izanami works, could you give an example?<br />
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:No worries, the intent was for such a thing to be possible, and has been clarified on page. As for Izanami, I'll use the example used in the show/manga: "on turn 1, Kabuto attacks Itachi, hitting him and seemingly killing him, only for him to take no lasting damage from being an Edo Tensei. On turn 2, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 3, Kabuto steps on a crow feather in a specific place while approaching Itachi. <br />
<br />
:On turn 4, Kabuto hits Itachi, seemingly killing him, only for him to take no lasting damage from being a crow clone. On turn 5, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 6, Kabuto steps on a crow feather in the same place while running at Itachi. Itachi's eye goes blind, and Kabuto is paralyzed as he relives variations of those three events on loop, with the condition that if he realizes that trying to become Orochimaru instead of being Kabuto is a bad idea, the Izanami will be released." Hopefully this helped.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 17 January 2022 (MST)<br />
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Is the flight speed that the Transformation technique gives you acquired at level 6 overall? Or is it when you reach level 6 in Ninja? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:55, 18 January 2022 (MST)<br />
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:It was supposed to be class level, but I couldn't figure out a good way to word that so I've slightly revised the wording, but it should still work the same.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:13, 18 January 2022 (MST)<br />
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Where did the Rinnegan ability name Kaimon come from? I don't think it has a name in canon.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:59, 20 January 2022 (MST)<br />
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:It seems the rename occurred on November 24th, 2019 during the major rework of the subclass. It's likely the name comes from the same place as the first of the Eight Gates, having the same name and being translatable as either the Gate of Opening or simply Opening the Gate. Either way, it's a lot more succinct than "Sasuke Uchiha's Space–Time Dōjutsu".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:29, 20 January 2022 (MST)<br />
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For Genjutsu Master Feat, can you only hurt one person that is under your genjutsu with a bonus action? Or can you hurt everyone that is under your genjutsu with a bonus action?<br />
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:You may only deal damage to a single creature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:40, 25 January 2022 (MST)<br />
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How does the self-taught eight Gates work and also is there a typo is it supposed to be a variant rule?<br />
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:Sorry for the confusion, I was jotting down some ideas at the last minute and thought I had used the complete version. This has been corrected on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:43, 27 January 2022 (MST)<br />
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Is the overflowing chakra feat supposed to change the damage modifier in the jutsus that say "+ your intelligence modifier damage"? And does it change the stat that determines your maximum number of seals from your int modifier to your con modifier?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:40, 8 February 2022 (MST)<br />
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:All of the above is the intent.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 8 February 2022 (MST)<br />
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I have a question about genjutsu, what is the point in having affinity with yin if the only time it does damage is if you have Genjutsu Master with your bonus action?<br />
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:There are more jutsu in Yin Style than Genjutsu, among which Sound Wave, Calling Upon Tears (which the enhanced version will be added sooner or later), and Yin Style: Dominating Rasengan, all of which deal damage. Additionally, things like the Path of Specialization's improved technique allow alternate ways for jutsu that don't normally deal damage to benefit from Affinity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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So with the tail beast mode do you gain the actions of your tail beat or do you just become gargantuan essentially? Cuz I know you keep your same amount of health but is it basically only your size that change or do you get there to hit or bite or any of their jutsus or?- killshot<br />
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:You gain all of their actions and features in addition to your own.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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The Powerful Source feat specifies that your AC is 10 + your Dexterity modifier + your Proficiency bonus, is that correct? --[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:33, 15 February 2022 (MST)<br />
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:Thanks for catching that, could've sworn I had changed it to Strength.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:54, 15 February 2022 (MST)<br />
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This is a dumb question but what happens if it's attempted to make a rasengan/chidori clash?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:50, 16 February 2022 (MST)<br />
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<br />
I don't really get how genjutsu clones work, do they attack or are they meant to just protect the user?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:43, 25 February 2022 (MST)<br />
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:Initially, it was too vague and didn't really fit the idea of the clones not really being there. This has been reworked to be a bit more confusion-based.--09:54, 25 February 2022 (MST)<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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So I saw the Kama Seal Absorption jutsu reduces the chakra itself in the jutsu that is targetting the character, well what about jutsu that target you but there isn't a chakra cost like C0 and such can I not absorb it?<br />
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:Jutsu that don't cost chakra can not be absorbed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:23, 15 March 2022 (MDT)<br />
<br />
If that is the case then why is it when you go to the 2nd level feature Chakra it has a little thing about Jutsu in there saying that all jutsu cost chakra?<br />
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:The "unless otherwise stated" is important, as every rule except the last two are ignored in at least one jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:42, 16 March 2022 (MDT)<br />
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Another question, So I saw in Path of Blood that in the 7th level feature you get Genjutsu: Ketsuryugan but I was reading through it and noticed that it doesn't say anything about you not being effected by the genjutsu cast on you. Does that mean that you can use this as a reaction but still have to make the save and potentially be in your own genjutsu while the person who cast the genjutsu is in your sea of blood?<br />
<br />
Is it possible to use Advanced Training to gain a 20th level feature of an implanted path? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 12:26, 19 March 2022 (MDT)<br />
<br />
What is Heavy chakra? And what differentiates it from normal chakra? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 20:34, 19 March 2022 (MDT)<br />
<br />
==Requests==<br />
<br />
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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<br />
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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<br />
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 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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*Crazy Butterfly Kick<br />
*Sealing Technique: Spirit Sealing<br />
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:Crazy Butterfly Kick doesn't seem any different to simply making attacks with Butterfly Mode. 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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Lightning Release: Snake Lightning, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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<br />
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 />
<br />
- 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 />
<br />
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 />
<br />
: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 />
: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, San's Bird, Secret Technique: Insect Bog, Empty Crash.<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 />
<br />
The Genryū?<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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<br />
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 />
<br />
Having Akatsuki members' abilities synergise with their respective partners could also be a fun idea.<br />
<br />
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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== 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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== 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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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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== what going on with the paths and natures ==<br />
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what happen to half the paths and all the chakra natures are you doing an update<br />
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:I accidentally left a comment open when moving the Path of Mutation, which ended up hiding more content than intended.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:42, 11 January 2022 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Path_of_the_Exalted_(Shinobi_World_Supplement)&diff=1583202Path of the Exalted (Shinobi World Supplement)2022-03-20T01:37:46Z<p>FrickyDiBoop: /* Rinnegan Mastered */</p>
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<div>== Path of the Exalted ==<br />
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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 />
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==== Chakra Detection ====<br />
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At 3rd level, you can sense the flow of chakra in all living things. You gain expertise in Arcana. 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, and other such things that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.<br />
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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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==== Six Paths Technique ====<br />
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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: You can have a number of transformations active equal to your spellcasting modifier.<br />
* Human Path Focus: You gain the option to use Absorption Soul Technique at a range of 30 feet.<br />
* Animal Path Focus: The cost of summoning a creature is lowered to the the CR of the creature.<br />
* Preta Path Focus: You add your spellcasting modifier to the chakra absorbed. Additionally, the dice increases to 3d6 at 15th level and 4d6 at 20th level.<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 spellcasting modifier + your proficiency bonus. Additionally, you can make a number of Demonic Statue Chains attacks equal to your spellcasting modifier + your proficiency bonus in a single cast.<br />
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===== <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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'''Shinra Tensei'''<br />
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'''Cost:''' 5+ chakra<br />
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'''Range:''' 5 foot radius<br />
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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. 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. 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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'''Banshō Ten'in'''<br />
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'''Cost:''' 2+ chakra<br />
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'''Range:''' 5 foot radius<br />
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As an action, any creature of your choice within range must succeed on a {{5a|str}} saving throw or be pulled towards you. You can increase the range at which you can target creatures by 5 feet for every additional chakra point spent. You can stop pulling a creature at any range (ie. 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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'''Four-Armed Asura'''<br />
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'''Cost:''' 2 Chakra<br />
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'''Range:''' Self<br />
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As an action, you summon up to 4 additional arms. These arms are fully prehensile and act exactly as your existing arms do. These arms disappear after 1 minute.<br />
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'''Weaponsmith Asura'''<br />
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'''Cost:''' 2+ Chakra<br />
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'''Range:''' Self<br />
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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 weapon that you are proficient in. You cannot be disarmed of this weapon and it only disappears if you dismiss it at will or you are Incapacitated. You can spend an additional 1 chakra at the time of summoning this weapon to extend its reach by 5 ft.<br />
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'''Flaming Arrow of Amazing Ability'''<br />
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'''Cost:''' 5 Chakra<br />
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'''Range:''' 60 feet<br />
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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 60 ft, on a hit, the target takes 3d8 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 />
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At 10th level, your knowledge of the Six Paths is extended.<br />
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===== <big>Asura Path</big> =====<br />
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'''Reinforced Asura'''<br />
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'''Cost:''' 5 Chakra<br />
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'''Range:''' Self<br />
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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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'''Chakra Propulsion Cannon'''<br />
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'''Cost:''' 10 Chakra<br />
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'''Range:''' 100 foot line<br />
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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 />
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'''Seal Jutsu Absorption'''<br />
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'''Cost:''' 3+ chakra<br />
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'''Range:''' Touch<br />
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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 />
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Alternatively, as a reaction when you are targeted by a jutsu that is not [[Naruto: Shinobi (5e Class)/Taijutsu|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 [[Naruto: Shinobi (5e Class)/Lightning Style|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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'''Black Receivers'''<br />
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'''Cost:''' 10 Chakra<br />
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'''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 for each black receiver. On a hit, the target takes 1d6 piercing damage per black receiver.<br />
<br />
You can create a number of receivers equal to your spellcasting modifier + your proficiency bonus.<br />
<br />
The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 HP. 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 per chakra point spent, and reduces the target's movement speed by 20% per receiver inside them until the beginning 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 in range. Make a ranged spell attack, on a hit the target takes 5d8 psychic damage and is Grappled by you. Jinchuriki grappled by this Jutsu are not able to access their Subclass features for as long as they're under the effect of this Jutsu. Likewise, Tailed Beasts that are affected by this Jutsu are Paralyzed for the duration. On each of your turns for the duration, you can use your action to 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 contested by your Spellsave DC. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage.<br />
<br />
Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.<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 />
<br />
'''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. The summons gain a copy of your Rinnegan, granting you the ability to see through their eyes and focus in a single path, and can only use jutsus from that chosen path.<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 or Self (10 feet radius)<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 on 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 />
Alternatively, when you cast this Jutsu, you can target a wounded creature within 10 feet of you. The King of Hell ingests the creature with its tendril-like arms. After 1 round, 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.<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.<br />
<br />
When this technique is activated, the King of Hell emerges from the ground and releases the souls of the deceased from its mouth. These souls may be recalled from even the crossroad between life and the afterlife, and are then returned to their rejuvenated bodies. This counts as casting the True Resurrection spell without the 200-year limit.<br />
<br />
This technique can also be used to transform the corpse vessel of an individual revived by Summoning: Impure World Reincarnation into a real body of living flesh and blood.<br />
<br />
This technique has no limit to the number of people you can resurrect, however, once the technique is finished the user invariably dies and can only be brought back through the Wish spell or a similar technique.<br />
<br />
<br />
'''Rinne Six Paths'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
You learn to raise the dead through the Black Receivers. As an action, you may target a number of corpses equal to the number of receivers you have available, after which, you can control each corpse at will. 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 corpse its own actions. This ability requires concentration to avoid the bodies being incapacitated. The corpses gain a copy of your Rinnegan, granting you the ability to see through their eyes and focus in a single path, and can only use jutsus from that chosen path.<br />
<br />
==== Rinnegan Mastered ====<br />
You have mastered the Rinnegan, and with that mastery comes additional jutsus. Choose two from the list as your 20th level Jutsus.<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 />
'''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. 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}}.<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. A number of creatures equal to your spellcasting modifier + Proficiency bonus can travel through the Kaimon to any precise location in any dimension or plane of existence that you know. You can also travel to a specific creature that you know of through this ability.<br />
<br />
<br />
'''Origami Replacement Technique'''<br />
<br />
'''Cost:''' 5+ Chakra<br />
<br />
You can replace substitution jutsu with this ability. While substituting, the user will disperse into dozens of red energy origami, during which, the user's chakra signature is completely masked, letting the user move unnoticed while reforming anywhere within 30 feet of your original position.<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.<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 />
====Eye of Many Paths====<br />
At 23rd level, you have become accustomed to the various abilities of your Rinnegan. You gain Focus in one additional path from the {{inpage|Six Paths Technique}}.<br />
<br />
====Sagely Rinnegan====<br />
At 27th levl, you have unlocked the depths of your Rinnegan's power through careful, lengthy training. You gain 1 additional {{inpage|Rinnegan Mastered}} ability. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must gain this boon to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Ninja of Prophecy feat).<br />
<br />
==Path of the Exalted Unique Jutsu==<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.<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_(5e_Subclass)|Jinchuriki]]. You may un-absorb the beast as an action with no negative consequences.<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 [[Naruto: Shinobi (5e Class)/Path of the Exalted|Rinnegan]]. Creatures that are undead, have their own [[Naruto: Shinobi (5e Class)/Path of the Exalted|Rinnegan]], or are entirely enclosed inside a chakra construct created by a creature with a [[Naruto: Shinobi (5e Class)/Path of the Exalted|Rinnegan]] (i.e. [[Naruto:_Shinobi_(5e_Class)/Path_of_Hatred#Susano'o|Susano'o]], [[Naruto:_Shinobi_(5e_Class)/Path_of_Sealing#Path_of_Sealing_Unique_Jutsu|Cat God Possession]], [[Naruto:_Shinobi_(5e_Class)/Water_Style|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 [[Naruto: Shinobi (5e Class)/Yin Style|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 />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1583096Talk:Naruto: Shinobi (5e Class)2022-03-19T18:26:49Z<p>FrickyDiBoop: /* Clarifications */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<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 Subclasses)<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 />
===Scrolls vs Seals===<br />
How would everyone feel about changing the Scrolls feature and its upgrade into jutsu? At the moment, they don't really fit with the other core features save for filling 13th level's feature slot. The Unsealing Technique would likely be a Basic Ninjutsu, while Enclosing Technique would likely be locked behind Fuinjutsu. Filling Scroll Upgrade's hole with Hidden Talent (stripping out the half ASI and changing the name of course) would fit far better as a general Dilletant class core feature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:23, 15 February 2022 (MST)<br />
<br />
I'm all for it as long as the Unsealing Technique won't just be giving people who know nothing but basic ninjutsu the ability to just defuse powerful seals like (flying raijin) just by expending some chakra, and what will happen to the first scroll feature and perfected hand seals feat?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:41, 16 February 2022 (MST)<br />
<br />
:2nd level already has two features, so removing Scrolls from the feature lineup won't cause too many (if any) problems. As for Perfected Seals, it will probably be unchanged, save for an asterisk saying something along the lines of "if you take this feat before gaining the Jonin (or whatever I rename Hidden Talent to) feature, you gain its benefits instead. When you would gain the Jonin feature, you instead gain this feat's other benefits".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:56, 16 February 2022 (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 />
<br />
If you have the Byakugan but turn it into a Tenseigan do you lose the features of path of sight and only gain path of celestial?<br />
<br />
:Unless you have the Tensei Byakugan boon, you can only benefit from one dojutsu or the other.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:45, 8 September 2021 (MDT)<br />
<br />
<br />
With Cherry Blossom Fist, do taijutsu techniques count as unarmed strikes? Or does it only account for the normal unarmed strikes you would get with extra attack? For example, my character has both Path of the Healer and Path of Sight. Would using his bonus action to activate Cherry Blossom Fist and then using his action for sixty four palms double the damage of the jutsu, since the jutsu is composed of unarmed melee attacks?<br />
<br />
:Cherry Blossom Fist would only apply to jutsu that allow you to make an unarmed strike attack roll, so it would not apply to jutsu like Sixty-Four Palms, since that targets a creature with a saving throw.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 05:45, 20 September 2021 (MDT)<br />
<br />
<br />
So, I was wondering whether Genjutsu and Ephemeral from Path of Hatred costs an action or a bonus action? It doesn't list one so, I've always been a bit confused on that. -ThatVoiceDude<br />
<br />
<br />
Sorry if this question is too dumb but, as for the One Currency System variant rule, does that essentially mean I get a ton more chakra? If I am a 1st lvl Wizard and a 2nd level Shinobi with a +0 Con modifier, do I get 4 (2nd level Shinobi) + 6 (each spell slot equals 3 times its level in chakra, 1st level wizards have 2 spell slots) chakra?<br />
<br />
:At the moment yes, but I've been trying to iron out the spell slot wrinkle for a while. Still not entirely sure how to do that, but I think it's mostly fair to allow for a player to get more chakra by sacrificing their ability to get higher level features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:48, 9 October 2021 (MDT)<br />
<br />
<br />
Does the Path of the Body lvl 3 ability refer to your level as a whole? (as in, overall level for multiclassing) "At 3rd level, you can store food inside your body. You can store an additional day’s worth of food which can be consumed at will. As an action, you can use this stored food to regain an amount of chakra equal to your level. You cannot do so again until you finish a long rest."<br />
<br />
:Shinobi level. --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:01, 15 October 2021 (MDT)<br />
<br />
Under the 2nd level Chakra feature is says "Jutsu cast outside of initiative cost half as much Chakra so long as the Jutsu is will not damage or otherwise directly negatively affect a creature". In the Path of Hatred subclass it is stated that "At the end of each turn you have your Sharingan active, you must spend 1 chakra, or 2 if it was implanted.". My question is: does a non-implanted Sharingan allow the user to use it indefinitely out of combat even before reaching level 15? Or does it not count as a jutsu and costs chakra regardless. If it doesn't count as a jutsu, what about the Byakugan, which unlike the Sharingan, requires hand signs to be activated? [[User:Sleepy Âsh|Sleepy Âsh]] ([[User talk:Sleepy Âsh|talk]]) 13:33, 22 October 2021 (MDT)<br />
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:Not quite sure where you're getting that the Byakugan needs hand signs, but neither count as jutsu, and thus are not halved. The only things that are jutsu are formatted as jutsu (or for a more RAW definition, are listed under an "X Jutsu" header or after "you gain the following jutsu"). This technically leaves a blind spot in the Genjutsu feature, but I plan on rectifying this soon. Hope this helps!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 22 October 2021 (MDT)<br />
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For the Asura Path of the Rinnegan, how many Asura Path Modifications can you have active if you don't have Asura Path as a focus? I haven't been able to find it. -ThatVoiceDude<br />
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:Thanks for the catch! This should be fixed now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:49, 26 October 2021 (MDT)<br />
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As for The Path of Sealing "Animal Covering" ability, do you need to have the animal in question physically near you? Or can you choose whichever you like? And, does it have a time limit?<br />
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:You do not need the creature near you and it does not have a time limit outside of needing to maintain concentration.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:33, 5 November 2021 (MDT)<br />
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''Gate Of The Great God'' in ''Fuinjutsu'' has a DC 3 Strength saving throw base DC. Is this correct?<br />
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"As an action, you materialize and slam a massive tori gate onto a nearby creature. They must succeed a DC 3 Strength saving throw or become restrained for this jutsu's duration. This jutsu may be used multiple times on the same action, increasing the DC by 3 for every additional use. You may only have two tori gates active at a time. If this is used as a Sage Art to grant the creature disadvantage, the disadvantage remains for this jutsu's entire duration."<br />
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:That is the intent, as it is supposed to have a low cost that can be used to increase its DC. That being said, I might rework it.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 29 November 2021 (MST)<br />
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Hey, I decided to try and make a campaign with this and wanted my players to start off as Academy Students. So I was wonder if you could help me figure out what type of Justus I can suggest my players to learn to ease them into it.<br />
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:Every basic natures has a couple of jutsu with a cost between 1-3 chakra chakra that are intended to be a player's starting jutsu, with higher cost natures either requiring more chakra (which can be achieved in a variety of ways), or playing like a warlock. For a more specific, if restrictive answer, [[Academy Student (Shinobi World Supplement)|Academy students]] as a creature in the [[Shinobi World (5e Campaign Setting)|setting]] I created for this class start out with Shuriken Jutsu, Transformation, and Body Flicker as they all have fun and simple combat and narrative uses in addition to low cost. In the case of a player choosing Taijutsu instead of Basic Ninjutsu at 2nd level, Transformation and Body Flicker are intended to be replaced with Shadow of the Dancing Leaf and Flying Claw. I hope this helps, but first and foremost, while the number of choices can be daunting, a lot of fun in this setting comes from choice, so don't feel like players ''need'' to pick any of these.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:05, 9 December 2021 (MST)<br />
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:In case you ever need help with something like this again, the [[Generic Nin (Shinobi World Supplement)|generic nin]] list has creatures with what I believe to be the most reasonable progression for gaining jutsu. Additionally, most path specific jutsu have low costs, making them a good choice for low level players.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:19, 9 December 2021 (MST)<br />
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Hey there is something that I’m little confused about one of the special chakras. What exactly is Heavy Chakra and what does it do exactly?<br />
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:Heavy chakra was added for the Heavy Chakra feat in order to make the main Constitution-based feats equal to the main Intelligence-based feats, and is compressed chakra inspired by Naruto attempting to use Kurama's chakra for the first time. It does exactly what it says under Special Chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:15, 12 December 2021 (MST)<br />
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''" As for Cloud-Style Reverse Beheading...<br />
As a reaction, when you are targetted by an attack, the user makes a weapon attack against a creature in their reach. On a hit, they take half as much damage."''<br />
I can't quite understand what this technique refers to; do you take half damage from the attack if you hit a creature? Does the other creature that you hit take half damage?{{unsigned|ManzanaJack}}<br />
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:Honestly, I'll probably rewrite reverse beheading altogether, as either way it can be interpreted doesn't really fit how it works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:21, 15 December 2021 (MST)<br />
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Hey one of my players had just reached level 3 and had chosen the Path of the Puppet Master for their subclass. They had wanted to use Karasu from the Shinobi World Bestiary, but it’s CR is at level four. Even though we are using the PECR rule, he isn’t at a high enough level to get it.<br />
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:Sorry about that, I could've sworn an IP had fixed that (as he was initially based off of Kankuro's stat block), but I can see how another user could interpret that as a shadow buff and undo it. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:00, 15 December 2021 (MST)<br />
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so if making pills is an alt feature then whats the main one for path of healer?-killshot<br />
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:For some reason when I made that edit I thought Mystic Palm and Pill Creation were on the same level. Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So for the Path of the Insect-Nin and it says one species of Shinobi Insects, does it mean the player can pick only species like Swarm of Kikaichu and they can only use that one?<br />
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:That is correct, though you do gain a second species at 10th level for an additional cost.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So for the two for one Jutsu for Basic Ninjutsu and Taijutsu, can I take one Jutsu from Basic Ninjutsu and another from Taijutsu or is that not how it works?<br />
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:You may take a Basic Ninjutsu and a Taijutsu on a single level.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:04, 19 December 2021 (MST)<br />
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So I saw the change to Kama Seal Absorption Jutsu but I'm a little confused, it says when you are targeted you can use your reaction to absorb the jutsu basically. Does that also mean it doesn't work for area of effect jutsu or what?<br />
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:Not sure where you're getting that, even if multiple creatures are being targeted, you are still a target of the jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:48, 20 December 2021 (MST)<br />
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If you use Laser Circus, can you just make all of the beams target 1 creature and deal ludicrous damage?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:37, 31 December 2021 (MST)<br />
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:You absolutely could, and I am shocked that this flew under the radar for so long, so thanks for nabbing that! I have reworked it to be a variant of [[Shinsu Senju (Shinobi World Supplement)|All is Suffering]] with a longer windup and slightly higher damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:58, 31 December 2021 (MST)<br />
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Say you had a character with a sharingan in one eye, and a Rinnegan in the other, could you benefit from both paths at the same time?——[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:32, 4 January 2022 (MST)<br />
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:Yes, though you would still be limited by the effects of only having 1 of each, as detailed under Implantable Paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:14, 4 January 2022 (MST)<br />
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In path of the Sage's level 3 ability, would something like the Basic Taijutsu Technique benefit from the d10s? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 19:54, 7 January 2022 (MST)<br />
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:No using RAW, since the attacks are part of a jutsu, but if a DM decides it should, it shouldn't break balance all too much.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:27, 8 January 2022 (MST)<br />
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On that note, can someone pretty much have Sage Mode active all the time until they roll initiative? And, what is considered "Sage Mode" for abilities like lvl. 10's Sage Kata? Is it having more than half in Sennin chakra? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 12:20, 8 January 2022 (MST)<br />
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:Outside of initiative, nothing is keeping a player from having Sage Mode active indefinitely. Hopefully what Sage Mode has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:18, 8 January 2022 (MST)<br />
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I'm sure I'm interpreting this weirdly but, do you actually "regain" chakra from a shadow clone dissipating if you spent 4 chakra on it?--[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 05:30, 12 January 2022 (MST)<br />
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:As stated in the feature, you regain 4 fewer chakra points spent to a minimum of 0, so you would regain 0 chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:53, 12 January 2022 (MST)<br />
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This has been on my mind for a bit, but does the whole reducing hit dice thing from the Nindo "I will become the greatest ninja" cut your hit points in half as well? Same question for the reduction in hit dice from advanced curse of Hatred as well as hit dice increase from Chakra alternative.<br />
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:Yes, and in the same way, an increase in hit dice increases your max hp as well.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:41, 13 January 2022 (MST)<br />
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Hey so I have been playing with path of beast and I noticed that when you are in tailed beast mode and you get hit down to 0 hp you return to normal, does this mean it works like a druids wildshape where you get knocked out of the form but you have all the hp that you went into the form with? so if you had full hp changed into a tailed beast gaining their hp go hit enough to be forced out of the form would you still be at full and just need to use a full turn action to go back into that form?<br />
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:The intent of "You have the same percentage of your hit points remaining" is that it applies to going into and out of Tailed Beast Mode. That being said, it has been clarified on page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
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If you wanted to use the Path of Hatred feature, replication, on a rogue's sneak attack, how would it work? For example, if it was a level 10 rogue that had 5d6 worth of sneak attack, would you get the level one version for 2 chakra, or would you get the level 10 version for 20 chakra?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:38, 16 January 2022 (MST)<br />
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:I believe a player would be able to choose to what level a replicated sneak attack would work at, and how much it would cost with it, when they use it. That being said, there's really no good way of wording such a mechanic, and it's really up to the DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:58, 16 January 2022 (MST)<br />
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Forgive me if this is a silly question, but can the Chakra Nature feat be taken more than once, same for Ninja of Prophey and Advanced Hatred. Also I've been having some trouble figuring out how Izanami works, could you give an example?<br />
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:No worries, the intent was for such a thing to be possible, and has been clarified on page. As for Izanami, I'll use the example used in the show/manga: "on turn 1, Kabuto attacks Itachi, hitting him and seemingly killing him, only for him to take no lasting damage from being an Edo Tensei. On turn 2, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 3, Kabuto steps on a crow feather in a specific place while approaching Itachi. <br />
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:On turn 4, Kabuto hits Itachi, seemingly killing him, only for him to take no lasting damage from being a crow clone. On turn 5, Itachi uses his sword to hit Kabuto, cutting off one of his horns. On turn 6, Kabuto steps on a crow feather in the same place while running at Itachi. Itachi's eye goes blind, and Kabuto is paralyzed as he relives variations of those three events on loop, with the condition that if he realizes that trying to become Orochimaru instead of being Kabuto is a bad idea, the Izanami will be released." Hopefully this helped.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 17 January 2022 (MST)<br />
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Is the flight speed that the Transformation technique gives you acquired at level 6 overall? Or is it when you reach level 6 in Ninja? [[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:55, 18 January 2022 (MST)<br />
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:It was supposed to be class level, but I couldn't figure out a good way to word that so I've slightly revised the wording, but it should still work the same.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:13, 18 January 2022 (MST)<br />
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Where did the Rinnegan ability name Kaimon come from? I don't think it has a name in canon.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:59, 20 January 2022 (MST)<br />
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:It seems the rename occurred on November 24th, 2019 during the major rework of the subclass. It's likely the name comes from the same place as the first of the Eight Gates, having the same name and being translatable as either the Gate of Opening or simply Opening the Gate. Either way, it's a lot more succinct than "Sasuke Uchiha's Space–Time Dōjutsu".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:29, 20 January 2022 (MST)<br />
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For Genjutsu Master Feat, can you only hurt one person that is under your genjutsu with a bonus action? Or can you hurt everyone that is under your genjutsu with a bonus action?<br />
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:You may only deal damage to a single creature.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:40, 25 January 2022 (MST)<br />
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How does the self-taught eight Gates work and also is there a typo is it supposed to be a variant rule?<br />
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:Sorry for the confusion, I was jotting down some ideas at the last minute and thought I had used the complete version. This has been corrected on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:43, 27 January 2022 (MST)<br />
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Is the overflowing chakra feat supposed to change the damage modifier in the jutsus that say "+ your intelligence modifier damage"? And does it change the stat that determines your maximum number of seals from your int modifier to your con modifier?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:40, 8 February 2022 (MST)<br />
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:All of the above is the intent.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:47, 8 February 2022 (MST)<br />
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I have a question about genjutsu, what is the point in having affinity with yin if the only time it does damage is if you have Genjutsu Master with your bonus action?<br />
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:There are more jutsu in Yin Style than Genjutsu, among which Sound Wave, Calling Upon Tears (which the enhanced version will be added sooner or later), and Yin Style: Dominating Rasengan, all of which deal damage. Additionally, things like the Path of Specialization's improved technique allow alternate ways for jutsu that don't normally deal damage to benefit from Affinity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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So with the tail beast mode do you gain the actions of your tail beat or do you just become gargantuan essentially? Cuz I know you keep your same amount of health but is it basically only your size that change or do you get there to hit or bite or any of their jutsus or?- killshot<br />
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:You gain all of their actions and features in addition to your own.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:19, 12 February 2022 (MST)<br />
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The Powerful Source feat specifies that your AC is 10 + your Dexterity modifier + your Proficiency bonus, is that correct? --[[User:ManzanaJack|ManzanaJack]] ([[User talk:ManzanaJack|talk]]) 11:33, 15 February 2022 (MST)<br />
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:Thanks for catching that, could've sworn I had changed it to Strength.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:54, 15 February 2022 (MST)<br />
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This is a dumb question but what happens if it's attempted to make a rasengan/chidori clash?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 17:50, 16 February 2022 (MST)<br />
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I don't really get how genjutsu clones work, do they attack or are they meant to just protect the user?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:43, 25 February 2022 (MST)<br />
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:Initially, it was too vague and didn't really fit the idea of the clones not really being there. This has been reworked to be a bit more confusion-based.--09:54, 25 February 2022 (MST)<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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So I saw the Kama Seal Absorption jutsu reduces the chakra itself in the jutsu that is targetting the character, well what about jutsu that target you but there isn't a chakra cost like C0 and such can I not absorb it?<br />
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:Jutsu that don't cost chakra can not be absorbed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:23, 15 March 2022 (MDT)<br />
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If that is the case then why is it when you go to the 2nd level feature Chakra it has a little thing about Jutsu in there saying that all jutsu cost chakra?<br />
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:The "unless otherwise stated" is important, as every rule except the last two are ignored in at least one jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:42, 16 March 2022 (MDT)<br />
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Another question, So I saw in Path of Blood that in the 7th level feature you get Genjutsu: Ketsuryugan but I was reading through it and noticed that it doesn't say anything about you not being effected by the genjutsu cast on you. Does that mean that you can use this as a reaction but still have to make the save and potentially be in your own genjutsu while the person who cast the genjutsu is in your sea of blood?<br />
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Is it possible to use Advanced Training to gain a 20th level feature of an implanted path? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 12:26, 19 March 2022 (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 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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*Crazy Butterfly Kick<br />
*Sealing Technique: Spirit Sealing<br />
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:Crazy Butterfly Kick doesn't seem any different to simply making attacks with Butterfly Mode. 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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Lightning Release: Snake Lightning, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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<br />
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 />
<br />
: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 />
: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, San's Bird, Secret Technique: Insect Bog, Empty Crash.<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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== [[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 />
<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 />
<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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== RLL Review ==<br />
<br />
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 />
<br />
===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 />
<br />
===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 />
<br />
==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 />
<br />
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 />
<br />
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 />
<br />
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 />
<br />
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 />
<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 />
== what going on with the paths and natures ==<br />
<br />
what happen to half the paths and all the chakra natures are you doing an update<br />
<br />
:I accidentally left a comment open when moving the Path of Mutation, which ended up hiding more content than intended.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:42, 11 January 2022 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Shinsu_Senju_(Shinobi_World_Supplement)&diff=1480170Shinsu Senju (Shinobi World Supplement)2021-06-09T11:00:44Z<p>FrickyDiBoop: /* Shinsu Senju */ - added it some mobility and nerfed its pummel. All is suffering was useless with the previous version. Also tweaked some things relating to CR. Proficiency bonus & hp, if you want to get specific.</p>
<hr />
<div>==Shinsu Senju==<br />
{{5e Creature<br />
|size=Colossal<br />
|type=plant<br />
|alignment=unaligned<br />
|ac=27<br />
|armor=natural armor<br />
|hp=820<br />
|hpdice=40d20 + 400<br />
|speed=5 ft.<br />
|str=30<br />
|dex=5<br />
|con=30<br />
|int=1<br />
|wis=1<br />
|cha=1<br />
|saves={{5E|Str}} +21, {{5E|Con}} +32<br />
|skills=<br />
|di=poison, psychic<br />
|ci={{5c|Blinded}}, {{5c|Charmed}}, {{5c|Deafened}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Unconscious}}<br />
|dr=acid, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|dv=fire<br />
|senses={{5e|Darkvision}} 120 ft., passive [[5e SRD:Perception Skill|Perception]] 5<br />
|languages=&mdash;<br />
|cr=40<br />
|xp=1,000,000<br />
<br />
|features= <!--Use following example for formatting, repeat as necessary--><br />
<br />
'''''Wooden Colossus.''''' The Shinsu Senju takes 10 less points of damage from all sources. <br />
<br />
'''''Light Mode.''''' The Shinsu Senju detaches the many arms on its back for more mobility. It loses its ''Pummel'' attack, instead gaining a walking speed of 30 ft. It may regain it if it moves back to the exact space it left the arms in. But it loses the speed, going back to 5 ft.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Pummel.''''' The Shinsu Senju brings down its arms, demolishing anyone standing too close. Every creature within a 30 ft. radius, that is not in the Shinsu Senju's space, must make a DC 29 Dexterity check. Upon a fail, they take 210 (20d20) magical bludgeoning damage or half as much on a success.<br />
<br />
'''''All is Suffering (Recharge 5-6).''''' The Shinsu Senju fires blasts of each of the five basic elements. It designates five 90 foot cones, which must be in different directions, and designates each one of the following damage types without repeating types: bludgeoning, cold, fire, force, thunder. Every creature within range must attempt a DC 29 {{5a|dex}} saving throw, taking 10d10 of the selected damage type on a failure. On a success, they take half as much. <br />
<br />
|description=The pinnacle of Wood Style jutsu, the Shinsu Senju is a massive statue with thousands of hands in line with its name, which translates as True Several Thousand Hands. It is completely unmoving unless controlled by a Wood Style user. <br />
<br />
<div class="externalimage-holder" style="width:100%;float:right"><br />
{{5e Image|center|https://vignette.wikia.nocookie.net/naruto/images/a/af/Shin_S%C5%ABsenju.png https://vignette.wikia.nocookie.net/naruto/images/7/76/Tobi_using_5_natures.png|Two Shinsu Senju designs, Source [[https://naruto.fandom.com/wiki/All_is_Suffering?file=Tobi_using_5_natures.png][https://naruto.fandom.com/wiki/Sage_Art_Wood_Release:_True_Several_Thousand_Hands?file=Shin_Sūsenju.png]]}}<br />
</div><br />
}}<br />
<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
{{Copyright Disclaimer|franchise=Naruto|owner=Viz Media}}<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Shinobi World (5e Campaign Setting)|Shinobi World]][[Category:Setting]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Path_of_Hatred_(Shinobi_World_Supplement)&diff=1474591Path of Hatred (Shinobi World Supplement)2021-05-21T16:04:07Z<p>FrickyDiBoop: /* Foresight */ - Just thought this fit better.</p>
<hr />
<div>== Path of Hatred ==<br />
The Sharingan is a Dōjutsu that is acquired through emotions, not power. Whether needing the power to protect others, or having so much hate that you will kill all in your way to get what you want, the Sharingan is acquired through these immense emotions. The Sharingan allows the user to see into the future by seconds, allowing them to interpret actions before they are made. Users of this subclass gain access to the [[Naruto Shinobi Jutsu: Path of Hatred (Other)|Path of Hatred Unique Jutsu]]<br />
<br />
====Foresight====<br />
At 3rd level, you acquire the power of the Sharingan and can activate it as a bonus action for 1 chakra. You start with 1 tomoe (eye dots), which gives you a +1 bonus to AC, advantage on Wisdom and Dexterity saving throws, and advantage on Perception checks that are related to sight. You may deactivate your Sharingan as a bonus action.<br />
<br />
While your Sharingan is active, you can sense the presence of magic and chakra within 30 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. 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 />
<br />
In addition, you automatically detect visual illusions and genjutsu and have advantage on saving throws against them.<br />
<br />
At the end of each turn you have your Sharingan active, you must spend 1 chakra, or 2 if it was implanted.<br />
<br />
At 10th level, you can activate and deactivate your Sharingan as a free action instead of as a bonus action. <br />
<br />
At 15th level, you have mastered your traditional Sharingan. You must spend half as much chakra to keep your Sharingan active (rounded down).<br />
<br />
====Genjutsu====<br />
At 7th level, you gain the second tomoe. While your Sharingan is active, the bonus to your AC increase to +2.<br />
<br />
In addition, while your Sharingan is active, you may attempt to trap a creature within 40 feet that you can see and is not {{5c|Blind}} in genjutsu. The target must make a Wisdom saving against your Jutsu save DC. You may spend 2 chakra to increase the save's DC by +1, and you may spend 5 additional chakra to remove a creature's immunity to the condition. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice for 1 minute (concentration). You must choose the condition and spend the chakra for it before the target makes their saving throw. They may retry this saving throw at each of their turns, ending this effect early on a success. <br />
*The target is {{5c|Blinded}}. Costs 7 chakra.<br />
*The target is {{5c|Deafened}}. Costs 5 chakra.<br />
*The target is {{5c|Frightened}}. Costs 6 chakra.<br />
*The target is {{5asc|Confused}}. Costs 8 chakra.<br />
*The target is {{5c|Restrained}}. Costs 8 chakra.<br />
*The target is {{5c|Paralyzed}}. Costs 12 chakra.<br />
*The target is {{5c|Charmed}}. Costs 12 chakra.<br />
<br />
====Replication====<br />
At 10th level, you have gained the third and final tomoe. While your Sharingan is active, the bonus to your AC increase to +3. Also, as a reaction, you can impose disadvantage on one attack against you. You have a number of uses for this equal to 1 + your Intelligence modifier. You regain all uses at the end of a short or long rest. <br />
<br />
In addition, you learn how to copy the actions of others. When a creature you can see uses a feature, a spell, a Jutsu, or something of the like while your Sharingan 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. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. [[Naruto: Shinobi (5e Class)#Extra_Attack|making an Extra Attack]], moving more than their standard movement speed using [[Naruto: Shinobi (5e Class)#Unarmored_Movement|Unarmored Movement]], or [[5e SRD:Ranger#Foe Slayer|adding Foe Slayer's damage]]), you may use it in the same manner for an amount of chakra equal to twice the level it was gained at. You can not gain features with a limited number of uses that don't use a standard currency, features that are always active, or features from creatures. You may have a number of these features memorized at a time equal to 1 + your {{5a|int}} modifier (minimum 1). You may only use memorized features while your Sharingan is active.<br />
<br />
====Mangekyō====<br />
At 15th level, you gain the power of the Mangekyō Sharingan. To gain this feature you have to witness someone close to you die by unnatural means. (Examples: A fellow party member, a follower, a close friend, a spouse, a long time pet.)<br />
<br />
Instead of having a red background with a black circle, your Sharingan change into a form unique to each person, normally in the shape of a pinwheel in some way. The Mangekyō allows its owner to use two of the special Jutsu listed below while your Sharingan is active. After using your Mangekyō Sharingan jutsu, you must make a DC 16 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain 1 level of [[Additional Status Conditions (5e Variant Rule)#Gradual Blindness, Deafness, and Numbness|gradual blindness]]. For every other failure of this saving throw before a long rest, you gain 1 level of {{5c|exhaustion}}. The DC on this saving throw increases by 1 every time you use a Mangekyō ability. At the beginning of every 8 - your Constitution modifier days you may roll a Constitution saving throw with a DC of 18. On a success The DC of the Mangekyō saving throw decreases by your Constitution modifier to a minimum of 16. On a failure, nothing happens.<br />
<br />
<br />
<br />
'''Amaterasu''' <br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As an action, you focus your eye on a single point in your field of vision within 60 feet, creating black flames. Anything flammable near it will be engulfed in black flame. The flame never stops burning unless stopped by you, magical means that exclusively stop fires, your Sharingan ends, or the object it is burning is completely destroyed. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 fire damage and at the start of its turns it takes 1d10 fire damage. Amaterasu can only affect one creature at a time.<br />
<br />
<br />
'''Kagutsuchi'''<br />
<br />
You must have Amaterasu to gain this Mangekyō ability. You gain the {{inpage|Blaze Style}} nature, even if you did not meet its nature requirements. You may cast Blaze Style jutsu as a Mangekyō ability, halving the jutsu's cost and forcing you to make Mangekyō's {{5a|con}} saving throw. Gaining Blaze Style in this way does not count towards things like [[Naruto:_Shinobi_(5e_Class)#Random_Natures_and_Kekkei_Genkai_Limit|Random Natures and Kekkei Genkai Limit]] or [[Naruto:_Shinobi_(5e_Class)#Fewer_Kekkei_Genkai|Fewer Kekkei Genkai]]<br />
<br />
<br />
'''Tsukuyomi'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
One of the most powerful Genjutsu in the world, Tsukuyomi can be used as an action by looking a creature in the eyes. The target must attempt a Wisdom saving throw. On a failure, they are trapped in a genjutsu in which you control their perception and the flow of time up to one one-hundred-billionth of real time, but only for an instant. They are {{5c|paralyzed}} until the beginning of their turn, and you may choose to force them to gain up to 3 levels of {{5c|Exhaustion}}. This can not increase a creature's exhaustion above 3 levels.<br />
<br />
<br />
'''Tsukuyomi Mode'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
<!--chill, it's from Ultimate Ninja 3-->You must have Tsukuyomi to gain this Mangekyō ability. Breaching the upper bounds of what can be defined as genjutsu, you may manifest a microcosm of Tsukuyomi's power in the physical world, slowing anything within a small range. All creatures within 15 ft. of you must spend twice as much movement, have disadvantage on {{5a|dex}} checks you incur, and your attacks against them have advantage; and you have advantage on {{5a|dex}} saving throws, and attack rolls against you have disadvantage. When you use a sharingan genjutsu while this is active, any creatures in a 15 ft. radius are automatically targeted as well regardless of if you can see their eyes. You must spend 3 chakra or attempt Mangekyō's saving throw at the beginning of each of your turns to continue this effect.<br />
<br />
<br />
'''Kotoamatsukami'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you cast a genjutsu at a creature that is not Undead or a construct that subtly manipulates the target’s mind. You may issue a command to that creature at least as general as “protect that village” or “ensure these negotiations go well”. It will go about doing this task to the best of their ability until it is completed or impossible to complete. You may use this once per Mangekyō ability you took this as, regaining your Constitution modifier/200 of a use at the end of a long rest. If you have the {{inpage|Hashirama’s Cells}} feat, you regain twice as many uses at the end of a long rest. If you have the Perfected Hashirama's Cells Ninja Epic Boon, you regain 1 use at the end of a long rest.<br />
<br />
<br />
'''Kamui'''<br />
<br />
This Space-Time Ninjutsu enables a user to open an entrance to a pocket dimension anywhere within 100 ft. of themselves. This dimension is filled with 20 ft. grey cubes and is illuminated in all areas by dim light. While inside the dimension, creatures do not need to eat or drink and do not age. If something is removed from the dimension, creatures inside it can make a Dexterity saving throw against your spell save DC to try to escape to a space within 15 ft of you.<br />
You specifically gain two techniques of Kamui, Long-range Kamui and Short-range Kamui, each belonging to one eye. This counts as both of your Mangekyō abilities.<br />
<br />
;Long-range Kamui:<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you can target a sphere with a radius of up to 15 ft. within your 100 ft. range to attempt to warp any object or creature into the pocket dimension, the sphere cannot be targeted anywhere within 10 ft. of you. Any creatures within the sphere must succeed on a Dexterity saving throw or be pulled into the pocket dimension. If used on an object or creature that is larger than the targeted area, such as the ground, only the part of the object within range is brought into the dimension, and creatures must succeed on a Dexterity saving throw or take 6d6 force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension. <br />
<br />
;Short-range Kamui:<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As an action, or as part on your attack action, you can slowly transfer yourself or another creature into the pocket dimension. When you target a creature with an unarmed strike you can forgo the damage in order to apply the effects of your Kamui to your strike. The creature hit by this attack is transported safely into your pocket dimension at the end of your turn. <br />
When you target yourself with your Short-range Kamui, you are only transported at Initiative count 20 if you maintain concentration, otherwise, if you aren't in combat, you are transported 6 seconds later. <br />
<br />
Additionally, as a bonus action, you can summon anything from the dimension to an empty space up to 15 ft from you. You can travel long distances by emerging miles away from where you originally entered your pocket dimension, as an action you can spend 5 chakra per 10 miles you want to travel, you emerge from your pocket dimension at a point of choosing within the distance equivalent to the chakra spent. When you emerge, you are placed in a empty space as close to the point of your choosing as possible. <br />
Also, you are able to increase the targeted area of your Kamui by 5 ft per 5 chakra points spent for the purpose of bringing in larger structures or creatures. <br />
<br />
As a bonus action or reaction to being attacked or being in the area of a jutsu or otherwise harmful effect, you make your body and all items you are carrying intangible. You must spend 1 chakra or Mangekyō's saving throw at the beginning of each of your turns to continue this effect. During this time, you can not receive damage or any effect (spell effect, conditions, etc.), you can pass through objects, and must spend 2 chakra to take an action, 1 chakra to take a bonus action, and you can not take reactions, and your body appears in Kamui. Creatures within Kamui can affect you normally.<br />
<br />
<br />
'''Telekinesis'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As an action, you may choose any amount of objects that total no more than 100 pounds within 100 feet for 1 minute. During this duration, you may move them up to 30 feet so long as they are within 100 feet, and as an action or bonus action, you may make a thrown attack using up to two objects.<br />
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<br />
'''Disorientation'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As a reaction, when a creature you can see takes an action or bonus action, it must succeed a Wisdom saving throw. On a failure, it hallucinates, slightly shifting its speech and movements. The action or bonus action does not occur. If it was a spell, the target loses one spell slot of the level below the spell (minimum of 1st level), or the target loses one use of the spell if it doesn't use spell slots. If it used chakra or ki, it loses half of the cost.<br />
<br />
<br />
'''Complete-Body Susanoo'''<br />
<br />
When you have 12 - your {{5a|int}} modifier or more levels of Susanoo Mastery, you gain the Complete-Body Susanoo. As part of your action when you summon your Skeletal or Humanoid Susanoo, as part of your bonus action when you summon your Armored Susanoo is active, or as a bonus action while your Armored Susanoo is active, your Susanoo rises from the ground, towering over all those around you. You may make 2 additional attacks when you take the attack action, you gain a flying speed of 60 feet, and you gain 75 temporary hit points. Additionally, you may give a creature that you can touch other than yourself the benefits of Susanoo instead, granting them the previously stated bonus as well. Only 1 creature may benefit from your Susanoo at a time. Its weapons are still determined by your alignment. This counts as both of your Mangekyō abilities. If you gain this more than once, such as from EMS or by implanting 2 additional Sharingan with Dōjutsu-Acceptant Biology, the temporary hit points granted from this feature increases by +15 and your size category increases by 1.<br />
<br />
<br />
'''Yata Mirror'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
One of your Susanoo's weapons is replaced with an ethereal shield. Once per turn when you are in your Susanoo form and wielding this shield, you may designate a single damage type or chakra nature to be immune to. You may take this a second time, allowing you to wield this shield and a Susanoo weapon at the same time. This does not grant early use of Susanoo. <br />
<br />
<br />
'''Totsuka Blade'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
Choose one of your Susanoo's weapons. When hit a creature with this weapon, you may force the target to make a Dexterity saving throw. On a failure, their body and everything they are wearing is sucked into a large gourd from which your weapon was sourced from. They are trapped as per the minimus containment variant of the [[5e SRD:Imprisonment|Imprisonment]] spell inside your Susanoo, save for the fact that they can not be perceived, and they trapped in a genjutsu in which they experience “drunken dreams”. This does not grant early use of Susanoo. <br />
<br />
<br />
'''Additional Nature'''<br />
<br />
You gain use of an additional basic chakra nature of your choice. This nature can fulfill one of the requirements for a Kekkei Genkai. You may cast jutsu of this nature as a Mangekyō ability, halving the jutsu's cost and forcing you to make Mangekyō's {{5a|con}} saving throw.<br />
<br />
====Susanoo====<br />
At 20th level, you have attained the pinnacle of power from your Sharingan, the Susanoo. This form allows you to cover yourself in a protective aura. When first acquired you can only use the first form of Susanoo. You can use your Intelligence modifier for Susanoo weapons and unarmed strikes instead of your Strength or Dexterity modifier. You must spend 2 chakra points at the end of each of your turns to keep your Susanoo active.<br />
<br />
The first time after each long rest that you summon your Susanoo, you gain 1 level of Susanoo Mastery. At 0 levels, you gain Skeletal Susanoo. At 7 - your {{5a|int}} modifier levels, you gain Humanoid Susanoo. At 9 - your {{5a|int}} modifier levels, you gain Armored Susanoo.<br />
<br />
Each time you summon your Susanoo, you must make a Constitution saving throw with the same effects as {{inpage|Mangekyō}}. If you lose your Sharingan, you are still able to use Susanoo. While Susanoo is active, you may summon it again as a bonus action or reaction to being the target of an attack, losing the benefits of the initial use, and regaining all of its benefits.<br />
<br />
All temporary hit point increases are listed as totals, and do not stack with previous forms temporary hit points.<br />
<br />
;Skeletal Susanoo<br />
<br />
As an action, you activate Susanoo as a skeletal structure. Your size increases by 1 category to a minimum of Large, you gain 30 temporary hit points, your unarmed strikes deal 2d10 magical bludgeoning damage with a reach of 10 ft., and if you hit with a melee weapon attack, you can use a bonus action to attempt to grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Constitution saving throw. On a failure, they take 2d6 magical bludgeoning damage and become {{5c|restrained}} until the beginning of your next turn.<br />
<br />
;Humanoid Susanoo<br />
<br />
As part of your action when you summon your Skeletal Susanoo, or as a bonus action while Skeletal Susanoo is active, your Susanoo is covered in chakra resembling exposed musculature. Your size increases by 1 additional category to a minimum of Huge, you gain 45 temporary hit points and one Susanoo Weapon of your choice. You are placed at the center of the Susanoo's head and cannot be pulled from it. You can allow creatures of your choice into it, causing any attacks that would target them to target you instead, however, the creature cannot affect anything outside of it from within. If you and another creature are both occupying your Susanoo, they may contribute the benefits of any feature that has a duration and would target themselves, such as {{inpage|Second Stage}} or {{inpage|Sage Mode}}, to your Susanoo instead. When you move by any means, you may choose to cause all creatures within your space to move in the exact same manner.<br />
<br />
;Armored Susanoo<br />
<br />
As part of your action when you summon your Skeletal Susanoo, as part of your bonus action when you summon your Humanoid Susanoo is active, or as a bonus action, while your Humanoid Susanoo is active, your Susanoo dons a masked suit of armor. Your reach with any weapon is increased by 10 ft. (15 ft. total for weapons without the reach property), you gain 1 additional Susanoo weapon of your choice, and you gain 60 temporary hit points.<br />
<br />
;Susanoo Weapons<br />
<br />
Whenever a feature grants you a Susanoo weapon, you gain one of the following weapons. If you are disarmed of your Susanoo weapons, they dissipate when you deactivate your Susanoo. You have proficiency in all of your Susanoo weapons.<br />
<br />
*You gain a lance that has a reach of 30 ft. The lance deals 4d10 magical piercing damage. As an action, you can shoot a bundle of 50 needles in a 15 ft. wide and 60 ft. long line. Each creature in the area must make a Dexterity saving throw, taking 3d6 magical piercing damage. Taking half as much on a success. You can't use this feature again until you finish a long rest.<br />
<br />
*You gain a long sword. It has a reach of 15 ft. and deals 3d12 magical slashing damage and 1d8 fire damage.<br />
<br />
*You gain a large bow that sits across your Susanoo's arm. This bow has disadvantage at a range of 20 ft. or closer. It has a normal range of 80 ft. and a long range of 300 ft. The bow deals 3d8 piercing and 2d6 cold, fire, or lightning damage.<br />
<br />
*You gain two shortswords. They have a reach of 10 ft. and deal 3d6 slashing damage. When you take the Attack action, you can make two additional attacks. <br />
<br />
*You gain 30 Mangekyō shaped Shuriken. They have a thrown range of 60/120 ft., and do not have disadvantage when used at 5 feet. They deal 2d8 magical slashing damage. Each creature hit by these Shuriken must make a Dexterity saving throw or be moved to an open space within 60 feet of you of your choice. You regain all lost Shuriken at the end of a long rest.<br />
<br />
=====Onyx Jutsu=====<br />
Additionally, when you gain this feature, one jutsu of your choice becomes an "Onyx" jutsu. When you use an Onyx jutsu, you may change all of its damage dice to d10 and have it ignore immunity, resistance, and vulnerability. You may change which jutsu is your Onyx jutsu at the end of a long rest.<br />
<br />
====Mangekyō Master====<br />
At 23rd level, you have unlocked the depths of your Sharingan's power through careful, lengthy training. You gain 2 additional {{inpage|Mangekyō}} abilities. When you gain this boon, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability that any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must gain this boon to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Advanced Path of Hatred Boon).<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Steel_Style_(Shinobi_World_Supplement)&diff=1473381Steel Style (Shinobi World Supplement)2021-05-18T19:17:17Z<p>FrickyDiBoop: /* Steel Style */ - Oops, my bad. Here, clarified.</p>
<hr />
<div>===Steel Style===<br />
This Kekkei Genkai manipulates Earth Style and Yang Style chakra to directly manipulate heavier metals, unlike Magnet Style’s manipulation of magnetic fields. <br />
<br />
<br />
'''Basic Steel Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous of 1 hour (see below)<br />
<br />
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube or metal that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
*If you target an area of loose, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. If it is attached to something else, you must succeed a DC 15 Strength (Athletics) check, rending it from its attachments on a success. <br />
*You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.<br />
*You cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. <br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Black Iron Fist'''<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You create a massive pair of hands out of at least 1 square foot of metal. Your grapple and unarmed strike ranges increase by 15 feet and you may grapple 1 additional creature at a time. <br />
<br />
<br />
'''Steel Weapon Creation'''<br />
<br />
'''Cost:''' 2 chakra per weapon<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you shape up to 5 weapons from the necessary amount of steel and move them anywhere within range. They do not move fast enough to cause damage. <br />
<br />
<br />
'''Black Iron Wings'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
You reshape 1 cubic foot of metal into a pair of wings. These wings have an AC of 16, 25 hit points, and grant you a flying speed of 30 feet. You may make an attack with a thrown weapon as a bonus action while you have these wings. <br />
<br />
<br />
'''Iron Chain World'''<br />
<br />
'''Cost:''' 2 chakra per foot of metal<br />
<br />
'''Range:''' 10 foot per foot of metal line<br />
<br />
You erect a series of pillars out of up to 5 cubic feet of metal. Each creature within range must succeed a Dexterity saving throw, taking 3d4 piercing damage on a failure, and half as much on a success. <br />
<br />
<br />
'''Secret Technique: Black Iron'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Any creatures of your choice must succeed a Strength or Dexterity saving throw as you reshape 5 cubic feet of metal around them. On a failure, they are {{5c|restrained}}. They may reattempt this saving throw at the end of each of their turns, ending this effect on a success. A creature may end this jutsu’s effect on a creature by removing the seal on the metal as an action. If they do not escape by the end of this jutsu’s duration, they become {{5c|paralyzed}} and no longer age or require food, water, or air until another creature removes the seal. <br />
<br />
<br />
'''Impervious Armor'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action or reaction to being attacked, you cover your body in at least 1 square foot of steel. You become immune to non-magical slashing and piercing damage, and resistant to non-magical bludgeoning, magical bludgeoning, slashing, and piercing, and thunder damage. You become vulnerable to acid and lightning damage.<br />
<br />
<br />
'''Quarantine Wall'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
As an action, you erect a massive 1 inch thick, 5-60 feet wide, 5-60 feet tall wall that has your AC and 10 hit points. You must spend your action and 1 chakra to maintain this, and you can not move while this jutsu is active. You may increase the wall's hit point by spending half as many of chakra points. If the wall is reduced to 0 hit points, it shatters, dealing any remaining damage to you. The wall can be seen through, but jutsu whose range is not based on sight or hearing cannot be cast through it. If you end this jutsu before the wall reaches 0 hit points, you regain a number of chakra points equal to 1/4 the wall's number of hit points.<br />
<br />
<br />
'''Steel Projectile'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create an orb of steel, weighing 5 lbs, and hurl it at a close target, obliterating it with sheer force upon impact. Make a ranged jutsu attack. Upon impact, the target takes 4d8 bludgeoning damage and must make a Strength saving throw, getting pushed 10ft back on a failed save.<br />
<br />
<br />
'''*Shed*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a reaction while Impervious Armor is active when you take damage, you may shed your armor, ending the jutsu immediately and ignoring the damage you would have taken.<br />
<br />
<br />
'''*Demonic Flesh*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert the surface of your armor is converted into jagged, tooth-like hooks. For as long as Impervious Armor remains active, creatures have disadvantage on checks to escape any grapple you are a part of, and when a creature attempts a check to escape a grapple you are a part of, they take 1d6 slashing damage.<br />
<br />
<br />
'''*Missile Fist*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert your fists into piston-like appendages. For as long as Impervious Armor remains active, you may reroll your unarmed strikes' damage rolls, taking the higher of the two results.<br />
<br />
<br />
'''*Steel Clone*'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
Liquid steel falls from you and forms into a clone made of black steel. The clone is extremely heavy due to being made of steel, weighing 8 times your weight. It can perform any jutsu you know that is related to Steel Release or Taijutsu. The clone has immunity to all nonmagical damage. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''*Dark Blade*'''<br />
<br />
'''Cost:''' 11 chakra<br />
<br />
As a bonus action or reaction to being attacked, you create a blade made of black steel that runs the length of your forearm or lower leg (calf or shin). The blade can be used to block incoming attacks or attack a target causing major cuts to the target.<br />
When used as a bonus action, until the start of your next turn, your unarmed damage roll changes to 2d8 magical slashing damage, or you gain one additional unarmed damage die to your unarmed damage. Whichever one you prefer.<br />
When used as a reaction, you gain a damage reduction of 5 until the start of your next turn. Or if you have damage reduction already, it increases by 5.<br />
<br />
<br />
'''*Dark Blade Dance*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 10 foot sphere<br />
<br />
As a reaction to being hit while you have Impervious Armor on, several blades made of black steel pop out all at once from all over your body as a counterattack. The stronger the opponent's physical attack, the more powerful the counterattack is. The Blades can be used to block or trap an opponent's strikes while also striking at anyone close.<br />
You take half of the damage you were supposed to take, and everyone within range takes the other half.<br />
<br />
<br />
'''*Unbreakable Armor*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 10 chakra per turn<br />
<br />
'''Range:''' Self<br />
<br />
You refine the effects of Impervious Armor to a point where it rivals Titanium in strength and hardness, then coat your whole body with this new perfected dark steel, turning yourself into an indestructible being able to even shrug off some of the most destructive Ninjutsu out there. Any weapon, except Legendary, instantly breaks upon hitting this layer of armor.<br />
As an action, while Impervious Armor is on, you enhance your armor to unimaginable levels, giving yourself immunity to all damage except for the vulnerabilities Impervious Armor mentions, which stay the same, and for Psychic, which remains unchanged, for the duration of the previously casted Impervious Armor.<br />
You must keep using your action to spend 10 chakra and so, keep this jutsu active.<br />
<br />
<br />
'''*Steel Style: Shattering Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 ft.<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with shards of Steel Style chakra before throwing it. All creatures within a 10 ft. radius of the rasengan's location must attempt a Constitution saving throw at the beginning of each of their turns as a metallic sandstorm rips them apart. On a failure, a creature takes 2d4 + your Intelligence modifier bludgeoning damage, and gains the {{5asc|rasped}} and {{5asc|slowed}} conditions. On a success, none of these effects occur.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Taijutsu_(Shinobi_World_Supplement)&diff=1473311Taijutsu (Shinobi World Supplement)2021-05-18T17:06:36Z<p>FrickyDiBoop: /* Taijutsu */ - It's really not as powerful as you think. I don't know what weapons you are using in your campaign, but this shouldn't get too strong. Me and my friends think it's fine as is. We have used it quite a few times and we noticed no problem.</p>
<hr />
<div>===Taijutsu===<br />
<br />
'''Basic Taijutsu Technique'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As a bonus action, you make 2 unarmed strikes.<br />
<br />
<br />
'''Shadow of the Dancing Leaf'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you momentarily increase your physical ability by a significant amount. Though not as efficient as a normal Body Flicker, this jutsu is far more versatile. You may move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round. Additionally, your movement speed increases by half its total (rounded down), and attacks of opportunity against you have disadvantage. This lasts until the end of your next turn<br />
<br />
<br />
'''Substitution'''<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Dexterity + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.<br />
<br />
<br />
'''Surging Fire Wild Dance'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, contest a melee attack against a creature within range's melee attack. If you succeed, they take your unarmed strike's damage. If you fail by less than 5 or succeed, both you and the target are {{5c|restrained}} until the beginning of your next turn.<br />
<br />
<br />
'''Leaf Gust'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you drop to your elbows and spin your legs in a circle, making an unarmed strike against every creature within your reach.<br />
<br />
<br />
'''Leaf Dragon God'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you can form a dragon seemingly made of lightning with pure Taijutsu skill. You gain +4 AC, +1 to attack and damage rolls, your size increases by one category, and you gain an additional action on each of your turns which can only be used to do the following actions:<br />
*'''Multiattack.''' You can make one bite attack and two claw attacks, or one bite attack and one swallow action. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Swallow.''' The dragon swallows a creature that has been hit with a bite attack. They can only occupy your space, they gain +4 on attack rolls against you, and you gain an additional +2 on attack and damage rolls against them.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 force damage on a successful hit.<br />
<br />
<br />
'''Cloud-Style Crescent Moon Beheading'''<br />
<br />
'''Range:''' 15 foot cone<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As an action or bonus action, the user slashes in a massive arc. Every creature within range must attempt a Dexterity saving throw. On a failure, creatures take twice the user's weapon damage. On a success, they take half as much.<br />
<br />
<br />
'''Cloud-Style Deception Beheading'''<br />
<br />
'''Cost:''' 4 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
The user feigns an attack before using the body flicker technique to appear behind the target, making an attack with the weapon with advantage.<br />
<br />
<br />
'''Cloud-Style Reverse Beheading'''<br />
<br />
'''Cost:''' 3 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage<br />
<br />
As a reaction, when you are targetted by an attack, the user makes a weapon attack against a creature in their reach. On a hit, they take half as much damage.<br />
<br />
<br />
'''Dance of the Crescent Moon'''<br />
<br />
'''Prerequisites:''' Shadow Clone<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you combine the body flicker and your skill in kenjutsu, moving around your target's blind spots and attacking from all directions using clones. Once initiated, you may move up to this jutsu's range and make three melee spell attacks with advantage. Upon a hit, they take twice your weapon's damage. The clones appear solely for the execution of this jutsu, disappearing right after it is concluded.<br />
<br />
<br />
'''Black Tornado.'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action, you and up to 4 other friendly creatures, including shadow clones and Rinne Six Paths corpses, stack on top of one another. Every creature involved occupies the same 10 ft. by 10ft. space using the highest movement speed among the creatures -10 feet. Once per turn, each creature can make a melee attack against a creature without using an action or reaction. Each creature using this jutsu must make a {{5e|dexterity}} saving throw at the end of each of their turns, if one of the creatures fail, the jutsu ends early. This jutsu takes a reaction for participating creatures that aren’t the caster.<br />
<br />
<br />
'''Leaf Great Flash'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, make an unarmed strike. On a hit, you plant your foot firmly in the target's abdomen with a lateral kick, sending them 30 feet in any direction of your choice instead of dealing damage.<br />
<br />
<br />
'''Leaf Rock-Destroying Rise'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As a bonus action, you position your hands together, preparing to strike with your elbows and knees. Your unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of your next turn.<br />
<br />
<br />
'''Bloody Mist Sword Art: Bone Mutilation'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
The user impales numerous chakra spikes into a target's body. They must attempt a Constitution saving throw. On a failure, they take 2d8 piercing damage and lose 1d4 chakra or maximum hit points at the end of their turn, their choice. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early.<br />
<br />
<br />
'''Tenketsu of Harm and Death'''<br />
<br />
As an action, you release two tenketsu that greatly increase both your physical strength and chakra consumption. This jutsu in similar in both execution and appearance to the 6th Gate of the {{inpage|Path of Youth}}. While these tenketsu are released, you gain the following until you have no chakra or end this effect as an action: <br />
*You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.<br />
*At the start of your turn, you regain 5 hit points.<br />
*You gain a +5 bonus to attack and damage rolls.<br />
*You lose 5 chakra at the end of each of your turns.<br />
<br />
<br />
'''Seven Heavens Breathing Method.'''<br />
<br />
After training your lungs to be able to hold more than four times the average human’s air, you may inhale a large amount quickly to bolster your body as an action. You may stack this jutsu’s benefits up to three times. You may end the effects of 1 use of this jutsu’s benfits as an action or bonus action. You may benefit from this and the {{inpage|Path of Youth}}’s Gates at the same time. While in this form, you gain the following:<br />
*You gain 5 temporary hit points. <br />
*You gain a +1 bonus to AC.<br />
*You gain a +5 bonus to your movement speed.<br />
*You gain a +2 bonus to attack and damage rolls.<br />
*You lose 1d4 hit points at the end of each of your turns. <br />
<br />
<br />
'''Drunken Fist'''<br />
<br />
'''Cost:''' 10 Chakra, 1 bottle of alcohol<br />
<br />
'''Duration:''' 1 minute<br />
<br />
On top of the normal effects of alcohol, a master of Taijutsu can channel their intoxication into their movements. Your melee attacks have disadvantage, you can not use jutsu that are not Taijutsu, attacks against you have disadvantage, and your unarmed strikes deal twice as much damage. <br />
<br />
<br />
'''Early Sacrifice'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you grab a creature's shoulder, flipping around them before slamming them into the ground. You may move to any space that would leave the creature in range. The target must attempt a Dexterity saving throw. On a failure, they are knocked prone and take your unarmed strike's damage.<br />
<br />
<br />
'''Little Toe Attack'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As part of an unarmed strike, you focus your kicks at the targets shins, ankles, and feet. On a hit, the target both takes damage and must succeed a {{5a|str}} ({{5s|Athletics}}) or {{5a|dex}} ({{5s|Acrobatics}}) check with a DC equal to your attack roll. On a failure, you may choose to either knock them {{5c|Prone}} or push them 5 feet away from you if they are at no more than 1 size category larger than you.<br />
<br />
<br />
'''Night Phoenix'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you thrust your entire body forward with all your might, cloaking your body in flames. You gain a flying speed equal to twice your movement speed, and your unarmed strikes and taijutsu deal an additional 3d4 fire damage.<br />
<br />
<br />
'''Rumored Endeavor Star'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you rush toward your opponent, building momentum with each step. For every 10 ft. you move, your next unarmed strike deals an additional 1d4 damage.<br />
<br />
<br />
'''Welcoming Approach: Thousand-Armed Murder.'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
As a bonus action, you create an angelic, thousand-armed being from your chakra. Until the beginning of your next turn, when you take the attack action, you can not make ranged or weapon attacks, but your unarmed strikes gain an additional 15 feet of reach and you may attack 3 additional times. <br />
<br />
<br />
'''*Arriving Life: Thousand-Armed Preservation*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
The user creates several hands made of a unique form of chakra only known to certain groups of hermits that react automatically to physical threats. While concentration on this jutsu, attack rolls automatically fail and they may not take actions. <br />
<br />
<br />
'''*Looking Down: Embracing Thousand Arms*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
The user summons a ring of hands made of a unique form of chakra only known to certain groups of hermits rumored to be an ultimate defense. While the user is concentrating on this jutsu, any effects of their choice made by creatures outside of this jutsu's range that require a saving throw do not effect creatures inside the range. While concentrating on this jutsu, the user can not take actions.<br />
<br />
<br />
'''*Welcoming Approach: Chakra Mode*'''<br />
<br />
'''Requirements:''' Looking Down: Embracing Thousand Arms, Arriving Life: Thousand-Armed Preservation<br />
<br />
'''Cost:''' 35 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Having become a master of manipulating the hermetic chakra, the user becomes its avatar. Their size increases by 1 category to a minimum of large, they are immune to all attacks and effects of their choice, and they can not cast jutsu. At the end of each of their turns, they must succeed a DC 18 Charisma saving throw. On a failure, this jutsu ends early. and they gain 1 level of exhaustion.<br />
<br />
<br />
'''*Taijutsu Style: Rush Rasengan*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you run up to 20 ft. and thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier piercing plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Steel_Style_(Shinobi_World_Supplement)&diff=1473222Steel Style (Shinobi World Supplement)2021-05-18T12:13:36Z<p>FrickyDiBoop: /* Steel Style */</p>
<hr />
<div>===Steel Style===<br />
This Kekkei Genkai manipulates Earth Style and Yang Style chakra to directly manipulate heavier metals, unlike Magnet Style’s manipulation of magnetic fields. <br />
<br />
<br />
'''Basic Steel Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous of 1 hour (see below)<br />
<br />
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube or metal that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
*If you target an area of loose, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. If it is attached to something else, you must succeed a DC 15 Strength (Athletics) check, rending it from its attachments on a success. <br />
*You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.<br />
*You cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. <br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Black Iron Fist'''<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You create a massive pair of hands out of at least 1 square foot of metal. Your grapple and unarmed strike ranges increase by 15 feet and you may grapple 1 additional creature at a time. <br />
<br />
<br />
'''Steel Weapon Creation'''<br />
<br />
'''Cost:''' 2 chakra per weapon<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you shape up to 5 weapons from the necessary amount of steel and move them anywhere within range. They do not move fast enough to cause damage. <br />
<br />
<br />
'''Black Iron Wings'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
You reshape 1 cubic foot of metal into a pair of wings. These wings have an AC of 16, 25 hit points, and grant you a flying speed of 30 feet. You may make an attack with a thrown weapon as a bonus action while you have these wings. <br />
<br />
<br />
'''Iron Chain World'''<br />
<br />
'''Cost:''' 2 chakra per foot of metal<br />
<br />
'''Range:''' 10 foot per foot of metal line<br />
<br />
You erect a series of pillars out of up to 5 cubic feet of metal. Each creature within range must succeed a Dexterity saving throw, taking 3d4 piercing damage on a failure, and half as much on a success. <br />
<br />
<br />
'''Secret Technique: Black Iron'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Any creatures of your choice must succeed a Strength or Dexterity saving throw as you reshape 5 cubic feet of metal around them. On a failure, they are {{5c|restrained}}. They may reattempt this saving throw at the end of each of their turns, ending this effect on a success. A creature may end this jutsu’s effect on a creature by removing the seal on the metal as an action. If they do not escape by the end of this jutsu’s duration, they become {{5c|paralyzed}} and no longer age or require food, water, or air until another creature removes the seal. <br />
<br />
<br />
'''Impervious Armor'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action or reaction to being attacked, you cover your body in at least 1 square foot of steel. You become immune to non-magical slashing and piercing damage, and resistant to non-magical bludgeoning, magical bludgeoning, slashing, and piercing, and thunder damage. You become vulnerable to acid and lightning damage.<br />
<br />
<br />
'''Quarantine Wall'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
As an action, you erect a massive 1 inch thick, 5-60 feet wide, 5-60 feet tall wall that has your AC and 10 hit points. You must spend your action and 1 chakra to maintain this, and you can not move while this jutsu is active. You may increase the wall's hit point by spending half as many of chakra points. If the wall is reduced to 0 hit points, it shatters, dealing any remaining damage to you. The wall can be seen through, but jutsu whose range is not based on sight or hearing cannot be cast through it. If you end this jutsu before the wall reaches 0 hit points, you regain a number of chakra points equal to 1/4 the wall's number of hit points.<br />
<br />
<br />
'''Steel Projectile'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create an orb of steel, weighing 5 lbs, and hurl it at a close target, obliterating it with sheer force upon impact. Make a ranged jutsu attack. Upon impact, the target takes 4d8 bludgeoning damage and must make a Strength saving throw, getting pushed 10ft back on a failed save.<br />
<br />
<br />
'''*Shed*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a reaction while Impervious Armor is active when you take damage, you may shed your armor, ending the jutsu immediately and ignoring the damage you would have taken.<br />
<br />
<br />
'''*Demonic Flesh*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert the surface of your armor is converted into jagged, tooth-like hooks. For as long as Impervious Armor remains active, creatures have disadvantage on checks to escape any grapple you are a part of, and when a creature attempts a check to escape a grapple you are a part of, they take 1d6 slashing damage.<br />
<br />
<br />
'''*Missile Fist*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert your fists into piston-like appendages. For as long as Impervious Armor remains active, you may reroll your unarmed strikes' damage rolls, taking the higher of the two results.<br />
<br />
<br />
'''*Steel Clone*'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
Liquid steel falls from you and forms into a clone made of black steel. The clone is extremely heavy due to being made of steel, weighing 8 times your weight. It can perform any jutsu you know that is related to Steel Release or Taijutsu. The clone has immunity to all nonmagical damage. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''*Dark Blade*'''<br />
<br />
'''Cost:''' 11 chakra<br />
<br />
As a bonus action or reaction to being attacked, you create a blade made of black steel that runs the length of your forearm or lower leg (calf or shin). The blade can be used to block incoming attacks or attack a target causing major cuts to the target.<br />
When used as a bonus action, until the start of your next turn, your unarmed damage roll changes to 2d8 magical slashing damage, or you gain one additional unarmed damage die to your unarmed damage. Whichever one you prefer.<br />
When used as a reaction, you gain a damage reduction of 5 until the start of your next turn. Or if you have damage reduction already, it increases by 5.<br />
<br />
<br />
'''*Dark Blade Dance*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 10 foot sphere<br />
<br />
As a reaction to being hit while you have Impervious Armor on, several blades made of black steel pop out all at once from all over your body as a counterattack. The stronger the opponent's physical attack, the more powerful the counterattack is. The Blades can be used to block or trap an opponent's strikes while also striking at anyone close.<br />
You take half of the damage you were supposed to take, and everyone within range takes the other half.<br />
<br />
<br />
'''*Unbreakable Armor*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 10 chakra per turn<br />
<br />
'''Range:''' Self<br />
<br />
You refine the effects of Impervious Armor to a point where it rivals Titanium in strength and hardness, then coat your whole body with this new perfected dark steel, turning yourself into an indestructible being able to even shrug off some of the most destructive Ninjutsu out there. Any weapon, except Legendary, instantly breaks upon hitting this layer of armor.<br />
As an action, while Impervious Armor is on, you enhance your armor to unimaginable levels, giving yourself immunity to all damage except for the vulnerabilities Impervious Armor mentions, which stay the same, and for Psychic, which remains unchanged, for the duration of the previously casted Impervious Armor.<br />
You must keep using your action to spend 16 chakra and so, keep this jutsu active.<br />
<br />
<br />
'''*Steel Style: Shattering Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 ft.<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with shards of Steel Style chakra before throwing it. All creatures within a 10 ft. radius of the rasengan's location must attempt a Constitution saving throw at the beginning of each of their turns as a metallic sandstorm rips them apart. On a failure, a creature takes 2d4 + your Intelligence modifier bludgeoning damage, and gains the {{5asc|rasped}} and {{5asc|slowed}} conditions. On a success, none of these effects occur.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Steel_Style_(Shinobi_World_Supplement)&diff=1473219Steel Style (Shinobi World Supplement)2021-05-18T12:00:33Z<p>FrickyDiBoop: /* Steel Style */</p>
<hr />
<div>===Steel Style===<br />
This Kekkei Genkai manipulates Earth Style and Yang Style chakra to directly manipulate heavier metals, unlike Magnet Style’s manipulation of magnetic fields. <br />
<br />
<br />
'''Basic Steel Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous of 1 hour (see below)<br />
<br />
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube or metal that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
*If you target an area of loose, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. If it is attached to something else, you must succeed a DC 15 Strength (Athletics) check, rending it from its attachments on a success. <br />
*You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.<br />
*You cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. <br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Black Iron Fist'''<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You create a massive pair of hands out of at least 1 square foot of metal. Your grapple and unarmed strike ranges increase by 15 feet and you may grapple 1 additional creature at a time. <br />
<br />
<br />
'''Steel Weapon Creation'''<br />
<br />
'''Cost:''' 2 chakra per weapon<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you shape up to 5 weapons from the necessary amount of steel and move them anywhere within range. They do not move fast enough to cause damage. <br />
<br />
<br />
'''Black Iron Wings'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
You reshape 1 cubic foot of metal into a pair of wings. These wings have an AC of 16, 25 hit points, and grant you a flying speed of 30 feet. You may make an attack with a thrown weapon as a bonus action while you have these wings. <br />
<br />
<br />
'''Iron Chain World'''<br />
<br />
'''Cost:''' 2 chakra per foot of metal<br />
<br />
'''Range:''' 10 foot per foot of metal line<br />
<br />
You erect a series of pillars out of up to 5 cubic feet of metal. Each creature within range must succeed a Dexterity saving throw, taking 3d4 piercing damage on a failure, and half as much on a success. <br />
<br />
<br />
'''Secret Technique: Black Iron'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Any creatures of your choice must succeed a Strength or Dexterity saving throw as you reshape 5 cubic feet of metal around them. On a failure, they are {{5c|restrained}}. They may reattempt this saving throw at the end of each of their turns, ending this effect on a success. A creature may end this jutsu’s effect on a creature by removing the seal on the metal as an action. If they do not escape by the end of this jutsu’s duration, they become {{5c|paralyzed}} and no longer age or require food, water, or air until another creature removes the seal. <br />
<br />
<br />
'''Impervious Armor'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action or reaction to being attacked, you cover your body in at least 1 square foot of steel. You become immune to non-magical slashing and piercing damage, and resistant to non-magical bludgeoning, magical bludgeoning, slashing, and piercing, and thunder damage. You become vulnerable to acid and lightning damage.<br />
<br />
<br />
'''Quarantine Wall'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
As an action, you erect a massive 1 inch thick, 5-60 feet wide, 5-60 feet tall wall that has your AC and 10 hit points. You must spend your action and 1 chakra to maintain this, and you can not move while this jutsu is active. You may increase the wall's hit point by spending half as many of chakra points. If the wall is reduced to 0 hit points, it shatters, dealing any remaining damage to you. The wall can be seen through, but jutsu whose range is not based on sight or hearing cannot be cast through it. If you end this jutsu before the wall reaches 0 hit points, you regain a number of chakra points equal to 1/4 the wall's number of hit points.<br />
<br />
<br />
'''Steel Projectile'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create an orb of steel, weighing 5 lbs, and hurl it at a close target, obliterating it with sheer force upon impact. Make a ranged jutsu attack. Upon impact, the target takes 4d8 bludgeoning damage and must make a Strength saving throw, getting pushed 10ft back on a failed save.<br />
<br />
<br />
'''*Shed*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a reaction while Impervious Armor is active when you take damage, you may shed your armor, ending the jutsu immediately and ignoring the damage you would have taken.<br />
<br />
<br />
'''*Demonic Flesh*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert the surface of your armor is converted into jagged, tooth-like hooks. For as long as Impervious Armor remains active, creatures have disadvantage on checks to escape any grapple you are a part of, and when a creature attempts a check to escape a grapple you are a part of, they take 1d6 slashing damage.<br />
<br />
<br />
'''*Missile Fist*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert your fists into piston-like appendages. For as long as Impervious Armor remains active, you may reroll your unarmed strikes' damage rolls, taking the higher of the two results.<br />
<br />
<br />
'''*Steel Clone*'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
Liquid steel falls from you and forms into a clone made of black steel. The clone is extremely heavy due to being made of steel, weighing 8 times your weight. It can perform any jutsu you know that is related to Steel Release or Taijutsu. The clone has immunity to all nonmagical damage. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''*Dark Blade*'''<br />
<br />
'''Cost:''' 11 chakra<br />
<br />
As a bonus action or reaction to being attacked, you create a blade made of black steel that runs the length of your forearm or lower leg (calf or shin). The blade can be used to block incoming attacks or attack a target causing major cuts to the target.<br />
When used as a bonus action, until the start of your next turn, your unarmed damage roll changes to 2d8 magical slashing damage, or you gain one additional unarmed damage die to your unarmed damage. Whichever one you prefer.<br />
When used as a reaction, you gain a damage reduction of 5 until the start of your next turn. Or if you have damage reduction already, it increases by 5.<br />
<br />
<br />
'''*Dark Blade Dance*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 10 foot sphere<br />
<br />
As a reaction to being hit while you have Impervious Armor on, several blades made of black steel pop out all at once from all over your body as a counterattack. The stronger the opponent's physical attack, the more powerful the counterattack is. The Blades can be used to block or trap an opponent's strikes while also striking at anyone close.<br />
You take half of the damage you were supposed to take, and everyone within range takes the other half.<br />
<br />
<br />
'''*Unbreakable Armor*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 10 chakra per turn<br />
<br />
'''Range:''' Self<br />
<br />
You refine the effects of Impervious Armor to a point where it rivals Titanium in strength and hardness, then coat your whole body with this new perfected dark steel, turning yourself into an indestructible being able to even shrug off some of the most destructive Ninjutsu out there. Any weapon, except Legendary, instantly breaks upon hitting this layer of armor.<br />
As an action, while Impervious Armor is on, you enhance your armor to unimaginable levels, giving yourself immunity to all damage except for the vulnerabilities Impervious Armor mentions, which stay the same, and for Psychic, which remains unchanged, for the duration of the previously casted Impervious Armor.<br />
<br />
<br />
'''*Steel Style: Shattering Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 ft.<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with shards of Steel Style chakra before throwing it. All creatures within a 10 ft. radius of the rasengan's location must attempt a Constitution saving throw at the beginning of each of their turns as a metallic sandstorm rips them apart. On a failure, a creature takes 2d4 + your Intelligence modifier bludgeoning damage, and gains the {{5asc|rasped}} and {{5asc|slowed}} conditions. On a success, none of these effects occur.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Steel_Style_(Shinobi_World_Supplement)&diff=1473216Steel Style (Shinobi World Supplement)2021-05-18T11:36:43Z<p>FrickyDiBoop: /* Steel Style */</p>
<hr />
<div>===Steel Style===<br />
This Kekkei Genkai manipulates Earth Style and Yang Style chakra to directly manipulate heavier metals, unlike Magnet Style’s manipulation of magnetic fields. <br />
<br />
<br />
'''Basic Steel Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous of 1 hour (see below)<br />
<br />
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube or metal that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
*If you target an area of loose, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. If it is attached to something else, you must succeed a DC 15 Strength (Athletics) check, rending it from its attachments on a success. <br />
*You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.<br />
*You cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. <br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Black Iron Fist'''<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You create a massive pair of hands out of at least 1 square foot of metal. Your grapple and unarmed strike ranges increase by 15 feet and you may grapple 1 additional creature at a time. <br />
<br />
<br />
'''Steel Weapon Creation'''<br />
<br />
'''Cost:''' 2 chakra per weapon<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you shape up to 5 weapons from the necessary amount of steel and move them anywhere within range. They do not move fast enough to cause damage. <br />
<br />
<br />
'''Black Iron Wings'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
You reshape 1 cubic foot of metal into a pair of wings. These wings have an AC of 16, 25 hit points, and grant you a flying speed of 30 feet. You may make an attack with a thrown weapon as a bonus action while you have these wings. <br />
<br />
<br />
'''Iron Chain World'''<br />
<br />
'''Cost:''' 2 chakra per foot of metal<br />
<br />
'''Range:''' 10 foot per foot of metal line<br />
<br />
You erect a series of pillars out of up to 5 cubic feet of metal. Each creature within range must succeed a Dexterity saving throw, taking 3d4 piercing damage on a failure, and half as much on a success. <br />
<br />
<br />
'''Secret Technique: Black Iron'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Any creatures of your choice must succeed a Strength or Dexterity saving throw as you reshape 5 cubic feet of metal around them. On a failure, they are {{5c|restrained}}. They may reattempt this saving throw at the end of each of their turns, ending this effect on a success. A creature may end this jutsu’s effect on a creature by removing the seal on the metal as an action. If they do not escape by the end of this jutsu’s duration, they become {{5c|paralyzed}} and no longer age or require food, water, or air until another creature removes the seal. <br />
<br />
<br />
'''Impervious Armor'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action or reaction to being attacked, you cover your body in at least 1 square foot of steel. You become immune to non-magical slashing and piercing damage, and resistant to non-magical bludgeoning, magical bludgeoning, slashing, and piercing, and thunder damage. You become vulnerable to acid and lightning damage.<br />
<br />
<br />
'''Quarantine Wall'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
As an action, you erect a massive 1 inch thick, 5-60 feet wide, 5-60 feet tall wall that has your AC and 10 hit points. You must spend your action and 1 chakra to maintain this, and you can not move while this jutsu is active. You may increase the wall's hit point by spending half as many of chakra points. If the wall is reduced to 0 hit points, it shatters, dealing any remaining damage to you. The wall can be seen through, but jutsu whose range is not based on sight or hearing cannot be cast through it. If you end this jutsu before the wall reaches 0 hit points, you regain a number of chakra points equal to 1/4 the wall's number of hit points.<br />
<br />
<br />
'''Steel Projectile'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create an orb of steel, weighing 5 lbs, and hurl it at a close target, obliterating it with sheer force upon impact. Make a ranged jutsu attack. Upon impact, the target takes 4d8 bludgeoning damage and must make a Strength saving throw, getting pushed 10ft back on a failed save.<br />
<br />
<br />
'''*Shed*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a reaction while Impervious Armor is active when you take damage, you may shed your armor, ending the jutsu immediately and ignoring the damage you would have taken.<br />
<br />
<br />
'''*Demonic Flesh*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert the surface of your armor is converted into jagged, tooth-like hooks. For as long as Impervious Armor remains active, creatures have disadvantage on checks to escape any grapple you are a part of, and when a creature attempts a check to escape a grapple you are a part of, they take 1d6 slashing damage.<br />
<br />
<br />
'''*Missile Fist*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert your fists into piston-like appendages. For as long as Impervious Armor remains active, you may reroll your unarmed strikes' damage rolls, taking the higher of the two results.<br />
<br />
<br />
'''*Steel Clone*'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
Liquid steel falls from you and forms into a clone made of black steel. The clone is extremely heavy due to being made of steel, weighing 8 times your weight. It can perform any jutsu you know that is related to Steel Release or Taijutsu. The clone has immunity to all nonmagical damage and its unarmed damage dice increases by 1 size. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''*Dark Blade*'''<br />
<br />
'''Cost:''' 11 chakra<br />
<br />
As a bonus action or reaction to being attacked, you create a blade made of black steel that runs the length of your forearm or lower leg (calf or shin). The blade can be used to block incoming attacks or attack a target causing major cuts to the target.<br />
When used as a bonus action, until the start of your next turn, your unarmed damage roll changes to 2d8 magical slashing damage, or you gain another damage dice. Whichever one you prefer.<br />
When used as a reaction, you gain a damage reduction of 5 until the start of your next turn. Or if you have damage reduction already, it increases by 5.<br />
<br />
<br />
'''*Dark Blade Dance*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 10 foot sphere<br />
<br />
As a reaction to being hit while you have Impervious Armor on, several blades made of black steel pop out all at once from all over your body as a counterattack. The stronger the opponent's physical attack, the more powerful the counterattack is. The Blades can be used to block or trap an opponent's strikes while also striking at anyone close.<br />
You take half of the damage you were supposed to take, and everyone within range takes the other half.<br />
<br />
<br />
'''*Unbreakable Armor*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 10 chakra per turn<br />
<br />
'''Range:''' Self<br />
<br />
You refine the effects of Impervious Armor to a point where it rivals Titanium in strength and hardness, then coat your whole body with this new perfected dark steel, turning yourself into an indestructible being able to even shrug off some of the most destructive Ninjutsu out there. Any weapon, except Legendary, instantly breaks upon hitting this layer of armor.<br />
As an action, while Impervious Armor is on, you enhance your armor to unimaginable levels, giving yourself immunity to all damage except for the vulnerabilities Impervious Armor mentions, which stay the same, and for Psychic, which remains unchanged, for the duration of the previously casted Impervious Armor.<br />
<br />
<br />
'''*Steel Style: Shattering Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 ft.<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with shards of Steel Style chakra before throwing it. All creatures within a 10 ft. radius of the rasengan's location must attempt a Constitution saving throw at the beginning of each of their turns as a metallic sandstorm rips them apart. On a failure, a creature takes 2d4 + your Intelligence modifier bludgeoning damage, and gains the {{5asc|rasped}} and {{5asc|slowed}} conditions. On a success, none of these effects occur.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Steel_Style_(Shinobi_World_Supplement)&diff=1473212Steel Style (Shinobi World Supplement)2021-05-18T11:23:43Z<p>FrickyDiBoop: /* Steel Style */ - added a buncha shit... Tweaked Impervious Armor a bit.</p>
<hr />
<div>===Steel Style===<br />
This Kekkei Genkai manipulates Earth Style and Yang Style chakra to directly manipulate heavier metals, unlike Magnet Style’s manipulation of magnetic fields. <br />
<br />
<br />
'''Basic Steel Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous of 1 hour (see below)<br />
<br />
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube or metal that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
*If you target an area of loose, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. If it is attached to something else, you must succeed a DC 15 Strength (Athletics) check, rending it from its attachments on a success. <br />
*You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.<br />
*You cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. <br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Black Iron Fist'''<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You create a massive pair of hands out of at least 1 square foot of metal. Your grapple and unarmed strike ranges increase by 15 feet and you may grapple 1 additional creature at a time. <br />
<br />
<br />
'''Steel Weapon Creation'''<br />
<br />
'''Cost:''' 2 chakra per weapon<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you shape up to 5 weapons from the necessary amount of steel and move them anywhere within range. They do not move fast enough to cause damage. <br />
<br />
<br />
'''Black Iron Wings'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
You reshape 1 cubic foot of metal into a pair of wings. These wings have an AC of 16, 25 hit points, and grant you a flying speed of 30 feet. You may make an attack with a thrown weapon as a bonus action while you have these wings. <br />
<br />
<br />
'''Iron Chain World'''<br />
<br />
'''Cost:''' 2 chakra per foot of metal<br />
<br />
'''Range:''' 10 foot per foot of metal line<br />
<br />
You erect a series of pillars out of up to 5 cubic feet of metal. Each creature within range must succeed a Dexterity saving throw, taking 3d4 piercing damage on a failure, and half as much on a success. <br />
<br />
<br />
'''Secret Technique: Black Iron'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Any creatures of your choice must succeed a Strength or Dexterity saving throw as you reshape 5 cubic feet of metal around them. On a failure, they are {{5c|restrained}}. They may reattempt this saving throw at the end of each of their turns, ending this effect on a success. A creature may end this jutsu’s effect on a creature by removing the seal on the metal as an action. If they do not escape by the end of this jutsu’s duration, they become {{5c|paralyzed}} and no longer age or require food, water, or air until another creature removes the seal. <br />
<br />
<br />
'''Impervious Armor'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action or reaction to being attacked, you cover your body in at least 1 square foot of steel. You become immune to non-magical slashing and piercing damage, and resistant to non-magical bludgeoning, magical bludgeoning, slashing, and piercing, and thunder damage. You become vulnerable to acid and lightning damage.<br />
<br />
<br />
'''Quarantine Wall'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
As an action, you erect a massive 1 inch thick, 5-60 feet wide, 5-60 feet tall wall that has your AC and 10 hit points. You must spend your action and 1 chakra to maintain this, and you can not move while this jutsu is active. You may increase the wall's hit point by spending half as many of chakra points. If the wall is reduced to 0 hit points, it shatters, dealing any remaining damage to you. The wall can be seen through, but jutsu whose range is not based on sight or hearing cannot be cast through it. If you end this jutsu before the wall reaches 0 hit points, you regain a number of chakra points equal to 1/4 the wall's number of hit points.<br />
<br />
'''Steel Projectile'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create an orb of steel, weighing 5 lbs, and hurl it at a close target, obliterating it with sheer force upon impact. Make a ranged jutsu attack. Upon impact, the target takes 4d8 bludgeoning damage and must make a Strength saving throw, getting pushed 10ft back on a failed save.<br />
<br />
<br />
'''*Shed*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a reaction while Impervious Armor is active when you take damage, you may shed your armor, ending the jutsu immediately and ignoring the damage you would have taken.<br />
<br />
<br />
'''*Demonic Flesh*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert the surface of your armor is converted into jagged, tooth-like hooks. For as long as Impervious Armor remains active, creatures have disadvantage on checks to escape any grapple you are a part of, and when a creature attempts a check to escape a grapple you are a part of, they take 1d6 slashing damage.<br />
<br />
<br />
'''*Missile Fist*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert your fists into piston-like appendages. For as long as Impervious Armor remains active, you may reroll your unarmed strikes' damage rolls, taking the higher of the two results.<br />
<br />
<br />
'''*Steel Clone*'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
Liquid steel falls from you and forms into a clone made of black steel. The clone is extremely heavy due to being made of steel, weighing 8 times your weight. It can perform any jutsu you know that is related to Steel Release or Taijutsu. The clone has immunity to all nonmagical damage and its unarmed damage dice increases by 1 size. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''*Dark Blade*'''<br />
<br />
'''Cost:''' 11 chakra<br />
<br />
As a bonus action or reaction to being attacked, you create a blade made of black steel that runs the length of your forearm or lower leg (calf or shin). The blade can be used to block incoming attacks or attack a target causing major cuts to the target.<br />
When used as a bonus action, until the start of your next turn, your unarmed damage roll changes to 2d8 magical slashing damage, or you gain another damage dice. Whichever one you prefer.<br />
When used as a reaction, you gain a damage reduction of 5 until the start of your next turn. Or if you have damage reduction already, it increases by 5.<br />
<br />
<br />
'''*Dark Blade Dance*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 10 foot sphere<br />
<br />
As a reaction to being hit while you have Impervious Armor on, several blades made of black steel pop out all at once from all over your body as a counterattack. The stronger the opponent's physical attack, the more powerful the counterattack is. The Blades can be used to block or trap an opponent's strikes while also striking at anyone close.<br />
You take half of the damage you were supposed to take, and everyone within range takes the other half.<br />
<br />
<br />
'''*Unbreakable Armor*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 10 chakra per turn<br />
<br />
'''Range:''' Self<br />
<br />
You refine the effects of Impervious Armor to a point where it rivals Titanium in strength and hardness, then coat your whole body with this new perfected dark steel, turning yourself into an indestructible being able to even shrug off some of the most destructive Ninjutsu out there. Any weapon, except Legendary, instantly breaks upon hitting this layer of armor.<br />
As an action, while Impervious Armor is on, you enhance your armor to unimaginable levels, giving yourself immunity to all damage except for the vulnerabilities Impervious Armor mentions, which stay the same, and for Psychic, which remains unchanged, for the duration of the previously casted Impervious Armor.<br />
<br />
<br />
'''*Steel Style: Shattering Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 ft.<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with shards of Steel Style chakra before throwing it. All creatures within a 10 ft. radius of the rasengan's location must attempt a Constitution saving throw at the beginning of each of their turns as a metallic sandstorm rips them apart. On a failure, a creature takes 2d4 + your Intelligence modifier bludgeoning damage, and gains the {{5asc|rasped}} and {{5asc|slowed}} conditions. On a success, none of these effects occur.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Path_of_Specialization_(Shinobi_World_Supplement)&diff=1472949Path of Specialization (Shinobi World Supplement)2021-05-17T15:22:25Z<p>FrickyDiBoop: /* Advanced Stratagem */ - changed to force damage for versatility purposes.</p>
<hr />
<div>==Path of Specialization==<br />
Fundamentally, your move set doesn’t differ all that much from your average shinobi. However, through unrivaled training in one specific form of jutsu, you have refined the art of casting jutsu, hopefully placing your name among the legends.<br />
<br />
====Gifted User====<br />
At 3rd level, you gain affinity in one jutsu nature you can use of your choice. If you already had affinity in it, you gain affinity in one of the elements which compose the nature if it is a Kekkei Genkai, or gain one of the effects of forgoing gaining a jutsu nature as detailed under {{inpage|Chakra}}. Additionally, you may choose 1 jutsu from the selected nature to become your signature jutsu. When you cast your signature jutsu, you may choose one of the following:<br />
*You gain advantage on its attack roll<br />
*The target gains disadvantage on its saving throws<br />
*Its range increases by 10 ft.<br />
*Its damage die increases by 1 stage (d4 > d6 > d8 > d10 > d12 > 2xd6), to a maximum of d12s.<br />
<br />
You may swap your signature jutsu at the end of a long rest.<br />
<br />
====Improved Technique====<br />
At 7th level, through pushing yourself further, you push your technique a stage further as well. When a creature is effected by your signature jutsu, they must make a saving throw or suffer one of the following:<br />
*Wisdom saving throw - on a failure, the target is {{5c|frightened}} for 1 minute and take an additional 1d8 piercing damage<br />
*Constitution saving throw - on a failure, the target is {{5c|poisoned}} for 1 minute and takes an additional 1d8 poison damage<br />
*Constitution saving throw - on a failure, the target is {{5c|blinded}} for 1 minute and takes an additional 1d8 thunder damage<br />
<br />
For any of the above effects, the target may retry this saving throw at the end of each of their turns, ending the effect early on a success. On a success, creatures take half as much damage and are not effected by the condition. Each jutsu can only be tied to 1 saving throw, which can not be changed. <br />
<br />
====Advanced Stratagem====<br />
Also at 7th level, when you use your signature jutsu, you may change its damage type to one corresponding with one of its component natures if it is a Kekkei Genkai. Alternatively, you may choose a damage type that does not correspond with its component natures, but doing so removes your affinity bonus.<br />
*Fire - fire<br />
*Water - cold<br />
*Earth - bludgeoning<br />
*Lightning - lightning<br />
*Wind - slashing<br />
*Yang - force<br />
*Yin - psychic<br />
<br />
====Expanding Horizons====<br />
At 10th level, through arduous work, you are granted the ability to select another signature jutsu. This signature jutsu can benefit from previous features, however the improved technique effect must be different from your first signature jutsu. Additionally, your first signature jutsu gains a +2 bonus to its attack roll or DC.<br />
<br />
====Specialized Chakra====<br />
At 15th level, excessive usage of your signature style has amalgamated into a separate pool of chakra. You have a number of specialized chakra equal to 1/4th your maximum chakra points. This chakra is based on the nature you took affinity in at 3rd level. You may only use this chakra on your nature's jutsu, or this subclass's features.<br />
<br />
As a bonus action, you may begin exuding dangerous chakra from your body up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if you stop spending chakra. Any creatures that end their turn in this area take 1d6 of the nature's primary damage type. Any attacks made against you by creatures inside this area have disadvantage, and if you are subject to a saving throw caused by a creature inside this area, you have advantage.<br />
<br />
====Godlike Specialization====<br />
At 20th level, you have pushed your specialization to the very pinnacle, going above most if not all predecessors before you. You gain the following:<br />
*Each of your specialized nature’s jutsu benefit from {{inpage|Signature Jutsu}}. Damage die increases from this may exceed d12s.<br />
*One other nature you have is subject to this subclass's features, save for not gaining an additional {{inpage|Specialized Chakra}} pool and not being able to draw from your specialized chakra pool.<br />
*Your chakra aura's range is doubled, and you gain 15 additional specialized chakra.<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1472322Talk:Naruto: Shinobi (5e Class)2021-05-16T01:41:28Z<p>FrickyDiBoop: /* Clarifications */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
<br />
I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
<br />
:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
<br />
:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
<br />
Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
<br />
:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
<br />
<br />
<br />
If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
<br />
:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
<br />
i see where your coming from, but i think it being a variant rule would fit it better as it would be up to the dm to use the rule, making it a thing the group could vote on.<br />
<br />
:But that doesn't refute any of the other points. The original way is like forcing every spellcaster to gain True Strike and Mage Hand. Are some casters going to use it? Sure. Is forcing it on every player justified in any way (i.e. lore, character, progression, etc.)? If so, I really don't see it. For instance, in canon there are roughly 10 people who use the Rasengan or a Rasengan-like technique (including movie and filler characters) because they were in the right place, were with the right people, or were the right people. Using the original chakra rules, suddenly half of the entire universe knows the Rasengan. While I am admittedly singling out an easy example, this applies to pretty much every traditionally acquired jutsu gained after 8th level (and a couple gained on and before like chidori and the various seals). I guess what I'm trying to say is that I don't see why anyone would vote against it outside of possibly misplaced nostalgia.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
<br />
==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
<br />
That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
<br />
:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
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:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
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==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
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Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
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Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
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Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
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:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
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:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<br />
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Hi. I wanted to ask if we could add the level requirements for jutsus back because I was mid-DM'ing a campaign with the shinobi world campaign when someone told me that they performed greater fireball jistu, and I was confused as to why they would have that at such an early level, so I checked the page to make sure, just to see that they can cast all jitsus right now. Please, at least for the chakra natures and the genkai, because I don't know what my players should and shouldn't know already. Thank you. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 19:01, 8 April 2021 (MDT)<br />
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:As per the discussion still on this page, what used to be the Non-Linear Jutsu variant rule has been integrated to the main class under the premise that unique jutsu were almost pointless previously, and that there's no reason everybody should have the same 5 jutsu. Assuming your players are 7th level (Great Fireball was restricted to 8th level), they should know 10 jutsu total, with Basic Ninjutsu counting as half as many, as detailed under the Chakra header. Generally, if there's a big change that makes this page look overpowered compared to a previous version (i.e. allowing players to "cast all jitsus"), check the edit that made the change, because there's probably a reason and something you're missing. If you're REALLY attached to players having the same couple of jutsu for whatever reason, here's a [https://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&oldid=1457981 link] to the revision immediately before it was changed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 8 April 2021 (MDT)<br />
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::The way our game works is that the players get two chakra natures that mix to become a KG. The only way they can get more is through special plot reasons, such as the Jinchuriki in the party. This way, all of the players tried to pick their own unique combination, making them all have a variety of jutsu. They all got to start with one unique that fits their character as well. I would then reward them with uniques based on their roleplaying, exploration, etc. They now worry that their characters will be conflicting with one another, and non-linear jutsu allows them to start out significantly stronger than they should. I understand that Boruto knew how to do Rasengan super ultimate universe destruction blast while he was still a fetus, but this makes progression have a huge spike at level 2, making anyone using a different class obsolete. Players by all means should not know how to do these S-rank jutsu at the beginning of the campaign. Something really has to be done about this, because the older version of the class was well balanced enough to be used in a normal setting, as well as gave so many customization options and versatility. I would even say that if you were allowed only one subclass, it was on par with vanilla classes. After the changes were made, we had a week-long discussion of if and how we could continue the campaign, and we came to the decision that we at least had to use the old version for reference of whether or not they can have a jutsu. Other than this inconvenience, you are doing great work on the class, keep it up. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 10:25, 28 April 2021 (MDT)<br />
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:::The issue is that when you use the old rule, it doesn't promote enough individuality and uniqueness throughout the party, while I'm sure it works fine for you, not every DM is as good at balancing and distributing individual jutsu, the current system is more of a one size fits all, I don't see the same balance issues that you're seeing, as once you cast one super strong jutsu, you're done for the day. I think you may be having an issue with individual Jutsu rather than non-linear Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:55, 28 April 2021 (MDT)<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 />
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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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Should people gain access Genjutsu at 2nd level the same way as Ninjutsu and Taijutsu seeing as how we’ve got a column for it?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 01:34, 5 May 2021 (MDT)<br />
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:In my opinion, no. Simply because all of this really goes under Yin Release (Shadow Release). I would say they should unlock Yin Release first to have access to it. And besides I have plans of making more Genjutsu later on and I think Genjutsu should be earned on how it works for Chakra.[[User:TheInfamousSage1|TheInfamousSage1]] ([[User talk:TheInfamousSage1|talk]]) 05:25, 5 May 2021 (MDT)<br />
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If using the Random Natures and Kekkei Genkai Limit can Kagutsuchi from Mangekyō sharingan still grant you blaze style even if you have another Kekkei Genkai?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:55, 6 May 2021 (MDT)<br />
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:Yes, I'll clarify that.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 07:18, 6 May 2021 (MDT)<br />
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And can the summoning Jutsu be used to summon people or is only the rinnegan summoning able to summon people?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 11:18, 6 May 2021 (MDT)<br />
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:That's a rinnegan exclusive ability.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 11:21, 6 May 2021 (MDT)<br />
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If using the chakra exhaustion variant rule can the path of beast initial release and above reduction of normal chakra lower your chakra below 0? If so does that mean it can kill you with chakra exhaustion by reducing your chakra below 0?<br />
Please answer this as soon as possible<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 15:41, 6 May 2021 (MDT)<br />
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:I revised it, it would be unfair to the player if they died in that way.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:24, 6 May 2021 (MDT)<br />
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Can you replace weapon damage for unarmed damage? Like a monk can do with weapons they are proficient in?<br />
Is the "add dex-mod to the jutsu's damage unless stated otherwise" still in effect? Or was it removed?<br />
Additionally, something more specific. Does "half as much" in Cloud-Style Crescent Moon Beheading refer to the weapon damage? Or the entire damage roll? So, if I have affinity, does a 5th level character with a wakizashi do 1d6+1d4 damage on a successful save? 2d6+2d4 on a failed save.<br />
--[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 04:57, 7 May 2021 (MDT)<br />
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:First question, no, but it could be revised that does seem pretty fair, second question, I'm pretty sure that got removed, though I don't see why it did so it could probably be added back, though I think intelligence would make more sense, thirdly if something says half damage and doesn't specify, it means you take the normal damage that you would've dealt (2d6+2d4) and take half of that.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:20, 7 May 2021 (MDT)<br />
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I've put this in requests but seeing requests aren't being answered for the time being I'll put it here<br />
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I think scattering thousand Crows jutsu is too weak, the way it is now really isn't worth that 5 chakra. I think it should either be able to move the affected area or the chakra cost should be lowered.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:39, 7 May 2021 (MDT)<br />
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:I've been really busy lately and haven't had time to make too many edits, but I should be able to take care of this now, remember that anyone can make edits if they want to, you don't always have to wait for a response.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:20, 7 May 2021 (MDT)<br />
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I've removed the weapon damage change from the class features and added it to path of the warrior and path of sealing. Because in my opinion being able to efficiently use a Katana as well as someone uses his fists should be the result of specialized training and being able to deal tons of damage by just throwing weapons with shuriken jutsu should belong to the path of sealing and the Fūma clan rather than everyone. And in the show people that aren't specifically specialized in some way with the weapon they're using use their fists and unarmed strikes instead, so giving that to the whole class would destroy the point. So I hope it's not an unsatisfactory change.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:17, 9 May 2021 (MDT)<br />
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I agree, it kinda makes Path of the Warrior and Kenjutsu-based Shinobis obsolete due to their weapons basically being the same as a regular unarmed strikes. That also means Feats like Acrobat allow you to make 8 Unarmed Strikes in one Attack Action. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:44, 9 May 2021 (MDT)<br />
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When using Taijutsu acrobat you always deal the Weapon's own damage, even if you could normally change the damage of the attack.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:03, 9 May 2021 (MDT)<br />
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In Path of the Warrior and Path of Sealing, it says that weapons you’re proficient with benefit from Martial Arts, does that mean we get to add our unarmed attack damage along with the weapon’s regular damage or does it just give you the option to use your DEX instead of your STR mod for attack rolls--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:48, 9 May 2021 (MDT)<br />
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As it is now, both, you can both use Dexterity or strength and use your unarmed damage instead of the Weapon's damage<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:03, 9 May 2021 (MDT)<br />
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:While I do see where you guys are coming from, I do disagree on the basis that it would be more in line with other classes, (namely the monk), to be able to replace your weapon's damage with your martial arts, the class features you listed already do give good buffs like letting your weapon damage scale up with your level. The issue is also that once your unarmed strike deals more than your primary weapon, your weapons become obsolete.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 12:50, 9 May 2021 (MDT)<br />
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::Jay, I honestly have no idea what you're going for, but I like the recent change. It gives the warrior path and the sealing path something somewhat powerful that can allow them to keep their purpose while still doing some serious damage. It keeps this ability special. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:07, 9 May 2021 (MDT)<br />
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:::Basically what I meant was that the only class in official rules that has martial arts, the monk, also allows you to deal your martial arts damage in place of your weapon's damage, which does make sense if you think about it, for example, think of like, Naruto hitting someone with a kunai vs him hitting someone with his fist, he wouldn't be dealing any less damage with a kunai than with his fist, it just doesn't make any sense, and as it is now, path of the warrior and sealing already get massive damage with their weapons because of their weapon's damage die increasing, due to it scaling with martial arts. The whole point of allowing you to replace your weapon's damage with the martial arts damage is to allow your weapons not to become obsolete.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:47, 9 May 2021 (MDT)<br />
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Both of us didn't know that, as weapon damage scaling like becoming a 2D6 instead of a 2D4 is a Shinobi world setting variant rule. Otherwise why would I write something that makes them deal the same damage as unarmed strikes.<br />
Edit: actually, I just read archive 4. In the path of the warrior section. There what reference wrote indicates that those subclasses did UNARMED STRIKE damage all along. And not scale in that way, so with that my point still stands. <br />
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You're basically giving something that was subclass and clan boon exclusive (Fūma clan) to the whole class. That can easily be fixed in-game by buying a bladed knuckle duster. The class doesn't have to be an upgraded copy of monk and that's not what it's meant to be.<br />
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And if talking about the show, later on Naruto barely uses Kunai (I'm saying barely because there maybe some parts I forgot) and no, it had nothing to do with sage mode. He even barely uses it in base. In boruto he only used it to spar with boruto, something that was a joke to Naruto.<br />
And the Jonin don't use Kunai all the time either except people that have a special use for them like Minato. Kunai is for versatility in Naruto the Jonin use it tactically or to attack at a range sometimes without using Chakra. For example take kakashi he uses it in the zabuza fight to incapacitate zabuza's arm.<br />
And take other ninja that attach paper bombs on them.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:46, 10 May 2021 (MDT)<br />
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:I obviously don't want to create a carbon copy of the monk, that'd be dumb, I used the monk as a reference because it is the ONLY class in official rules that has martial arts so it's the only class to use as a template for said ability, my point is that you don't necessarily need special training in weapons to be able to hit harder with them, and path of the warrior and path of sealing are exceptionally powerful as is, it wouldn't be a problem giving it to the whole class, I also think you might be misunderstanding the warrior weapons damage scaling, basically at 3rd level when you gain the ability and it says that your melee weapons benefit from your martial arts feature, it means that when your damage die increases for your unarmed strike, your weapons do as well, it functions the same as the Shinobi World variant rule, if you guys are deadset on keeping it in the individual paths, however, I'm going to add it as a variant rule for the class, doesn't make too big a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:41, 10 May 2021 (MDT)<br />
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::Jay, you couldn't be further from the truth. Saying that it benefits from the martial arts doesn't mean that the weapon's damage scales with unarmed strike. Originally, it meant that someone could replace their weapon's damage dice with unarmed strike's damage dice, like monks could. While additionally giving any weapon the class and the person is proficient with the ability to switch the modifier from strength to dexterity. That's it. That's also how it is with the monk. However, we thought that changing it so only the warrior and the sealing paths should be able to have that, for many reasons. But that's not the point. It seems like you have completely mistaken the implementation of the feature, which is why this debate is taking place. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 11:08, 10 May 2021 (MDT)<br />
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:::That doesn't change my point at all though, I believe I'm interpreting it the correct way, even if I'm not, I still think it would be better working with the class as a whole, if you guys disagree with my interpretation, that's fine too, it's not a big deal, I can still just add it as a variant rule and we can call it a day. And your weapons already can use dex instead of strength whether you have the path of the warrior/sealing or not. It's definitely not that I'm not seeing the "truth" or something, it's just faulty wording at best. I'd suggest if you're going to implement this rule, switch up the wording a little bit.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 12:10, 10 May 2021 (MDT)<br />
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::::Alright. Wording will be fixed and you add that rule. Sounds like a good place to leave this at. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 12:55, 10 May 2021 (MDT)<br />
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Fair enough on trying to balance the weapon damage per level I guess, it doesn’t make a huge difference now that I think about it. It’s only useful if said weapon has a specific property or is magical, but Jutsu like Shuriken Jutsu have to be nerfed regarding this though, you’re basically dealing double your unarmed damage (if you have affinity) and have the ability to do even more as long you have the chakra with Shuriken Shadow Clone Jutsu.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 14:46, 9 May 2021 (MDT)<br />
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Shuriken jutsu should just deal the same original damage of the Weapon like disturbance taijutsu acrobat<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:47, 10 May 2021 (MDT)<br />
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Does Shield of the Wind Count have any limit? Could you just deflect something such as Golden Tensei Baku?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 09:09, 15 May 2021 (MDT)<br />
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Can Lightning Rod be used on any attack? Even attacks that are made with other jutsu? Or is it only on attacks made with the attack action? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 14:37, 15 May 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
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I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
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:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
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Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
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:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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I think Flame-Burst Shot is pretty overpowered for a jutsu that only costs 5-6 chakra.<br />
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:Thanks, I have no idea how that's flown under the radar until now. Hopefully it's far more balanced now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Incendiary Cloud Recreated has a really low chakra cost for the equivalent of an eighth-level spell.<br />
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:Thanks for the pointer. As it stands right now, I feel like the recreated spells don't really serve a purpose on this page, and only kinda serve to make multiclassing worthless, so I might remove them. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:27, 7 April 2021 (MDT)<br />
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Yeah I mean I would agree if you really wanted those you would take a class that actually got them, but also why make a homebrew class and a bunch of jutsus designed to go with the class and then have carbon copies of other spells, doesn't make much sense to me. It just doesn't make much sense, in general, to keep them around. Hopefully that opinion can be of help.<br />
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This is a bit unrelated but will the Samehada page have the addition of its unique ability to fuse with its user?<br />
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I recall the Samehada question being asked before. And he said that it was something more so unique to Kisame, than the blade itself. However with the Hoshigaki race being properly statted now, perhaps adding it in and making that race a requirement would be viable. Thoughts Reference? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 12:46, 9 April 2021 (MDT)<br />
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:Pretty sure I said it was related to Samehada, since the original request was in regards to adding it as an element of the Hoshigaki clan. Nevertheless, I haven't figured out the right way to word it yet.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 9 April 2021 (MDT)<br />
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Here’s my take on Jugo’s Clan Kekkai Genkai<br />
Jugo’s Kekkai Genkai:<br />
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- As a bonus action you can absorb Senjutsu Chakra equal to your Con Modifier + Shinobi level but have to make a DC10 INT (or CON) saving throw or become berserk, the DC increases by 2 for every use<br />
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- You gain the same effects of Sage Art whenever you use your senjutsu chakra<br />
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- If you have more Senjutsu Chakra points than regular chakra points, you’re forced into the effects of Sage Transformation with the Berserk condition til your Senjutsu Chakra points reach 0 in which the effects of Sage Transformation wear off<br />
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- When you’re forced into Sage Transformation, you don’t benefit from the Path of The Cursed Features before that such as Second Stage<br />
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--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]])<br />
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:While I appreciate the effort, holy cow is this at least a little busted. Usage of 3 class features, each of which are pretty strong alone, is a little beyond the scope of most clan boons, let alone the ability to regain half of your maximum chakra for a measly DC 10 Constitution saving throw. Additionally, we already have the Jūgo Clan on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Eh, fair enough I’ll probably come back with a much more balanced version at some point because now that I think about it, safely gaining 20 senjutsu chakra once your at 20th for at least 1-2 uses is pretty broken --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 18:28, 11 April 2021 (MDT)<br />
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Would Typhoon Release be added? I’ve checked it out and I think in headcanon it would probably be Wind and Yang release<br />
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:It is canon, but I'd rather avoid adding a nature with 2 canon jutsu. That being said, I might add them as Wind or Storm Style jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 11 April 2021 (MDT)<br />
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This might be a bit dumb but how about Sexy Jutsu and Harem Jutsu? <br />
I’ve already thought about it a little bit.<br />
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Sexy Jutsu<br />
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Cost: 2 chakra<br />
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Prerequisites: Transformation<br />
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Duration: +1 chakra for every round<br />
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- As an action, you cast a variant of the transformation jutsu in order to catch your target offguard, they must make a Charisma saving throw with advantage against your Charisma Score, on a fail, they take 1d4 psychic damage as their nose leaks blood and they’re stunned for rounds equal to your Charisma Mod (Minimum of 1)<br />
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:I'm... actually going to add this. It's iconic to the series, and this is a really good adaptation, if a little rough around the edges.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 11 April 2021 (MDT)<br />
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Wouldn't it make sense to allow Shinra Tensei to be used as a reaction at an increased chakra cost in a similar manner to other jutsu? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:I could've sworn it could be but apparently I was wrong, good catch.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:11, 12 April 2021 (MDT)<br />
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:I've been staring at it the past couple of days and thought it was weird lol.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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So regarding Susanoo, right now armored Susanoo kinda seems more like humanoid Susanoo seeing how the user is placed in the Susanoo's head rather than having them at the base of the Susanoo. Would it make sense to add more stages to the Susanoo between skeletal and armored? Just canonically speaking it doesn't make sense to have someone go directly from manifesting their skeletal Susanoo to having a full armored Susanoo. Another thing, in Susanoo's description it states you have to use it 7 - your Intelligence modifier times before unlocking it, but what stops somebody from activating it and deactivating it that many times to progress it extremely easily?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:56, 12 April 2021 (MDT)<br />
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:I've thought about Humanoid Susanoo, but at the end of the day I can't think of any effects that would both make all 3 stages feel rewarding and keep the feature on the same level of power. Additionally, the X uses to unlock is incredibly easy to fulfill (though I may change the wording so you can only get one use towards advancement per long rest), but if we remove it, you're either stuck with instantly unlocking Armored Susanoo, or the level requirement stops making sense in context.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:37, 12 April 2021 (MDT)<br />
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What about a system that requires you to use Susanoo for a certain number of rounds/seconds that can only be fulfilled in combat rather than at any time? And for humanoid Susanoo, one thought I had was to give it an AC bonus of +1 (+4 total), and possibly one of your Susanoo weapons, and maybe granting the user endurance or a pretty small damage threshold or something akin to that while their Susanoo is active to showcase that it gets more durable?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:42, 12 April 2021 (MDT)<br />
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:Generally, 5e (and I with it) try to avoid round counting, and while your proposal technically wouldn't cause the problems round counting does, it feels ''just'' too close to it. Additionally, while this is 100% personal, I've always interpreted Susanoo growth as skill using its chakra, for lack of a better term, rather than skill in using the Susanoo itself, if that makes any sense. I'm definitely not going to add an additional AC bonus, since Susanoo + permanent sharingan (gained at 15th) already grants +6 AC, which is frankly disgusting by itself, and while cost generally balances it, I don't want to push my luck, especially by granting Endurance. You did, however, spark an idea. What if instead of Susanoo granting an AC increase, it had its own pool of hit points, potentially represented by a decent, but not spectacular temporary hit points. Every time you summon it, these temporary hit points are regained. While Susanoo is summoned, you can re-summon it as a bonus action or reaction, which counts as a Mangekyou ability, but maintaining it does not. When your temporary hit points reach 0, Susanoo ends. Each Susanoo tier increases the number of temporary hit points granted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 12 April 2021 (MDT)<br />
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That actually sounds like a really good idea, that also might make it easier to implement the Humanoid Susanoo, it also circumvents some of the problems you had earlier. I’ll keep brainstorming ideas on how to fix the Susanoo progression, and I’ll let you know if I think of anything.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:45, 12 April 2021 (MDT)<br />
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Adding a chakra cost to maintain EMS isn't a minor debuff, it's a rather big nerf. EMS removes the negatives from MS. And while not being forced to make that save is handy, it's still on the DM to grant EMS. Rinnegan is ridiculously powerful and has 0 checks to use its abilities. Sharingan already has an extra step to get to the same tier as Rinnegan. Just my thoughts. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 06:57, 13 April 2021 (MDT)<br />
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:While I understand where you're coming from, the Rinnegan is strong because of the number of features it grants, EMS is strong because it grants infinite use of powerful features, and with the reworked Susanoo, it effectively grants infinite hit points. Even boons have a limit to how powerful they can be, and EMS has been far above it for along time. For comparison, imagine a boon that grants infinite spell slots that can only be used to cast 2 spells, of course that would be busted, even with the limits. Also, broken content is broken content because all content should be treated as if it will be introduced by any DM, not just a [[Help:A Good DM|good DM]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 13 April 2021 (MDT)<br />
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so, the infinite hp is granted by the new susanoo. have you thought that the temporary hp addition to susano is the problem here? i like the idea you have with temporary hp, but maybe you should have a different thing. like if you take enough damage it dispels. maybe a turn limit? just look at the changes it did to ems. like sykon said, its the dms choice to grant it. its like a variant rule to make you stronger. susano is the problem i see. just change the temporary hit points and it will go better. -plywood tank<br />
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:Hey, congrats on ignoring 90% of the context, buddy. The temporary hit points were introduced to solve the problem of the Path of Hatred's insane AC bonuses, and Susanoo's tedious saving throws. Is it the DM's choice? Absolutely, but that doesn't change the fact that it's game breaking. This is literally why we have the [[Help:A Good DM]] page. If you take enough damage it dispels? Congrats, that's literally the point of the thp. Turn limit/round counting? Garbage, tedious, and not the kind of thing 5e has. Boons are an established part of 5e with an established limit to their power, of which infinite uses of features powerful enough to require cost is not within the bounds of. The thp isn't the whole problem, it's the part of the problem that made me see the entirety of the problem. Is infinite thp a problem? Yes. So is infinite uses of literally any Mangekyo ability. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:38, 13 April 2021 (MDT)<br />
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Just add a chakra cost to the Mangekyo abilities, and lessen the DC for using the abilities. EMS never granted infinite uses in canon, it just removed the whole going blind thing. Kamui has a chakra cost as an example. The abilities having no limit to usage count is op, I agree there 100%. Being able to get gradual blindness even after obtaining an epic boon is a bit much, and not all Mangekyo abilities are equal in power to facilitate an 8 chakra cost per usage.<br />
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:That seems like the best of both options.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:37, 13 April 2021 (MDT)<br />
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Temporal rewind doesn't really compare to the other Rinnegan Mastered abilities seeing as you have to use your action to activate it, meaning half of the ability is almost useless, because you have very few opportunities to make attacks when it's not your turn, and it has a chakra cost of 7 which is relatively high for something of its power, it would probably make sense to change the wording to either not take an action or to give you your action back after you use it, I'm unsure if the current wording implies that you get your action back in the "and then revert time using your Rinnegan" part, but yeah if so it could probably use some clarification.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:13, 15 April 2021 (MDT)<br />
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:I think making this jutsu a bonus action, or even a free action, would put this on roughly the same level of power as the other abilities. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
<br />
::Yeah that's exactly what I'm advocating for, I think a bonus action or free action would be reasonable, probably whichever one you think would be more balanced, I would say a free action seeing as it's a twentieth-level jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:53, 16 April 2021 (MDT)<br />
<br />
One Thousand Years Of Death?<br />
<br />
- 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 />
<br />
- You can also use simple melee weapons in tandem with this Jutsu and add the weapon’s damage with the Jutsu’s<br />
<br />
: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 />
<br />
::I'm pretty sure they meant that the damage increases. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 02:37, 17 April 2021 (MDT)<br />
<br />
Oof prolly should’ve worded it out better but here’s an example, <br />
<br />
Tiny Creatures using this jutsu have a damage die of a d4<br />
<br />
Medium Creatures have a d6<br />
<br />
Large Creatures have 3d6<br />
<br />
And so on and so forth<br />
<br />
The main reason I made the damage dice increase per size is because of the 𝘴𝘪𝘻𝘦 of the hands being used to attack<br />
<br />
: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 />
<br />
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 />
<br />
<br />
I think alignment restrictions should be removed from the Susanoo weapons, it just doesn't really make sense that it's there.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 16:08, 18 April 2021 (MDT)<br />
<br />
<br />
I think that Path of Assassin’s “Blade Master” needs to be buffed more especially since it’s transition from a Seven Deadly Swordsman subclass to a more Zabuza-ish one, so here’s my suggestion for an alternate feature based off of Zabuza’s awakening in the Storm games. <br />
<br />
Demon Mode:<br />
<br />
Your desire to kill is so extreme that it begins to physically manifests itself in a demonic shroud around you.<br />
<br />
- You gain a +2 to your attack and damage rolls<br />
<br />
- Whenever you hit a creature with advantage with the attack option, you may use use the attack action on the same creature again<br />
<br />
- Your damage dice increased by 1 level (d4s turn into d8s, d8s turn into d10s and etc)<br />
<br />
- When you drop to 0 Hit Points and not outright killed, you can make 1 + Half your CHA Mod more attack actions on any creatures of your choice<br />
<br />
- You can only use your turn to attack and you may only use jutsus that deal direct damage<br />
<br />
- Creatures under the effect of your Killing Intent gain disadvantage on their Saving Throws while they’re in your line of sight<br />
<br />
- This lasts for an amount of rounds equal to your Charisma Mod<br />
:This seems like a pretty good idea, its a little bit broken, but I should be able to adapt it, Path of the Assassin is pretty weak so this seems reasonable.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:51, 19 April 2021 (MDT)<br />
<br />
::I've changed this to an Alternate Feature because not only is this very powerful, but y'all are sleeping on Vanish. At will, low cost invisibility is very powerful, especially with Silent Killing Jutsu and Afterglow. While it's situational, in a Naruto setting where ninjas actually do infiltration and whatnot, the ability to leave 0 trace of your existence is incredibly powerful, and in traditional play it is still useful for rogue-like characters who effectively never have to worry about bounty hunters for the rest of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:53, 19 April 2021 (MDT)<br />
<br />
<br />
Shouldn’t Dust Storm have a higher chakra cost? 1 Chakra point for an AoE 2d6 damage feels OP for only 1 Chakra--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:20, 20 April 2021 (MDT)<br />
<br />
:Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
<br />
<br />
can we get more clan boons that give kekkei genkai?<br />
<br />
:There aren't more at the moment because we don't have more named clans that use KG. To be fair, you're always free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
<br />
the temuri clan was able to get lava and boil release. maybe have a choice between the two for the clan boon. senju gains hashirama's cells feat. onoki clan gains dust release. Kazekage clan gets magnet release. The yakushi clan can absorb peoples kekkei genkai and take the kekkei genkai as their next chakra nature. The pakura clan gains scorch release. The darui clan gains storm release.<br />
feel free to suggest more clans -plywood tank<br />
<br />
Makes enough sense to me, except for Onoki’s Dust Release because it was said that Mu ''taught'' Onoki Dust Release, so it wasn’t a bloodline limit and Yakushi’s Clan Boon since Kabuto never had the innate ability to absorb Kekkai Genkai, he actually just experimented and implanted multiple cells into his own body. Magnet release is arguable since only Gaara and Rasa had the kekkai genkai, but that’s just my piece --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:13, 23 April 2021 (MDT)<br />
<br />
actually,gaaras grandfather, the third kazekage, had magnet release. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 16:24, 25 April 2021 (MDT) -plywood tank<br />
<br />
<br />
I don't think it's ever been said whether or not who Gaara's grandfather is or even if he's related to the 3rd Kazekage at all, so again, Kazekage Clan Boon granting Magnet Release is still arguable.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:46, 26 April 2021 (MDT)<br />
<br />
:It's not confirmed nor stated otherwise, but they do hail from the same bloodline so it would only make sense that it would be their Kekkei Genkai.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:17, 26 April 2021 (MDT)<br />
<br />
::The Kazekage clan granting Wind Style affinity is more fitting due most, if not all, of Gaara’s sand jutsu being Wind Style before he learned Magnet Style, Temari being one of the most naturally skilled Wind Style users, and that even when operating under the assumption that the 3rd was Gaara’s grandfather, it was stated that he learned it from observing Shukaku’s use of Magnet Style, implying that he would’ve already needed its component natures, and therefore Wind Style.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:39, 29 April 2021 (MDT)<br />
<br />
<br />
I think Path of Sight's Eight Trigrams One Hundred Twenty-Eight Palms should be buffed more along with having an increased chakra cost since it's supposed to be the 2x version of the 64 Palms and combat-wise 64 palms does more damage overall and the paralyzed condition duration barely has any difference to 128 Palms due to the target being able to repeat the saving throw during their turns anyways. Unless each unarmed strike deals 4d10 per hit of course, which leaves for my request to only increase the chakra cost a bit more.<br />
<br />
<br />
<br />
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 />
<br />
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 />
<br />
: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 />
<br />
<br />
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 />
<br />
: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 />
<br />
<br />
I think Path of Sight's Eight Trigrams One Hundred Twenty-Eight Palms should be buffed more along with having an increased chakra cost since it's supposed to be the 2x version of the 64 Palms and combat-wise 64 palms does more damage overall and the paralyzed condition duration barely has any difference to 128 Palms due to the target being able to repeat the saving throw during their turns anyways. Unless each unarmed strike deals 4d10 per hit of course, which leaves for my request to only increase the chakra cost a bit more.<br />
<br />
<br />
I think that Whirlwind Fist[Wind Style] and Dance of Crescent Moon[Taijutsu] (both follow the chidori jutsu template but just do less damage) need to be changed. Not vastly. Just some minor tweaks to make them worthwhile.<br />
They waste the same amount of chakra as Chidori, but do less damage, which is kind of odd when you consider that Lightning style is supposed to be the chakra vacuum.<br />
Now, I don't think the damage is the problem. I think the chakra cost is what does it, but adding another effect or boost would do the trick. So for Whirlwind Fist I don't think a serious change is needed since it almost matches up to Chidori. Maybe make it knock the enemy back 15ft +5ft for every 2 chakra.<br />
But for the Dance, I think it should be implemented differently. The explanation is long, so I'll just edit it in and you tell me what you think. Even if you don't like it, I have the current version saved just in case. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:53, 4 May 2021 (MDT)<br />
<br />
<br />
Partial Second Stage (Based off Sasuke,Jugo and Kabuto’s ability to partially manifest their Diversified Second Stage Effect)<br />
<br />
Prerequisites: 10th Level or higher, Path of The Cursed and Constitution 18<br />
<br />
- You permanently gain the effects of your Diversified Second Stage <br />
<br />
(Here’s an alternate option if it feels broken)<br />
<br />
- As a bonus action, you gain the effects of your Diversified Second Stage for an amount of rounds equal to your CON modifier. You may do this a number of times equal to half your CON Modifier and is regained after a short or long rest. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 03:15, 8 May 2021 (MDT)<br />
<br />
== [[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 />
<br />
<br />
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 />
<br />
I honestly think creating a setting on its own for it would be optimal. <br />
<br />
-[[User:Kiralokiin|Kiralokiin]] ([[User talk:Kiralokiin|talk]]) 06:24, 13 November 2019 (MST)<br />
<br />
<br />
Wonderful! I’ll get to working on it right away. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:31, 13 November 2019 (MST)<br />
<br />
<br />
I'm loving the look of it so far, and I'm glad to see my items have been added to it too.<br />
<br />
- [[User:Voided Essence|Voided Essence, The Void Walker]] ([[User talk:Voided Essence|talk]]) 18:52, 13 November 2019 (MST)<br />
<br />
<br />
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 />
<br />
<br />
In my opinion they should probably be around CR 10-15 depending on the Character. <br />
<br />
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 />
<br />
Having Akatsuki members' abilities synergise with their respective partners could also be a fun idea.<br />
<br />
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 />
<br />
-[[User:Kiralokiin|Kiralokiin]] ([[User talk:Kiralokiin|talk]]) 11:44, 20 November 2019 (MST)<br />
<br />
Is it possible to add movie creatures like the zero tails<br />
<br />
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 />
<br />
: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 />
<br />
I would love to help but I am pretty new to DND. But sounds great and thanks for everything. -D<br />
<br />
: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 />
<br />
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 />
<br />
: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 />
<br />
Hey man under the Jinchuriki Overview you have nine tailed jinchuriki listed twice [[user: RenBimu | RenBimu]]<br />
<br />
:Thanks for catching that. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:42, 18 April 2020 (MDT)<br />
<br />
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 />
<br />
:Thanks! Feel free to correct anything you find. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:39, 18 April 2020 (MDT)<br />
<br />
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 />
<br />
: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 />
<br />
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 />
<br />
I have a question my man. Are you going to make a campaign or set up different missions? [[User: RenBimu| RenBimu]]<br />
<br />
: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 />
<br />
'''''Rogue Requests:'''''<br />
<br />
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 />
<br />
: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 />
<br />
Whats on our to do list today boss? [[User: RenBimu|RenBimu]]<br />
<br />
: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 />
<br />
Should we make a naruto human race that gives clan and a slight buff tonthe class or no? ~killshot<br />
<br />
: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 />
<br />
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 />
<br />
: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 />
<br />
But I do have questions do you plan on making the sound 4 or kaguya or naruto and sasuke as creatures?<br />
<br />
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 />
<br />
: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 />
<br />
Alright ill give that a shot bro -Bimu<br />
<br />
<br />
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 />
<br />
: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 />
<br />
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 />
<br />
: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 />
<br />
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 />
<br />
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 />
<br />
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 />
<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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== Page size ==<br />
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This page is extremely long; over half a megabyte. I wonder if it would be worth it to split the many subclasses off to their own pages for the sake of readability. {{User:Geodude671/Signature}} . . 13:19, 14 April 2021 (MDT)<br />
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:So that sad day has finally come. I'm not going to fight, this page has had it coming for months, however I don't believe the subclasses are the problem. We effectively have an entire chapter of spells on one page that easily makes up more than half of the contents, so I believe the best course of action would be to move the chakra natures either to their own page, or make individual pages for each nature. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:27, 14 April 2021 (MDT)<br />
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I don't know if you're looking for opinions from anyone in particular? But seeing as chakra natures/jutsu take up a little over half the page that seems like the most sensible option.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 13:26, 15 April 2021 (MDT)<br />
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there should be a link over to the jutsu page in the chakra section. -plywood tank<br />
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So I don't know if it was premature but I actually created individual pages for each Chakra Nature and Kekkei Genkai etc. except for Path Unique Jutsu which would probably make more sense to leave on page IMO, I figured we should just create a list of links under the chakra natures, which I'll probably do tonight, if I did anything wrong or anyone thinks the links could be moved somewhere else, feel free to change it or just undo my revision and do it a different way, just figured this would help out.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:43, 16 April 2021 (MDT)<br />
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:Spot on with taking the initiative. That being said, you removed a few categories that I'll be re-adding in a minute, with a little false breadcrumb on top of it linking back to this class.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah I'm still relatively new to the wiki, I pretty much just started editing things about a few weeks ago, so there was pretty much bound to be mistakes somewhere.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:52, 16 April 2021 (MDT)<br />
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So regarding the Path Unique Jutsu, I don't know whether we should leave them on-page or move them off as well? If they do stay on-page should we just detail them at the bottom of each subclass rather than at the bottom of the class?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 17 April 2021 (MDT)<br />
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I don't know if this was intentional but it appears as though Flying Raijin and other Fuinjutsu have been lost in the shuffle<br />
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:Sorry about that, should be back on-page now.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:59, 17 April 2021 (MDT)<br />
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So I'm thinking maybe we just move everything off page considering it is still pretty large, would definitely help with formatting, any thoughts?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:04, 22 April 2021 (MDT)<br />
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:I'd do the same with the feats. List them on the page and hyperlink to feat page. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:06, 22 April 2021 (MDT)<br />
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I would suggest clearing this discussion, or adding a bracket to discuss new edits that are major. With the new links added in, previous edits won't appear in the History anymore, and it would be tedious to have to click through individual tabs to see the edit history. Admittedly that's my only gripe with the changes made. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:23, 22 April 2021 (MDT)<br />
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:We can always create individual talk pages, or we could make a section here like you said, doesn't make a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:01, 22 April 2021 (MDT)<br />
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Quick Suggestion, I think we should move the Feats page link to a much more accessible and obvious area like their own column under Nindos? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:28, 23 April 2021 (MDT)<br />
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:I agree, I just wasn't sure where to put it, if you have an idea though go ahead.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:42, 24 April 2021 (MDT)<br />
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When we have a clarification/request about a certain subclass or chakra nature, do we discuss it here in the main page or do we discuss it in their own separate pages?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:27, 26 April 2021 (MDT)<br />
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:I'm honestly still unsure as well, I think it would be fine to just create talk pages for each of them and talk there, I might just do that quickly, with just a clarification and request catagory.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:10, 26 April 2021 (MDT)<br />
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Not that big of a deal since we haven’t encountered any issues regarding this yet but should [[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]] make it so that only autoconfirmed users can edit the individual Path,Jutsu and Feat pages so that it’s easier to communicate with someone who’s added or removed something important without bringing it up on discussions? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:16, 29 April 2021 (MDT)<br />
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:While I second your suggestion, I am not an admin, so I don’t really have that kind of power.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:32, 29 April 2021 (MDT)<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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==Advanced Training==<br />
Advanced Training has been a point of contention as of recently, for a pretty understandable reason, use of a whole extra subclass can be really OP, especially when it's used in conjunction with something like the Gestalt Subclasses variant rule, so I made this section to discuss potential alternatives or changes, so if you've got anything, feel free to speak up.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:21, 22 April 2021 (MDT)<br />
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Some thoughts I had were, an option to increase your chakra point maximum by 5-10, an additional ASI or feat, maybe an increase to movement speed or something along those lines.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:25, 23 April 2021 (MDT)<br />
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It is kinda busted when you combine it with gestalt and beyond level 20. i like jaydon105s idea of a chakra increase. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:38, 26 April 2021 (MDT)<br />
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:I don't think creating material with gestalt characters in mind is the appropriate thought. Gestalt in general is busted. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 08:22, 28 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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==Genjutsu==<br />
So regarding the new changes to Genjutsu making it a chakra nature, maybe not the best idea to implement it in the way that it was. Genjutsu are all Yin Style techniques, so maybe adding some Genjutsu in that nature would be a good idea, but the way it's been implemented doesn't really work. Chakra natures are supposed to be, well, natural, it would be like adding a "Ninjutsu Nature".--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 08:26, 5 May 2021 (MDT)<br />
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I agree that it’s a bit odd to make Genjutsu into a nature since all of it is Yin Release in the first place, I think it might be better to just move those to the Yin page and label which jutsu are considered Genjutsu or not?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 14:33, 5 May 2021 (MDT)<br />
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:Yeah that was the original plan, but I guess we'll let this ride for now and change it if need be, though I do think the idea of having to learn Yin Style and the "Genjutsu Style" is sorta redundant.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:01, 5 May 2021 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1472228Talk:Naruto: Shinobi (5e Class)2021-05-15T20:37:05Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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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==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
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:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
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Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
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:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
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:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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i see where your coming from, but i think it being a variant rule would fit it better as it would be up to the dm to use the rule, making it a thing the group could vote on.<br />
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:But that doesn't refute any of the other points. The original way is like forcing every spellcaster to gain True Strike and Mage Hand. Are some casters going to use it? Sure. Is forcing it on every player justified in any way (i.e. lore, character, progression, etc.)? If so, I really don't see it. For instance, in canon there are roughly 10 people who use the Rasengan or a Rasengan-like technique (including movie and filler characters) because they were in the right place, were with the right people, or were the right people. Using the original chakra rules, suddenly half of the entire universe knows the Rasengan. While I am admittedly singling out an easy example, this applies to pretty much every traditionally acquired jutsu gained after 8th level (and a couple gained on and before like chidori and the various seals). I guess what I'm trying to say is that I don't see why anyone would vote against it outside of possibly misplaced nostalgia.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
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That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
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:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
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:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
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==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
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Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
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Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
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Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
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:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
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:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<br />
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Hi. I wanted to ask if we could add the level requirements for jutsus back because I was mid-DM'ing a campaign with the shinobi world campaign when someone told me that they performed greater fireball jistu, and I was confused as to why they would have that at such an early level, so I checked the page to make sure, just to see that they can cast all jitsus right now. Please, at least for the chakra natures and the genkai, because I don't know what my players should and shouldn't know already. Thank you. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 19:01, 8 April 2021 (MDT)<br />
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:As per the discussion still on this page, what used to be the Non-Linear Jutsu variant rule has been integrated to the main class under the premise that unique jutsu were almost pointless previously, and that there's no reason everybody should have the same 5 jutsu. Assuming your players are 7th level (Great Fireball was restricted to 8th level), they should know 10 jutsu total, with Basic Ninjutsu counting as half as many, as detailed under the Chakra header. Generally, if there's a big change that makes this page look overpowered compared to a previous version (i.e. allowing players to "cast all jitsus"), check the edit that made the change, because there's probably a reason and something you're missing. If you're REALLY attached to players having the same couple of jutsu for whatever reason, here's a [https://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&oldid=1457981 link] to the revision immediately before it was changed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 8 April 2021 (MDT)<br />
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::The way our game works is that the players get two chakra natures that mix to become a KG. The only way they can get more is through special plot reasons, such as the Jinchuriki in the party. This way, all of the players tried to pick their own unique combination, making them all have a variety of jutsu. They all got to start with one unique that fits their character as well. I would then reward them with uniques based on their roleplaying, exploration, etc. They now worry that their characters will be conflicting with one another, and non-linear jutsu allows them to start out significantly stronger than they should. I understand that Boruto knew how to do Rasengan super ultimate universe destruction blast while he was still a fetus, but this makes progression have a huge spike at level 2, making anyone using a different class obsolete. Players by all means should not know how to do these S-rank jutsu at the beginning of the campaign. Something really has to be done about this, because the older version of the class was well balanced enough to be used in a normal setting, as well as gave so many customization options and versatility. I would even say that if you were allowed only one subclass, it was on par with vanilla classes. After the changes were made, we had a week-long discussion of if and how we could continue the campaign, and we came to the decision that we at least had to use the old version for reference of whether or not they can have a jutsu. Other than this inconvenience, you are doing great work on the class, keep it up. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 10:25, 28 April 2021 (MDT)<br />
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:::The issue is that when you use the old rule, it doesn't promote enough individuality and uniqueness throughout the party, while I'm sure it works fine for you, not every DM is as good at balancing and distributing individual jutsu, the current system is more of a one size fits all, I don't see the same balance issues that you're seeing, as once you cast one super strong jutsu, you're done for the day. I think you may be having an issue with individual Jutsu rather than non-linear Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:55, 28 April 2021 (MDT)<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 />
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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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Should people gain access Genjutsu at 2nd level the same way as Ninjutsu and Taijutsu seeing as how we’ve got a column for it?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 01:34, 5 May 2021 (MDT)<br />
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:In my opinion, no. Simply because all of this really goes under Yin Release (Shadow Release). I would say they should unlock Yin Release first to have access to it. And besides I have plans of making more Genjutsu later on and I think Genjutsu should be earned on how it works for Chakra.[[User:TheInfamousSage1|TheInfamousSage1]] ([[User talk:TheInfamousSage1|talk]]) 05:25, 5 May 2021 (MDT)<br />
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If using the Random Natures and Kekkei Genkai Limit can Kagutsuchi from Mangekyō sharingan still grant you blaze style even if you have another Kekkei Genkai?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:55, 6 May 2021 (MDT)<br />
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:Yes, I'll clarify that.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 07:18, 6 May 2021 (MDT)<br />
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And can the summoning Jutsu be used to summon people or is only the rinnegan summoning able to summon people?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 11:18, 6 May 2021 (MDT)<br />
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:That's a rinnegan exclusive ability.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 11:21, 6 May 2021 (MDT)<br />
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If using the chakra exhaustion variant rule can the path of beast initial release and above reduction of normal chakra lower your chakra below 0? If so does that mean it can kill you with chakra exhaustion by reducing your chakra below 0?<br />
Please answer this as soon as possible<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 15:41, 6 May 2021 (MDT)<br />
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:I revised it, it would be unfair to the player if they died in that way.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:24, 6 May 2021 (MDT)<br />
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Can you replace weapon damage for unarmed damage? Like a monk can do with weapons they are proficient in?<br />
Is the "add dex-mod to the jutsu's damage unless stated otherwise" still in effect? Or was it removed?<br />
Additionally, something more specific. Does "half as much" in Cloud-Style Crescent Moon Beheading refer to the weapon damage? Or the entire damage roll? So, if I have affinity, does a 5th level character with a wakizashi do 1d6+1d4 damage on a successful save? 2d6+2d4 on a failed save.<br />
--[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 04:57, 7 May 2021 (MDT)<br />
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:First question, no, but it could be revised that does seem pretty fair, second question, I'm pretty sure that got removed, though I don't see why it did so it could probably be added back, though I think intelligence would make more sense, thirdly if something says half damage and doesn't specify, it means you take the normal damage that you would've dealt (2d6+2d4) and take half of that.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:20, 7 May 2021 (MDT)<br />
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I've put this in requests but seeing requests aren't being answered for the time being I'll put it here<br />
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I think scattering thousand Crows jutsu is too weak, the way it is now really isn't worth that 5 chakra. I think it should either be able to move the affected area or the chakra cost should be lowered.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:39, 7 May 2021 (MDT)<br />
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:I've been really busy lately and haven't had time to make too many edits, but I should be able to take care of this now, remember that anyone can make edits if they want to, you don't always have to wait for a response.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:20, 7 May 2021 (MDT)<br />
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I've removed the weapon damage change from the class features and added it to path of the warrior and path of sealing. Because in my opinion being able to efficiently use a Katana as well as someone uses his fists should be the result of specialized training and being able to deal tons of damage by just throwing weapons with shuriken jutsu should belong to the path of sealing and the Fūma clan rather than everyone. And in the show people that aren't specifically specialized in some way with the weapon they're using use their fists and unarmed strikes instead, so giving that to the whole class would destroy the point. So I hope it's not an unsatisfactory change.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:17, 9 May 2021 (MDT)<br />
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I agree, it kinda makes Path of the Warrior and Kenjutsu-based Shinobis obsolete due to their weapons basically being the same as a regular unarmed strikes. That also means Feats like Acrobat allow you to make 8 Unarmed Strikes in one Attack Action. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:44, 9 May 2021 (MDT)<br />
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When using Taijutsu acrobat you always deal the Weapon's own damage, even if you could normally change the damage of the attack.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:03, 9 May 2021 (MDT)<br />
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In Path of the Warrior and Path of Sealing, it says that weapons you’re proficient with benefit from Martial Arts, does that mean we get to add our unarmed attack damage along with the weapon’s regular damage or does it just give you the option to use your DEX instead of your STR mod for attack rolls--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:48, 9 May 2021 (MDT)<br />
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As it is now, both, you can both use Dexterity or strength and use your unarmed damage instead of the Weapon's damage<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:03, 9 May 2021 (MDT)<br />
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:While I do see where you guys are coming from, I do disagree on the basis that it would be more in line with other classes, (namely the monk), to be able to replace your weapon's damage with your martial arts, the class features you listed already do give good buffs like letting your weapon damage scale up with your level. The issue is also that once your unarmed strike deals more than your primary weapon, your weapons become obsolete.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 12:50, 9 May 2021 (MDT)<br />
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::Jay, I honestly have no idea what you're going for, but I like the recent change. It gives the warrior path and the sealing path something somewhat powerful that can allow them to keep their purpose while still doing some serious damage. It keeps this ability special. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:07, 9 May 2021 (MDT)<br />
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:::Basically what I meant was that the only class in official rules that has martial arts, the monk, also allows you to deal your martial arts damage in place of your weapon's damage, which does make sense if you think about it, for example, think of like, Naruto hitting someone with a kunai vs him hitting someone with his fist, he wouldn't be dealing any less damage with a kunai than with his fist, it just doesn't make any sense, and as it is now, path of the warrior and sealing already get massive damage with their weapons because of their weapon's damage die increasing, due to it scaling with martial arts. The whole point of allowing you to replace your weapon's damage with the martial arts damage is to allow your weapons not to become obsolete.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:47, 9 May 2021 (MDT)<br />
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Both of us didn't know that, as weapon damage scaling like becoming a 2D6 instead of a 2D4 is a Shinobi world setting variant rule. Otherwise why would I write something that makes them deal the same damage as unarmed strikes.<br />
Edit: actually, I just read archive 4. In the path of the warrior section. There what reference wrote indicates that those subclasses did UNARMED STRIKE damage all along. And not scale in that way, so with that my point still stands. <br />
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You're basically giving something that was subclass and clan boon exclusive (Fūma clan) to the whole class. That can easily be fixed in-game by buying a bladed knuckle duster. The class doesn't have to be an upgraded copy of monk and that's not what it's meant to be.<br />
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And if talking about the show, later on Naruto barely uses Kunai (I'm saying barely because there maybe some parts I forgot) and no, it had nothing to do with sage mode. He even barely uses it in base. In boruto he only used it to spar with boruto, something that was a joke to Naruto.<br />
And the Jonin don't use Kunai all the time either except people that have a special use for them like Minato. Kunai is for versatility in Naruto the Jonin use it tactically or to attack at a range sometimes without using Chakra. For example take kakashi he uses it in the zabuza fight to incapacitate zabuza's arm.<br />
And take other ninja that attach paper bombs on them.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:46, 10 May 2021 (MDT)<br />
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:I obviously don't want to create a carbon copy of the monk, that'd be dumb, I used the monk as a reference because it is the ONLY class in official rules that has martial arts so it's the only class to use as a template for said ability, my point is that you don't necessarily need special training in weapons to be able to hit harder with them, and path of the warrior and path of sealing are exceptionally powerful as is, it wouldn't be a problem giving it to the whole class, I also think you might be misunderstanding the warrior weapons damage scaling, basically at 3rd level when you gain the ability and it says that your melee weapons benefit from your martial arts feature, it means that when your damage die increases for your unarmed strike, your weapons do as well, it functions the same as the Shinobi World variant rule, if you guys are deadset on keeping it in the individual paths, however, I'm going to add it as a variant rule for the class, doesn't make too big a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:41, 10 May 2021 (MDT)<br />
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::Jay, you couldn't be further from the truth. Saying that it benefits from the martial arts doesn't mean that the weapon's damage scales with unarmed strike. Originally, it meant that someone could replace their weapon's damage dice with unarmed strike's damage dice, like monks could. While additionally giving any weapon the class and the person is proficient with the ability to switch the modifier from strength to dexterity. That's it. That's also how it is with the monk. However, we thought that changing it so only the warrior and the sealing paths should be able to have that, for many reasons. But that's not the point. It seems like you have completely mistaken the implementation of the feature, which is why this debate is taking place. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 11:08, 10 May 2021 (MDT)<br />
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:::That doesn't change my point at all though, I believe I'm interpreting it the correct way, even if I'm not, I still think it would be better working with the class as a whole, if you guys disagree with my interpretation, that's fine too, it's not a big deal, I can still just add it as a variant rule and we can call it a day. And your weapons already can use dex instead of strength whether you have the path of the warrior/sealing or not. It's definitely not that I'm not seeing the "truth" or something, it's just faulty wording at best. I'd suggest if you're going to implement this rule, switch up the wording a little bit.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 12:10, 10 May 2021 (MDT)<br />
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::::Alright. Wording will be fixed and you add that rule. Sounds like a good place to leave this at. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 12:55, 10 May 2021 (MDT)<br />
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Fair enough on trying to balance the weapon damage per level I guess, it doesn’t make a huge difference now that I think about it. It’s only useful if said weapon has a specific property or is magical, but Jutsu like Shuriken Jutsu have to be nerfed regarding this though, you’re basically dealing double your unarmed damage (if you have affinity) and have the ability to do even more as long you have the chakra with Shuriken Shadow Clone Jutsu.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 14:46, 9 May 2021 (MDT)<br />
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Shuriken jutsu should just deal the same original damage of the Weapon like disturbance taijutsu acrobat<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:47, 10 May 2021 (MDT)<br />
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Does Shield of the Wind Count have any limit? Could you just deflect something such as Golden Tensei Baku?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 09:09, 15 May 2021 (MDT)<br />
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Can Lightning Rod be used on any attack? Even attacks that are made with other jutsu? Or is it only on attacks made with the attack action? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 14:37, 15 May 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
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I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
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:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
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Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
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:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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I think Flame-Burst Shot is pretty overpowered for a jutsu that only costs 5-6 chakra.<br />
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:Thanks, I have no idea how that's flown under the radar until now. Hopefully it's far more balanced now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Incendiary Cloud Recreated has a really low chakra cost for the equivalent of an eighth-level spell.<br />
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:Thanks for the pointer. As it stands right now, I feel like the recreated spells don't really serve a purpose on this page, and only kinda serve to make multiclassing worthless, so I might remove them. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:27, 7 April 2021 (MDT)<br />
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Yeah I mean I would agree if you really wanted those you would take a class that actually got them, but also why make a homebrew class and a bunch of jutsus designed to go with the class and then have carbon copies of other spells, doesn't make much sense to me. It just doesn't make much sense, in general, to keep them around. Hopefully that opinion can be of help.<br />
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This is a bit unrelated but will the Samehada page have the addition of its unique ability to fuse with its user?<br />
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I recall the Samehada question being asked before. And he said that it was something more so unique to Kisame, than the blade itself. However with the Hoshigaki race being properly statted now, perhaps adding it in and making that race a requirement would be viable. Thoughts Reference? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 12:46, 9 April 2021 (MDT)<br />
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:Pretty sure I said it was related to Samehada, since the original request was in regards to adding it as an element of the Hoshigaki clan. Nevertheless, I haven't figured out the right way to word it yet.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 9 April 2021 (MDT)<br />
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Here’s my take on Jugo’s Clan Kekkai Genkai<br />
Jugo’s Kekkai Genkai:<br />
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- As a bonus action you can absorb Senjutsu Chakra equal to your Con Modifier + Shinobi level but have to make a DC10 INT (or CON) saving throw or become berserk, the DC increases by 2 for every use<br />
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- You gain the same effects of Sage Art whenever you use your senjutsu chakra<br />
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- If you have more Senjutsu Chakra points than regular chakra points, you’re forced into the effects of Sage Transformation with the Berserk condition til your Senjutsu Chakra points reach 0 in which the effects of Sage Transformation wear off<br />
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- When you’re forced into Sage Transformation, you don’t benefit from the Path of The Cursed Features before that such as Second Stage<br />
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--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]])<br />
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:While I appreciate the effort, holy cow is this at least a little busted. Usage of 3 class features, each of which are pretty strong alone, is a little beyond the scope of most clan boons, let alone the ability to regain half of your maximum chakra for a measly DC 10 Constitution saving throw. Additionally, we already have the Jūgo Clan on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Eh, fair enough I’ll probably come back with a much more balanced version at some point because now that I think about it, safely gaining 20 senjutsu chakra once your at 20th for at least 1-2 uses is pretty broken --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 18:28, 11 April 2021 (MDT)<br />
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Would Typhoon Release be added? I’ve checked it out and I think in headcanon it would probably be Wind and Yang release<br />
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:It is canon, but I'd rather avoid adding a nature with 2 canon jutsu. That being said, I might add them as Wind or Storm Style jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 11 April 2021 (MDT)<br />
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This might be a bit dumb but how about Sexy Jutsu and Harem Jutsu? <br />
I’ve already thought about it a little bit.<br />
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Sexy Jutsu<br />
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Cost: 2 chakra<br />
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Prerequisites: Transformation<br />
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Duration: +1 chakra for every round<br />
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- As an action, you cast a variant of the transformation jutsu in order to catch your target offguard, they must make a Charisma saving throw with advantage against your Charisma Score, on a fail, they take 1d4 psychic damage as their nose leaks blood and they’re stunned for rounds equal to your Charisma Mod (Minimum of 1)<br />
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:I'm... actually going to add this. It's iconic to the series, and this is a really good adaptation, if a little rough around the edges.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 11 April 2021 (MDT)<br />
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Wouldn't it make sense to allow Shinra Tensei to be used as a reaction at an increased chakra cost in a similar manner to other jutsu? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:I could've sworn it could be but apparently I was wrong, good catch.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:11, 12 April 2021 (MDT)<br />
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:I've been staring at it the past couple of days and thought it was weird lol.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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So regarding Susanoo, right now armored Susanoo kinda seems more like humanoid Susanoo seeing how the user is placed in the Susanoo's head rather than having them at the base of the Susanoo. Would it make sense to add more stages to the Susanoo between skeletal and armored? Just canonically speaking it doesn't make sense to have someone go directly from manifesting their skeletal Susanoo to having a full armored Susanoo. Another thing, in Susanoo's description it states you have to use it 7 - your Intelligence modifier times before unlocking it, but what stops somebody from activating it and deactivating it that many times to progress it extremely easily?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:56, 12 April 2021 (MDT)<br />
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:I've thought about Humanoid Susanoo, but at the end of the day I can't think of any effects that would both make all 3 stages feel rewarding and keep the feature on the same level of power. Additionally, the X uses to unlock is incredibly easy to fulfill (though I may change the wording so you can only get one use towards advancement per long rest), but if we remove it, you're either stuck with instantly unlocking Armored Susanoo, or the level requirement stops making sense in context.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:37, 12 April 2021 (MDT)<br />
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What about a system that requires you to use Susanoo for a certain number of rounds/seconds that can only be fulfilled in combat rather than at any time? And for humanoid Susanoo, one thought I had was to give it an AC bonus of +1 (+4 total), and possibly one of your Susanoo weapons, and maybe granting the user endurance or a pretty small damage threshold or something akin to that while their Susanoo is active to showcase that it gets more durable?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:42, 12 April 2021 (MDT)<br />
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:Generally, 5e (and I with it) try to avoid round counting, and while your proposal technically wouldn't cause the problems round counting does, it feels ''just'' too close to it. Additionally, while this is 100% personal, I've always interpreted Susanoo growth as skill using its chakra, for lack of a better term, rather than skill in using the Susanoo itself, if that makes any sense. I'm definitely not going to add an additional AC bonus, since Susanoo + permanent sharingan (gained at 15th) already grants +6 AC, which is frankly disgusting by itself, and while cost generally balances it, I don't want to push my luck, especially by granting Endurance. You did, however, spark an idea. What if instead of Susanoo granting an AC increase, it had its own pool of hit points, potentially represented by a decent, but not spectacular temporary hit points. Every time you summon it, these temporary hit points are regained. While Susanoo is summoned, you can re-summon it as a bonus action or reaction, which counts as a Mangekyou ability, but maintaining it does not. When your temporary hit points reach 0, Susanoo ends. Each Susanoo tier increases the number of temporary hit points granted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 12 April 2021 (MDT)<br />
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That actually sounds like a really good idea, that also might make it easier to implement the Humanoid Susanoo, it also circumvents some of the problems you had earlier. I’ll keep brainstorming ideas on how to fix the Susanoo progression, and I’ll let you know if I think of anything.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:45, 12 April 2021 (MDT)<br />
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Adding a chakra cost to maintain EMS isn't a minor debuff, it's a rather big nerf. EMS removes the negatives from MS. And while not being forced to make that save is handy, it's still on the DM to grant EMS. Rinnegan is ridiculously powerful and has 0 checks to use its abilities. Sharingan already has an extra step to get to the same tier as Rinnegan. Just my thoughts. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 06:57, 13 April 2021 (MDT)<br />
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:While I understand where you're coming from, the Rinnegan is strong because of the number of features it grants, EMS is strong because it grants infinite use of powerful features, and with the reworked Susanoo, it effectively grants infinite hit points. Even boons have a limit to how powerful they can be, and EMS has been far above it for along time. For comparison, imagine a boon that grants infinite spell slots that can only be used to cast 2 spells, of course that would be busted, even with the limits. Also, broken content is broken content because all content should be treated as if it will be introduced by any DM, not just a [[Help:A Good DM|good DM]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 13 April 2021 (MDT)<br />
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so, the infinite hp is granted by the new susanoo. have you thought that the temporary hp addition to susano is the problem here? i like the idea you have with temporary hp, but maybe you should have a different thing. like if you take enough damage it dispels. maybe a turn limit? just look at the changes it did to ems. like sykon said, its the dms choice to grant it. its like a variant rule to make you stronger. susano is the problem i see. just change the temporary hit points and it will go better. -plywood tank<br />
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:Hey, congrats on ignoring 90% of the context, buddy. The temporary hit points were introduced to solve the problem of the Path of Hatred's insane AC bonuses, and Susanoo's tedious saving throws. Is it the DM's choice? Absolutely, but that doesn't change the fact that it's game breaking. This is literally why we have the [[Help:A Good DM]] page. If you take enough damage it dispels? Congrats, that's literally the point of the thp. Turn limit/round counting? Garbage, tedious, and not the kind of thing 5e has. Boons are an established part of 5e with an established limit to their power, of which infinite uses of features powerful enough to require cost is not within the bounds of. The thp isn't the whole problem, it's the part of the problem that made me see the entirety of the problem. Is infinite thp a problem? Yes. So is infinite uses of literally any Mangekyo ability. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:38, 13 April 2021 (MDT)<br />
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Just add a chakra cost to the Mangekyo abilities, and lessen the DC for using the abilities. EMS never granted infinite uses in canon, it just removed the whole going blind thing. Kamui has a chakra cost as an example. The abilities having no limit to usage count is op, I agree there 100%. Being able to get gradual blindness even after obtaining an epic boon is a bit much, and not all Mangekyo abilities are equal in power to facilitate an 8 chakra cost per usage.<br />
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:That seems like the best of both options.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:37, 13 April 2021 (MDT)<br />
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Temporal rewind doesn't really compare to the other Rinnegan Mastered abilities seeing as you have to use your action to activate it, meaning half of the ability is almost useless, because you have very few opportunities to make attacks when it's not your turn, and it has a chakra cost of 7 which is relatively high for something of its power, it would probably make sense to change the wording to either not take an action or to give you your action back after you use it, I'm unsure if the current wording implies that you get your action back in the "and then revert time using your Rinnegan" part, but yeah if so it could probably use some clarification.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:13, 15 April 2021 (MDT)<br />
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:I think making this jutsu a bonus action, or even a free action, would put this on roughly the same level of power as the other abilities. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah that's exactly what I'm advocating for, I think a bonus action or free action would be reasonable, probably whichever one you think would be more balanced, I would say a free action seeing as it's a twentieth-level jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:53, 16 April 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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<br />
I think alignment restrictions should be removed from the Susanoo weapons, it just doesn't really make sense that it's there.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 16:08, 18 April 2021 (MDT)<br />
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<br />
I think that Path of Assassin’s “Blade Master” needs to be buffed more especially since it’s transition from a Seven Deadly Swordsman subclass to a more Zabuza-ish one, so here’s my suggestion for an alternate feature based off of Zabuza’s awakening in the Storm games. <br />
<br />
Demon Mode:<br />
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Your desire to kill is so extreme that it begins to physically manifests itself in a demonic shroud around you.<br />
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- You gain a +2 to your attack and damage rolls<br />
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- Whenever you hit a creature with advantage with the attack option, you may use use the attack action on the same creature again<br />
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- Your damage dice increased by 1 level (d4s turn into d8s, d8s turn into d10s and etc)<br />
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- When you drop to 0 Hit Points and not outright killed, you can make 1 + Half your CHA Mod more attack actions on any creatures of your choice<br />
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- You can only use your turn to attack and you may only use jutsus that deal direct damage<br />
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- Creatures under the effect of your Killing Intent gain disadvantage on their Saving Throws while they’re in your line of sight<br />
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- This lasts for an amount of rounds equal to your Charisma Mod<br />
:This seems like a pretty good idea, its a little bit broken, but I should be able to adapt it, Path of the Assassin is pretty weak so this seems reasonable.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:51, 19 April 2021 (MDT)<br />
<br />
::I've changed this to an Alternate Feature because not only is this very powerful, but y'all are sleeping on Vanish. At will, low cost invisibility is very powerful, especially with Silent Killing Jutsu and Afterglow. While it's situational, in a Naruto setting where ninjas actually do infiltration and whatnot, the ability to leave 0 trace of your existence is incredibly powerful, and in traditional play it is still useful for rogue-like characters who effectively never have to worry about bounty hunters for the rest of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:53, 19 April 2021 (MDT)<br />
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<br />
Shouldn’t Dust Storm have a higher chakra cost? 1 Chakra point for an AoE 2d6 damage feels OP for only 1 Chakra--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:20, 20 April 2021 (MDT)<br />
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:Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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<br />
can we get more clan boons that give kekkei genkai?<br />
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:There aren't more at the moment because we don't have more named clans that use KG. To be fair, you're always free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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the temuri clan was able to get lava and boil release. maybe have a choice between the two for the clan boon. senju gains hashirama's cells feat. onoki clan gains dust release. Kazekage clan gets magnet release. The yakushi clan can absorb peoples kekkei genkai and take the kekkei genkai as their next chakra nature. The pakura clan gains scorch release. The darui clan gains storm release.<br />
feel free to suggest more clans -plywood tank<br />
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Makes enough sense to me, except for Onoki’s Dust Release because it was said that Mu ''taught'' Onoki Dust Release, so it wasn’t a bloodline limit and Yakushi’s Clan Boon since Kabuto never had the innate ability to absorb Kekkai Genkai, he actually just experimented and implanted multiple cells into his own body. Magnet release is arguable since only Gaara and Rasa had the kekkai genkai, but that’s just my piece --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:13, 23 April 2021 (MDT)<br />
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actually,gaaras grandfather, the third kazekage, had magnet release. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 16:24, 25 April 2021 (MDT) -plywood tank<br />
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<br />
I don't think it's ever been said whether or not who Gaara's grandfather is or even if he's related to the 3rd Kazekage at all, so again, Kazekage Clan Boon granting Magnet Release is still arguable.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:46, 26 April 2021 (MDT)<br />
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:It's not confirmed nor stated otherwise, but they do hail from the same bloodline so it would only make sense that it would be their Kekkei Genkai.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:17, 26 April 2021 (MDT)<br />
<br />
::The Kazekage clan granting Wind Style affinity is more fitting due most, if not all, of Gaara’s sand jutsu being Wind Style before he learned Magnet Style, Temari being one of the most naturally skilled Wind Style users, and that even when operating under the assumption that the 3rd was Gaara’s grandfather, it was stated that he learned it from observing Shukaku’s use of Magnet Style, implying that he would’ve already needed its component natures, and therefore Wind Style.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:39, 29 April 2021 (MDT)<br />
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<br />
I think Path of Sight's Eight Trigrams One Hundred Twenty-Eight Palms should be buffed more along with having an increased chakra cost since it's supposed to be the 2x version of the 64 Palms and combat-wise 64 palms does more damage overall and the paralyzed condition duration barely has any difference to 128 Palms due to the target being able to repeat the saving throw during their turns anyways. Unless each unarmed strike deals 4d10 per hit of course, which leaves for my request to only increase the chakra cost a bit more.<br />
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<br />
<br />
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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<br />
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 />
<br />
<br />
I think Path of Sight's Eight Trigrams One Hundred Twenty-Eight Palms should be buffed more along with having an increased chakra cost since it's supposed to be the 2x version of the 64 Palms and combat-wise 64 palms does more damage overall and the paralyzed condition duration barely has any difference to 128 Palms due to the target being able to repeat the saving throw during their turns anyways. Unless each unarmed strike deals 4d10 per hit of course, which leaves for my request to only increase the chakra cost a bit more.<br />
<br />
<br />
I think that Whirlwind Fist[Wind Style] and Dance of Crescent Moon[Taijutsu] (both follow the chidori jutsu template but just do less damage) need to be changed. Not vastly. Just some minor tweaks to make them worthwhile.<br />
They waste the same amount of chakra as Chidori, but do less damage, which is kind of odd when you consider that Lightning style is supposed to be the chakra vacuum.<br />
Now, I don't think the damage is the problem. I think the chakra cost is what does it, but adding another effect or boost would do the trick. So for Whirlwind Fist I don't think a serious change is needed since it almost matches up to Chidori. Maybe make it knock the enemy back 15ft +5ft for every 2 chakra.<br />
But for the Dance, I think it should be implemented differently. The explanation is long, so I'll just edit it in and you tell me what you think. Even if you don't like it, I have the current version saved just in case. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:53, 4 May 2021 (MDT)<br />
<br />
<br />
Partial Second Stage (Based off Sasuke,Jugo and Kabuto’s ability to partially manifest their Diversified Second Stage Effect)<br />
<br />
Prerequisites: 10th Level or higher, Path of The Cursed and Constitution 18<br />
<br />
- You permanently gain the effects of your Diversified Second Stage <br />
<br />
(Here’s an alternate option if it feels broken)<br />
<br />
- As a bonus action, you gain the effects of your Diversified Second Stage for an amount of rounds equal to your CON modifier. You may do this a number of times equal to half your CON Modifier and is regained after a short or long rest. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 03:15, 8 May 2021 (MDT)<br />
<br />
== [[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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<br />
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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<br />
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 />
<br />
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 />
<br />
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 />
<br />
'''''Rogue Requests:'''''<br />
<br />
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 />
<br />
: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 />
<br />
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 />
<br />
Alright ill give that a shot bro -Bimu<br />
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<br />
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 />
<br />
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 />
<br />
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 />
<br />
== Quality Article Nomination ==<br />
<br />
{{Quality Article Nominee|01:02, 12 February 2021 (MST)}}<br />
<br />
'''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 />
<br />
'''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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== Page size ==<br />
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This page is extremely long; over half a megabyte. I wonder if it would be worth it to split the many subclasses off to their own pages for the sake of readability. {{User:Geodude671/Signature}} . . 13:19, 14 April 2021 (MDT)<br />
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:So that sad day has finally come. I'm not going to fight, this page has had it coming for months, however I don't believe the subclasses are the problem. We effectively have an entire chapter of spells on one page that easily makes up more than half of the contents, so I believe the best course of action would be to move the chakra natures either to their own page, or make individual pages for each nature. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:27, 14 April 2021 (MDT)<br />
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I don't know if you're looking for opinions from anyone in particular? But seeing as chakra natures/jutsu take up a little over half the page that seems like the most sensible option.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 13:26, 15 April 2021 (MDT)<br />
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there should be a link over to the jutsu page in the chakra section. -plywood tank<br />
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So I don't know if it was premature but I actually created individual pages for each Chakra Nature and Kekkei Genkai etc. except for Path Unique Jutsu which would probably make more sense to leave on page IMO, I figured we should just create a list of links under the chakra natures, which I'll probably do tonight, if I did anything wrong or anyone thinks the links could be moved somewhere else, feel free to change it or just undo my revision and do it a different way, just figured this would help out.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:43, 16 April 2021 (MDT)<br />
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:Spot on with taking the initiative. That being said, you removed a few categories that I'll be re-adding in a minute, with a little false breadcrumb on top of it linking back to this class.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah I'm still relatively new to the wiki, I pretty much just started editing things about a few weeks ago, so there was pretty much bound to be mistakes somewhere.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:52, 16 April 2021 (MDT)<br />
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So regarding the Path Unique Jutsu, I don't know whether we should leave them on-page or move them off as well? If they do stay on-page should we just detail them at the bottom of each subclass rather than at the bottom of the class?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 17 April 2021 (MDT)<br />
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I don't know if this was intentional but it appears as though Flying Raijin and other Fuinjutsu have been lost in the shuffle<br />
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:Sorry about that, should be back on-page now.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:59, 17 April 2021 (MDT)<br />
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So I'm thinking maybe we just move everything off page considering it is still pretty large, would definitely help with formatting, any thoughts?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:04, 22 April 2021 (MDT)<br />
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:I'd do the same with the feats. List them on the page and hyperlink to feat page. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:06, 22 April 2021 (MDT)<br />
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I would suggest clearing this discussion, or adding a bracket to discuss new edits that are major. With the new links added in, previous edits won't appear in the History anymore, and it would be tedious to have to click through individual tabs to see the edit history. Admittedly that's my only gripe with the changes made. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:23, 22 April 2021 (MDT)<br />
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:We can always create individual talk pages, or we could make a section here like you said, doesn't make a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:01, 22 April 2021 (MDT)<br />
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Quick Suggestion, I think we should move the Feats page link to a much more accessible and obvious area like their own column under Nindos? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:28, 23 April 2021 (MDT)<br />
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:I agree, I just wasn't sure where to put it, if you have an idea though go ahead.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:42, 24 April 2021 (MDT)<br />
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When we have a clarification/request about a certain subclass or chakra nature, do we discuss it here in the main page or do we discuss it in their own separate pages?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:27, 26 April 2021 (MDT)<br />
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:I'm honestly still unsure as well, I think it would be fine to just create talk pages for each of them and talk there, I might just do that quickly, with just a clarification and request catagory.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:10, 26 April 2021 (MDT)<br />
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Not that big of a deal since we haven’t encountered any issues regarding this yet but should [[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]] make it so that only autoconfirmed users can edit the individual Path,Jutsu and Feat pages so that it’s easier to communicate with someone who’s added or removed something important without bringing it up on discussions? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:16, 29 April 2021 (MDT)<br />
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:While I second your suggestion, I am not an admin, so I don’t really have that kind of power.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:32, 29 April 2021 (MDT)<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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==Advanced Training==<br />
Advanced Training has been a point of contention as of recently, for a pretty understandable reason, use of a whole extra subclass can be really OP, especially when it's used in conjunction with something like the Gestalt Subclasses variant rule, so I made this section to discuss potential alternatives or changes, so if you've got anything, feel free to speak up.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:21, 22 April 2021 (MDT)<br />
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Some thoughts I had were, an option to increase your chakra point maximum by 5-10, an additional ASI or feat, maybe an increase to movement speed or something along those lines.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:25, 23 April 2021 (MDT)<br />
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It is kinda busted when you combine it with gestalt and beyond level 20. i like jaydon105s idea of a chakra increase. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:38, 26 April 2021 (MDT)<br />
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:I don't think creating material with gestalt characters in mind is the appropriate thought. Gestalt in general is busted. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 08:22, 28 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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==Genjutsu==<br />
So regarding the new changes to Genjutsu making it a chakra nature, maybe not the best idea to implement it in the way that it was. Genjutsu are all Yin Style techniques, so maybe adding some Genjutsu in that nature would be a good idea, but the way it's been implemented doesn't really work. Chakra natures are supposed to be, well, natural, it would be like adding a "Ninjutsu Nature".--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 08:26, 5 May 2021 (MDT)<br />
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I agree that it’s a bit odd to make Genjutsu into a nature since all of it is Yin Release in the first place, I think it might be better to just move those to the Yin page and label which jutsu are considered Genjutsu or not?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 14:33, 5 May 2021 (MDT)<br />
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:Yeah that was the original plan, but I guess we'll let this ride for now and change it if need be, though I do think the idea of having to learn Yin Style and the "Genjutsu Style" is sorta redundant.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:01, 5 May 2021 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1470662Talk:Naruto: Shinobi (5e Class)2021-05-10T18:55:28Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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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==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
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:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
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Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
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:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
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:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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i see where your coming from, but i think it being a variant rule would fit it better as it would be up to the dm to use the rule, making it a thing the group could vote on.<br />
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:But that doesn't refute any of the other points. The original way is like forcing every spellcaster to gain True Strike and Mage Hand. Are some casters going to use it? Sure. Is forcing it on every player justified in any way (i.e. lore, character, progression, etc.)? If so, I really don't see it. For instance, in canon there are roughly 10 people who use the Rasengan or a Rasengan-like technique (including movie and filler characters) because they were in the right place, were with the right people, or were the right people. Using the original chakra rules, suddenly half of the entire universe knows the Rasengan. While I am admittedly singling out an easy example, this applies to pretty much every traditionally acquired jutsu gained after 8th level (and a couple gained on and before like chidori and the various seals). I guess what I'm trying to say is that I don't see why anyone would vote against it outside of possibly misplaced nostalgia.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
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That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
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:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
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:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
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==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
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Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
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Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
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Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
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:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
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:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<br />
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Hi. I wanted to ask if we could add the level requirements for jutsus back because I was mid-DM'ing a campaign with the shinobi world campaign when someone told me that they performed greater fireball jistu, and I was confused as to why they would have that at such an early level, so I checked the page to make sure, just to see that they can cast all jitsus right now. Please, at least for the chakra natures and the genkai, because I don't know what my players should and shouldn't know already. Thank you. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 19:01, 8 April 2021 (MDT)<br />
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:As per the discussion still on this page, what used to be the Non-Linear Jutsu variant rule has been integrated to the main class under the premise that unique jutsu were almost pointless previously, and that there's no reason everybody should have the same 5 jutsu. Assuming your players are 7th level (Great Fireball was restricted to 8th level), they should know 10 jutsu total, with Basic Ninjutsu counting as half as many, as detailed under the Chakra header. Generally, if there's a big change that makes this page look overpowered compared to a previous version (i.e. allowing players to "cast all jitsus"), check the edit that made the change, because there's probably a reason and something you're missing. If you're REALLY attached to players having the same couple of jutsu for whatever reason, here's a [https://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&oldid=1457981 link] to the revision immediately before it was changed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 8 April 2021 (MDT)<br />
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::The way our game works is that the players get two chakra natures that mix to become a KG. The only way they can get more is through special plot reasons, such as the Jinchuriki in the party. This way, all of the players tried to pick their own unique combination, making them all have a variety of jutsu. They all got to start with one unique that fits their character as well. I would then reward them with uniques based on their roleplaying, exploration, etc. They now worry that their characters will be conflicting with one another, and non-linear jutsu allows them to start out significantly stronger than they should. I understand that Boruto knew how to do Rasengan super ultimate universe destruction blast while he was still a fetus, but this makes progression have a huge spike at level 2, making anyone using a different class obsolete. Players by all means should not know how to do these S-rank jutsu at the beginning of the campaign. Something really has to be done about this, because the older version of the class was well balanced enough to be used in a normal setting, as well as gave so many customization options and versatility. I would even say that if you were allowed only one subclass, it was on par with vanilla classes. After the changes were made, we had a week-long discussion of if and how we could continue the campaign, and we came to the decision that we at least had to use the old version for reference of whether or not they can have a jutsu. Other than this inconvenience, you are doing great work on the class, keep it up. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 10:25, 28 April 2021 (MDT)<br />
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:::The issue is that when you use the old rule, it doesn't promote enough individuality and uniqueness throughout the party, while I'm sure it works fine for you, not every DM is as good at balancing and distributing individual jutsu, the current system is more of a one size fits all, I don't see the same balance issues that you're seeing, as once you cast one super strong jutsu, you're done for the day. I think you may be having an issue with individual Jutsu rather than non-linear Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:55, 28 April 2021 (MDT)<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 />
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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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Should people gain access Genjutsu at 2nd level the same way as Ninjutsu and Taijutsu seeing as how we’ve got a column for it?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 01:34, 5 May 2021 (MDT)<br />
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:In my opinion, no. Simply because all of this really goes under Yin Release (Shadow Release). I would say they should unlock Yin Release first to have access to it. And besides I have plans of making more Genjutsu later on and I think Genjutsu should be earned on how it works for Chakra.[[User:TheInfamousSage1|TheInfamousSage1]] ([[User talk:TheInfamousSage1|talk]]) 05:25, 5 May 2021 (MDT)<br />
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If using the Random Natures and Kekkei Genkai Limit can Kagutsuchi from Mangekyō sharingan still grant you blaze style even if you have another Kekkei Genkai?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:55, 6 May 2021 (MDT)<br />
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:Yes, I'll clarify that.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 07:18, 6 May 2021 (MDT)<br />
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And can the summoning Jutsu be used to summon people or is only the rinnegan summoning able to summon people?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 11:18, 6 May 2021 (MDT)<br />
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:That's a rinnegan exclusive ability.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 11:21, 6 May 2021 (MDT)<br />
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If using the chakra exhaustion variant rule can the path of beast initial release and above reduction of normal chakra lower your chakra below 0? If so does that mean it can kill you with chakra exhaustion by reducing your chakra below 0?<br />
Please answer this as soon as possible<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 15:41, 6 May 2021 (MDT)<br />
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:I revised it, it would be unfair to the player if they died in that way.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:24, 6 May 2021 (MDT)<br />
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Can you replace weapon damage for unarmed damage? Like a monk can do with weapons they are proficient in?<br />
Is the "add dex-mod to the jutsu's damage unless stated otherwise" still in effect? Or was it removed?<br />
Additionally, something more specific. Does "half as much" in Cloud-Style Crescent Moon Beheading refer to the weapon damage? Or the entire damage roll? So, if I have affinity, does a 5th level character with a wakizashi do 1d6+1d4 damage on a successful save? 2d6+2d4 on a failed save.<br />
--[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 04:57, 7 May 2021 (MDT)<br />
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:First question, no, but it could be revised that does seem pretty fair, second question, I'm pretty sure that got removed, though I don't see why it did so it could probably be added back, though I think intelligence would make more sense, thirdly if something says half damage and doesn't specify, it means you take the normal damage that you would've dealt (2d6+2d4) and take half of that.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:20, 7 May 2021 (MDT)<br />
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I've put this in requests but seeing requests aren't being answered for the time being I'll put it here<br />
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I think scattering thousand Crows jutsu is too weak, the way it is now really isn't worth that 5 chakra. I think it should either be able to move the affected area or the chakra cost should be lowered.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:39, 7 May 2021 (MDT)<br />
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:I've been really busy lately and haven't had time to make too many edits, but I should be able to take care of this now, remember that anyone can make edits if they want to, you don't always have to wait for a response.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:20, 7 May 2021 (MDT)<br />
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I've removed the weapon damage change from the class features and added it to path of the warrior and path of sealing. Because in my opinion being able to efficiently use a Katana as well as someone uses his fists should be the result of specialized training and being able to deal tons of damage by just throwing weapons with shuriken jutsu should belong to the path of sealing and the Fūma clan rather than everyone. And in the show people that aren't specifically specialized in some way with the weapon they're using use their fists and unarmed strikes instead, so giving that to the whole class would destroy the point. So I hope it's not an unsatisfactory change.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:17, 9 May 2021 (MDT)<br />
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I agree, it kinda makes Path of the Warrior and Kenjutsu-based Shinobis obsolete due to their weapons basically being the same as a regular unarmed strikes. That also means Feats like Acrobat allow you to make 8 Unarmed Strikes in one Attack Action. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:44, 9 May 2021 (MDT)<br />
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When using Taijutsu acrobat you always deal the Weapon's own damage, even if you could normally change the damage of the attack.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:03, 9 May 2021 (MDT)<br />
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In Path of the Warrior and Path of Sealing, it says that weapons you’re proficient with benefit from Martial Arts, does that mean we get to add our unarmed attack damage along with the weapon’s regular damage or does it just give you the option to use your DEX instead of your STR mod for attack rolls--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:48, 9 May 2021 (MDT)<br />
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As it is now, both, you can both use Dexterity or strength and use your unarmed damage instead of the Weapon's damage<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:03, 9 May 2021 (MDT)<br />
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:While I do see where you guys are coming from, I do disagree on the basis that it would be more in line with other classes, (namely the monk), to be able to replace your weapon's damage with your martial arts, the class features you listed already do give good buffs like letting your weapon damage scale up with your level. The issue is also that once your unarmed strike deals more than your primary weapon, your weapons become obsolete.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 12:50, 9 May 2021 (MDT)<br />
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::Jay, I honestly have no idea what you're going for, but I like the recent change. It gives the warrior path and the sealing path something somewhat powerful that can allow them to keep their purpose while still doing some serious damage. It keeps this ability special. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:07, 9 May 2021 (MDT)<br />
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:::Basically what I meant was that the only class in official rules that has martial arts, the monk, also allows you to deal your martial arts damage in place of your weapon's damage, which does make sense if you think about it, for example, think of like, Naruto hitting someone with a kunai vs him hitting someone with his fist, he wouldn't be dealing any less damage with a kunai than with his fist, it just doesn't make any sense, and as it is now, path of the warrior and sealing already get massive damage with their weapons because of their weapon's damage die increasing, due to it scaling with martial arts. The whole point of allowing you to replace your weapon's damage with the martial arts damage is to allow your weapons not to become obsolete.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:47, 9 May 2021 (MDT)<br />
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Both of us didn't know that, as weapon damage scaling like becoming a 2D6 instead of a 2D4 is a Shinobi world setting variant rule. Otherwise why would I write something that makes them deal the same damage as unarmed strikes.<br />
Edit: actually, I just read archive 4. In the path of the warrior section. There what reference wrote indicates that those subclasses did UNARMED STRIKE damage all along. And not scale in that way, so with that my point still stands. <br />
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You're basically giving something that was subclass and clan boon exclusive (Fūma clan) to the whole class. That can easily be fixed in-game by buying a bladed knuckle duster. The class doesn't have to be an upgraded copy of monk and that's not what it's meant to be.<br />
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And if talking about the show, later on Naruto barely uses Kunai (I'm saying barely because there maybe some parts I forgot) and no, it had nothing to do with sage mode. He even barely uses it in base. In boruto he only used it to spar with boruto, something that was a joke to Naruto.<br />
And the Jonin don't use Kunai all the time either except people that have a special use for them like Minato. Kunai is for versatility in Naruto the Jonin use it tactically or to attack at a range sometimes without using Chakra. For example take kakashi he uses it in the zabuza fight to incapacitate zabuza's arm.<br />
And take other ninja that attach paper bombs on them.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:46, 10 May 2021 (MDT)<br />
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:I obviously don't want to create a carbon copy of the monk, that'd be dumb, I used the monk as a reference because it is the ONLY class in official rules that has martial arts so it's the only class to use as a template for said ability, my point is that you don't necessarily need special training in weapons to be able to hit harder with them, and path of the warrior and path of sealing are exceptionally powerful as is, it wouldn't be a problem giving it to the whole class, I also think you might be misunderstanding the warrior weapons damage scaling, basically at 3rd level when you gain the ability and it says that your melee weapons benefit from your martial arts feature, it means that when your damage die increases for your unarmed strike, your weapons do as well, it functions the same as the Shinobi World variant rule, if you guys are deadset on keeping it in the individual paths, however, I'm going to add it as a variant rule for the class, doesn't make too big a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:41, 10 May 2021 (MDT)<br />
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::Jay, you couldn't be further from the truth. Saying that it benefits from the martial arts doesn't mean that the weapon's damage scales with unarmed strike. Originally, it meant that someone could replace their weapon's damage dice with unarmed strike's damage dice, like monks could. While additionally giving any weapon the class and the person is proficient with the ability to switch the modifier from strength to dexterity. That's it. That's also how it is with the monk. However, we thought that changing it so only the warrior and the sealing paths should be able to have that, for many reasons. But that's not the point. It seems like you have completely mistaken the implementation of the feature, which is why this debate is taking place. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 11:08, 10 May 2021 (MDT)<br />
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:::That doesn't change my point at all though, I believe I'm interpreting it the correct way, even if I'm not, I still think it would be better working with the class as a whole, if you guys disagree with my interpretation, that's fine too, it's not a big deal, I can still just add it as a variant rule and we can call it a day. And your weapons already can use dex instead of strength whether you have the path of the warrior/sealing or not. It's definitely not that I'm not seeing the "truth" or something, it's just faulty wording at best. I'd suggest if you're going to implement this rule, switch up the wording a little bit.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 12:10, 10 May 2021 (MDT)<br />
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::::Alright. Wording will be fixed and you add that rule. Sounds like a good place to leave this at. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 12:55, 10 May 2021 (MDT)<br />
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Fair enough on trying to balance the weapon damage per level I guess, it doesn’t make a huge difference now that I think about it. It’s only useful if said weapon has a specific property or is magical, but Jutsu like Shuriken Jutsu have to be nerfed regarding this though, you’re basically dealing double your unarmed damage (if you have affinity) and have the ability to do even more as long you have the chakra with Shuriken Shadow Clone Jutsu.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 14:46, 9 May 2021 (MDT)<br />
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Shuriken jutsu should just deal the same original damage of the Weapon like disturbance taijutsu acrobat<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:47, 10 May 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
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I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
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:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
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Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
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:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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I think Flame-Burst Shot is pretty overpowered for a jutsu that only costs 5-6 chakra.<br />
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:Thanks, I have no idea how that's flown under the radar until now. Hopefully it's far more balanced now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Incendiary Cloud Recreated has a really low chakra cost for the equivalent of an eighth-level spell.<br />
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:Thanks for the pointer. As it stands right now, I feel like the recreated spells don't really serve a purpose on this page, and only kinda serve to make multiclassing worthless, so I might remove them. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:27, 7 April 2021 (MDT)<br />
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Yeah I mean I would agree if you really wanted those you would take a class that actually got them, but also why make a homebrew class and a bunch of jutsus designed to go with the class and then have carbon copies of other spells, doesn't make much sense to me. It just doesn't make much sense, in general, to keep them around. Hopefully that opinion can be of help.<br />
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This is a bit unrelated but will the Samehada page have the addition of its unique ability to fuse with its user?<br />
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I recall the Samehada question being asked before. And he said that it was something more so unique to Kisame, than the blade itself. However with the Hoshigaki race being properly statted now, perhaps adding it in and making that race a requirement would be viable. Thoughts Reference? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 12:46, 9 April 2021 (MDT)<br />
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:Pretty sure I said it was related to Samehada, since the original request was in regards to adding it as an element of the Hoshigaki clan. Nevertheless, I haven't figured out the right way to word it yet.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 9 April 2021 (MDT)<br />
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Here’s my take on Jugo’s Clan Kekkai Genkai<br />
Jugo’s Kekkai Genkai:<br />
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- As a bonus action you can absorb Senjutsu Chakra equal to your Con Modifier + Shinobi level but have to make a DC10 INT (or CON) saving throw or become berserk, the DC increases by 2 for every use<br />
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- You gain the same effects of Sage Art whenever you use your senjutsu chakra<br />
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- If you have more Senjutsu Chakra points than regular chakra points, you’re forced into the effects of Sage Transformation with the Berserk condition til your Senjutsu Chakra points reach 0 in which the effects of Sage Transformation wear off<br />
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- When you’re forced into Sage Transformation, you don’t benefit from the Path of The Cursed Features before that such as Second Stage<br />
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--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]])<br />
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:While I appreciate the effort, holy cow is this at least a little busted. Usage of 3 class features, each of which are pretty strong alone, is a little beyond the scope of most clan boons, let alone the ability to regain half of your maximum chakra for a measly DC 10 Constitution saving throw. Additionally, we already have the Jūgo Clan on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Eh, fair enough I’ll probably come back with a much more balanced version at some point because now that I think about it, safely gaining 20 senjutsu chakra once your at 20th for at least 1-2 uses is pretty broken --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 18:28, 11 April 2021 (MDT)<br />
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Would Typhoon Release be added? I’ve checked it out and I think in headcanon it would probably be Wind and Yang release<br />
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:It is canon, but I'd rather avoid adding a nature with 2 canon jutsu. That being said, I might add them as Wind or Storm Style jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 11 April 2021 (MDT)<br />
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This might be a bit dumb but how about Sexy Jutsu and Harem Jutsu? <br />
I’ve already thought about it a little bit.<br />
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Sexy Jutsu<br />
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Cost: 2 chakra<br />
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Prerequisites: Transformation<br />
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Duration: +1 chakra for every round<br />
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- As an action, you cast a variant of the transformation jutsu in order to catch your target offguard, they must make a Charisma saving throw with advantage against your Charisma Score, on a fail, they take 1d4 psychic damage as their nose leaks blood and they’re stunned for rounds equal to your Charisma Mod (Minimum of 1)<br />
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:I'm... actually going to add this. It's iconic to the series, and this is a really good adaptation, if a little rough around the edges.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 11 April 2021 (MDT)<br />
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Wouldn't it make sense to allow Shinra Tensei to be used as a reaction at an increased chakra cost in a similar manner to other jutsu? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:I could've sworn it could be but apparently I was wrong, good catch.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:11, 12 April 2021 (MDT)<br />
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:I've been staring at it the past couple of days and thought it was weird lol.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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So regarding Susanoo, right now armored Susanoo kinda seems more like humanoid Susanoo seeing how the user is placed in the Susanoo's head rather than having them at the base of the Susanoo. Would it make sense to add more stages to the Susanoo between skeletal and armored? Just canonically speaking it doesn't make sense to have someone go directly from manifesting their skeletal Susanoo to having a full armored Susanoo. Another thing, in Susanoo's description it states you have to use it 7 - your Intelligence modifier times before unlocking it, but what stops somebody from activating it and deactivating it that many times to progress it extremely easily?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:56, 12 April 2021 (MDT)<br />
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:I've thought about Humanoid Susanoo, but at the end of the day I can't think of any effects that would both make all 3 stages feel rewarding and keep the feature on the same level of power. Additionally, the X uses to unlock is incredibly easy to fulfill (though I may change the wording so you can only get one use towards advancement per long rest), but if we remove it, you're either stuck with instantly unlocking Armored Susanoo, or the level requirement stops making sense in context.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:37, 12 April 2021 (MDT)<br />
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What about a system that requires you to use Susanoo for a certain number of rounds/seconds that can only be fulfilled in combat rather than at any time? And for humanoid Susanoo, one thought I had was to give it an AC bonus of +1 (+4 total), and possibly one of your Susanoo weapons, and maybe granting the user endurance or a pretty small damage threshold or something akin to that while their Susanoo is active to showcase that it gets more durable?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:42, 12 April 2021 (MDT)<br />
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:Generally, 5e (and I with it) try to avoid round counting, and while your proposal technically wouldn't cause the problems round counting does, it feels ''just'' too close to it. Additionally, while this is 100% personal, I've always interpreted Susanoo growth as skill using its chakra, for lack of a better term, rather than skill in using the Susanoo itself, if that makes any sense. I'm definitely not going to add an additional AC bonus, since Susanoo + permanent sharingan (gained at 15th) already grants +6 AC, which is frankly disgusting by itself, and while cost generally balances it, I don't want to push my luck, especially by granting Endurance. You did, however, spark an idea. What if instead of Susanoo granting an AC increase, it had its own pool of hit points, potentially represented by a decent, but not spectacular temporary hit points. Every time you summon it, these temporary hit points are regained. While Susanoo is summoned, you can re-summon it as a bonus action or reaction, which counts as a Mangekyou ability, but maintaining it does not. When your temporary hit points reach 0, Susanoo ends. Each Susanoo tier increases the number of temporary hit points granted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 12 April 2021 (MDT)<br />
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That actually sounds like a really good idea, that also might make it easier to implement the Humanoid Susanoo, it also circumvents some of the problems you had earlier. I’ll keep brainstorming ideas on how to fix the Susanoo progression, and I’ll let you know if I think of anything.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:45, 12 April 2021 (MDT)<br />
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Adding a chakra cost to maintain EMS isn't a minor debuff, it's a rather big nerf. EMS removes the negatives from MS. And while not being forced to make that save is handy, it's still on the DM to grant EMS. Rinnegan is ridiculously powerful and has 0 checks to use its abilities. Sharingan already has an extra step to get to the same tier as Rinnegan. Just my thoughts. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 06:57, 13 April 2021 (MDT)<br />
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:While I understand where you're coming from, the Rinnegan is strong because of the number of features it grants, EMS is strong because it grants infinite use of powerful features, and with the reworked Susanoo, it effectively grants infinite hit points. Even boons have a limit to how powerful they can be, and EMS has been far above it for along time. For comparison, imagine a boon that grants infinite spell slots that can only be used to cast 2 spells, of course that would be busted, even with the limits. Also, broken content is broken content because all content should be treated as if it will be introduced by any DM, not just a [[Help:A Good DM|good DM]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 13 April 2021 (MDT)<br />
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so, the infinite hp is granted by the new susanoo. have you thought that the temporary hp addition to susano is the problem here? i like the idea you have with temporary hp, but maybe you should have a different thing. like if you take enough damage it dispels. maybe a turn limit? just look at the changes it did to ems. like sykon said, its the dms choice to grant it. its like a variant rule to make you stronger. susano is the problem i see. just change the temporary hit points and it will go better. -plywood tank<br />
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:Hey, congrats on ignoring 90% of the context, buddy. The temporary hit points were introduced to solve the problem of the Path of Hatred's insane AC bonuses, and Susanoo's tedious saving throws. Is it the DM's choice? Absolutely, but that doesn't change the fact that it's game breaking. This is literally why we have the [[Help:A Good DM]] page. If you take enough damage it dispels? Congrats, that's literally the point of the thp. Turn limit/round counting? Garbage, tedious, and not the kind of thing 5e has. Boons are an established part of 5e with an established limit to their power, of which infinite uses of features powerful enough to require cost is not within the bounds of. The thp isn't the whole problem, it's the part of the problem that made me see the entirety of the problem. Is infinite thp a problem? Yes. So is infinite uses of literally any Mangekyo ability. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:38, 13 April 2021 (MDT)<br />
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Just add a chakra cost to the Mangekyo abilities, and lessen the DC for using the abilities. EMS never granted infinite uses in canon, it just removed the whole going blind thing. Kamui has a chakra cost as an example. The abilities having no limit to usage count is op, I agree there 100%. Being able to get gradual blindness even after obtaining an epic boon is a bit much, and not all Mangekyo abilities are equal in power to facilitate an 8 chakra cost per usage.<br />
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:That seems like the best of both options.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:37, 13 April 2021 (MDT)<br />
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Temporal rewind doesn't really compare to the other Rinnegan Mastered abilities seeing as you have to use your action to activate it, meaning half of the ability is almost useless, because you have very few opportunities to make attacks when it's not your turn, and it has a chakra cost of 7 which is relatively high for something of its power, it would probably make sense to change the wording to either not take an action or to give you your action back after you use it, I'm unsure if the current wording implies that you get your action back in the "and then revert time using your Rinnegan" part, but yeah if so it could probably use some clarification.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:13, 15 April 2021 (MDT)<br />
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:I think making this jutsu a bonus action, or even a free action, would put this on roughly the same level of power as the other abilities. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah that's exactly what I'm advocating for, I think a bonus action or free action would be reasonable, probably whichever one you think would be more balanced, I would say a free action seeing as it's a twentieth-level jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:53, 16 April 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 think alignment restrictions should be removed from the Susanoo weapons, it just doesn't really make sense that it's there.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 16:08, 18 April 2021 (MDT)<br />
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I think that Path of Assassin’s “Blade Master” needs to be buffed more especially since it’s transition from a Seven Deadly Swordsman subclass to a more Zabuza-ish one, so here’s my suggestion for an alternate feature based off of Zabuza’s awakening in the Storm games. <br />
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Demon Mode:<br />
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Your desire to kill is so extreme that it begins to physically manifests itself in a demonic shroud around you.<br />
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- You gain a +2 to your attack and damage rolls<br />
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- Whenever you hit a creature with advantage with the attack option, you may use use the attack action on the same creature again<br />
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- Your damage dice increased by 1 level (d4s turn into d8s, d8s turn into d10s and etc)<br />
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- When you drop to 0 Hit Points and not outright killed, you can make 1 + Half your CHA Mod more attack actions on any creatures of your choice<br />
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- You can only use your turn to attack and you may only use jutsus that deal direct damage<br />
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- Creatures under the effect of your Killing Intent gain disadvantage on their Saving Throws while they’re in your line of sight<br />
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- This lasts for an amount of rounds equal to your Charisma Mod<br />
:This seems like a pretty good idea, its a little bit broken, but I should be able to adapt it, Path of the Assassin is pretty weak so this seems reasonable.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:51, 19 April 2021 (MDT)<br />
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::I've changed this to an Alternate Feature because not only is this very powerful, but y'all are sleeping on Vanish. At will, low cost invisibility is very powerful, especially with Silent Killing Jutsu and Afterglow. While it's situational, in a Naruto setting where ninjas actually do infiltration and whatnot, the ability to leave 0 trace of your existence is incredibly powerful, and in traditional play it is still useful for rogue-like characters who effectively never have to worry about bounty hunters for the rest of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:53, 19 April 2021 (MDT)<br />
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Shouldn’t Dust Storm have a higher chakra cost? 1 Chakra point for an AoE 2d6 damage feels OP for only 1 Chakra--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:20, 20 April 2021 (MDT)<br />
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:Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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can we get more clan boons that give kekkei genkai?<br />
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:There aren't more at the moment because we don't have more named clans that use KG. To be fair, you're always free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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the temuri clan was able to get lava and boil release. maybe have a choice between the two for the clan boon. senju gains hashirama's cells feat. onoki clan gains dust release. Kazekage clan gets magnet release. The yakushi clan can absorb peoples kekkei genkai and take the kekkei genkai as their next chakra nature. The pakura clan gains scorch release. The darui clan gains storm release.<br />
feel free to suggest more clans -plywood tank<br />
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Makes enough sense to me, except for Onoki’s Dust Release because it was said that Mu ''taught'' Onoki Dust Release, so it wasn’t a bloodline limit and Yakushi’s Clan Boon since Kabuto never had the innate ability to absorb Kekkai Genkai, he actually just experimented and implanted multiple cells into his own body. Magnet release is arguable since only Gaara and Rasa had the kekkai genkai, but that’s just my piece --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:13, 23 April 2021 (MDT)<br />
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actually,gaaras grandfather, the third kazekage, had magnet release. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 16:24, 25 April 2021 (MDT) -plywood tank<br />
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I don't think it's ever been said whether or not who Gaara's grandfather is or even if he's related to the 3rd Kazekage at all, so again, Kazekage Clan Boon granting Magnet Release is still arguable.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:46, 26 April 2021 (MDT)<br />
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:It's not confirmed nor stated otherwise, but they do hail from the same bloodline so it would only make sense that it would be their Kekkei Genkai.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:17, 26 April 2021 (MDT)<br />
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::The Kazekage clan granting Wind Style affinity is more fitting due most, if not all, of Gaara’s sand jutsu being Wind Style before he learned Magnet Style, Temari being one of the most naturally skilled Wind Style users, and that even when operating under the assumption that the 3rd was Gaara’s grandfather, it was stated that he learned it from observing Shukaku’s use of Magnet Style, implying that he would’ve already needed its component natures, and therefore Wind Style.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:39, 29 April 2021 (MDT)<br />
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I think Path of Sight's Eight Trigrams One Hundred Twenty-Eight Palms should be buffed more along with having an increased chakra cost since it's supposed to be the 2x version of the 64 Palms and combat-wise 64 palms does more damage overall and the paralyzed condition duration barely has any difference to 128 Palms due to the target being able to repeat the saving throw during their turns anyways. Unless each unarmed strike deals 4d10 per hit of course, which leaves for my request to only increase the chakra cost a bit more.<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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I think that Whirlwind Fist[Wind Style] and Dance of Crescent Moon[Taijutsu] (both follow the chidori jutsu template but just do less damage) need to be changed. Not vastly. Just some minor tweaks to make them worthwhile.<br />
They waste the same amount of chakra as Chidori, but do less damage, which is kind of odd when you consider that Lightning style is supposed to be the chakra vacuum.<br />
Now, I don't think the damage is the problem. I think the chakra cost is what does it, but adding another effect or boost would do the trick. So for Whirlwind Fist I don't think a serious change is needed since it almost matches up to Chidori. Maybe make it knock the enemy back 15ft +5ft for every 2 chakra.<br />
But for the Dance, I think it should be implemented differently. The explanation is long, so I'll just edit it in and you tell me what you think. Even if you don't like it, I have the current version saved just in case. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:53, 4 May 2021 (MDT)<br />
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Partial Second Stage (Based off Sasuke,Jugo and Kabuto’s ability to partially manifest their Diversified Second Stage Effect)<br />
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Prerequisites: 10th Level or higher, Path of The Cursed and Constitution 18<br />
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- You permanently gain the effects of your Diversified Second Stage <br />
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(Here’s an alternate option if it feels broken)<br />
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- As a bonus action, you gain the effects of your Diversified Second Stage for an amount of rounds equal to your CON modifier. You may do this a number of times equal to half your CON Modifier and is regained after a short or long rest. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 03:15, 8 May 2021 (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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== 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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== Page size ==<br />
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This page is extremely long; over half a megabyte. I wonder if it would be worth it to split the many subclasses off to their own pages for the sake of readability. {{User:Geodude671/Signature}} . . 13:19, 14 April 2021 (MDT)<br />
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:So that sad day has finally come. I'm not going to fight, this page has had it coming for months, however I don't believe the subclasses are the problem. We effectively have an entire chapter of spells on one page that easily makes up more than half of the contents, so I believe the best course of action would be to move the chakra natures either to their own page, or make individual pages for each nature. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:27, 14 April 2021 (MDT)<br />
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I don't know if you're looking for opinions from anyone in particular? But seeing as chakra natures/jutsu take up a little over half the page that seems like the most sensible option.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 13:26, 15 April 2021 (MDT)<br />
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there should be a link over to the jutsu page in the chakra section. -plywood tank<br />
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So I don't know if it was premature but I actually created individual pages for each Chakra Nature and Kekkei Genkai etc. except for Path Unique Jutsu which would probably make more sense to leave on page IMO, I figured we should just create a list of links under the chakra natures, which I'll probably do tonight, if I did anything wrong or anyone thinks the links could be moved somewhere else, feel free to change it or just undo my revision and do it a different way, just figured this would help out.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:43, 16 April 2021 (MDT)<br />
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:Spot on with taking the initiative. That being said, you removed a few categories that I'll be re-adding in a minute, with a little false breadcrumb on top of it linking back to this class.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah I'm still relatively new to the wiki, I pretty much just started editing things about a few weeks ago, so there was pretty much bound to be mistakes somewhere.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:52, 16 April 2021 (MDT)<br />
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So regarding the Path Unique Jutsu, I don't know whether we should leave them on-page or move them off as well? If they do stay on-page should we just detail them at the bottom of each subclass rather than at the bottom of the class?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 17 April 2021 (MDT)<br />
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I don't know if this was intentional but it appears as though Flying Raijin and other Fuinjutsu have been lost in the shuffle<br />
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:Sorry about that, should be back on-page now.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:59, 17 April 2021 (MDT)<br />
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So I'm thinking maybe we just move everything off page considering it is still pretty large, would definitely help with formatting, any thoughts?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:04, 22 April 2021 (MDT)<br />
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:I'd do the same with the feats. List them on the page and hyperlink to feat page. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:06, 22 April 2021 (MDT)<br />
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I would suggest clearing this discussion, or adding a bracket to discuss new edits that are major. With the new links added in, previous edits won't appear in the History anymore, and it would be tedious to have to click through individual tabs to see the edit history. Admittedly that's my only gripe with the changes made. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:23, 22 April 2021 (MDT)<br />
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:We can always create individual talk pages, or we could make a section here like you said, doesn't make a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:01, 22 April 2021 (MDT)<br />
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Quick Suggestion, I think we should move the Feats page link to a much more accessible and obvious area like their own column under Nindos? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:28, 23 April 2021 (MDT)<br />
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:I agree, I just wasn't sure where to put it, if you have an idea though go ahead.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:42, 24 April 2021 (MDT)<br />
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When we have a clarification/request about a certain subclass or chakra nature, do we discuss it here in the main page or do we discuss it in their own separate pages?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:27, 26 April 2021 (MDT)<br />
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:I'm honestly still unsure as well, I think it would be fine to just create talk pages for each of them and talk there, I might just do that quickly, with just a clarification and request catagory.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:10, 26 April 2021 (MDT)<br />
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Not that big of a deal since we haven’t encountered any issues regarding this yet but should [[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]] make it so that only autoconfirmed users can edit the individual Path,Jutsu and Feat pages so that it’s easier to communicate with someone who’s added or removed something important without bringing it up on discussions? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:16, 29 April 2021 (MDT)<br />
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:While I second your suggestion, I am not an admin, so I don’t really have that kind of power.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:32, 29 April 2021 (MDT)<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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==Advanced Training==<br />
Advanced Training has been a point of contention as of recently, for a pretty understandable reason, use of a whole extra subclass can be really OP, especially when it's used in conjunction with something like the Gestalt Subclasses variant rule, so I made this section to discuss potential alternatives or changes, so if you've got anything, feel free to speak up.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:21, 22 April 2021 (MDT)<br />
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Some thoughts I had were, an option to increase your chakra point maximum by 5-10, an additional ASI or feat, maybe an increase to movement speed or something along those lines.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:25, 23 April 2021 (MDT)<br />
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It is kinda busted when you combine it with gestalt and beyond level 20. i like jaydon105s idea of a chakra increase. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:38, 26 April 2021 (MDT)<br />
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:I don't think creating material with gestalt characters in mind is the appropriate thought. Gestalt in general is busted. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 08:22, 28 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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==Genjutsu==<br />
So regarding the new changes to Genjutsu making it a chakra nature, maybe not the best idea to implement it in the way that it was. Genjutsu are all Yin Style techniques, so maybe adding some Genjutsu in that nature would be a good idea, but the way it's been implemented doesn't really work. Chakra natures are supposed to be, well, natural, it would be like adding a "Ninjutsu Nature".--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 08:26, 5 May 2021 (MDT)<br />
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I agree that it’s a bit odd to make Genjutsu into a nature since all of it is Yin Release in the first place, I think it might be better to just move those to the Yin page and label which jutsu are considered Genjutsu or not?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 14:33, 5 May 2021 (MDT)<br />
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:Yeah that was the original plan, but I guess we'll let this ride for now and change it if need be, though I do think the idea of having to learn Yin Style and the "Genjutsu Style" is sorta redundant.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:01, 5 May 2021 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1470602Talk:Naruto: Shinobi (5e Class)2021-05-10T17:08:42Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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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==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
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:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
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Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
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:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
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:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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i see where your coming from, but i think it being a variant rule would fit it better as it would be up to the dm to use the rule, making it a thing the group could vote on.<br />
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:But that doesn't refute any of the other points. The original way is like forcing every spellcaster to gain True Strike and Mage Hand. Are some casters going to use it? Sure. Is forcing it on every player justified in any way (i.e. lore, character, progression, etc.)? If so, I really don't see it. For instance, in canon there are roughly 10 people who use the Rasengan or a Rasengan-like technique (including movie and filler characters) because they were in the right place, were with the right people, or were the right people. Using the original chakra rules, suddenly half of the entire universe knows the Rasengan. While I am admittedly singling out an easy example, this applies to pretty much every traditionally acquired jutsu gained after 8th level (and a couple gained on and before like chidori and the various seals). I guess what I'm trying to say is that I don't see why anyone would vote against it outside of possibly misplaced nostalgia.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
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That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
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:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
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:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
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==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
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Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
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Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
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Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
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:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
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:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<br />
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Hi. I wanted to ask if we could add the level requirements for jutsus back because I was mid-DM'ing a campaign with the shinobi world campaign when someone told me that they performed greater fireball jistu, and I was confused as to why they would have that at such an early level, so I checked the page to make sure, just to see that they can cast all jitsus right now. Please, at least for the chakra natures and the genkai, because I don't know what my players should and shouldn't know already. Thank you. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 19:01, 8 April 2021 (MDT)<br />
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:As per the discussion still on this page, what used to be the Non-Linear Jutsu variant rule has been integrated to the main class under the premise that unique jutsu were almost pointless previously, and that there's no reason everybody should have the same 5 jutsu. Assuming your players are 7th level (Great Fireball was restricted to 8th level), they should know 10 jutsu total, with Basic Ninjutsu counting as half as many, as detailed under the Chakra header. Generally, if there's a big change that makes this page look overpowered compared to a previous version (i.e. allowing players to "cast all jitsus"), check the edit that made the change, because there's probably a reason and something you're missing. If you're REALLY attached to players having the same couple of jutsu for whatever reason, here's a [https://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&oldid=1457981 link] to the revision immediately before it was changed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 8 April 2021 (MDT)<br />
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::The way our game works is that the players get two chakra natures that mix to become a KG. The only way they can get more is through special plot reasons, such as the Jinchuriki in the party. This way, all of the players tried to pick their own unique combination, making them all have a variety of jutsu. They all got to start with one unique that fits their character as well. I would then reward them with uniques based on their roleplaying, exploration, etc. They now worry that their characters will be conflicting with one another, and non-linear jutsu allows them to start out significantly stronger than they should. I understand that Boruto knew how to do Rasengan super ultimate universe destruction blast while he was still a fetus, but this makes progression have a huge spike at level 2, making anyone using a different class obsolete. Players by all means should not know how to do these S-rank jutsu at the beginning of the campaign. Something really has to be done about this, because the older version of the class was well balanced enough to be used in a normal setting, as well as gave so many customization options and versatility. I would even say that if you were allowed only one subclass, it was on par with vanilla classes. After the changes were made, we had a week-long discussion of if and how we could continue the campaign, and we came to the decision that we at least had to use the old version for reference of whether or not they can have a jutsu. Other than this inconvenience, you are doing great work on the class, keep it up. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 10:25, 28 April 2021 (MDT)<br />
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:::The issue is that when you use the old rule, it doesn't promote enough individuality and uniqueness throughout the party, while I'm sure it works fine for you, not every DM is as good at balancing and distributing individual jutsu, the current system is more of a one size fits all, I don't see the same balance issues that you're seeing, as once you cast one super strong jutsu, you're done for the day. I think you may be having an issue with individual Jutsu rather than non-linear Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:55, 28 April 2021 (MDT)<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 />
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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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Should people gain access Genjutsu at 2nd level the same way as Ninjutsu and Taijutsu seeing as how we’ve got a column for it?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 01:34, 5 May 2021 (MDT)<br />
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:In my opinion, no. Simply because all of this really goes under Yin Release (Shadow Release). I would say they should unlock Yin Release first to have access to it. And besides I have plans of making more Genjutsu later on and I think Genjutsu should be earned on how it works for Chakra.[[User:TheInfamousSage1|TheInfamousSage1]] ([[User talk:TheInfamousSage1|talk]]) 05:25, 5 May 2021 (MDT)<br />
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If using the Random Natures and Kekkei Genkai Limit can Kagutsuchi from Mangekyō sharingan still grant you blaze style even if you have another Kekkei Genkai?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:55, 6 May 2021 (MDT)<br />
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:Yes, I'll clarify that.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 07:18, 6 May 2021 (MDT)<br />
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And can the summoning Jutsu be used to summon people or is only the rinnegan summoning able to summon people?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 11:18, 6 May 2021 (MDT)<br />
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:That's a rinnegan exclusive ability.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 11:21, 6 May 2021 (MDT)<br />
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If using the chakra exhaustion variant rule can the path of beast initial release and above reduction of normal chakra lower your chakra below 0? If so does that mean it can kill you with chakra exhaustion by reducing your chakra below 0?<br />
Please answer this as soon as possible<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 15:41, 6 May 2021 (MDT)<br />
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:I revised it, it would be unfair to the player if they died in that way.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:24, 6 May 2021 (MDT)<br />
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Can you replace weapon damage for unarmed damage? Like a monk can do with weapons they are proficient in?<br />
Is the "add dex-mod to the jutsu's damage unless stated otherwise" still in effect? Or was it removed?<br />
Additionally, something more specific. Does "half as much" in Cloud-Style Crescent Moon Beheading refer to the weapon damage? Or the entire damage roll? So, if I have affinity, does a 5th level character with a wakizashi do 1d6+1d4 damage on a successful save? 2d6+2d4 on a failed save.<br />
--[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 04:57, 7 May 2021 (MDT)<br />
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:First question, no, but it could be revised that does seem pretty fair, second question, I'm pretty sure that got removed, though I don't see why it did so it could probably be added back, though I think intelligence would make more sense, thirdly if something says half damage and doesn't specify, it means you take the normal damage that you would've dealt (2d6+2d4) and take half of that.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:20, 7 May 2021 (MDT)<br />
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I've put this in requests but seeing requests aren't being answered for the time being I'll put it here<br />
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I think scattering thousand Crows jutsu is too weak, the way it is now really isn't worth that 5 chakra. I think it should either be able to move the affected area or the chakra cost should be lowered.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:39, 7 May 2021 (MDT)<br />
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:I've been really busy lately and haven't had time to make too many edits, but I should be able to take care of this now, remember that anyone can make edits if they want to, you don't always have to wait for a response.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:20, 7 May 2021 (MDT)<br />
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I've removed the weapon damage change from the class features and added it to path of the warrior and path of sealing. Because in my opinion being able to efficiently use a Katana as well as someone uses his fists should be the result of specialized training and being able to deal tons of damage by just throwing weapons with shuriken jutsu should belong to the path of sealing and the Fūma clan rather than everyone. And in the show people that aren't specifically specialized in some way with the weapon they're using use their fists and unarmed strikes instead, so giving that to the whole class would destroy the point. So I hope it's not an unsatisfactory change.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:17, 9 May 2021 (MDT)<br />
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I agree, it kinda makes Path of the Warrior and Kenjutsu-based Shinobis obsolete due to their weapons basically being the same as a regular unarmed strikes. That also means Feats like Acrobat allow you to make 8 Unarmed Strikes in one Attack Action. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:44, 9 May 2021 (MDT)<br />
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When using Taijutsu acrobat you always deal the Weapon's own damage, even if you could normally change the damage of the attack.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:03, 9 May 2021 (MDT)<br />
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In Path of the Warrior and Path of Sealing, it says that weapons you’re proficient with benefit from Martial Arts, does that mean we get to add our unarmed attack damage along with the weapon’s regular damage or does it just give you the option to use your DEX instead of your STR mod for attack rolls--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:48, 9 May 2021 (MDT)<br />
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As it is now, both, you can both use Dexterity or strength and use your unarmed damage instead of the Weapon's damage<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:03, 9 May 2021 (MDT)<br />
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:While I do see where you guys are coming from, I do disagree on the basis that it would be more in line with other classes, (namely the monk), to be able to replace your weapon's damage with your martial arts, the class features you listed already do give good buffs like letting your weapon damage scale up with your level. The issue is also that once your unarmed strike deals more than your primary weapon, your weapons become obsolete.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 12:50, 9 May 2021 (MDT)<br />
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::Jay, I honestly have no idea what you're going for, but I like the recent change. It gives the warrior path and the sealing path something somewhat powerful that can allow them to keep their purpose while still doing some serious damage. It keeps this ability special. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:07, 9 May 2021 (MDT)<br />
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:::Basically what I meant was that the only class in official rules that has martial arts, the monk, also allows you to deal your martial arts damage in place of your weapon's damage, which does make sense if you think about it, for example, think of like, Naruto hitting someone with a kunai vs him hitting someone with his fist, he wouldn't be dealing any less damage with a kunai than with his fist, it just doesn't make any sense, and as it is now, path of the warrior and sealing already get massive damage with their weapons because of their weapon's damage die increasing, due to it scaling with martial arts. The whole point of allowing you to replace your weapon's damage with the martial arts damage is to allow your weapons not to become obsolete.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:47, 9 May 2021 (MDT)<br />
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Both of us didn't know that, as weapon damage scaling like becoming a 2D6 instead of a 2D4 is a Shinobi world setting variant rule. Otherwise why would I write something that makes them deal the same damage as unarmed strikes.<br />
Edit: actually, I just read archive 4. In the path of the warrior section. There what reference wrote indicates that those subclasses did UNARMED STRIKE damage all along. And not scale in that way, so with that my point still stands. <br />
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You're basically giving something that was subclass and clan boon exclusive (Fūma clan) to the whole class. That can easily be fixed in-game by buying a bladed knuckle duster. The class doesn't have to be an upgraded copy of monk and that's not what it's meant to be.<br />
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And if talking about the show, later on Naruto barely uses Kunai (I'm saying barely because there maybe some parts I forgot) and no, it had nothing to do with sage mode. He even barely uses it in base. In boruto he only used it to spar with boruto, something that was a joke to Naruto.<br />
And the Jonin don't use Kunai all the time either except people that have a special use for them like Minato. Kunai is for versatility in Naruto the Jonin use it tactically or to attack at a range sometimes without using Chakra. For example take kakashi he uses it in the zabuza fight to incapacitate zabuza's arm.<br />
And take other ninja that attach paper bombs on them.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:46, 10 May 2021 (MDT)<br />
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:I obviously don't want to create a carbon copy of the monk, that'd be dumb, I used the monk as a reference because it is the ONLY class in official rules that has martial arts so it's the only class to use as a template for said ability, my point is that you don't necessarily need special training in weapons to be able to hit harder with them, and path of the warrior and path of sealing are exceptionally powerful as is, it wouldn't be a problem giving it to the whole class, I also think you might be misunderstanding the warrior weapons damage scaling, basically at 3rd level when you gain the ability and it says that your melee weapons benefit from your martial arts feature, it means that when your damage die increases for your unarmed strike, your weapons do as well, it functions the same as the Shinobi World variant rule, if you guys are deadset on keeping it in the individual paths, however, I'm going to add it as a variant rule for the class, doesn't make too big a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:41, 10 May 2021 (MDT)<br />
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::Jay, you couldn't be further from the truth. Saying that it benefits from the martial arts doesn't mean that the weapon's damage scales with unarmed strike. Originally, it meant that someone could replace their weapon's damage dice with unarmed strike's damage dice, like monks could. While additionally giving any weapon the class and the person is proficient with the ability to switch the modifier from strength to dexterity. That's it. That's also how it is with the monk. However, we thought that changing it so only the warrior and the sealing paths should be able to have that, for many reasons. But that's not the point. It seems like you have completely mistaken the implementation of the feature, which is why this debate is taking place. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 11:08, 10 May 2021 (MDT)<br />
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Fair enough on trying to balance the weapon damage per level I guess, it doesn’t make a huge difference now that I think about it. It’s only useful if said weapon has a specific property or is magical, but Jutsu like Shuriken Jutsu have to be nerfed regarding this though, you’re basically dealing double your unarmed damage (if you have affinity) and have the ability to do even more as long you have the chakra with Shuriken Shadow Clone Jutsu.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 14:46, 9 May 2021 (MDT)<br />
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Shuriken jutsu should just deal the same original damage of the Weapon like disturbance taijutsu acrobat<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:47, 10 May 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
<br />
::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
<br />
:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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<br />
Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
<br />
I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
<br />
:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
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Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
<br />
:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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<br />
I think Flame-Burst Shot is pretty overpowered for a jutsu that only costs 5-6 chakra.<br />
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:Thanks, I have no idea how that's flown under the radar until now. Hopefully it's far more balanced now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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<br />
Incendiary Cloud Recreated has a really low chakra cost for the equivalent of an eighth-level spell.<br />
<br />
:Thanks for the pointer. As it stands right now, I feel like the recreated spells don't really serve a purpose on this page, and only kinda serve to make multiclassing worthless, so I might remove them. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:27, 7 April 2021 (MDT)<br />
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Yeah I mean I would agree if you really wanted those you would take a class that actually got them, but also why make a homebrew class and a bunch of jutsus designed to go with the class and then have carbon copies of other spells, doesn't make much sense to me. It just doesn't make much sense, in general, to keep them around. Hopefully that opinion can be of help.<br />
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<br />
This is a bit unrelated but will the Samehada page have the addition of its unique ability to fuse with its user?<br />
<br />
I recall the Samehada question being asked before. And he said that it was something more so unique to Kisame, than the blade itself. However with the Hoshigaki race being properly statted now, perhaps adding it in and making that race a requirement would be viable. Thoughts Reference? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 12:46, 9 April 2021 (MDT)<br />
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:Pretty sure I said it was related to Samehada, since the original request was in regards to adding it as an element of the Hoshigaki clan. Nevertheless, I haven't figured out the right way to word it yet.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 9 April 2021 (MDT)<br />
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<br />
Here’s my take on Jugo’s Clan Kekkai Genkai<br />
Jugo’s Kekkai Genkai:<br />
<br />
- As a bonus action you can absorb Senjutsu Chakra equal to your Con Modifier + Shinobi level but have to make a DC10 INT (or CON) saving throw or become berserk, the DC increases by 2 for every use<br />
<br />
- You gain the same effects of Sage Art whenever you use your senjutsu chakra<br />
<br />
- If you have more Senjutsu Chakra points than regular chakra points, you’re forced into the effects of Sage Transformation with the Berserk condition til your Senjutsu Chakra points reach 0 in which the effects of Sage Transformation wear off<br />
<br />
- When you’re forced into Sage Transformation, you don’t benefit from the Path of The Cursed Features before that such as Second Stage<br />
<br />
--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]])<br />
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:While I appreciate the effort, holy cow is this at least a little busted. Usage of 3 class features, each of which are pretty strong alone, is a little beyond the scope of most clan boons, let alone the ability to regain half of your maximum chakra for a measly DC 10 Constitution saving throw. Additionally, we already have the Jūgo Clan on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
<br />
Eh, fair enough I’ll probably come back with a much more balanced version at some point because now that I think about it, safely gaining 20 senjutsu chakra once your at 20th for at least 1-2 uses is pretty broken --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 18:28, 11 April 2021 (MDT)<br />
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<br />
Would Typhoon Release be added? I’ve checked it out and I think in headcanon it would probably be Wind and Yang release<br />
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:It is canon, but I'd rather avoid adding a nature with 2 canon jutsu. That being said, I might add them as Wind or Storm Style jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 11 April 2021 (MDT)<br />
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<br />
This might be a bit dumb but how about Sexy Jutsu and Harem Jutsu? <br />
I’ve already thought about it a little bit.<br />
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Sexy Jutsu<br />
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<br />
Cost: 2 chakra<br />
<br />
Prerequisites: Transformation<br />
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Duration: +1 chakra for every round<br />
<br />
<br />
- As an action, you cast a variant of the transformation jutsu in order to catch your target offguard, they must make a Charisma saving throw with advantage against your Charisma Score, on a fail, they take 1d4 psychic damage as their nose leaks blood and they’re stunned for rounds equal to your Charisma Mod (Minimum of 1)<br />
<br />
:I'm... actually going to add this. It's iconic to the series, and this is a really good adaptation, if a little rough around the edges.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 11 April 2021 (MDT)<br />
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Wouldn't it make sense to allow Shinra Tensei to be used as a reaction at an increased chakra cost in a similar manner to other jutsu? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:I could've sworn it could be but apparently I was wrong, good catch.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:11, 12 April 2021 (MDT)<br />
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:I've been staring at it the past couple of days and thought it was weird lol.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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<br />
So regarding Susanoo, right now armored Susanoo kinda seems more like humanoid Susanoo seeing how the user is placed in the Susanoo's head rather than having them at the base of the Susanoo. Would it make sense to add more stages to the Susanoo between skeletal and armored? Just canonically speaking it doesn't make sense to have someone go directly from manifesting their skeletal Susanoo to having a full armored Susanoo. Another thing, in Susanoo's description it states you have to use it 7 - your Intelligence modifier times before unlocking it, but what stops somebody from activating it and deactivating it that many times to progress it extremely easily?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:56, 12 April 2021 (MDT)<br />
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:I've thought about Humanoid Susanoo, but at the end of the day I can't think of any effects that would both make all 3 stages feel rewarding and keep the feature on the same level of power. Additionally, the X uses to unlock is incredibly easy to fulfill (though I may change the wording so you can only get one use towards advancement per long rest), but if we remove it, you're either stuck with instantly unlocking Armored Susanoo, or the level requirement stops making sense in context.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:37, 12 April 2021 (MDT)<br />
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What about a system that requires you to use Susanoo for a certain number of rounds/seconds that can only be fulfilled in combat rather than at any time? And for humanoid Susanoo, one thought I had was to give it an AC bonus of +1 (+4 total), and possibly one of your Susanoo weapons, and maybe granting the user endurance or a pretty small damage threshold or something akin to that while their Susanoo is active to showcase that it gets more durable?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:42, 12 April 2021 (MDT)<br />
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:Generally, 5e (and I with it) try to avoid round counting, and while your proposal technically wouldn't cause the problems round counting does, it feels ''just'' too close to it. Additionally, while this is 100% personal, I've always interpreted Susanoo growth as skill using its chakra, for lack of a better term, rather than skill in using the Susanoo itself, if that makes any sense. I'm definitely not going to add an additional AC bonus, since Susanoo + permanent sharingan (gained at 15th) already grants +6 AC, which is frankly disgusting by itself, and while cost generally balances it, I don't want to push my luck, especially by granting Endurance. You did, however, spark an idea. What if instead of Susanoo granting an AC increase, it had its own pool of hit points, potentially represented by a decent, but not spectacular temporary hit points. Every time you summon it, these temporary hit points are regained. While Susanoo is summoned, you can re-summon it as a bonus action or reaction, which counts as a Mangekyou ability, but maintaining it does not. When your temporary hit points reach 0, Susanoo ends. Each Susanoo tier increases the number of temporary hit points granted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 12 April 2021 (MDT)<br />
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That actually sounds like a really good idea, that also might make it easier to implement the Humanoid Susanoo, it also circumvents some of the problems you had earlier. I’ll keep brainstorming ideas on how to fix the Susanoo progression, and I’ll let you know if I think of anything.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:45, 12 April 2021 (MDT)<br />
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<br />
Adding a chakra cost to maintain EMS isn't a minor debuff, it's a rather big nerf. EMS removes the negatives from MS. And while not being forced to make that save is handy, it's still on the DM to grant EMS. Rinnegan is ridiculously powerful and has 0 checks to use its abilities. Sharingan already has an extra step to get to the same tier as Rinnegan. Just my thoughts. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 06:57, 13 April 2021 (MDT)<br />
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:While I understand where you're coming from, the Rinnegan is strong because of the number of features it grants, EMS is strong because it grants infinite use of powerful features, and with the reworked Susanoo, it effectively grants infinite hit points. Even boons have a limit to how powerful they can be, and EMS has been far above it for along time. For comparison, imagine a boon that grants infinite spell slots that can only be used to cast 2 spells, of course that would be busted, even with the limits. Also, broken content is broken content because all content should be treated as if it will be introduced by any DM, not just a [[Help:A Good DM|good DM]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 13 April 2021 (MDT)<br />
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so, the infinite hp is granted by the new susanoo. have you thought that the temporary hp addition to susano is the problem here? i like the idea you have with temporary hp, but maybe you should have a different thing. like if you take enough damage it dispels. maybe a turn limit? just look at the changes it did to ems. like sykon said, its the dms choice to grant it. its like a variant rule to make you stronger. susano is the problem i see. just change the temporary hit points and it will go better. -plywood tank<br />
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:Hey, congrats on ignoring 90% of the context, buddy. The temporary hit points were introduced to solve the problem of the Path of Hatred's insane AC bonuses, and Susanoo's tedious saving throws. Is it the DM's choice? Absolutely, but that doesn't change the fact that it's game breaking. This is literally why we have the [[Help:A Good DM]] page. If you take enough damage it dispels? Congrats, that's literally the point of the thp. Turn limit/round counting? Garbage, tedious, and not the kind of thing 5e has. Boons are an established part of 5e with an established limit to their power, of which infinite uses of features powerful enough to require cost is not within the bounds of. The thp isn't the whole problem, it's the part of the problem that made me see the entirety of the problem. Is infinite thp a problem? Yes. So is infinite uses of literally any Mangekyo ability. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:38, 13 April 2021 (MDT)<br />
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Just add a chakra cost to the Mangekyo abilities, and lessen the DC for using the abilities. EMS never granted infinite uses in canon, it just removed the whole going blind thing. Kamui has a chakra cost as an example. The abilities having no limit to usage count is op, I agree there 100%. Being able to get gradual blindness even after obtaining an epic boon is a bit much, and not all Mangekyo abilities are equal in power to facilitate an 8 chakra cost per usage.<br />
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:That seems like the best of both options.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:37, 13 April 2021 (MDT)<br />
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<br />
Temporal rewind doesn't really compare to the other Rinnegan Mastered abilities seeing as you have to use your action to activate it, meaning half of the ability is almost useless, because you have very few opportunities to make attacks when it's not your turn, and it has a chakra cost of 7 which is relatively high for something of its power, it would probably make sense to change the wording to either not take an action or to give you your action back after you use it, I'm unsure if the current wording implies that you get your action back in the "and then revert time using your Rinnegan" part, but yeah if so it could probably use some clarification.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:13, 15 April 2021 (MDT)<br />
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:I think making this jutsu a bonus action, or even a free action, would put this on roughly the same level of power as the other abilities. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah that's exactly what I'm advocating for, I think a bonus action or free action would be reasonable, probably whichever one you think would be more balanced, I would say a free action seeing as it's a twentieth-level jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:53, 16 April 2021 (MDT)<br />
<br />
One Thousand Years Of Death?<br />
<br />
- 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 />
<br />
- You can also use simple melee weapons in tandem with this Jutsu and add the weapon’s damage with the Jutsu’s<br />
<br />
: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 />
<br />
Medium Creatures have a d6<br />
<br />
Large Creatures have 3d6<br />
<br />
And so on and so forth<br />
<br />
The main reason I made the damage dice increase per size is because of the 𝘴𝘪𝘻𝘦 of the hands being used to attack<br />
<br />
: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 think alignment restrictions should be removed from the Susanoo weapons, it just doesn't really make sense that it's there.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 16:08, 18 April 2021 (MDT)<br />
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<br />
I think that Path of Assassin’s “Blade Master” needs to be buffed more especially since it’s transition from a Seven Deadly Swordsman subclass to a more Zabuza-ish one, so here’s my suggestion for an alternate feature based off of Zabuza’s awakening in the Storm games. <br />
<br />
Demon Mode:<br />
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Your desire to kill is so extreme that it begins to physically manifests itself in a demonic shroud around you.<br />
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- You gain a +2 to your attack and damage rolls<br />
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- Whenever you hit a creature with advantage with the attack option, you may use use the attack action on the same creature again<br />
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- Your damage dice increased by 1 level (d4s turn into d8s, d8s turn into d10s and etc)<br />
<br />
- When you drop to 0 Hit Points and not outright killed, you can make 1 + Half your CHA Mod more attack actions on any creatures of your choice<br />
<br />
- You can only use your turn to attack and you may only use jutsus that deal direct damage<br />
<br />
- Creatures under the effect of your Killing Intent gain disadvantage on their Saving Throws while they’re in your line of sight<br />
<br />
- This lasts for an amount of rounds equal to your Charisma Mod<br />
:This seems like a pretty good idea, its a little bit broken, but I should be able to adapt it, Path of the Assassin is pretty weak so this seems reasonable.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:51, 19 April 2021 (MDT)<br />
<br />
::I've changed this to an Alternate Feature because not only is this very powerful, but y'all are sleeping on Vanish. At will, low cost invisibility is very powerful, especially with Silent Killing Jutsu and Afterglow. While it's situational, in a Naruto setting where ninjas actually do infiltration and whatnot, the ability to leave 0 trace of your existence is incredibly powerful, and in traditional play it is still useful for rogue-like characters who effectively never have to worry about bounty hunters for the rest of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:53, 19 April 2021 (MDT)<br />
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<br />
Shouldn’t Dust Storm have a higher chakra cost? 1 Chakra point for an AoE 2d6 damage feels OP for only 1 Chakra--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:20, 20 April 2021 (MDT)<br />
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:Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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<br />
can we get more clan boons that give kekkei genkai?<br />
<br />
:There aren't more at the moment because we don't have more named clans that use KG. To be fair, you're always free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
<br />
the temuri clan was able to get lava and boil release. maybe have a choice between the two for the clan boon. senju gains hashirama's cells feat. onoki clan gains dust release. Kazekage clan gets magnet release. The yakushi clan can absorb peoples kekkei genkai and take the kekkei genkai as their next chakra nature. The pakura clan gains scorch release. The darui clan gains storm release.<br />
feel free to suggest more clans -plywood tank<br />
<br />
Makes enough sense to me, except for Onoki’s Dust Release because it was said that Mu ''taught'' Onoki Dust Release, so it wasn’t a bloodline limit and Yakushi’s Clan Boon since Kabuto never had the innate ability to absorb Kekkai Genkai, he actually just experimented and implanted multiple cells into his own body. Magnet release is arguable since only Gaara and Rasa had the kekkai genkai, but that’s just my piece --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:13, 23 April 2021 (MDT)<br />
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actually,gaaras grandfather, the third kazekage, had magnet release. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 16:24, 25 April 2021 (MDT) -plywood tank<br />
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<br />
I don't think it's ever been said whether or not who Gaara's grandfather is or even if he's related to the 3rd Kazekage at all, so again, Kazekage Clan Boon granting Magnet Release is still arguable.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:46, 26 April 2021 (MDT)<br />
<br />
:It's not confirmed nor stated otherwise, but they do hail from the same bloodline so it would only make sense that it would be their Kekkei Genkai.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:17, 26 April 2021 (MDT)<br />
<br />
::The Kazekage clan granting Wind Style affinity is more fitting due most, if not all, of Gaara’s sand jutsu being Wind Style before he learned Magnet Style, Temari being one of the most naturally skilled Wind Style users, and that even when operating under the assumption that the 3rd was Gaara’s grandfather, it was stated that he learned it from observing Shukaku’s use of Magnet Style, implying that he would’ve already needed its component natures, and therefore Wind Style.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:39, 29 April 2021 (MDT)<br />
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<br />
I think Path of Sight's Eight Trigrams One Hundred Twenty-Eight Palms should be buffed more along with having an increased chakra cost since it's supposed to be the 2x version of the 64 Palms and combat-wise 64 palms does more damage overall and the paralyzed condition duration barely has any difference to 128 Palms due to the target being able to repeat the saving throw during their turns anyways. Unless each unarmed strike deals 4d10 per hit of course, which leaves for my request to only increase the chakra cost a bit more.<br />
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<br />
<br />
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 />
<br />
: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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<br />
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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I think that Whirlwind Fist[Wind Style] and Dance of Crescent Moon[Taijutsu] (both follow the chidori jutsu template but just do less damage) need to be changed. Not vastly. Just some minor tweaks to make them worthwhile.<br />
They waste the same amount of chakra as Chidori, but do less damage, which is kind of odd when you consider that Lightning style is supposed to be the chakra vacuum.<br />
Now, I don't think the damage is the problem. I think the chakra cost is what does it, but adding another effect or boost would do the trick. So for Whirlwind Fist I don't think a serious change is needed since it almost matches up to Chidori. Maybe make it knock the enemy back 15ft +5ft for every 2 chakra.<br />
But for the Dance, I think it should be implemented differently. The explanation is long, so I'll just edit it in and you tell me what you think. Even if you don't like it, I have the current version saved just in case. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:53, 4 May 2021 (MDT)<br />
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Partial Second Stage (Based off Sasuke,Jugo and Kabuto’s ability to partially manifest their Diversified Second Stage Effect)<br />
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Prerequisites: 10th Level or higher, Path of The Cursed and Constitution 18<br />
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- You permanently gain the effects of your Diversified Second Stage <br />
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(Here’s an alternate option if it feels broken)<br />
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- As a bonus action, you gain the effects of your Diversified Second Stage for an amount of rounds equal to your CON modifier. You may do this a number of times equal to half your CON Modifier and is regained after a short or long rest. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 03:15, 8 May 2021 (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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== 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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== Page size ==<br />
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This page is extremely long; over half a megabyte. I wonder if it would be worth it to split the many subclasses off to their own pages for the sake of readability. {{User:Geodude671/Signature}} . . 13:19, 14 April 2021 (MDT)<br />
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:So that sad day has finally come. I'm not going to fight, this page has had it coming for months, however I don't believe the subclasses are the problem. We effectively have an entire chapter of spells on one page that easily makes up more than half of the contents, so I believe the best course of action would be to move the chakra natures either to their own page, or make individual pages for each nature. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:27, 14 April 2021 (MDT)<br />
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I don't know if you're looking for opinions from anyone in particular? But seeing as chakra natures/jutsu take up a little over half the page that seems like the most sensible option.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 13:26, 15 April 2021 (MDT)<br />
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there should be a link over to the jutsu page in the chakra section. -plywood tank<br />
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So I don't know if it was premature but I actually created individual pages for each Chakra Nature and Kekkei Genkai etc. except for Path Unique Jutsu which would probably make more sense to leave on page IMO, I figured we should just create a list of links under the chakra natures, which I'll probably do tonight, if I did anything wrong or anyone thinks the links could be moved somewhere else, feel free to change it or just undo my revision and do it a different way, just figured this would help out.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:43, 16 April 2021 (MDT)<br />
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:Spot on with taking the initiative. That being said, you removed a few categories that I'll be re-adding in a minute, with a little false breadcrumb on top of it linking back to this class.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah I'm still relatively new to the wiki, I pretty much just started editing things about a few weeks ago, so there was pretty much bound to be mistakes somewhere.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:52, 16 April 2021 (MDT)<br />
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So regarding the Path Unique Jutsu, I don't know whether we should leave them on-page or move them off as well? If they do stay on-page should we just detail them at the bottom of each subclass rather than at the bottom of the class?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 17 April 2021 (MDT)<br />
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I don't know if this was intentional but it appears as though Flying Raijin and other Fuinjutsu have been lost in the shuffle<br />
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:Sorry about that, should be back on-page now.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:59, 17 April 2021 (MDT)<br />
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So I'm thinking maybe we just move everything off page considering it is still pretty large, would definitely help with formatting, any thoughts?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:04, 22 April 2021 (MDT)<br />
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:I'd do the same with the feats. List them on the page and hyperlink to feat page. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:06, 22 April 2021 (MDT)<br />
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I would suggest clearing this discussion, or adding a bracket to discuss new edits that are major. With the new links added in, previous edits won't appear in the History anymore, and it would be tedious to have to click through individual tabs to see the edit history. Admittedly that's my only gripe with the changes made. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:23, 22 April 2021 (MDT)<br />
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:We can always create individual talk pages, or we could make a section here like you said, doesn't make a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:01, 22 April 2021 (MDT)<br />
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Quick Suggestion, I think we should move the Feats page link to a much more accessible and obvious area like their own column under Nindos? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:28, 23 April 2021 (MDT)<br />
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:I agree, I just wasn't sure where to put it, if you have an idea though go ahead.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:42, 24 April 2021 (MDT)<br />
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When we have a clarification/request about a certain subclass or chakra nature, do we discuss it here in the main page or do we discuss it in their own separate pages?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:27, 26 April 2021 (MDT)<br />
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:I'm honestly still unsure as well, I think it would be fine to just create talk pages for each of them and talk there, I might just do that quickly, with just a clarification and request catagory.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:10, 26 April 2021 (MDT)<br />
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Not that big of a deal since we haven’t encountered any issues regarding this yet but should [[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]] make it so that only autoconfirmed users can edit the individual Path,Jutsu and Feat pages so that it’s easier to communicate with someone who’s added or removed something important without bringing it up on discussions? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:16, 29 April 2021 (MDT)<br />
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:While I second your suggestion, I am not an admin, so I don’t really have that kind of power.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:32, 29 April 2021 (MDT)<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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==Advanced Training==<br />
Advanced Training has been a point of contention as of recently, for a pretty understandable reason, use of a whole extra subclass can be really OP, especially when it's used in conjunction with something like the Gestalt Subclasses variant rule, so I made this section to discuss potential alternatives or changes, so if you've got anything, feel free to speak up.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:21, 22 April 2021 (MDT)<br />
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Some thoughts I had were, an option to increase your chakra point maximum by 5-10, an additional ASI or feat, maybe an increase to movement speed or something along those lines.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:25, 23 April 2021 (MDT)<br />
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It is kinda busted when you combine it with gestalt and beyond level 20. i like jaydon105s idea of a chakra increase. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:38, 26 April 2021 (MDT)<br />
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:I don't think creating material with gestalt characters in mind is the appropriate thought. Gestalt in general is busted. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 08:22, 28 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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==Genjutsu==<br />
So regarding the new changes to Genjutsu making it a chakra nature, maybe not the best idea to implement it in the way that it was. Genjutsu are all Yin Style techniques, so maybe adding some Genjutsu in that nature would be a good idea, but the way it's been implemented doesn't really work. Chakra natures are supposed to be, well, natural, it would be like adding a "Ninjutsu Nature".--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 08:26, 5 May 2021 (MDT)<br />
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I agree that it’s a bit odd to make Genjutsu into a nature since all of it is Yin Release in the first place, I think it might be better to just move those to the Yin page and label which jutsu are considered Genjutsu or not?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 14:33, 5 May 2021 (MDT)<br />
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:Yeah that was the original plan, but I guess we'll let this ride for now and change it if need be, though I do think the idea of having to learn Yin Style and the "Genjutsu Style" is sorta redundant.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:01, 5 May 2021 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1470312Talk:Naruto: Shinobi (5e Class)2021-05-09T19:07:22Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
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:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
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Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
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:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
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:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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i see where your coming from, but i think it being a variant rule would fit it better as it would be up to the dm to use the rule, making it a thing the group could vote on.<br />
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:But that doesn't refute any of the other points. The original way is like forcing every spellcaster to gain True Strike and Mage Hand. Are some casters going to use it? Sure. Is forcing it on every player justified in any way (i.e. lore, character, progression, etc.)? If so, I really don't see it. For instance, in canon there are roughly 10 people who use the Rasengan or a Rasengan-like technique (including movie and filler characters) because they were in the right place, were with the right people, or were the right people. Using the original chakra rules, suddenly half of the entire universe knows the Rasengan. While I am admittedly singling out an easy example, this applies to pretty much every traditionally acquired jutsu gained after 8th level (and a couple gained on and before like chidori and the various seals). I guess what I'm trying to say is that I don't see why anyone would vote against it outside of possibly misplaced nostalgia.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
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That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
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:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
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:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
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==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
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Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
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Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
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Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
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:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
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:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<br />
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Hi. I wanted to ask if we could add the level requirements for jutsus back because I was mid-DM'ing a campaign with the shinobi world campaign when someone told me that they performed greater fireball jistu, and I was confused as to why they would have that at such an early level, so I checked the page to make sure, just to see that they can cast all jitsus right now. Please, at least for the chakra natures and the genkai, because I don't know what my players should and shouldn't know already. Thank you. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 19:01, 8 April 2021 (MDT)<br />
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:As per the discussion still on this page, what used to be the Non-Linear Jutsu variant rule has been integrated to the main class under the premise that unique jutsu were almost pointless previously, and that there's no reason everybody should have the same 5 jutsu. Assuming your players are 7th level (Great Fireball was restricted to 8th level), they should know 10 jutsu total, with Basic Ninjutsu counting as half as many, as detailed under the Chakra header. Generally, if there's a big change that makes this page look overpowered compared to a previous version (i.e. allowing players to "cast all jitsus"), check the edit that made the change, because there's probably a reason and something you're missing. If you're REALLY attached to players having the same couple of jutsu for whatever reason, here's a [https://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&oldid=1457981 link] to the revision immediately before it was changed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 8 April 2021 (MDT)<br />
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::The way our game works is that the players get two chakra natures that mix to become a KG. The only way they can get more is through special plot reasons, such as the Jinchuriki in the party. This way, all of the players tried to pick their own unique combination, making them all have a variety of jutsu. They all got to start with one unique that fits their character as well. I would then reward them with uniques based on their roleplaying, exploration, etc. They now worry that their characters will be conflicting with one another, and non-linear jutsu allows them to start out significantly stronger than they should. I understand that Boruto knew how to do Rasengan super ultimate universe destruction blast while he was still a fetus, but this makes progression have a huge spike at level 2, making anyone using a different class obsolete. Players by all means should not know how to do these S-rank jutsu at the beginning of the campaign. Something really has to be done about this, because the older version of the class was well balanced enough to be used in a normal setting, as well as gave so many customization options and versatility. I would even say that if you were allowed only one subclass, it was on par with vanilla classes. After the changes were made, we had a week-long discussion of if and how we could continue the campaign, and we came to the decision that we at least had to use the old version for reference of whether or not they can have a jutsu. Other than this inconvenience, you are doing great work on the class, keep it up. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 10:25, 28 April 2021 (MDT)<br />
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:::The issue is that when you use the old rule, it doesn't promote enough individuality and uniqueness throughout the party, while I'm sure it works fine for you, not every DM is as good at balancing and distributing individual jutsu, the current system is more of a one size fits all, I don't see the same balance issues that you're seeing, as once you cast one super strong jutsu, you're done for the day. I think you may be having an issue with individual Jutsu rather than non-linear Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:55, 28 April 2021 (MDT)<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 />
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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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Should people gain access Genjutsu at 2nd level the same way as Ninjutsu and Taijutsu seeing as how we’ve got a column for it?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 01:34, 5 May 2021 (MDT)<br />
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:In my opinion, no. Simply because all of this really goes under Yin Release (Shadow Release). I would say they should unlock Yin Release first to have access to it. And besides I have plans of making more Genjutsu later on and I think Genjutsu should be earned on how it works for Chakra.[[User:TheInfamousSage1|TheInfamousSage1]] ([[User talk:TheInfamousSage1|talk]]) 05:25, 5 May 2021 (MDT)<br />
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If using the Random Natures and Kekkei Genkai Limit can Kagutsuchi from Mangekyō sharingan still grant you blaze style even if you have another Kekkei Genkai?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:55, 6 May 2021 (MDT)<br />
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:Yes, I'll clarify that.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 07:18, 6 May 2021 (MDT)<br />
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And can the summoning Jutsu be used to summon people or is only the rinnegan summoning able to summon people?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 11:18, 6 May 2021 (MDT)<br />
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:That's a rinnegan exclusive ability.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 11:21, 6 May 2021 (MDT)<br />
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If using the chakra exhaustion variant rule can the path of beast initial release and above reduction of normal chakra lower your chakra below 0? If so does that mean it can kill you with chakra exhaustion by reducing your chakra below 0?<br />
Please answer this as soon as possible<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 15:41, 6 May 2021 (MDT)<br />
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:I revised it, it would be unfair to the player if they died in that way.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:24, 6 May 2021 (MDT)<br />
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Can you replace weapon damage for unarmed damage? Like a monk can do with weapons they are proficient in?<br />
Is the "add dex-mod to the jutsu's damage unless stated otherwise" still in effect? Or was it removed?<br />
Additionally, something more specific. Does "half as much" in Cloud-Style Crescent Moon Beheading refer to the weapon damage? Or the entire damage roll? So, if I have affinity, does a 5th level character with a wakizashi do 1d6+1d4 damage on a successful save? 2d6+2d4 on a failed save.<br />
--[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 04:57, 7 May 2021 (MDT)<br />
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:First question, no, but it could be revised that does seem pretty fair, second question, I'm pretty sure that got removed, though I don't see why it did so it could probably be added back, though I think intelligence would make more sense, thirdly if something says half damage and doesn't specify, it means you take the normal damage that you would've dealt (2d6+2d4) and take half of that.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:20, 7 May 2021 (MDT)<br />
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I've put this in requests but seeing requests aren't being answered for the time being I'll put it here<br />
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I think scattering thousand Crows jutsu is too weak, the way it is now really isn't worth that 5 chakra. I think it should either be able to move the affected area or the chakra cost should be lowered.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:39, 7 May 2021 (MDT)<br />
<br />
:I've been really busy lately and haven't had time to make too many edits, but I should be able to take care of this now, remember that anyone can make edits if they want to, you don't always have to wait for a response.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:20, 7 May 2021 (MDT)<br />
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I've removed the weapon damage change from the class features and added it to path of the warrior and path of sealing. Because in my opinion being able to efficiently use a Katana as well as someone uses his fists should be the result of specialized training and being able to deal tons of damage by just throwing weapons with shuriken jutsu should belong to the path of sealing and the Fūma clan rather than everyone. And in the show people that aren't specifically specialized in some way with the weapon they're using use their fists and unarmed strikes instead, so giving that to the whole class would destroy the point. So I hope it's not an unsatisfactory change.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:17, 9 May 2021 (MDT)<br />
<br />
I agree, it kinda makes Path of the Warrior and Kenjutsu-based Shinobis obsolete due to their weapons basically being the same as a regular unarmed strikes. That also means Feats like Acrobat allow you to make 8 Unarmed Strikes in one Attack Action. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:44, 9 May 2021 (MDT)<br />
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When using Taijutsu acrobat you always deal the Weapon's own damage, even if you could normally change the damage of the attack.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:03, 9 May 2021 (MDT)<br />
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In Path of the Warrior and Path of Sealing, it says that weapons you’re proficient with benefit from Martial Arts, does that mean we get to add our unarmed attack damage along with the weapon’s regular damage or does it just give you the option to use your DEX instead of your STR mod for attack rolls--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:48, 9 May 2021 (MDT)<br />
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As it is now, both, you can both use Dexterity or strength and use your unarmed damage instead of the Weapon's damage<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:03, 9 May 2021 (MDT)<br />
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:While I do see where you guys are coming from, I do disagree on the basis that it would be more in line with other class features, (namely the monk), to be able to replace your weapon's damage with your martial arts, the class features you listed already do give good buffs like letting your weapon damage scale up with your level. The issue is also that once your unarmed strike deals more than your primary weapon, your weapons become obsolete.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 12:50, 9 May 2021 (MDT)<br />
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::Jay, I honestly have no idea what you're going for, but I like the recent change. It gives the warrior path and the sealing path something somewhat powerful that can allow them to keep their purpose while still doing some serious damage. It keeps this ability special. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:07, 9 May 2021 (MDT)<br />
<br />
==Requests==<br />
<br />
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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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<br />
*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
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I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
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:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
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Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
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:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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I think Flame-Burst Shot is pretty overpowered for a jutsu that only costs 5-6 chakra.<br />
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:Thanks, I have no idea how that's flown under the radar until now. Hopefully it's far more balanced now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Incendiary Cloud Recreated has a really low chakra cost for the equivalent of an eighth-level spell.<br />
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:Thanks for the pointer. As it stands right now, I feel like the recreated spells don't really serve a purpose on this page, and only kinda serve to make multiclassing worthless, so I might remove them. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:27, 7 April 2021 (MDT)<br />
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Yeah I mean I would agree if you really wanted those you would take a class that actually got them, but also why make a homebrew class and a bunch of jutsus designed to go with the class and then have carbon copies of other spells, doesn't make much sense to me. It just doesn't make much sense, in general, to keep them around. Hopefully that opinion can be of help.<br />
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<br />
This is a bit unrelated but will the Samehada page have the addition of its unique ability to fuse with its user?<br />
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I recall the Samehada question being asked before. And he said that it was something more so unique to Kisame, than the blade itself. However with the Hoshigaki race being properly statted now, perhaps adding it in and making that race a requirement would be viable. Thoughts Reference? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 12:46, 9 April 2021 (MDT)<br />
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:Pretty sure I said it was related to Samehada, since the original request was in regards to adding it as an element of the Hoshigaki clan. Nevertheless, I haven't figured out the right way to word it yet.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 9 April 2021 (MDT)<br />
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<br />
Here’s my take on Jugo’s Clan Kekkai Genkai<br />
Jugo’s Kekkai Genkai:<br />
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- As a bonus action you can absorb Senjutsu Chakra equal to your Con Modifier + Shinobi level but have to make a DC10 INT (or CON) saving throw or become berserk, the DC increases by 2 for every use<br />
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- You gain the same effects of Sage Art whenever you use your senjutsu chakra<br />
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- If you have more Senjutsu Chakra points than regular chakra points, you’re forced into the effects of Sage Transformation with the Berserk condition til your Senjutsu Chakra points reach 0 in which the effects of Sage Transformation wear off<br />
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- When you’re forced into Sage Transformation, you don’t benefit from the Path of The Cursed Features before that such as Second Stage<br />
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--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]])<br />
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:While I appreciate the effort, holy cow is this at least a little busted. Usage of 3 class features, each of which are pretty strong alone, is a little beyond the scope of most clan boons, let alone the ability to regain half of your maximum chakra for a measly DC 10 Constitution saving throw. Additionally, we already have the Jūgo Clan on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Eh, fair enough I’ll probably come back with a much more balanced version at some point because now that I think about it, safely gaining 20 senjutsu chakra once your at 20th for at least 1-2 uses is pretty broken --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 18:28, 11 April 2021 (MDT)<br />
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Would Typhoon Release be added? I’ve checked it out and I think in headcanon it would probably be Wind and Yang release<br />
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:It is canon, but I'd rather avoid adding a nature with 2 canon jutsu. That being said, I might add them as Wind or Storm Style jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 11 April 2021 (MDT)<br />
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This might be a bit dumb but how about Sexy Jutsu and Harem Jutsu? <br />
I’ve already thought about it a little bit.<br />
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Sexy Jutsu<br />
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Cost: 2 chakra<br />
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Prerequisites: Transformation<br />
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Duration: +1 chakra for every round<br />
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- As an action, you cast a variant of the transformation jutsu in order to catch your target offguard, they must make a Charisma saving throw with advantage against your Charisma Score, on a fail, they take 1d4 psychic damage as their nose leaks blood and they’re stunned for rounds equal to your Charisma Mod (Minimum of 1)<br />
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:I'm... actually going to add this. It's iconic to the series, and this is a really good adaptation, if a little rough around the edges.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 11 April 2021 (MDT)<br />
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Wouldn't it make sense to allow Shinra Tensei to be used as a reaction at an increased chakra cost in a similar manner to other jutsu? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:I could've sworn it could be but apparently I was wrong, good catch.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:11, 12 April 2021 (MDT)<br />
<br />
:I've been staring at it the past couple of days and thought it was weird lol.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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<br />
So regarding Susanoo, right now armored Susanoo kinda seems more like humanoid Susanoo seeing how the user is placed in the Susanoo's head rather than having them at the base of the Susanoo. Would it make sense to add more stages to the Susanoo between skeletal and armored? Just canonically speaking it doesn't make sense to have someone go directly from manifesting their skeletal Susanoo to having a full armored Susanoo. Another thing, in Susanoo's description it states you have to use it 7 - your Intelligence modifier times before unlocking it, but what stops somebody from activating it and deactivating it that many times to progress it extremely easily?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:56, 12 April 2021 (MDT)<br />
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:I've thought about Humanoid Susanoo, but at the end of the day I can't think of any effects that would both make all 3 stages feel rewarding and keep the feature on the same level of power. Additionally, the X uses to unlock is incredibly easy to fulfill (though I may change the wording so you can only get one use towards advancement per long rest), but if we remove it, you're either stuck with instantly unlocking Armored Susanoo, or the level requirement stops making sense in context.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:37, 12 April 2021 (MDT)<br />
<br />
What about a system that requires you to use Susanoo for a certain number of rounds/seconds that can only be fulfilled in combat rather than at any time? And for humanoid Susanoo, one thought I had was to give it an AC bonus of +1 (+4 total), and possibly one of your Susanoo weapons, and maybe granting the user endurance or a pretty small damage threshold or something akin to that while their Susanoo is active to showcase that it gets more durable?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:42, 12 April 2021 (MDT)<br />
<br />
:Generally, 5e (and I with it) try to avoid round counting, and while your proposal technically wouldn't cause the problems round counting does, it feels ''just'' too close to it. Additionally, while this is 100% personal, I've always interpreted Susanoo growth as skill using its chakra, for lack of a better term, rather than skill in using the Susanoo itself, if that makes any sense. I'm definitely not going to add an additional AC bonus, since Susanoo + permanent sharingan (gained at 15th) already grants +6 AC, which is frankly disgusting by itself, and while cost generally balances it, I don't want to push my luck, especially by granting Endurance. You did, however, spark an idea. What if instead of Susanoo granting an AC increase, it had its own pool of hit points, potentially represented by a decent, but not spectacular temporary hit points. Every time you summon it, these temporary hit points are regained. While Susanoo is summoned, you can re-summon it as a bonus action or reaction, which counts as a Mangekyou ability, but maintaining it does not. When your temporary hit points reach 0, Susanoo ends. Each Susanoo tier increases the number of temporary hit points granted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 12 April 2021 (MDT)<br />
<br />
That actually sounds like a really good idea, that also might make it easier to implement the Humanoid Susanoo, it also circumvents some of the problems you had earlier. I’ll keep brainstorming ideas on how to fix the Susanoo progression, and I’ll let you know if I think of anything.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:45, 12 April 2021 (MDT)<br />
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<br />
Adding a chakra cost to maintain EMS isn't a minor debuff, it's a rather big nerf. EMS removes the negatives from MS. And while not being forced to make that save is handy, it's still on the DM to grant EMS. Rinnegan is ridiculously powerful and has 0 checks to use its abilities. Sharingan already has an extra step to get to the same tier as Rinnegan. Just my thoughts. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 06:57, 13 April 2021 (MDT)<br />
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:While I understand where you're coming from, the Rinnegan is strong because of the number of features it grants, EMS is strong because it grants infinite use of powerful features, and with the reworked Susanoo, it effectively grants infinite hit points. Even boons have a limit to how powerful they can be, and EMS has been far above it for along time. For comparison, imagine a boon that grants infinite spell slots that can only be used to cast 2 spells, of course that would be busted, even with the limits. Also, broken content is broken content because all content should be treated as if it will be introduced by any DM, not just a [[Help:A Good DM|good DM]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 13 April 2021 (MDT)<br />
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so, the infinite hp is granted by the new susanoo. have you thought that the temporary hp addition to susano is the problem here? i like the idea you have with temporary hp, but maybe you should have a different thing. like if you take enough damage it dispels. maybe a turn limit? just look at the changes it did to ems. like sykon said, its the dms choice to grant it. its like a variant rule to make you stronger. susano is the problem i see. just change the temporary hit points and it will go better. -plywood tank<br />
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:Hey, congrats on ignoring 90% of the context, buddy. The temporary hit points were introduced to solve the problem of the Path of Hatred's insane AC bonuses, and Susanoo's tedious saving throws. Is it the DM's choice? Absolutely, but that doesn't change the fact that it's game breaking. This is literally why we have the [[Help:A Good DM]] page. If you take enough damage it dispels? Congrats, that's literally the point of the thp. Turn limit/round counting? Garbage, tedious, and not the kind of thing 5e has. Boons are an established part of 5e with an established limit to their power, of which infinite uses of features powerful enough to require cost is not within the bounds of. The thp isn't the whole problem, it's the part of the problem that made me see the entirety of the problem. Is infinite thp a problem? Yes. So is infinite uses of literally any Mangekyo ability. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:38, 13 April 2021 (MDT)<br />
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Just add a chakra cost to the Mangekyo abilities, and lessen the DC for using the abilities. EMS never granted infinite uses in canon, it just removed the whole going blind thing. Kamui has a chakra cost as an example. The abilities having no limit to usage count is op, I agree there 100%. Being able to get gradual blindness even after obtaining an epic boon is a bit much, and not all Mangekyo abilities are equal in power to facilitate an 8 chakra cost per usage.<br />
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:That seems like the best of both options.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:37, 13 April 2021 (MDT)<br />
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<br />
Temporal rewind doesn't really compare to the other Rinnegan Mastered abilities seeing as you have to use your action to activate it, meaning half of the ability is almost useless, because you have very few opportunities to make attacks when it's not your turn, and it has a chakra cost of 7 which is relatively high for something of its power, it would probably make sense to change the wording to either not take an action or to give you your action back after you use it, I'm unsure if the current wording implies that you get your action back in the "and then revert time using your Rinnegan" part, but yeah if so it could probably use some clarification.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:13, 15 April 2021 (MDT)<br />
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:I think making this jutsu a bonus action, or even a free action, would put this on roughly the same level of power as the other abilities. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah that's exactly what I'm advocating for, I think a bonus action or free action would be reasonable, probably whichever one you think would be more balanced, I would say a free action seeing as it's a twentieth-level jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:53, 16 April 2021 (MDT)<br />
<br />
One Thousand Years Of Death?<br />
<br />
- 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 />
<br />
- 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 />
<br />
And so on and so forth<br />
<br />
The main reason I made the damage dice increase per size is because of the 𝘴𝘪𝘻𝘦 of the hands being used to attack<br />
<br />
: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 think alignment restrictions should be removed from the Susanoo weapons, it just doesn't really make sense that it's there.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 16:08, 18 April 2021 (MDT)<br />
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<br />
I think that Path of Assassin’s “Blade Master” needs to be buffed more especially since it’s transition from a Seven Deadly Swordsman subclass to a more Zabuza-ish one, so here’s my suggestion for an alternate feature based off of Zabuza’s awakening in the Storm games. <br />
<br />
Demon Mode:<br />
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Your desire to kill is so extreme that it begins to physically manifests itself in a demonic shroud around you.<br />
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- You gain a +2 to your attack and damage rolls<br />
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- Whenever you hit a creature with advantage with the attack option, you may use use the attack action on the same creature again<br />
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- Your damage dice increased by 1 level (d4s turn into d8s, d8s turn into d10s and etc)<br />
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- When you drop to 0 Hit Points and not outright killed, you can make 1 + Half your CHA Mod more attack actions on any creatures of your choice<br />
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- You can only use your turn to attack and you may only use jutsus that deal direct damage<br />
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- Creatures under the effect of your Killing Intent gain disadvantage on their Saving Throws while they’re in your line of sight<br />
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- This lasts for an amount of rounds equal to your Charisma Mod<br />
:This seems like a pretty good idea, its a little bit broken, but I should be able to adapt it, Path of the Assassin is pretty weak so this seems reasonable.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:51, 19 April 2021 (MDT)<br />
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::I've changed this to an Alternate Feature because not only is this very powerful, but y'all are sleeping on Vanish. At will, low cost invisibility is very powerful, especially with Silent Killing Jutsu and Afterglow. While it's situational, in a Naruto setting where ninjas actually do infiltration and whatnot, the ability to leave 0 trace of your existence is incredibly powerful, and in traditional play it is still useful for rogue-like characters who effectively never have to worry about bounty hunters for the rest of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:53, 19 April 2021 (MDT)<br />
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<br />
Shouldn’t Dust Storm have a higher chakra cost? 1 Chakra point for an AoE 2d6 damage feels OP for only 1 Chakra--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:20, 20 April 2021 (MDT)<br />
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:Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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<br />
can we get more clan boons that give kekkei genkai?<br />
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:There aren't more at the moment because we don't have more named clans that use KG. To be fair, you're always free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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the temuri clan was able to get lava and boil release. maybe have a choice between the two for the clan boon. senju gains hashirama's cells feat. onoki clan gains dust release. Kazekage clan gets magnet release. The yakushi clan can absorb peoples kekkei genkai and take the kekkei genkai as their next chakra nature. The pakura clan gains scorch release. The darui clan gains storm release.<br />
feel free to suggest more clans -plywood tank<br />
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Makes enough sense to me, except for Onoki’s Dust Release because it was said that Mu ''taught'' Onoki Dust Release, so it wasn’t a bloodline limit and Yakushi’s Clan Boon since Kabuto never had the innate ability to absorb Kekkai Genkai, he actually just experimented and implanted multiple cells into his own body. Magnet release is arguable since only Gaara and Rasa had the kekkai genkai, but that’s just my piece --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:13, 23 April 2021 (MDT)<br />
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actually,gaaras grandfather, the third kazekage, had magnet release. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 16:24, 25 April 2021 (MDT) -plywood tank<br />
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I don't think it's ever been said whether or not who Gaara's grandfather is or even if he's related to the 3rd Kazekage at all, so again, Kazekage Clan Boon granting Magnet Release is still arguable.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:46, 26 April 2021 (MDT)<br />
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:It's not confirmed nor stated otherwise, but they do hail from the same bloodline so it would only make sense that it would be their Kekkei Genkai.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:17, 26 April 2021 (MDT)<br />
<br />
::The Kazekage clan granting Wind Style affinity is more fitting due most, if not all, of Gaara’s sand jutsu being Wind Style before he learned Magnet Style, Temari being one of the most naturally skilled Wind Style users, and that even when operating under the assumption that the 3rd was Gaara’s grandfather, it was stated that he learned it from observing Shukaku’s use of Magnet Style, implying that he would’ve already needed its component natures, and therefore Wind Style.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:39, 29 April 2021 (MDT)<br />
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<br />
I think Path of Sight's Eight Trigrams One Hundred Twenty-Eight Palms should be buffed more along with having an increased chakra cost since it's supposed to be the 2x version of the 64 Palms and combat-wise 64 palms does more damage overall and the paralyzed condition duration barely has any difference to 128 Palms due to the target being able to repeat the saving throw during their turns anyways. Unless each unarmed strike deals 4d10 per hit of course, which leaves for my request to only increase the chakra cost a bit more.<br />
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<br />
<br />
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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<br />
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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<br />
I think that Whirlwind Fist[Wind Style] and Dance of Crescent Moon[Taijutsu] (both follow the chidori jutsu template but just do less damage) need to be changed. Not vastly. Just some minor tweaks to make them worthwhile.<br />
They waste the same amount of chakra as Chidori, but do less damage, which is kind of odd when you consider that Lightning style is supposed to be the chakra vacuum.<br />
Now, I don't think the damage is the problem. I think the chakra cost is what does it, but adding another effect or boost would do the trick. So for Whirlwind Fist I don't think a serious change is needed since it almost matches up to Chidori. Maybe make it knock the enemy back 15ft +5ft for every 2 chakra.<br />
But for the Dance, I think it should be implemented differently. The explanation is long, so I'll just edit it in and you tell me what you think. Even if you don't like it, I have the current version saved just in case. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:53, 4 May 2021 (MDT)<br />
<br />
<br />
Partial Second Stage (Based off Sasuke,Jugo and Kabuto’s ability to partially manifest their Diversified Second Stage Effect)<br />
<br />
Prerequisites: 10th Level or higher, Path of The Cursed and Constitution 18<br />
<br />
- You permanently gain the effects of your Diversified Second Stage <br />
<br />
(Here’s an alternate option if it feels broken)<br />
<br />
- As a bonus action, you gain the effects of your Diversified Second Stage for an amount of rounds equal to your CON modifier. You may do this a number of times equal to half your CON Modifier and is regained after a short or long rest. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 03:15, 8 May 2021 (MDT)<br />
<br />
== [[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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<br />
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 />
<br />
I honestly think creating a setting on its own for it would be optimal. <br />
<br />
-[[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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<br />
I'm loving the look of it so far, and I'm glad to see my items have been added to it too.<br />
<br />
- [[User:Voided Essence|Voided Essence, The Void Walker]] ([[User talk:Voided Essence|talk]]) 18:52, 13 November 2019 (MST)<br />
<br />
<br />
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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<br />
In my opinion they should probably be around CR 10-15 depending on the Character. <br />
<br />
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 />
<br />
Having Akatsuki members' abilities synergise with their respective partners could also be a fun idea.<br />
<br />
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 />
<br />
-[[User:Kiralokiin|Kiralokiin]] ([[User talk:Kiralokiin|talk]]) 11:44, 20 November 2019 (MST)<br />
<br />
Is it possible to add movie creatures like the zero tails<br />
<br />
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 />
<br />
I would love to help but I am pretty new to DND. But sounds great and thanks for everything. -D<br />
<br />
: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 />
<br />
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 />
<br />
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 />
<br />
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 />
<br />
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 />
<br />
: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 />
<br />
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 />
<br />
I have a question my man. Are you going to make a campaign or set up different missions? [[User: RenBimu| RenBimu]]<br />
<br />
: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 />
<br />
'''''Rogue Requests:'''''<br />
<br />
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 />
<br />
Whats on our to do list today boss? [[User: RenBimu|RenBimu]]<br />
<br />
: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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== 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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== Page size ==<br />
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This page is extremely long; over half a megabyte. I wonder if it would be worth it to split the many subclasses off to their own pages for the sake of readability. {{User:Geodude671/Signature}} . . 13:19, 14 April 2021 (MDT)<br />
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:So that sad day has finally come. I'm not going to fight, this page has had it coming for months, however I don't believe the subclasses are the problem. We effectively have an entire chapter of spells on one page that easily makes up more than half of the contents, so I believe the best course of action would be to move the chakra natures either to their own page, or make individual pages for each nature. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:27, 14 April 2021 (MDT)<br />
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I don't know if you're looking for opinions from anyone in particular? But seeing as chakra natures/jutsu take up a little over half the page that seems like the most sensible option.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 13:26, 15 April 2021 (MDT)<br />
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there should be a link over to the jutsu page in the chakra section. -plywood tank<br />
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So I don't know if it was premature but I actually created individual pages for each Chakra Nature and Kekkei Genkai etc. except for Path Unique Jutsu which would probably make more sense to leave on page IMO, I figured we should just create a list of links under the chakra natures, which I'll probably do tonight, if I did anything wrong or anyone thinks the links could be moved somewhere else, feel free to change it or just undo my revision and do it a different way, just figured this would help out.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:43, 16 April 2021 (MDT)<br />
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:Spot on with taking the initiative. That being said, you removed a few categories that I'll be re-adding in a minute, with a little false breadcrumb on top of it linking back to this class.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah I'm still relatively new to the wiki, I pretty much just started editing things about a few weeks ago, so there was pretty much bound to be mistakes somewhere.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:52, 16 April 2021 (MDT)<br />
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So regarding the Path Unique Jutsu, I don't know whether we should leave them on-page or move them off as well? If they do stay on-page should we just detail them at the bottom of each subclass rather than at the bottom of the class?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 17 April 2021 (MDT)<br />
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I don't know if this was intentional but it appears as though Flying Raijin and other Fuinjutsu have been lost in the shuffle<br />
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:Sorry about that, should be back on-page now.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:59, 17 April 2021 (MDT)<br />
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So I'm thinking maybe we just move everything off page considering it is still pretty large, would definitely help with formatting, any thoughts?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:04, 22 April 2021 (MDT)<br />
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:I'd do the same with the feats. List them on the page and hyperlink to feat page. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:06, 22 April 2021 (MDT)<br />
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I would suggest clearing this discussion, or adding a bracket to discuss new edits that are major. With the new links added in, previous edits won't appear in the History anymore, and it would be tedious to have to click through individual tabs to see the edit history. Admittedly that's my only gripe with the changes made. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:23, 22 April 2021 (MDT)<br />
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:We can always create individual talk pages, or we could make a section here like you said, doesn't make a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:01, 22 April 2021 (MDT)<br />
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Quick Suggestion, I think we should move the Feats page link to a much more accessible and obvious area like their own column under Nindos? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:28, 23 April 2021 (MDT)<br />
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:I agree, I just wasn't sure where to put it, if you have an idea though go ahead.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:42, 24 April 2021 (MDT)<br />
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When we have a clarification/request about a certain subclass or chakra nature, do we discuss it here in the main page or do we discuss it in their own separate pages?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:27, 26 April 2021 (MDT)<br />
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:I'm honestly still unsure as well, I think it would be fine to just create talk pages for each of them and talk there, I might just do that quickly, with just a clarification and request catagory.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:10, 26 April 2021 (MDT)<br />
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Not that big of a deal since we haven’t encountered any issues regarding this yet but should [[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]] make it so that only autoconfirmed users can edit the individual Path,Jutsu and Feat pages so that it’s easier to communicate with someone who’s added or removed something important without bringing it up on discussions? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:16, 29 April 2021 (MDT)<br />
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:While I second your suggestion, I am not an admin, so I don’t really have that kind of power.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:32, 29 April 2021 (MDT)<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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==Advanced Training==<br />
Advanced Training has been a point of contention as of recently, for a pretty understandable reason, use of a whole extra subclass can be really OP, especially when it's used in conjunction with something like the Gestalt Subclasses variant rule, so I made this section to discuss potential alternatives or changes, so if you've got anything, feel free to speak up.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:21, 22 April 2021 (MDT)<br />
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Some thoughts I had were, an option to increase your chakra point maximum by 5-10, an additional ASI or feat, maybe an increase to movement speed or something along those lines.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:25, 23 April 2021 (MDT)<br />
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It is kinda busted when you combine it with gestalt and beyond level 20. i like jaydon105s idea of a chakra increase. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:38, 26 April 2021 (MDT)<br />
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:I don't think creating material with gestalt characters in mind is the appropriate thought. Gestalt in general is busted. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 08:22, 28 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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==Genjutsu==<br />
So regarding the new changes to Genjutsu making it a chakra nature, maybe not the best idea to implement it in the way that it was. Genjutsu are all Yin Style techniques, so maybe adding some Genjutsu in that nature would be a good idea, but the way it's been implemented doesn't really work. Chakra natures are supposed to be, well, natural, it would be like adding a "Ninjutsu Nature".--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 08:26, 5 May 2021 (MDT)<br />
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I agree that it’s a bit odd to make Genjutsu into a nature since all of it is Yin Release in the first place, I think it might be better to just move those to the Yin page and label which jutsu are considered Genjutsu or not?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 14:33, 5 May 2021 (MDT)<br />
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:Yeah that was the original plan, but I guess we'll let this ride for now and change it if need be, though I do think the idea of having to learn Yin Style and the "Genjutsu Style" is sorta redundant.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:01, 5 May 2021 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1469563Talk:Naruto: Shinobi (5e Class)2021-05-07T10:57:48Z<p>FrickyDiBoop: /* Clarifications */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
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:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
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Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
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:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
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:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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i see where your coming from, but i think it being a variant rule would fit it better as it would be up to the dm to use the rule, making it a thing the group could vote on.<br />
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:But that doesn't refute any of the other points. The original way is like forcing every spellcaster to gain True Strike and Mage Hand. Are some casters going to use it? Sure. Is forcing it on every player justified in any way (i.e. lore, character, progression, etc.)? If so, I really don't see it. For instance, in canon there are roughly 10 people who use the Rasengan or a Rasengan-like technique (including movie and filler characters) because they were in the right place, were with the right people, or were the right people. Using the original chakra rules, suddenly half of the entire universe knows the Rasengan. While I am admittedly singling out an easy example, this applies to pretty much every traditionally acquired jutsu gained after 8th level (and a couple gained on and before like chidori and the various seals). I guess what I'm trying to say is that I don't see why anyone would vote against it outside of possibly misplaced nostalgia.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
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That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
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:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
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:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
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==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
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Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
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Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
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Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
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:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
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:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<br />
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Hi. I wanted to ask if we could add the level requirements for jutsus back because I was mid-DM'ing a campaign with the shinobi world campaign when someone told me that they performed greater fireball jistu, and I was confused as to why they would have that at such an early level, so I checked the page to make sure, just to see that they can cast all jitsus right now. Please, at least for the chakra natures and the genkai, because I don't know what my players should and shouldn't know already. Thank you. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 19:01, 8 April 2021 (MDT)<br />
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:As per the discussion still on this page, what used to be the Non-Linear Jutsu variant rule has been integrated to the main class under the premise that unique jutsu were almost pointless previously, and that there's no reason everybody should have the same 5 jutsu. Assuming your players are 7th level (Great Fireball was restricted to 8th level), they should know 10 jutsu total, with Basic Ninjutsu counting as half as many, as detailed under the Chakra header. Generally, if there's a big change that makes this page look overpowered compared to a previous version (i.e. allowing players to "cast all jitsus"), check the edit that made the change, because there's probably a reason and something you're missing. If you're REALLY attached to players having the same couple of jutsu for whatever reason, here's a [https://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&oldid=1457981 link] to the revision immediately before it was changed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 8 April 2021 (MDT)<br />
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::The way our game works is that the players get two chakra natures that mix to become a KG. The only way they can get more is through special plot reasons, such as the Jinchuriki in the party. This way, all of the players tried to pick their own unique combination, making them all have a variety of jutsu. They all got to start with one unique that fits their character as well. I would then reward them with uniques based on their roleplaying, exploration, etc. They now worry that their characters will be conflicting with one another, and non-linear jutsu allows them to start out significantly stronger than they should. I understand that Boruto knew how to do Rasengan super ultimate universe destruction blast while he was still a fetus, but this makes progression have a huge spike at level 2, making anyone using a different class obsolete. Players by all means should not know how to do these S-rank jutsu at the beginning of the campaign. Something really has to be done about this, because the older version of the class was well balanced enough to be used in a normal setting, as well as gave so many customization options and versatility. I would even say that if you were allowed only one subclass, it was on par with vanilla classes. After the changes were made, we had a week-long discussion of if and how we could continue the campaign, and we came to the decision that we at least had to use the old version for reference of whether or not they can have a jutsu. Other than this inconvenience, you are doing great work on the class, keep it up. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 10:25, 28 April 2021 (MDT)<br />
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:::The issue is that when you use the old rule, it doesn't promote enough individuality and uniqueness throughout the party, while I'm sure it works fine for you, not every DM is as good at balancing and distributing individual jutsu, the current system is more of a one size fits all, I don't see the same balance issues that you're seeing, as once you cast one super strong jutsu, you're done for the day. I think you may be having an issue with individual Jutsu rather than non-linear Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:55, 28 April 2021 (MDT)<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 />
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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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Should people gain access Genjutsu at 2nd level the same way as Ninjutsu and Taijutsu seeing as how we’ve got a column for it?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 01:34, 5 May 2021 (MDT)<br />
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:In my opinion, no. Simply because all of this really goes under Yin Release (Shadow Release). I would say they should unlock Yin Release first to have access to it. And besides I have plans of making more Genjutsu later on and I think Genjutsu should be earned on how it works for Chakra.[[User:TheInfamousSage1|TheInfamousSage1]] ([[User talk:TheInfamousSage1|talk]]) 05:25, 5 May 2021 (MDT)<br />
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If using the Random Natures and Kekkei Genkai Limit can Kagutsuchi from Mangekyō sharingan still grant you blaze style even if you have another Kekkei Genkai?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 02:55, 6 May 2021 (MDT)<br />
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:Yes, I'll clarify that.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 07:18, 6 May 2021 (MDT)<br />
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And can the summoning Jutsu be used to summon people or is only the rinnegan summoning able to summon people?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 11:18, 6 May 2021 (MDT)<br />
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:That's a rinnegan exclusive ability.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 11:21, 6 May 2021 (MDT)<br />
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If using the chakra exhaustion variant rule can the path of beast initial release and above reduction of normal chakra lower your chakra below 0? If so does that mean it can kill you with chakra exhaustion by reducing your chakra below 0?<br />
Please answer this as soon as possible<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 15:41, 6 May 2021 (MDT)<br />
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:I revised it, it would be unfair to the player if they died in that way.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:24, 6 May 2021 (MDT)<br />
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Can you replace weapon damage for unarmed damage? Like a monk can do with weapons they are proficient in?<br />
Is the "add dex-mod to the jutsu's damage unless stated otherwise" still in effect? Or was it removed?<br />
Additionally, something more specific. Does "half as much" in Cloud-Style Crescent Moon Beheading refer to the weapon damage? Or the entire damage roll? So, if I have affinity, does a 5th level character with a wakizashi do 1d6+1d4 damage on a successful save? 2d6+2d4 on a failed save.<br />
--[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 04:57, 7 May 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
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I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
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:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
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Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
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:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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I think Flame-Burst Shot is pretty overpowered for a jutsu that only costs 5-6 chakra.<br />
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:Thanks, I have no idea how that's flown under the radar until now. Hopefully it's far more balanced now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Incendiary Cloud Recreated has a really low chakra cost for the equivalent of an eighth-level spell.<br />
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:Thanks for the pointer. As it stands right now, I feel like the recreated spells don't really serve a purpose on this page, and only kinda serve to make multiclassing worthless, so I might remove them. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:27, 7 April 2021 (MDT)<br />
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Yeah I mean I would agree if you really wanted those you would take a class that actually got them, but also why make a homebrew class and a bunch of jutsus designed to go with the class and then have carbon copies of other spells, doesn't make much sense to me. It just doesn't make much sense, in general, to keep them around. Hopefully that opinion can be of help.<br />
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This is a bit unrelated but will the Samehada page have the addition of its unique ability to fuse with its user?<br />
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I recall the Samehada question being asked before. And he said that it was something more so unique to Kisame, than the blade itself. However with the Hoshigaki race being properly statted now, perhaps adding it in and making that race a requirement would be viable. Thoughts Reference? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 12:46, 9 April 2021 (MDT)<br />
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:Pretty sure I said it was related to Samehada, since the original request was in regards to adding it as an element of the Hoshigaki clan. Nevertheless, I haven't figured out the right way to word it yet.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 9 April 2021 (MDT)<br />
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Here’s my take on Jugo’s Clan Kekkai Genkai<br />
Jugo’s Kekkai Genkai:<br />
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- As a bonus action you can absorb Senjutsu Chakra equal to your Con Modifier + Shinobi level but have to make a DC10 INT (or CON) saving throw or become berserk, the DC increases by 2 for every use<br />
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- You gain the same effects of Sage Art whenever you use your senjutsu chakra<br />
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- If you have more Senjutsu Chakra points than regular chakra points, you’re forced into the effects of Sage Transformation with the Berserk condition til your Senjutsu Chakra points reach 0 in which the effects of Sage Transformation wear off<br />
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- When you’re forced into Sage Transformation, you don’t benefit from the Path of The Cursed Features before that such as Second Stage<br />
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--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]])<br />
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:While I appreciate the effort, holy cow is this at least a little busted. Usage of 3 class features, each of which are pretty strong alone, is a little beyond the scope of most clan boons, let alone the ability to regain half of your maximum chakra for a measly DC 10 Constitution saving throw. Additionally, we already have the Jūgo Clan on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Eh, fair enough I’ll probably come back with a much more balanced version at some point because now that I think about it, safely gaining 20 senjutsu chakra once your at 20th for at least 1-2 uses is pretty broken --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 18:28, 11 April 2021 (MDT)<br />
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Would Typhoon Release be added? I’ve checked it out and I think in headcanon it would probably be Wind and Yang release<br />
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:It is canon, but I'd rather avoid adding a nature with 2 canon jutsu. That being said, I might add them as Wind or Storm Style jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 11 April 2021 (MDT)<br />
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This might be a bit dumb but how about Sexy Jutsu and Harem Jutsu? <br />
I’ve already thought about it a little bit.<br />
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Sexy Jutsu<br />
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Cost: 2 chakra<br />
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Prerequisites: Transformation<br />
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Duration: +1 chakra for every round<br />
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- As an action, you cast a variant of the transformation jutsu in order to catch your target offguard, they must make a Charisma saving throw with advantage against your Charisma Score, on a fail, they take 1d4 psychic damage as their nose leaks blood and they’re stunned for rounds equal to your Charisma Mod (Minimum of 1)<br />
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:I'm... actually going to add this. It's iconic to the series, and this is a really good adaptation, if a little rough around the edges.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 11 April 2021 (MDT)<br />
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Wouldn't it make sense to allow Shinra Tensei to be used as a reaction at an increased chakra cost in a similar manner to other jutsu? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:I could've sworn it could be but apparently I was wrong, good catch.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:11, 12 April 2021 (MDT)<br />
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:I've been staring at it the past couple of days and thought it was weird lol.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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So regarding Susanoo, right now armored Susanoo kinda seems more like humanoid Susanoo seeing how the user is placed in the Susanoo's head rather than having them at the base of the Susanoo. Would it make sense to add more stages to the Susanoo between skeletal and armored? Just canonically speaking it doesn't make sense to have someone go directly from manifesting their skeletal Susanoo to having a full armored Susanoo. Another thing, in Susanoo's description it states you have to use it 7 - your Intelligence modifier times before unlocking it, but what stops somebody from activating it and deactivating it that many times to progress it extremely easily?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:56, 12 April 2021 (MDT)<br />
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:I've thought about Humanoid Susanoo, but at the end of the day I can't think of any effects that would both make all 3 stages feel rewarding and keep the feature on the same level of power. Additionally, the X uses to unlock is incredibly easy to fulfill (though I may change the wording so you can only get one use towards advancement per long rest), but if we remove it, you're either stuck with instantly unlocking Armored Susanoo, or the level requirement stops making sense in context.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:37, 12 April 2021 (MDT)<br />
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What about a system that requires you to use Susanoo for a certain number of rounds/seconds that can only be fulfilled in combat rather than at any time? And for humanoid Susanoo, one thought I had was to give it an AC bonus of +1 (+4 total), and possibly one of your Susanoo weapons, and maybe granting the user endurance or a pretty small damage threshold or something akin to that while their Susanoo is active to showcase that it gets more durable?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:42, 12 April 2021 (MDT)<br />
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:Generally, 5e (and I with it) try to avoid round counting, and while your proposal technically wouldn't cause the problems round counting does, it feels ''just'' too close to it. Additionally, while this is 100% personal, I've always interpreted Susanoo growth as skill using its chakra, for lack of a better term, rather than skill in using the Susanoo itself, if that makes any sense. I'm definitely not going to add an additional AC bonus, since Susanoo + permanent sharingan (gained at 15th) already grants +6 AC, which is frankly disgusting by itself, and while cost generally balances it, I don't want to push my luck, especially by granting Endurance. You did, however, spark an idea. What if instead of Susanoo granting an AC increase, it had its own pool of hit points, potentially represented by a decent, but not spectacular temporary hit points. Every time you summon it, these temporary hit points are regained. While Susanoo is summoned, you can re-summon it as a bonus action or reaction, which counts as a Mangekyou ability, but maintaining it does not. When your temporary hit points reach 0, Susanoo ends. Each Susanoo tier increases the number of temporary hit points granted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 12 April 2021 (MDT)<br />
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That actually sounds like a really good idea, that also might make it easier to implement the Humanoid Susanoo, it also circumvents some of the problems you had earlier. I’ll keep brainstorming ideas on how to fix the Susanoo progression, and I’ll let you know if I think of anything.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:45, 12 April 2021 (MDT)<br />
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Adding a chakra cost to maintain EMS isn't a minor debuff, it's a rather big nerf. EMS removes the negatives from MS. And while not being forced to make that save is handy, it's still on the DM to grant EMS. Rinnegan is ridiculously powerful and has 0 checks to use its abilities. Sharingan already has an extra step to get to the same tier as Rinnegan. Just my thoughts. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 06:57, 13 April 2021 (MDT)<br />
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:While I understand where you're coming from, the Rinnegan is strong because of the number of features it grants, EMS is strong because it grants infinite use of powerful features, and with the reworked Susanoo, it effectively grants infinite hit points. Even boons have a limit to how powerful they can be, and EMS has been far above it for along time. For comparison, imagine a boon that grants infinite spell slots that can only be used to cast 2 spells, of course that would be busted, even with the limits. Also, broken content is broken content because all content should be treated as if it will be introduced by any DM, not just a [[Help:A Good DM|good DM]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 13 April 2021 (MDT)<br />
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so, the infinite hp is granted by the new susanoo. have you thought that the temporary hp addition to susano is the problem here? i like the idea you have with temporary hp, but maybe you should have a different thing. like if you take enough damage it dispels. maybe a turn limit? just look at the changes it did to ems. like sykon said, its the dms choice to grant it. its like a variant rule to make you stronger. susano is the problem i see. just change the temporary hit points and it will go better. -plywood tank<br />
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:Hey, congrats on ignoring 90% of the context, buddy. The temporary hit points were introduced to solve the problem of the Path of Hatred's insane AC bonuses, and Susanoo's tedious saving throws. Is it the DM's choice? Absolutely, but that doesn't change the fact that it's game breaking. This is literally why we have the [[Help:A Good DM]] page. If you take enough damage it dispels? Congrats, that's literally the point of the thp. Turn limit/round counting? Garbage, tedious, and not the kind of thing 5e has. Boons are an established part of 5e with an established limit to their power, of which infinite uses of features powerful enough to require cost is not within the bounds of. The thp isn't the whole problem, it's the part of the problem that made me see the entirety of the problem. Is infinite thp a problem? Yes. So is infinite uses of literally any Mangekyo ability. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:38, 13 April 2021 (MDT)<br />
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Just add a chakra cost to the Mangekyo abilities, and lessen the DC for using the abilities. EMS never granted infinite uses in canon, it just removed the whole going blind thing. Kamui has a chakra cost as an example. The abilities having no limit to usage count is op, I agree there 100%. Being able to get gradual blindness even after obtaining an epic boon is a bit much, and not all Mangekyo abilities are equal in power to facilitate an 8 chakra cost per usage.<br />
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:That seems like the best of both options.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:37, 13 April 2021 (MDT)<br />
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Temporal rewind doesn't really compare to the other Rinnegan Mastered abilities seeing as you have to use your action to activate it, meaning half of the ability is almost useless, because you have very few opportunities to make attacks when it's not your turn, and it has a chakra cost of 7 which is relatively high for something of its power, it would probably make sense to change the wording to either not take an action or to give you your action back after you use it, I'm unsure if the current wording implies that you get your action back in the "and then revert time using your Rinnegan" part, but yeah if so it could probably use some clarification.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:13, 15 April 2021 (MDT)<br />
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:I think making this jutsu a bonus action, or even a free action, would put this on roughly the same level of power as the other abilities. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah that's exactly what I'm advocating for, I think a bonus action or free action would be reasonable, probably whichever one you think would be more balanced, I would say a free action seeing as it's a twentieth-level jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:53, 16 April 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 think alignment restrictions should be removed from the Susanoo weapons, it just doesn't really make sense that it's there.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 16:08, 18 April 2021 (MDT)<br />
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I think that Path of Assassin’s “Blade Master” needs to be buffed more especially since it’s transition from a Seven Deadly Swordsman subclass to a more Zabuza-ish one, so here’s my suggestion for an alternate feature based off of Zabuza’s awakening in the Storm games. <br />
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Demon Mode:<br />
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Your desire to kill is so extreme that it begins to physically manifests itself in a demonic shroud around you.<br />
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- You gain a +2 to your attack and damage rolls<br />
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- Whenever you hit a creature with advantage with the attack option, you may use use the attack action on the same creature again<br />
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- Your damage dice increased by 1 level (d4s turn into d8s, d8s turn into d10s and etc)<br />
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- When you drop to 0 Hit Points and not outright killed, you can make 1 + Half your CHA Mod more attack actions on any creatures of your choice<br />
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- You can only use your turn to attack and you may only use jutsus that deal direct damage<br />
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- Creatures under the effect of your Killing Intent gain disadvantage on their Saving Throws while they’re in your line of sight<br />
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- This lasts for an amount of rounds equal to your Charisma Mod<br />
:This seems like a pretty good idea, its a little bit broken, but I should be able to adapt it, Path of the Assassin is pretty weak so this seems reasonable.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:51, 19 April 2021 (MDT)<br />
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::I've changed this to an Alternate Feature because not only is this very powerful, but y'all are sleeping on Vanish. At will, low cost invisibility is very powerful, especially with Silent Killing Jutsu and Afterglow. While it's situational, in a Naruto setting where ninjas actually do infiltration and whatnot, the ability to leave 0 trace of your existence is incredibly powerful, and in traditional play it is still useful for rogue-like characters who effectively never have to worry about bounty hunters for the rest of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:53, 19 April 2021 (MDT)<br />
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Shouldn’t Dust Storm have a higher chakra cost? 1 Chakra point for an AoE 2d6 damage feels OP for only 1 Chakra--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:20, 20 April 2021 (MDT)<br />
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:Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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can we get more clan boons that give kekkei genkai?<br />
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:There aren't more at the moment because we don't have more named clans that use KG. To be fair, you're always free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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the temuri clan was able to get lava and boil release. maybe have a choice between the two for the clan boon. senju gains hashirama's cells feat. onoki clan gains dust release. Kazekage clan gets magnet release. The yakushi clan can absorb peoples kekkei genkai and take the kekkei genkai as their next chakra nature. The pakura clan gains scorch release. The darui clan gains storm release.<br />
feel free to suggest more clans -plywood tank<br />
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Makes enough sense to me, except for Onoki’s Dust Release because it was said that Mu ''taught'' Onoki Dust Release, so it wasn’t a bloodline limit and Yakushi’s Clan Boon since Kabuto never had the innate ability to absorb Kekkai Genkai, he actually just experimented and implanted multiple cells into his own body. Magnet release is arguable since only Gaara and Rasa had the kekkai genkai, but that’s just my piece --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:13, 23 April 2021 (MDT)<br />
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actually,gaaras grandfather, the third kazekage, had magnet release. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 16:24, 25 April 2021 (MDT) -plywood tank<br />
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I don't think it's ever been said whether or not who Gaara's grandfather is or even if he's related to the 3rd Kazekage at all, so again, Kazekage Clan Boon granting Magnet Release is still arguable.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:46, 26 April 2021 (MDT)<br />
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:It's not confirmed nor stated otherwise, but they do hail from the same bloodline so it would only make sense that it would be their Kekkei Genkai.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:17, 26 April 2021 (MDT)<br />
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::The Kazekage clan granting Wind Style affinity is more fitting due most, if not all, of Gaara’s sand jutsu being Wind Style before he learned Magnet Style, Temari being one of the most naturally skilled Wind Style users, and that even when operating under the assumption that the 3rd was Gaara’s grandfather, it was stated that he learned it from observing Shukaku’s use of Magnet Style, implying that he would’ve already needed its component natures, and therefore Wind Style.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:39, 29 April 2021 (MDT)<br />
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I think Path of Sight's Eight Trigrams One Hundred Twenty-Eight Palms should be buffed more along with having an increased chakra cost since it's supposed to be the 2x version of the 64 Palms and combat-wise 64 palms does more damage overall and the paralyzed condition duration barely has any difference to 128 Palms due to the target being able to repeat the saving throw during their turns anyways. Unless each unarmed strike deals 4d10 per hit of course, which leaves for my request to only increase the chakra cost a bit more.<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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I think that Whirlwind Fist[Wind Style] and Dance of Crescent Moon[Taijutsu] (both follow the chidori jutsu template but just do less damage) need to be changed. Not vastly. Just some minor tweaks to make them worthwhile.<br />
They waste the same amount of chakra as Chidori, but do less damage, which is kind of odd when you consider that Lightning style is supposed to be the chakra vacuum.<br />
Now, I don't think the damage is the problem. I think the chakra cost is what does it, but adding another effect or boost would do the trick. So for Whirlwind Fist I don't think a serious change is needed since it almost matches up to Chidori. Maybe make it knock the enemy back 15ft +5ft for every 2 chakra.<br />
But for the Dance, I think it should be implemented differently. The explanation is long, so I'll just edit it in and you tell me what you think. Even if you don't like it, I have the current version saved just in case. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:53, 4 May 2021 (MDT)<br />
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I think scattering thousand Crows jutsu is too weak, the way it is now really isn't worth that 5 chakra. I think it should either be able to move the affected area or the chakra cost should be lowered.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:07, 5 May 2021 (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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== 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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== baryon mode ==<br />
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I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)<br />
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== Page size ==<br />
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This page is extremely long; over half a megabyte. I wonder if it would be worth it to split the many subclasses off to their own pages for the sake of readability. {{User:Geodude671/Signature}} . . 13:19, 14 April 2021 (MDT)<br />
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:So that sad day has finally come. I'm not going to fight, this page has had it coming for months, however I don't believe the subclasses are the problem. We effectively have an entire chapter of spells on one page that easily makes up more than half of the contents, so I believe the best course of action would be to move the chakra natures either to their own page, or make individual pages for each nature. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:27, 14 April 2021 (MDT)<br />
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I don't know if you're looking for opinions from anyone in particular? But seeing as chakra natures/jutsu take up a little over half the page that seems like the most sensible option.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 13:26, 15 April 2021 (MDT)<br />
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there should be a link over to the jutsu page in the chakra section. -plywood tank<br />
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So I don't know if it was premature but I actually created individual pages for each Chakra Nature and Kekkei Genkai etc. except for Path Unique Jutsu which would probably make more sense to leave on page IMO, I figured we should just create a list of links under the chakra natures, which I'll probably do tonight, if I did anything wrong or anyone thinks the links could be moved somewhere else, feel free to change it or just undo my revision and do it a different way, just figured this would help out.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:43, 16 April 2021 (MDT)<br />
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:Spot on with taking the initiative. That being said, you removed a few categories that I'll be re-adding in a minute, with a little false breadcrumb on top of it linking back to this class.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah I'm still relatively new to the wiki, I pretty much just started editing things about a few weeks ago, so there was pretty much bound to be mistakes somewhere.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:52, 16 April 2021 (MDT)<br />
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So regarding the Path Unique Jutsu, I don't know whether we should leave them on-page or move them off as well? If they do stay on-page should we just detail them at the bottom of each subclass rather than at the bottom of the class?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 17 April 2021 (MDT)<br />
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I don't know if this was intentional but it appears as though Flying Raijin and other Fuinjutsu have been lost in the shuffle<br />
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:Sorry about that, should be back on-page now.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:59, 17 April 2021 (MDT)<br />
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So I'm thinking maybe we just move everything off page considering it is still pretty large, would definitely help with formatting, any thoughts?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:04, 22 April 2021 (MDT)<br />
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:I'd do the same with the feats. List them on the page and hyperlink to feat page. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:06, 22 April 2021 (MDT)<br />
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I would suggest clearing this discussion, or adding a bracket to discuss new edits that are major. With the new links added in, previous edits won't appear in the History anymore, and it would be tedious to have to click through individual tabs to see the edit history. Admittedly that's my only gripe with the changes made. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:23, 22 April 2021 (MDT)<br />
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:We can always create individual talk pages, or we could make a section here like you said, doesn't make a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:01, 22 April 2021 (MDT)<br />
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Quick Suggestion, I think we should move the Feats page link to a much more accessible and obvious area like their own column under Nindos? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:28, 23 April 2021 (MDT)<br />
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:I agree, I just wasn't sure where to put it, if you have an idea though go ahead.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:42, 24 April 2021 (MDT)<br />
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When we have a clarification/request about a certain subclass or chakra nature, do we discuss it here in the main page or do we discuss it in their own separate pages?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:27, 26 April 2021 (MDT)<br />
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:I'm honestly still unsure as well, I think it would be fine to just create talk pages for each of them and talk there, I might just do that quickly, with just a clarification and request catagory.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:10, 26 April 2021 (MDT)<br />
<br />
<br />
Not that big of a deal since we haven’t encountered any issues regarding this yet but should [[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]] make it so that only autoconfirmed users can edit the individual Path,Jutsu and Feat pages so that it’s easier to communicate with someone who’s added or removed something important without bringing it up on discussions? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:16, 29 April 2021 (MDT)<br />
<br />
:While I second your suggestion, I am not an admin, so I don’t really have that kind of power.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:32, 29 April 2021 (MDT)<br />
<br />
== RLL Review ==<br />
<br />
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 />
<br />
===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 />
<br />
===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 />
<br />
==Advanced Training==<br />
Advanced Training has been a point of contention as of recently, for a pretty understandable reason, use of a whole extra subclass can be really OP, especially when it's used in conjunction with something like the Gestalt Subclasses variant rule, so I made this section to discuss potential alternatives or changes, so if you've got anything, feel free to speak up.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:21, 22 April 2021 (MDT)<br />
<br />
Some thoughts I had were, an option to increase your chakra point maximum by 5-10, an additional ASI or feat, maybe an increase to movement speed or something along those lines.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:25, 23 April 2021 (MDT)<br />
<br />
It is kinda busted when you combine it with gestalt and beyond level 20. i like jaydon105s idea of a chakra increase. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:38, 26 April 2021 (MDT)<br />
<br />
:I don't think creating material with gestalt characters in mind is the appropriate thought. Gestalt in general is busted. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 08:22, 28 April 2021 (MDT)<br />
<br />
==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 />
<br />
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 />
<br />
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 />
<br />
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 />
<br />
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 />
<br />
==Genjutsu==<br />
So regarding the new changes to Genjutsu making it a chakra nature, maybe not the best idea to implement it in the way that it was. Genjutsu are all Yin Style techniques, so maybe adding some Genjutsu in that nature would be a good idea, but the way it's been implemented doesn't really work. Chakra natures are supposed to be, well, natural, it would be like adding a "Ninjutsu Nature".--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 08:26, 5 May 2021 (MDT)<br />
<br />
I agree that it’s a bit odd to make Genjutsu into a nature since all of it is Yin Release in the first place, I think it might be better to just move those to the Yin page and label which jutsu are considered Genjutsu or not?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 14:33, 5 May 2021 (MDT)<br />
<br />
:Yeah that was the original plan, but I guess we'll let this ride for now and change it if need be, though I do think the idea of having to learn Yin Style and the "Genjutsu Style" is sorta redundant.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:01, 5 May 2021 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Taijutsu_(Shinobi_World_Supplement)&diff=1468384Taijutsu (Shinobi World Supplement)2021-05-04T21:36:02Z<p>FrickyDiBoop: /* Taijutsu */ - (Tweaked Dance of the Crescent Moon so it's actually of any use... That other change made it practically useless.)</p>
<hr />
<div>===Taijutsu===<br />
<br />
'''Basic Taijutsu Technique'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As a bonus action, you make 2 unarmed strikes.<br />
<br />
<br />
'''Shadow of the Dancing Leaf'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you momentarily increase your physical ability by a significant amount. Though not as efficient as a normal Body Flicker, this jutsu is far more versatile. You may move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round. Additionally, your movement speed increases by half its total (rounded down), and attacks of opportunity against you have disadvantage. This lasts until the end of your next turn<br />
<br />
<br />
'''Substitution'''<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Dexterity + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.<br />
<br />
<br />
'''Surging Fire Wild Dance'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, contest a melee attack against a creature within range's melee attack. If you succeed, they take your unarmed strike's damage. If you fail by less than 5 or succeed, both you and the target are {{5c|restrained}} until the beginning of your next turn.<br />
<br />
<br />
'''Leaf Gust'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you drop to your elbows and spin your legs in a circle, making an unarmed strike against every creature within your reach.<br />
<br />
<br />
'''Leaf Dragon God'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you can form a dragon seemingly made of lightning with pure Taijutsu skill. You gain +4 AC, +1 to attack and damage rolls, your size increases by one category, and you gain an additional action on each of your turns which can only be used to do the following actions:<br />
*'''Multiattack.''' You can make one bite attack and two claw attacks, or one bite attack and one swallow action. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Swallow.''' The dragon swallows a creature that has been hit with a bite attack. They can only occupy your space, they gain +4 on attack rolls against you, and you gain an additional +2 on attack and damage rolls against them.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 force damage on a successful hit.<br />
<br />
<br />
'''Cloud-Style Crescent Moon Beheading'''<br />
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'''Range:''' 15 foot cone<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As an action or bonus action, the user slashes in a massive arc. Every creature within range must attempt a Dexterity saving throw. On a failure, creatures take twice the user's weapon damage. On a success, they take half as much.<br />
<br />
<br />
'''Cloud-Style Deception Beheading'''<br />
<br />
'''Cost:''' 4 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
The user feigns an attack before using the body flicker technique to appear behind the target, making an attack with the weapon with advantage.<br />
<br />
<br />
'''Cloud-Style Reverse Beheading'''<br />
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'''Cost:''' 2 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage<br />
<br />
As a reaction, when you are targetted by an attack, the user makes a weapon attack against a creature in their reach. On a hit, they take half as much damage.<br />
<br />
<br />
'''Dance of the Crescent Moon'''<br />
<br />
'''Prerequisites:''' Shadow Clone<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you combine the body flicker and your skill in kenjutsu, moving around your target's blind spots and attacking from all directions using clones. Once initiated, you may move up to this jutsu's range and make three melee spell attacks with advantage. Upon a hit, they take twice your weapon's damage. The clones appear solely for the execution of this jutsu, disappearing right after it is concluded.<br />
<br />
<br />
'''Black Tornado.'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action, you and up to 4 other friendly creatures, including shadow clones and Rinne Six Paths corpses, stack on top of one another. Every creature involved occupies the same 10 ft. by 10ft. space using the highest movement speed among the creatures -10 feet. Once per turn, each creature can make a melee attack against a creature without using an action or reaction. Each creature using this jutsu must make an individual DEX saving throw at the end of each of their turns, if one of the creatures fail, the effects of this jutsu end<br />
<br />
<br />
'''Leaf Great Flash'''<br />
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'''Cost:''' 10 chakra<br />
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'''Range:''' Touch<br />
<br />
As an action, make an unarmed strike. On a hit, you plant your foot firmly in the target's abdomen with a lateral kick, sending them 30 feet in any direction of your choice instead of dealing damage.<br />
<br />
<br />
'''Leaf Rock-Destroying Rise'''<br />
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'''Cost:''' 4 chakra<br />
<br />
As a bonus action, you position your hands together, preparing to strike with your elbows and knees. Your unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of your next turn.<br />
<br />
<br />
'''Bloody Mist Sword Art: Bone Mutilation'''<br />
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'''Cost:''' 8 Chakra<br />
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'''Range:''' 15 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
The user impales numerous chakra spikes into a target's body. They must attempt a Constitution saving throw. On a failure, they take 2d8 piercing damage and lose 1d4 chakra or maximum hit points at the end of their turn, their choice. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early.<br />
<br />
<br />
'''Tenketsu of Harm and Death'''<br />
<br />
As an action, you release two tenketsu that greatly increase both your physical strength and chakra consumption. This jutsu in similar in both execution and appearance to the 6th Gate of the {{inpage|Path of Youth}}. While these tenketsu are released, you gain the following until you have no chakra or end this effect as an action: <br />
*You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.<br />
*At the start of your turn, you regain 5 hit points.<br />
*You gain a +5 bonus to attack and damage rolls.<br />
*You lose 5 chakra at the end of each of your turns.<br />
<br />
<br />
'''Seven Heavens Breathing Method.'''<br />
<br />
After training your lungs to be able to hold more than four times the average human’s air, you may inhale a large amount quickly to bolster your body as an action. You may stack this jutsu’s benefits up to three times. You may end the effects of 1 use of this jutsu’s benfits as an action or bonus action. You may benefit from this and the {{inpage|Path of Youth}}’s Gates at the same time. While in this form, you gain the following:<br />
*You gain 5 temporary hit points. <br />
*You gain a +1 bonus to AC.<br />
*You gain a +5 bonus to your movement speed.<br />
*You gain a +2 bonus to attack and damage rolls.<br />
*You lose 1d4 hit points at the end of each of your turns. <br />
<br />
<br />
'''Drunken Fist'''<br />
<br />
'''Cost:''' 10 Chakra, 1 bottle of alcohol<br />
<br />
'''Duration:''' 1 minute<br />
<br />
On top of the normal effects of alcohol, a master of Taijutsu can channel their intoxication into their movements. Your melee attacks have disadvantage, you can not use jutsu that are not Taijutsu, attacks against you have disadvantage, and your unarmed strikes deal twice as much damage. <br />
<br />
<br />
'''Early Sacrifice'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you grab a creature's shoulder, flipping around them before slamming them into the ground. You may move to any space that would leave the creature in range. The target must attempt a Dexterity saving throw. On a failure, they are knocked prone and take your unarmed strike's damage.<br />
<br />
<br />
'''Little Toe Attack'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As part of an unarmed strike, you focus your kicks at the targets shins, ankles, and feet. On a hit, the target both takes damage and must succeed a {{5a|str}} ({{5s|Athletics}}) or {{5a|dex}} ({{5s|Acrobatics}}) check with a DC equal to your attack roll. On a failure, you may choose to either knock them {{5c|Prone}} or push them 5 feet away from you if they are at no more than 1 size category larger than you.<br />
<br />
<br />
'''Night Phoenix'''<br />
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'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you thrust your entire body forward with all your might, cloaking your body in flames. You gain a flying speed equal to twice your movement speed, and your unarmed strikes and taijutsu deal an additional 3d4 fire damage.<br />
<br />
<br />
'''Rumored Endeavor Star'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you rush toward your opponent, building momentum with each step. For every 10 ft. you move, your next unarmed strike deals an additional 1d4 damage.<br />
<br />
<br />
'''Welcoming Approach: Thousand-Armed Murder.'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
As a bonus action, you create an angelic, thousand-armed being from your chakra. Until the beginning of your next turn, when you take the attack action, you can not make ranged or weapon attacks, but your unarmed strikes gain an additional 15 feet of reach and you may attack 3 additional times. <br />
<br />
<br />
'''*Arriving Life: Thousand-Armed Preservation*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
The user creates several hands made of a unique form of chakra only known to certain groups of hermits that react automatically to physical threats. While concentration on this jutsu, attack rolls automatically fail and they may not take actions. <br />
<br />
<br />
'''*Looking Down: Embracing Thousand Arms*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
The user summons a ring of hands made of a unique form of chakra only known to certain groups of hermits rumored to be an ultimate defense. While the user is concentrating on this jutsu, any effects of their choice made by creatures outside of this jutsu's range that require a saving throw do not effect creatures inside the range. While concentrating on this jutsu, the user can not take actions.<br />
<br />
<br />
'''*Welcoming Approach: Chakra Mode*'''<br />
<br />
'''Requirements:''' Looking Down: Embracing Thousand Arms, Arriving Life: Thousand-Armed Preservation<br />
<br />
'''Cost:''' 35 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Having become a master of manipulating the hermetic chakra, the user becomes its avatar. Their size increases by 1 category to a minimum of large, they are immune to all attacks and effects of their choice, and they can not cast jutsu. At the end of each of their turns, they must succeed a DC 18 Charisma saving throw. On a failure, this jutsu ends early. and they gain 1 level of exhaustion.<br />
<br />
<br />
'''*Taijutsu Style: Rush Rasengan*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you run up to 20 ft. and thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier piercing plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Taijutsu_(Shinobi_World_Supplement)&diff=1468383Taijutsu (Shinobi World Supplement)2021-05-04T21:34:19Z<p>FrickyDiBoop: /* Taijutsu */</p>
<hr />
<div>===Taijutsu===<br />
<br />
'''Basic Taijutsu Technique'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As a bonus action, you make 2 unarmed strikes.<br />
<br />
<br />
'''Shadow of the Dancing Leaf'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you momentarily increase your physical ability by a significant amount. Though not as efficient as a normal Body Flicker, this jutsu is far more versatile. You may move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round. Additionally, your movement speed increases by half its total (rounded down), and attacks of opportunity against you have disadvantage. This lasts until the end of your next turn<br />
<br />
<br />
'''Substitution'''<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Dexterity + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.<br />
<br />
<br />
'''Surging Fire Wild Dance'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, contest a melee attack against a creature within range's melee attack. If you succeed, they take your unarmed strike's damage. If you fail by less than 5 or succeed, both you and the target are {{5c|restrained}} until the beginning of your next turn.<br />
<br />
<br />
'''Leaf Gust'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you drop to your elbows and spin your legs in a circle, making an unarmed strike against every creature within your reach.<br />
<br />
<br />
'''Leaf Dragon God'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you can form a dragon seemingly made of lightning with pure Taijutsu skill. You gain +4 AC, +1 to attack and damage rolls, your size increases by one category, and you gain an additional action on each of your turns which can only be used to do the following actions:<br />
*'''Multiattack.''' You can make one bite attack and two claw attacks, or one bite attack and one swallow action. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Swallow.''' The dragon swallows a creature that has been hit with a bite attack. They can only occupy your space, they gain +4 on attack rolls against you, and you gain an additional +2 on attack and damage rolls against them.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 force damage on a successful hit.<br />
<br />
<br />
'''Cloud-Style Crescent Moon Beheading'''<br />
<br />
'''Range:''' 15 foot cone<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As an action or bonus action, the user slashes in a massive arc. Every creature within range must attempt a Dexterity saving throw. On a failure, creatures take twice the user's weapon damage. On a success, they take half as much.<br />
<br />
<br />
'''Cloud-Style Deception Beheading'''<br />
<br />
'''Cost:''' 4 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
The user feigns an attack before using the body flicker technique to appear behind the target, making an attack with the weapon with advantage.<br />
<br />
<br />
'''Cloud-Style Reverse Beheading'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage<br />
<br />
As a reaction, when you are targetted by an attack, the user makes a weapon attack against a creature in their reach. On a hit, they take half as much damage.<br />
<br />
<br />
'''Dance of the Crescent Moon'''<br />
<br />
'''Prerequisites:''' Shadow Clone<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you combine the body flicker and your skill in kenjutsu, moving around your target's blind spots and attacking from all directions using clones. Once initiated, you may move up to this jutsu's range and make three melee spell attacks with advantage. Upon a hit, they take twice your weapon's damage. The clones appear solely for the execution of this jutsu, disappearing right after it is concluded.<br />
<br />
<br />
'''Black Tornado.'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action, you and up to 4 other friendly creatures, including shadow clones and Rinne Six Paths corpses, stack on top of one another. Every creature involved occupies the same 10 ft. by 10ft. space using the highest movement speed among the creatures -10 feet. Once per turn, each creature can make a melee attack against a creature without using an action or reaction. Each creature using this jutsu must make a {{5e|dex}} saving throw at the end of each of their turns, if one of the creatures fail, the jury’s ends early. This jutsu takes a reaction for participating creatures that aren’t the caster.<br />
<br />
<br />
'''Leaf Great Flash'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, make an unarmed strike. On a hit, you plant your foot firmly in the target's abdomen with a lateral kick, sending them 30 feet in any direction of your choice instead of dealing damage.<br />
<br />
<br />
'''Leaf Rock-Destroying Rise'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As a bonus action, you position your hands together, preparing to strike with your elbows and knees. Your unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of your next turn.<br />
<br />
<br />
'''Bloody Mist Sword Art: Bone Mutilation'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
The user impales numerous chakra spikes into a target's body. They must attempt a Constitution saving throw. On a failure, they take 2d8 piercing damage and lose 1d4 chakra or maximum hit points at the end of their turn, their choice. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early.<br />
<br />
<br />
'''Tenketsu of Harm and Death'''<br />
<br />
As an action, you release two tenketsu that greatly increase both your physical strength and chakra consumption. This jutsu in similar in both execution and appearance to the 6th Gate of the {{inpage|Path of Youth}}. While these tenketsu are released, you gain the following until you have no chakra or end this effect as an action: <br />
*You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.<br />
*At the start of your turn, you regain 5 hit points.<br />
*You gain a +5 bonus to attack and damage rolls.<br />
*You lose 5 chakra at the end of each of your turns.<br />
<br />
<br />
'''Seven Heavens Breathing Method.'''<br />
<br />
After training your lungs to be able to hold more than four times the average human’s air, you may inhale a large amount quickly to bolster your body as an action. You may stack this jutsu’s benefits up to three times. You may end the effects of 1 use of this jutsu’s benfits as an action or bonus action. You may benefit from this and the {{inpage|Path of Youth}}’s Gates at the same time. While in this form, you gain the following:<br />
*You gain 5 temporary hit points. <br />
*You gain a +1 bonus to AC.<br />
*You gain a +5 bonus to your movement speed.<br />
*You gain a +2 bonus to attack and damage rolls.<br />
*You lose 1d4 hit points at the end of each of your turns. <br />
<br />
<br />
'''Drunken Fist'''<br />
<br />
'''Cost:''' 10 Chakra, 1 bottle of alcohol<br />
<br />
'''Duration:''' 1 minute<br />
<br />
On top of the normal effects of alcohol, a master of Taijutsu can channel their intoxication into their movements. Your melee attacks have disadvantage, you can not use jutsu that are not Taijutsu, attacks against you have disadvantage, and your unarmed strikes deal twice as much damage. <br />
<br />
<br />
'''Early Sacrifice'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you grab a creature's shoulder, flipping around them before slamming them into the ground. You may move to any space that would leave the creature in range. The target must attempt a Dexterity saving throw. On a failure, they are knocked prone and take your unarmed strike's damage.<br />
<br />
<br />
'''Little Toe Attack'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As part of an unarmed strike, you focus your kicks at the targets shins, ankles, and feet. On a hit, the target both takes damage and must succeed a {{5a|str}} ({{5s|Athletics}}) or {{5a|dex}} ({{5s|Acrobatics}}) check with a DC equal to your attack roll. On a failure, you may choose to either knock them {{5c|Prone}} or push them 5 feet away from you if they are at no more than 1 size category larger than you.<br />
<br />
<br />
'''Night Phoenix'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you thrust your entire body forward with all your might, cloaking your body in flames. You gain a flying speed equal to twice your movement speed, and your unarmed strikes and taijutsu deal an additional 3d4 fire damage.<br />
<br />
<br />
'''Rumored Endeavor Star'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you rush toward your opponent, building momentum with each step. For every 10 ft. you move, your next unarmed strike deals an additional 1d4 damage.<br />
<br />
<br />
'''Welcoming Approach: Thousand-Armed Murder.'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
As a bonus action, you create an angelic, thousand-armed being from your chakra. Until the beginning of your next turn, when you take the attack action, you can not make ranged or weapon attacks, but your unarmed strikes gain an additional 15 feet of reach and you may attack 3 additional times. <br />
<br />
<br />
'''*Arriving Life: Thousand-Armed Preservation*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
The user creates several hands made of a unique form of chakra only known to certain groups of hermits that react automatically to physical threats. While concentration on this jutsu, attack rolls automatically fail and they may not take actions. <br />
<br />
<br />
'''*Looking Down: Embracing Thousand Arms*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
The user summons a ring of hands made of a unique form of chakra only known to certain groups of hermits rumored to be an ultimate defense. While the user is concentrating on this jutsu, any effects of their choice made by creatures outside of this jutsu's range that require a saving throw do not effect creatures inside the range. While concentrating on this jutsu, the user can not take actions.<br />
<br />
<br />
'''*Welcoming Approach: Chakra Mode*'''<br />
<br />
'''Requirements:''' Looking Down: Embracing Thousand Arms, Arriving Life: Thousand-Armed Preservation<br />
<br />
'''Cost:''' 35 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Having become a master of manipulating the hermetic chakra, the user becomes its avatar. Their size increases by 1 category to a minimum of large, they are immune to all attacks and effects of their choice, and they can not cast jutsu. At the end of each of their turns, they must succeed a DC 18 Charisma saving throw. On a failure, this jutsu ends early. and they gain 1 level of exhaustion.<br />
<br />
<br />
'''*Taijutsu Style: Rush Rasengan*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you run up to 20 ft. and thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier piercing plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Taijutsu_(Shinobi_World_Supplement)&diff=1468379Taijutsu (Shinobi World Supplement)2021-05-04T21:20:18Z<p>FrickyDiBoop: /* Taijutsu */</p>
<hr />
<div>===Taijutsu===<br />
<br />
'''Basic Taijutsu Technique'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As a bonus action, you make 2 unarmed strikes.<br />
<br />
<br />
'''Shadow of the Dancing Leaf'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you momentarily increase your physical ability by a significant amount. Though not as efficient as a normal Body Flicker, this jutsu is far more versatile. You may move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round. Additionally, your movement speed increases by half its total (rounded down), and attacks of opportunity against you have disadvantage. This lasts until the end of your next turn<br />
<br />
<br />
'''Substitution'''<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Dexterity + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.<br />
<br />
<br />
'''Surging Fire Wild Dance'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, contest a melee attack against a creature within range's melee attack. If you succeed, they take your unarmed strike's damage. If you fail by less than 5 or succeed, both you and the target are {{5c|restrained}} until the beginning of your next turn.<br />
<br />
<br />
'''Leaf Gust'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you drop to your elbows and spin your legs in a circle, making an unarmed strike against every creature within your reach.<br />
<br />
<br />
'''Leaf Dragon God'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you can form a dragon seemingly made of lightning with pure Taijutsu skill. You gain +4 AC, +1 to attack and damage rolls, your size increases by one category, and you gain an additional action on each of your turns which can only be used to do the following actions:<br />
*'''Multiattack.''' You can make one bite attack and two claw attacks, or one bite attack and one swallow action. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Swallow.''' The dragon swallows a creature that has been hit with a bite attack. They can only occupy your space, they gain +4 on attack rolls against you, and you gain an additional +2 on attack and damage rolls against them.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 force damage on a successful hit.<br />
<br />
<br />
'''Cloud-Style Crescent Moon Beheading'''<br />
<br />
'''Range:''' 15 foot cone<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As an action or bonus action, the user slashes in a massive arc. Every creature within range must attempt a Dexterity saving throw. On a failure, creatures take twice the user's weapon damage. On a success, they take half as much.<br />
<br />
<br />
'''Cloud-Style Deception Beheading'''<br />
<br />
'''Cost:''' 4 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
The user feigns an attack before using the body flicker technique to appear behind the target, making an attack with the weapon with advantage.<br />
<br />
<br />
'''Cloud-Style Reverse Beheading'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage<br />
<br />
As a reaction, when you are targetted by an attack, the user makes a weapon attack against a creature in their reach. On a hit, they take half as much damage.<br />
<br />
<br />
'''Dance of the Crescent Moon'''<br />
<br />
'''Prerequisites:''' Shadow Clone<br />
<br />
'''Cost:''' 4 minimum, 12 maximum<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you combine the body flicker and your skill in kenjutsu, moving around your target's blind spots and creating the image of multiple attackers. Once initiated, you may move up to this jutsu's range and make a melee spell attack. On a hit, they take twice your weapon's damage. You can expend additional chakra to make one additional attack for every 4 additional chakra points.<br />
<br />
<br />
'''Black Tornado.'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action, you and up to 4 other friendly creatures, including shadow clones and Rinne Six Paths corpses, stack on top of one another. Every creature involved occupies the same 10 ft. by 10ft. space using the highest movement speed among the creatures -10 feet. Once per turn, each creature can make a melee attack against a creature without using an action or reaction. Each creature using this jutsu must make an individual DEX saving throw at the end of each of their turns, if one of the creatures fail, the effects of this jutsu end<br />
<br />
<br />
'''Leaf Great Flash'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, make an unarmed strike. On a hit, you plant your foot firmly in the target's abdomen with a lateral kick, sending them 30 feet in any direction of your choice instead of dealing damage.<br />
<br />
<br />
'''Leaf Rock-Destroying Rise'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As a bonus action, you position your hands together, preparing to strike with your elbows and knees. Your unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of your next turn.<br />
<br />
<br />
'''Bloody Mist Sword Art: Bone Mutilation'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
The user impales numerous chakra spikes into a target's body. They must attempt a Constitution saving throw. On a failure, they take 2d8 piercing damage and lose 1d4 chakra or maximum hit points at the end of their turn, their choice. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early.<br />
<br />
<br />
'''Tenketsu of Harm and Death'''<br />
<br />
As an action, you release two tenketsu that greatly increase both your physical strength and chakra consumption. This jutsu in similar in both execution and appearance to the 6th Gate of the {{inpage|Path of Youth}}. While these tenketsu are released, you gain the following until you have no chakra or end this effect as an action: <br />
*You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.<br />
*At the start of your turn, you regain 5 hit points.<br />
*You gain a +5 bonus to attack and damage rolls.<br />
*You lose 5 chakra at the end of each of your turns.<br />
<br />
<br />
'''Seven Heavens Breathing Method.'''<br />
<br />
After training your lungs to be able to hold more than four times the average human’s air, you may inhale a large amount quickly to bolster your body as an action. You may stack this jutsu’s benefits up to three times. You may end the effects of 1 use of this jutsu’s benfits as an action or bonus action. You may benefit from this and the {{inpage|Path of Youth}}’s Gates at the same time. While in this form, you gain the following:<br />
*You gain 5 temporary hit points. <br />
*You gain a +1 bonus to AC.<br />
*You gain a +5 bonus to your movement speed.<br />
*You gain a +2 bonus to attack and damage rolls.<br />
*You lose 1d4 hit points at the end of each of your turns. <br />
<br />
<br />
'''Drunken Fist'''<br />
<br />
'''Cost:''' 10 Chakra, 1 bottle of alcohol<br />
<br />
'''Duration:''' 1 minute<br />
<br />
On top of the normal effects of alcohol, a master of Taijutsu can channel their intoxication into their movements. Your melee attacks have disadvantage, you can not use jutsu that are not Taijutsu, attacks against you have disadvantage, and your unarmed strikes deal twice as much damage. <br />
<br />
<br />
'''Early Sacrifice'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you grab a creature's shoulder, flipping around them before slamming them into the ground. You may move to any space that would leave the creature in range. The target must attempt a Dexterity saving throw. On a failure, they are knocked prone and take your unarmed strike's damage.<br />
<br />
<br />
'''Little Toe Attack'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As part of an unarmed strike, you focus your kicks at the targets shins, ankles, and feet. On a hit, the target both takes damage and must succeed a {{5a|str}} ({{5s|Athletics}}) or {{5a|dex}} ({{5s|Acrobatics}}) check with a DC equal to your attack roll. On a failure, you may choose to either knock them {{5c|Prone}} or push them 5 feet away from you if they are at no more than 1 size category larger than you.<br />
<br />
<br />
'''Night Phoenix'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you thrust your entire body forward with all your might, cloaking your body in flames. You gain a flying speed equal to twice your movement speed, and your unarmed strikes and taijutsu deal an additional 3d4 fire damage.<br />
<br />
<br />
'''Rumored Endeavor Star'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you rush toward your opponent, building momentum with each step. For every 10 ft. you move, your next unarmed strike deals an additional 1d4 damage.<br />
<br />
<br />
'''Welcoming Approach: Thousand-Armed Murder.'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
As a bonus action, you create an angelic, thousand-armed being from your chakra. Until the beginning of your next turn, when you take the attack action, you can not make ranged or weapon attacks, but your unarmed strikes gain an additional 15 feet of reach and you may attack 3 additional times. <br />
<br />
<br />
'''*Arriving Life: Thousand-Armed Preservation*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
The user creates several hands made of a unique form of chakra only known to certain groups of hermits that react automatically to physical threats. While concentration on this jutsu, attack rolls automatically fail and they may not take actions. <br />
<br />
<br />
'''*Looking Down: Embracing Thousand Arms*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
The user summons a ring of hands made of a unique form of chakra only known to certain groups of hermits rumored to be an ultimate defense. While the user is concentrating on this jutsu, any effects of their choice made by creatures outside of this jutsu's range that require a saving throw do not effect creatures inside the range. While concentrating on this jutsu, the user can not take actions.<br />
<br />
<br />
'''*Welcoming Approach: Chakra Mode*'''<br />
<br />
'''Requirements:''' Looking Down: Embracing Thousand Arms, Arriving Life: Thousand-Armed Preservation<br />
<br />
'''Cost:''' 35 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Having become a master of manipulating the hermetic chakra, the user becomes its avatar. Their size increases by 1 category to a minimum of large, they are immune to all attacks and effects of their choice, and they can not cast jutsu. At the end of each of their turns, they must succeed a DC 18 Charisma saving throw. On a failure, this jutsu ends early. and they gain 1 level of exhaustion.<br />
<br />
<br />
'''*Taijutsu Style: Rush Rasengan*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you run up to 20 ft. and thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier piercing plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Taijutsu_(Shinobi_World_Supplement)&diff=1468223Taijutsu (Shinobi World Supplement)2021-05-04T14:16:19Z<p>FrickyDiBoop: /* Taijutsu */</p>
<hr />
<div>===Taijutsu===<br />
<br />
'''Basic Taijutsu Technique'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As a bonus action, you make 2 unarmed strikes.<br />
<br />
<br />
'''Shadow of the Dancing Leaf'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you momentarily increase your physical ability by a significant amount. Though not as efficient as a normal Body Flicker, this jutsu is far more versatile. You may move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round. Additionally, your movement speed increases by half its total (rounded down), and attacks of opportunity against you have disadvantage. This lasts until the end of your next turn<br />
<br />
<br />
'''Substitution'''<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Dexterity + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.<br />
<br />
<br />
'''Surging Fire Wild Dance'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, contest a melee attack against a creature within range's melee attack. If you succeed, they take your unarmed strike's damage. If you fail by less than 5 or succeed, both you and the target are {{5c|restrained}} until the beginning of your next turn.<br />
<br />
<br />
'''Leaf Gust'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you drop to your elbows and spin your legs in a circle, making an unarmed strike against every creature within your reach.<br />
<br />
<br />
'''Leaf Dragon God'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you can form a dragon seemingly made of lightning with pure Taijutsu skill. You gain +4 AC, +1 to attack and damage rolls, your size increases by one category, and you gain an additional action on each of your turns which can only be used to do the following actions:<br />
*'''Multiattack.''' You can make one bite attack and two claw attacks, or one bite attack and one swallow action. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Swallow.''' The dragon swallows a creature that has been hit with a bite attack. They can only occupy your space, they gain +4 on attack rolls against you, and you gain an additional +2 on attack and damage rolls against them.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 force damage on a successful hit.<br />
<br />
<br />
'''Cloud-Style Crescent Moon Beheading'''<br />
<br />
'''Range:''' 15 foot cone<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As an action or bonus action, the user slashes in a massive arc. Every creature within range must attempt a Dexterity saving throw. On a failure, creatures take twice the user's weapon damage. On a success, they take half as much.<br />
<br />
<br />
'''Cloud-Style Deception Beheading'''<br />
<br />
'''Cost:''' 4 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
The user feigns an attack before using the body flicker technique to appear behind the target, making an attack with the weapon with advantage.<br />
<br />
<br />
'''Cloud-Style Reverse Beheading'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage<br />
<br />
As a reaction, when you are targetted by an attack, the user makes a weapon attack against a creature in their reach. On a hit, they take half as much damage.<br />
<br />
<br />
'''Dance of the Crescent Moon'''<br />
<br />
'''Cost:''' 4 minimum, 12 maximum<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you combine the body flicker and your skill in kenjutsu, moving around your target's blind spots and creating the image of multiple attackers. Once initiated, you may move up to this jutsu's range and make a melee spell attack. On a hit, they take twice your weapon's damage and 2d4 + your Intelligence modifier damage of the same type. You can expend additional chakra to make additional attacks, one for every 4 additional chakra points.<br />
<br />
<br />
'''Black Tornado.'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action, you and up to 4 other friendly creatures, including shadow clones and Rinne Six Paths corpses, stack on top of one another. Every creature involved occupies the same 10 ft. by 10ft. space using the highest movement speed among the creatures -10 feet. Once per turn, each creature can make a melee attack against a creature without using an action or reaction. <br />
<br />
<br />
'''Leaf Great Flash'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, make an unarmed strike. On a hit, you plant your foot firmly in the target's abdomen with a lateral kick, sending them 30 feet in any direction of your choice instead of dealing damage.<br />
<br />
<br />
'''Leaf Rock-Destroying Rise'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As a bonus action, you position your hands together, preparing to strike with your elbows and knees. Your unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of your next turn.<br />
<br />
<br />
'''Bloody Mist Sword Art: Bone Mutilation'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
The user impales numerous chakra spikes into a target's body. They must attempt a Constitution saving throw. On a failure, they take 2d8 piercing damage and lose 1d4 chakra or maximum hit points at the end of their turn, their choice. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early.<br />
<br />
<br />
'''Tenketsu of Harm and Death'''<br />
<br />
As an action, you release two tenketsu that greatly increase both your physical strength and chakra consumption. This jutsu in similar in both execution and appearance to the 6th Gate of the {{inpage|Path of Youth}}. While these tenketsu are released, you gain the following until you have no chakra or end this effect as an action: <br />
*You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.<br />
*At the start of your turn, you regain 5 hit points.<br />
*You gain a +5 bonus to attack and damage rolls.<br />
*You lose 5 chakra at the end of each of your turns.<br />
<br />
<br />
'''Seven Heavens Breathing Method.'''<br />
<br />
After training your lungs to be able to hold more than four times the average human’s air, you may inhale a large amount quickly to bolster your body as an action. You may stack this jutsu’s benefits up to three times. You may end the effects of 1 use of this jutsu’s benfits as an action or bonus action. You may benefit from this and the {{inpage|Path of Youth}}’s Gates at the same time. While in this form, you gain the following:<br />
*You gain 5 temporary hit points. <br />
*You gain a +1 bonus to AC.<br />
*You gain a +5 bonus to your movement speed.<br />
*You gain a +2 bonus to attack and damage rolls.<br />
*You lose 1d4 hit points at the end of each of your turns. <br />
<br />
<br />
'''Drunken Fist'''<br />
<br />
'''Cost:''' 10 Chakra, 1 bottle of alcohol<br />
<br />
'''Duration:''' 1 minute<br />
<br />
On top of the normal effects of alcohol, a master of Taijutsu can channel their intoxication into their movements. Your melee attacks have disadvantage, you can not use jutsu that are not Taijutsu, attacks against you have disadvantage, and your unarmed strikes deal twice as much damage. <br />
<br />
<br />
'''Early Sacrifice'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you grab a creature's shoulder, flipping around them before slamming them into the ground. You may move to any space that would leave the creature in range. The target must attempt a Dexterity saving throw. On a failure, they are knocked prone and take your unarmed strike's damage.<br />
<br />
<br />
'''Little Toe Attack'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As part of an unarmed strike, you focus your kicks at the targets shins, ankles, and feet. On a hit, the target both takes damage and must succeed a {{5a|str}} ({{5s|Athletics}}) or {{5a|dex}} ({{5s|Acrobatics}}) check with a DC equal to your attack roll. On a failure, you may choose to either knock them {{5c|Prone}} or push them 5 feet away from you if they are at no more than 1 size category larger than you.<br />
<br />
<br />
'''Night Phoenix'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you thrust your entire body forward with all your might, cloaking your body in flames. You gain a flying speed equal to twice your movement speed, and your unarmed strikes and taijutsu deal an additional 3d4 fire damage.<br />
<br />
<br />
'''Rumored Endeavor Star'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you rush toward your opponent, building momentum with each step. For every 10 ft. you move, your next unarmed strike deals an additional 1d4 damage.<br />
<br />
<br />
'''Welcoming Approach: Thousand-Armed Murder.'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
As a bonus action, you create an angelic, thousand-armed being from your chakra. Until the beginning of your next turn, when you take the attack action, you can not make ranged or weapon attacks, but your unarmed strikes gain an additional 15 feet of reach and you may attack 3 additional times. <br />
<br />
<br />
'''*Arriving Life: Thousand-Armed Preservation*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
The user creates several hands made of a unique form of chakra only known to certain groups of hermits that react automatically to physical threats. While concentration on this jutsu, attack rolls automatically fail and they may not take actions. <br />
<br />
<br />
'''*Looking Down: Embracing Thousand Arms*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
The user summons a ring of hands made of a unique form of chakra only known to certain groups of hermits rumored to be an ultimate defense. While the user is concentrating on this jutsu, any effects of their choice made by creatures outside of this jutsu's range that require a saving throw do not effect creatures inside the range. While concentrating on this jutsu, the user can not take actions.<br />
<br />
<br />
'''*Welcoming Approach: Chakra Mode*'''<br />
<br />
'''Requirements:''' Looking Down: Embracing Thousand Arms, Arriving Life: Thousand-Armed Preservation<br />
<br />
'''Cost:''' 35 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Having become a master of manipulating the hermetic chakra, the user becomes its avatar. Their size increases by 1 category to a minimum of large, they are immune to all attacks and effects of their choice, and they can not cast jutsu. At the end of each of their turns, they must succeed a DC 18 Charisma saving throw. On a failure, this jutsu ends early. and they gain 1 level of exhaustion.<br />
<br />
<br />
'''*Taijutsu Style: Rush Rasengan*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you run up to 20 ft. and thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier piercing plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away.<br />
<br />
----<br />
{{5e Classes Breadcrumb}} &rarr; [[Naruto: Shinobi (5e Class)]]<br />
<br />
{{5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1468209Talk:Naruto: Shinobi (5e Class)2021-05-04T13:53:52Z<p>FrickyDiBoop: /* Requests */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
<br />
I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
<br />
:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
<br />
:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
<br />
Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
<br />
:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
<br />
<br />
<br />
If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
<br />
:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
<br />
i see where your coming from, but i think it being a variant rule would fit it better as it would be up to the dm to use the rule, making it a thing the group could vote on.<br />
<br />
:But that doesn't refute any of the other points. The original way is like forcing every spellcaster to gain True Strike and Mage Hand. Are some casters going to use it? Sure. Is forcing it on every player justified in any way (i.e. lore, character, progression, etc.)? If so, I really don't see it. For instance, in canon there are roughly 10 people who use the Rasengan or a Rasengan-like technique (including movie and filler characters) because they were in the right place, were with the right people, or were the right people. Using the original chakra rules, suddenly half of the entire universe knows the Rasengan. While I am admittedly singling out an easy example, this applies to pretty much every traditionally acquired jutsu gained after 8th level (and a couple gained on and before like chidori and the various seals). I guess what I'm trying to say is that I don't see why anyone would vote against it outside of possibly misplaced nostalgia.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
<br />
==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
<br />
That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
<br />
:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
<br />
i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
<br />
:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
<br />
<br />
Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
<br />
:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
<br />
==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
<br />
Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
<br />
Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
<br />
Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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<br />
<br />
:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
<br />
:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
<br />
:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
<br />
:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
<br />
::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<br />
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Hi. I wanted to ask if we could add the level requirements for jutsus back because I was mid-DM'ing a campaign with the shinobi world campaign when someone told me that they performed greater fireball jistu, and I was confused as to why they would have that at such an early level, so I checked the page to make sure, just to see that they can cast all jitsus right now. Please, at least for the chakra natures and the genkai, because I don't know what my players should and shouldn't know already. Thank you. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 19:01, 8 April 2021 (MDT)<br />
<br />
:As per the discussion still on this page, what used to be the Non-Linear Jutsu variant rule has been integrated to the main class under the premise that unique jutsu were almost pointless previously, and that there's no reason everybody should have the same 5 jutsu. Assuming your players are 7th level (Great Fireball was restricted to 8th level), they should know 10 jutsu total, with Basic Ninjutsu counting as half as many, as detailed under the Chakra header. Generally, if there's a big change that makes this page look overpowered compared to a previous version (i.e. allowing players to "cast all jitsus"), check the edit that made the change, because there's probably a reason and something you're missing. If you're REALLY attached to players having the same couple of jutsu for whatever reason, here's a [https://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&oldid=1457981 link] to the revision immediately before it was changed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 8 April 2021 (MDT)<br />
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::The way our game works is that the players get two chakra natures that mix to become a KG. The only way they can get more is through special plot reasons, such as the Jinchuriki in the party. This way, all of the players tried to pick their own unique combination, making them all have a variety of jutsu. They all got to start with one unique that fits their character as well. I would then reward them with uniques based on their roleplaying, exploration, etc. They now worry that their characters will be conflicting with one another, and non-linear jutsu allows them to start out significantly stronger than they should. I understand that Boruto knew how to do Rasengan super ultimate universe destruction blast while he was still a fetus, but this makes progression have a huge spike at level 2, making anyone using a different class obsolete. Players by all means should not know how to do these S-rank jutsu at the beginning of the campaign. Something really has to be done about this, because the older version of the class was well balanced enough to be used in a normal setting, as well as gave so many customization options and versatility. I would even say that if you were allowed only one subclass, it was on par with vanilla classes. After the changes were made, we had a week-long discussion of if and how we could continue the campaign, and we came to the decision that we at least had to use the old version for reference of whether or not they can have a jutsu. Other than this inconvenience, you are doing great work on the class, keep it up. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 10:25, 28 April 2021 (MDT)<br />
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:::The issue is that when you use the old rule, it doesn't promote enough individuality and uniqueness throughout the party, while I'm sure it works fine for you, not every DM is as good at balancing and distributing individual jutsu, the current system is more of a one size fits all, I don't see the same balance issues that you're seeing, as once you cast one super strong jutsu, you're done for the day. I think you may be having an issue with individual Jutsu rather than non-linear Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:55, 28 April 2021 (MDT)<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 />
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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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When it says increase maximum hit dice for alternate chakra nature options, does that mean it would go from a D8 to a D10 or would it mean you’ll have 2 extra D8s for your hit dice?y<br />
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:A player would go from having 1d8 to 3d8.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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As I said in the edit description, love the new jutsu, but I do have a few questions:<br />
*Vacuum Sphere only targets one creature, but its range is a line implying that you make an attack roll against every creature in the line. <br />
*Generally, "X Style" is implied, so we only really add them for things like shadow clone variations, as it is implied by being listed under X Style Jutsu.<br />
*Whirlwind Fist was occluded because there's already a Whirlwind Fist on-page.<br />
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I'll say it again Hit, the jutsu you added are downright excellent, and I look forward to anything you plan to add in the future. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:07, 3 April 2021 (MDT)<br />
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In Path Of Succession’s 60% and 80% column, it says you can break your horn with a Strength roll but I see no point in trying to “severe you’re connection to the Otsutsuki” or is it supposed to work the same way as Path Of the Beast where your Tailed Beast controls you?<br />
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:As stated at the top of 20% Extraction, any Otsutsuki form lasts until you can't maintain it, with breaking the horn being the only way to end it at will.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:24, 3 April 2021 (MDT)<br />
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A change in the hit dice maximum/gaining additional hit dice makes for a direct change in hit points? Or are there exclusions? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 22:29, 3 April 2021 (MDT)<br />
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:I couldn't figure out a good way to word it, but the additional hit dice are meant to function the same way as those gained from regular class leveling hit dice, increasing your maximum hit points and what not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:43, 3 April 2021 (MDT)<br />
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There are many typos on Chidori Spear that make it hard to understand and could use a bit of clarification, would appreciate it if that could be fixed, thanks, and Happy Easter!<br />
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:Should be fixed, happy Easter!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:27, 4 April 2021 (MDT)<br />
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How does Exhaustion levels work for Possession in Path of Mutation? And what will also happen if the any of the creatures (Host or the PoM Shinobi) die while still possessed?<br />
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:Hopefully the recent edit has clarified this.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 5 April 2021 (MDT)<br />
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Would Anti Magic areas prevent you from using jutsus?<br />
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:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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Is Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth, meant to be so strong?<br />
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:It's intended to be strong, but I can see why it may be too strong. I will be revising shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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I happened to look into the Tsuchigumo seal thing, for RP reasons, and I got to discover that the original user actually had sealed it on himself and even used Fury without dying. Maybe I interpreted something wrong, or maybe you just want to keep it like this for the sake of balance. Just thought that I'd let you know... For some reason. Anyway, now you know lol.<br />
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Also, where did Impure world reincarnation go? Am I blind? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 02:39, 7 April 2021 (MDT)<br />
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Edo Tensei was added to the Yin Yang column which would make sense I guess --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:31, 7 April 2021 (MDT)<br />
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:I'm unclear if both the Tsuchigumo Style and Edo Tensei posts were both from Fricky, so I'm putting this here. I'd be interested in where you "discovered" this, since the canonical original user, [https://naruto.fandom.com/wiki/En_no_Gy%C5%8Dja En no Gyōja], only ever used Fury himself, sealing Tsuchigumo Style in his grandaughter [https://naruto.fandom.com/wiki/Hotaru Hotaru]. Tsuchigumo Style was nerfed because initially it was so absurdly powerful that having it was essentially an insta-win/never die. Also, nothing says you can't use Fury without dying, the user just needs a lot of chakra (i.e. from using Tsuchigumo Style). ---[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Do all jutsu deal magic damage?<br />
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:Hopefully this has been clarified on-page, but yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Does affinity apply to non nature jutsus such as Shadow Possession,Fuinjutsu,Path-Exclusive Jutsus,etc<br />
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:Hopefully this has been clarified on-page, but yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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Can you choose which damage dice to reroll with the Jogan Boon, for example, I use rasengan and rolled 10 on some of my dice but 1 on the others?<br />
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:You can not. You either reroll all dice included in the roll, or you do not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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Would having only each Jogan count as 1 number lower for your crits? for example, if I have 4 Jogans from Dojutsu Acceptant Biology my crit range would be 16-20?<br />
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:I think I've answered this before, not that I'm complaining, but I've intentionally left it ambiguous for the sake of DM balance. I would personally say that you are right, but that the idea is not applicable since the Jogan is rare enough to the point that we've only seen one in the entire series, and it's a boon so the DM decides when and if it shows up, but I can also easily see it getting out of hand with a less-experienced DM. Hopefully I will be able to make this more solid once we (hopefully) get more Jogan content.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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Does Mysterious Peacock Method: Chakra Predation, need any chakra to cast?<br />
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Can you use Mysterious Peacock Method: Wings multiple times?<br />
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:Initially Chakra Predation did not, but it has been rebalanced based on other chakra absorbing jutsu. Wings has been modified to require concentration, however, a creature can benefit from multiple uses of it from different creatures.--09:10, 10 April 2021 (MDT)<br />
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How long does Body Flicker last and can it stack?<br />
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:Hopefully this has been clarified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Does Bound Element give you a new Chakra nature or gives affinity to one you already know?<br />
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:yes,--{{unsigned|Plywood tank}}<br />
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Does Fuinjutsu, Shadow Possession,Taijutsu,etc count as chakra natures for Bound Element?<br />
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:yes.--{{unsigned|Plywood tank}}<br />
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Does Chimera Technique make the target unable to use the features/jutsus absorbed for the duration?<br />
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:I don't see any indication why it would, so no.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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What can we do if we can’t learn anymore jutsus, for example, Someone takes the Lee Clan Boon and doesn’t have the prerequisites to get Absorption,Shadow or Barrier Nin and has already learned every Taijutsu.<br />
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:At the moment there is not any particular ruling that feels both satisfying and balanced. In the future I hope to have 75 jutsu for each nature, but that's bound to take some time. Until then, feel free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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This might be a bit trivial, but if I apply Sage Art to Palm Bottom would that mean there’s Senjutsu inside the target and would turn them to stone if they’re not trained to handle it?<br />
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:Palm Bottom deals damage without granting the target chakra, so no.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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If PCs roll a Kekkai Genkai, do they also gain access to the other 2 natures that compose it?<br />
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:As clarified under the Chakra header, you do not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:16, 12 April 2021 (MDT)<br />
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Does difficult terrain affect Shadow Possession or any of it’s other jutsus?<br />
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:The only thing that affects Shadow Imitation Technique is light level.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:16, 12 April 2021 (MDT)<br />
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Wasn't sure where to ask this lol, but if I were to come across small things like misspellings/typos, is it ok to fix them? Or should we always request for someone to edit them out? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:Go right ahead, although current events may lead to the occasional edit conflict lol.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:36, 12 April 2021 (MDT)<br />
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::Awesome, Thanks.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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How many creatures are able to occupy a Complete-Body Susanoo, and if you were to teleport using something like Flying Raijin or Amenotejikara while they were occupying your space could you bring all of them or only 1?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:04, 12 April 2021 (MDT)<br />
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:An armored susanoo is Huge (15 ft. x 15 ft.), and since each creature takes up 5 ft., an armored susanoo has a capacity for 9 creatures including yourself. With 2 instances of Complete-Body Susanoo, your size category increases by 1 to Gargantuan (20 ft. x 20 ft.), resulting in 16 creatures. However, there is a blind spot for movement, which I will correct shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:13, 12 April 2021 (MDT)<br />
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Ok awesome, and if you teleport using one of the previous jutsu as a reaction to an attack, would the attacker lose their attack or would they still be able to use that attack on a different target?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:22, 12 April 2021 (MDT)<br />
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:They have already made the attack, so they would not be able to make some sort of "free attack", though a DM may decide that another creature is close enough (such as being behind them) that an attack would be justified, most likely with disadvantage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 12 April 2021 (MDT)<br />
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Would Shadow Possession and Mind Body Switch Jutsu work on incapacitated creatures or even corpses?<br />
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:Incapacitated creatures don't cause any problems. As for dead creatures, that ultimately comes down to whether or not corpses count as creatures. A quick google search finds a couple of WotC responses that point to object, so these jutsu could not target them.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:39, 12 April 2021 (MDT)<br />
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Do the effects of Mysterious Peacock method still carry on when you're brought down? Or do you lose the 10 Chakra<br />
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:Thanks for catching that blindspot, hopefully it has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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In *Arriving Life: Thousand-Armed Preservation* does it says "they may not take actions" is it the user or the ones attacking effected?<br />
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:This jutsu does not affect other creatures, only making attack rolls miss the user, so the user loses the ability to take actions.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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If someone used Sukunahikona on an object that contains a creature in it (such as buildings that 20ft or less) what will happen to the creature?<br />
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:Once again, thanks for catching that blind spot!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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Since it’s clarified what Senjutsu Chakra would do to a creature, would anything happen if a creature received Black,Red,Specialized,etc Chakra from Chakra Transfer?<br />
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:I'm currently working in a way to implement that, with the general idea being that X chakra forces you into the first transformation granted by the path, while 2X+ causes you to take damage. The only difference between normal and specialized chakra is that it can only be spent on jutsu of a certain nature, so that would carry over to any creatures to gain said chakra. That being said, this class is currently on the back-burner for me as I work on [[Berserk (5e Campaign Setting)]], so I personally won't be implementing this any time soon. Any registered user is welcome to.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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do you need to use chidori first to use chidori senbon?<br />
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:Chidori is listed as a requirement.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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i know it is a requirement, but i was wondering if we had to cast chidori because of the wording of "as a bonus action, you transform your chidori..." i was wondering if we just cast chidori senbon regularly or if i have to use chidori then chidori senbon in the same turn. -plywood tank<br />
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:You do not, otherwise it would have wording along the lines of "on the same turn that you use chidori". The point in question is only there for flavor.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:28, 19 April 2021 (MDT)<br />
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if you have sage mode or another sort of power, would that negate turning into a tree from that specific power if you were the path of mutation?<br />
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:It would not; you would become the source of natural energy, thus turning you into a tree.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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Do you suffer any negatives from only having one Dojutsu? For example, if a player had two Sharingan and one was stolen would they lose anything besides their potential Mangekyo ability in that eye?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:20, 16 April 2021 (MDT)<br />
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:At the moment you do not. Perhaps an increased chakra maintenance cost would be appropriate, perhaps not, I'm not entirely sure.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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Would you still be able to use the Rinnegan,Ketsuryugan,Tenseigan and other dojutsus with the exception Sharingan, Byakugan and Manual Dojutsu if you’re blind since the other dojutsus don’t have any features that exclusively relies on sight?<br />
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:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:15, 17 April 2021 (MDT)<br />
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Would Omoikane temporarily work on a blind creature?<br />
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:No, the sight granted by Omoikane still requires sight.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:15, 17 April 2021 (MDT)<br />
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Question, Path of Adequacy, the way it is now, does it give you any jutsu from anywhere, or do you have to meet the requirements for it now?<br />
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:You still have to meet the jutsu's requirements.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:28, 19 April 2021 (MDT)<br />
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So piggybacking off the question about Dojutsu from earlier, say you have a Rinnegan and a Sharingan, would you need to have your Rinnegan active to use something like say, Black Receivers?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:36, 18 April 2021 (MDT)<br />
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:If you mean you have both via Rinnegan Manifestation, your Rinnegan needs to be active for you to use its jutsu, but not maintain them, so you wouldn't be able to cast the Black Receivers jutsu, but its bonus action additional effects are available regardless. Hopefully this helps.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:28, 19 April 2021 (MDT)<br />
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If someone with the Sharingan copies a spell with Replication do they still have to provide its material components assuming they have any?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:35, 19 April 2021 (MDT)<br />
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:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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If you took Hidden Chakra for Advanced Training, can you still be forced into Initial and Tailed Release?<br />
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:Yes, despite not gaining full access to the subclass, you would be forced into Initial/Tailed Release because you don't need to have access to the features to unwillingly be forced into them, a good way to think about it is like Multiclassing but for a subclass, you are essentially treated as a 3rd level user of Path of the Beast while also being a 17-20th level user of another subclass, so anything that would normally apply to someone that gained the subclass at 3rd level also applies to you.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 03:42, 20 April 2021 (MDT)<br />
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Huh, alright then, I haven’t specified it but my problem was more DM-Wise anyways, I’ve just been wondering how Pseudo-Jinchuurikis (What I presume Shinobis are if they take Path of the Beast for Advanced Training) would be “forced” and be “under control”, but I’ll probably just say that they’ll instead gain the berserk variant condition and limit it to tailed release something.<br />
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:I was under the assumption that you mean they had an actual tailed beast sealed into them, in which case features would definitely happen like normal, however if that’s not the case then you’d probably just have to come up with some alternative, but [[User:Ref3rence|Ref3rence]] could probably give you a better ruling here.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:15, 20 April 2021 (MDT)<br />
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Could you use Advanced Training in order to get an alternate feature of your subclass? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 02:36, 22 April 2021 (MDT)<br />
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:Absolutely, I imagine that'd be one of the primary uses.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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Would you still take damage from subclass features and jutsus when you have the Jashin Immortality Boon? Considering that none of the jutsus are “aimed at the head”<br />
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yes -plywood tank<br />
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I was wondering with the new changes with the amount of jutsu a character can have, does any jutsu you gain from a clan feat count to the limit of jutsu you can have?<br />
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:No.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:49, 22 April 2021 (MDT)<br />
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Would almighty push cancel the damage from lightning shadow clones if it was used as a reaction against one of the clones attacks. It probably should, given it can block Kirin directly but a second opinion would be appreciated. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 19:47, 22 April 2021 (MDT)<br />
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:I would rule it that way yeah. Also, Kirin isn't really a single target spell so you couldn't really block it with Shinra Tensei, it would be really broken if it could just block anything.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:10, 22 April 2021 (MDT)<br />
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How long do the basic Yin technique and basic Yang technique last?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:28, 26 April 2021 (MDT)<br />
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:1 Minute.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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is melting apparition supposed to be so broken? its a 1 chakra jutsu with the base damage of shinra tensei. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:43, 26 April 2021 (MDT)<br />
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:Yeah 1d6 would make more sense.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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Does 2 Basic Ninjutsu Jutsus still count as 1? Or not anymore? I would prefer it's still like that, but I'm not sure. And our group goes by all the rule changes.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 07:23, 26 April 2021 (MDT)<br />
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:Yes, it's been clarified on-page. --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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Yes to what exactly? Yes it's still 2 to 1? And I don't see where it's clarified<br />
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Nevermind lol I found it. Just needed a bit of looking around.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 18:36, 26 April 2021 (MDT)<br />
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Also does in shadow possession jutsu can the possessed creature act as normal or do they just do what the caster is doing until they break out?<br />
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:The creature mimics the casters movements, as stated in the second part of the Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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And second of all if the coordinated attack of shadow gathering Technique is used is Intelligence mod and affinity added to every single tendril in the attack?<br />
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[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 12:07, 26 April 2021 (MDT)<br />
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:You add your intelligence modifier to each attack, I would say you add your affinity bonus once because it is technically only 1 attack.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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If someone uses the Chakra Exhaustion Variant rule, can you still absorb a creature’s chakra after it hits 0? If so, can you kill a creature by exhausting all of their chakra?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 03:06, 27 April 2021 (MDT)<br />
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:Yes. In canon, many instances of chakra absorption are actively painful (with Earth Prison Dome of Magnificent Nothingness being referenced as actively lethal), there's nothing in the current wording to conflict with it, and I don't see it being particularly unbalanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:21, 27 April 2021 (MDT)<br />
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Let’s say I had the Masterful Chakra Control and Multi Shadow Clone Master Feat, I make 3 shadow clones but the total 6 chakra cost is reduced to 1 due to Masterful Chakra Control and my INT MOD, how many chakra would each clone have?<br />
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:The clones would have one chakra, the implication is that clones only have as much chakra as you initially spend to summon them.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:07, 27 April 2021 (MDT)<br />
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Wait, so by that theory you can make about as much clones as <INT Mod when you have Masterful Chakra Control and they’d all have 1 chakra which I think is broken due to Feats also being applicable to Clones, since you could essentially create an infinite amount of clones in one turn due to clones also acting on your initiative.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:39, 27 April 2021 (MDT)<br />
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:Confused as to what you mean, if a clone were to create another clone under this example it would be immediately dispelled, so there wouldn't be an issue, would you mind rewording your question?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 28 April 2021 (MDT)<br />
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Oof here’s an example,<br />
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- PC creates 3 shadow clones and the cost is reduced to only 6 chakra from Multi-Shadow Clone Master Feat, the cost is then reduced to 1 chakra from Masterful Chakra Control Feat which allows the user to decrease a jutsu’s cost by their INT Modifier<br />
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- As you’ve said, each Shadow Clone now has 1 Chakra and they act on PC’s initiative<br />
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- Repeatedly cast Shadow Clone jutsu through the Clones since the second a clone dispels from expending their chakra, 3 more is spawned in it’s place<br />
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So to clarify, 1 Clone with 1 Chakra = 3 Extra Clones with 1 Chakra each if they cast Shadow Clone Jutsu with the following feats, and while the clone that cast the Jutsu has been dispelled, there are now 3 extra clones with the required amount of chakra to repeat the process as well.<br />
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The number of clones varies from the PC’s INT mod of course. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 01:35, 28 April 2021 (MDT)<br />
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:I tweaked the wording so that this wouldn't be an issue anymore.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:07, 28 April 2021 (MDT)<br />
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How does Jashin Immortality’s Head Sewing work? Can a head be sewn into another non-humanoid creature’s body? Do they still keep the same physical ability scores such as STR,DEX and CON?<br />
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Mangekyō Sharingan jutsu, you must make a DC 16 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain 1 level of gradual blindness. For every other failure of this saving throw, you gain 1 level of exhaustion. The DC on this saving throw increases by 1 every time you use a Mangekyō ability.<br />
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it says the DC increases by 1 every time a mangekyo ability is used, does the DC reset or does it permanently stay increased?<br />
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The way it is now, it doesn't reset, this has been something that I've been thinking needs to change I just don't know how.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:30, 29 April 2021 (MDT)<br />
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I have a suggestion about that, what if the user gets to roll a Constitution save with a certain DC every 8- constitution modifier of long rests. On a success the DC decreases by 1 or their Constitution modifier to a minimum of 16? Just an idea there.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:13, 30 April 2021 (MDT)<br />
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:That's not a bad idea.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:46, 30 April 2021 (MDT)<br />
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And in this<br />
At 7th level, you master the basics of Ninjutsu. You gain affinity in the Basic Ninjutsu or Taijutsu nature. If you already have affinity in both, you gain affinity in another Chakra nature you know.<br />
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What if the user has affinity in basic Ninjutsu but doesn't have taijutsu? Does this grant them taijutsu?<br />
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:It would grant them use and affinity in taijutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:30, 29 April 2021 (MDT)<br />
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And last question is when a feature like clan boons say you have affinity in a nature, does that mean you have the nature. And affinity in it? Or do you automatically have affinity in it but still have to take it as a nature later on?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 05:51, 29 April 2021 (MDT)<br />
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You would gain use and affinity in it.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:30, 29 April 2021 (MDT)<br />
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In Particle Release, does Detachment of the Primitive World Technique Area and Split Detachment of the Primitive World Technique add to the chakra cost of Detachment of the Primitive World Technique? Or does it still have the same effects without adding 25 chakra?<br />
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:As it is now, they would cost additional chakra, but should be changed because to cast them you would have to have your chakra point maximum increased above the regular maximum you can get which is 45.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:42, 30 April 2021 (MDT)<br />
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Does sharingan's replication still cover jutsu or is it only features?<br />
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:Jutsu would be considered features, though it could use some clarification, I'll get on it.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:42, 30 April 2021 (MDT)<br />
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How long does the Black Tornado from the Taijutsu page last?<br />
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I made a suggestion about the sharingan's mangekyo DC up there if you want to see it.<br />
In genjutsu, do I choose which kind of genjutsu it is when attempting to trap the creature or after having them fail the save? If not when attempting then does that mean attempting to cast genjutsu costs no chakra?<br />
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And some clarification on genjutsu master feat would be nice, as it says genjutsu and that indicates it means genjutsu from subclasses which only two subclasses grant.<br />
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Though I think there are some "genjutsu" in the jutsu list for example temple of nirvana, but it's not clarified. Nor are we told if those Jutsus are counted as genjutsu.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 16:38, 30 April 2021 (MDT)<br />
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:An indication as to what Jutsu are/aren't Ninjutsu or Genjutsu is a great idea, just hard to implement, but if you have a good idea how to list them feel free to suggest away.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 01:44, 1 May 2021 (MDT)<br />
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What if each chakra nature that actually has genjutsu had a "Ninjutsu" and "Genjutsu" header in it with the appropriate jutsu listed under its header?<br />
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[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:09, 1 May 2021 (MDT)<br />
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:This seems to be a fine solution, I'll implement it when I have time unless someone else wants to take care of it sooner.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:17, 3 May 2021 (MDT)<br />
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Does the path of sealing feature that replaces ranged weapons damage with your unarmed damage die do that to thrown weapons and shuriken jutsu?<br />
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:I don't see why it wouldn't apply to thrown weapons, and it would stack with Shuriken Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:17, 3 May 2021 (MDT)<br />
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And does sharingan's replication replicate any jutsu of any nature or only those you're capable of using?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 09:05, 3 May 2021 (MDT)<br />
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:Should be fixed now.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:17, 3 May 2021 (MDT)<br />
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Some abilities/jutsus state that they use a reaction, but do not state what they react to. Which makes it kinda usable at all times. Was that intended? Or is that just a mishap? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 09:27, 3 May 2021 (MDT)<br />
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:Yeah I noticed that too, I don't think it's intentional, most of them you can tell when they're supposed to be used, but it still should be clarified, I would just fix it where you see it.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:17, 3 May 2021 (MDT)<br />
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::I'll just name the ones I've managed to find with a quick sweep.<br />
Instant Water, Cloud-Style Reverse Beheading, Rock Armor, Great Shark Bullet, Ice Rock Dome of Magnificent Nothingness, Rubber Rope, Mayfly, Honoikazuchi, Shadow Piercing Jutsu.<br />
There could be more that I haven't noticed. Thanks in advance for taking the time to do this. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 06:53, 4 May 2021 (MDT)<br />
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Does shuriken shadow clone jutsu only make one clone per weapon or can you make any amount of clones as long as you have the chakra? Whatever the answer is I think one per weapon is less broken than being able to make infinite weapons.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 12:23, 3 May 2021 (MDT)<br />
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:You would only be able to make one clone per weapon.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 07:34, 4 May 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
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I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
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:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
<br />
Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
<br />
:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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<br />
I think Flame-Burst Shot is pretty overpowered for a jutsu that only costs 5-6 chakra.<br />
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:Thanks, I have no idea how that's flown under the radar until now. Hopefully it's far more balanced now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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<br />
Incendiary Cloud Recreated has a really low chakra cost for the equivalent of an eighth-level spell.<br />
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:Thanks for the pointer. As it stands right now, I feel like the recreated spells don't really serve a purpose on this page, and only kinda serve to make multiclassing worthless, so I might remove them. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:27, 7 April 2021 (MDT)<br />
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<br />
Yeah I mean I would agree if you really wanted those you would take a class that actually got them, but also why make a homebrew class and a bunch of jutsus designed to go with the class and then have carbon copies of other spells, doesn't make much sense to me. It just doesn't make much sense, in general, to keep them around. Hopefully that opinion can be of help.<br />
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<br />
This is a bit unrelated but will the Samehada page have the addition of its unique ability to fuse with its user?<br />
<br />
I recall the Samehada question being asked before. And he said that it was something more so unique to Kisame, than the blade itself. However with the Hoshigaki race being properly statted now, perhaps adding it in and making that race a requirement would be viable. Thoughts Reference? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 12:46, 9 April 2021 (MDT)<br />
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:Pretty sure I said it was related to Samehada, since the original request was in regards to adding it as an element of the Hoshigaki clan. Nevertheless, I haven't figured out the right way to word it yet.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 9 April 2021 (MDT)<br />
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<br />
Here’s my take on Jugo’s Clan Kekkai Genkai<br />
Jugo’s Kekkai Genkai:<br />
<br />
- As a bonus action you can absorb Senjutsu Chakra equal to your Con Modifier + Shinobi level but have to make a DC10 INT (or CON) saving throw or become berserk, the DC increases by 2 for every use<br />
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- You gain the same effects of Sage Art whenever you use your senjutsu chakra<br />
<br />
- If you have more Senjutsu Chakra points than regular chakra points, you’re forced into the effects of Sage Transformation with the Berserk condition til your Senjutsu Chakra points reach 0 in which the effects of Sage Transformation wear off<br />
<br />
- When you’re forced into Sage Transformation, you don’t benefit from the Path of The Cursed Features before that such as Second Stage<br />
<br />
--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]])<br />
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:While I appreciate the effort, holy cow is this at least a little busted. Usage of 3 class features, each of which are pretty strong alone, is a little beyond the scope of most clan boons, let alone the ability to regain half of your maximum chakra for a measly DC 10 Constitution saving throw. Additionally, we already have the Jūgo Clan on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Eh, fair enough I’ll probably come back with a much more balanced version at some point because now that I think about it, safely gaining 20 senjutsu chakra once your at 20th for at least 1-2 uses is pretty broken --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 18:28, 11 April 2021 (MDT)<br />
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<br />
Would Typhoon Release be added? I’ve checked it out and I think in headcanon it would probably be Wind and Yang release<br />
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:It is canon, but I'd rather avoid adding a nature with 2 canon jutsu. That being said, I might add them as Wind or Storm Style jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 11 April 2021 (MDT)<br />
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<br />
This might be a bit dumb but how about Sexy Jutsu and Harem Jutsu? <br />
I’ve already thought about it a little bit.<br />
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Sexy Jutsu<br />
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<br />
Cost: 2 chakra<br />
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Prerequisites: Transformation<br />
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Duration: +1 chakra for every round<br />
<br />
<br />
- As an action, you cast a variant of the transformation jutsu in order to catch your target offguard, they must make a Charisma saving throw with advantage against your Charisma Score, on a fail, they take 1d4 psychic damage as their nose leaks blood and they’re stunned for rounds equal to your Charisma Mod (Minimum of 1)<br />
<br />
:I'm... actually going to add this. It's iconic to the series, and this is a really good adaptation, if a little rough around the edges.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 11 April 2021 (MDT)<br />
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Wouldn't it make sense to allow Shinra Tensei to be used as a reaction at an increased chakra cost in a similar manner to other jutsu? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:I could've sworn it could be but apparently I was wrong, good catch.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:11, 12 April 2021 (MDT)<br />
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:I've been staring at it the past couple of days and thought it was weird lol.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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<br />
So regarding Susanoo, right now armored Susanoo kinda seems more like humanoid Susanoo seeing how the user is placed in the Susanoo's head rather than having them at the base of the Susanoo. Would it make sense to add more stages to the Susanoo between skeletal and armored? Just canonically speaking it doesn't make sense to have someone go directly from manifesting their skeletal Susanoo to having a full armored Susanoo. Another thing, in Susanoo's description it states you have to use it 7 - your Intelligence modifier times before unlocking it, but what stops somebody from activating it and deactivating it that many times to progress it extremely easily?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:56, 12 April 2021 (MDT)<br />
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:I've thought about Humanoid Susanoo, but at the end of the day I can't think of any effects that would both make all 3 stages feel rewarding and keep the feature on the same level of power. Additionally, the X uses to unlock is incredibly easy to fulfill (though I may change the wording so you can only get one use towards advancement per long rest), but if we remove it, you're either stuck with instantly unlocking Armored Susanoo, or the level requirement stops making sense in context.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:37, 12 April 2021 (MDT)<br />
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What about a system that requires you to use Susanoo for a certain number of rounds/seconds that can only be fulfilled in combat rather than at any time? And for humanoid Susanoo, one thought I had was to give it an AC bonus of +1 (+4 total), and possibly one of your Susanoo weapons, and maybe granting the user endurance or a pretty small damage threshold or something akin to that while their Susanoo is active to showcase that it gets more durable?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:42, 12 April 2021 (MDT)<br />
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:Generally, 5e (and I with it) try to avoid round counting, and while your proposal technically wouldn't cause the problems round counting does, it feels ''just'' too close to it. Additionally, while this is 100% personal, I've always interpreted Susanoo growth as skill using its chakra, for lack of a better term, rather than skill in using the Susanoo itself, if that makes any sense. I'm definitely not going to add an additional AC bonus, since Susanoo + permanent sharingan (gained at 15th) already grants +6 AC, which is frankly disgusting by itself, and while cost generally balances it, I don't want to push my luck, especially by granting Endurance. You did, however, spark an idea. What if instead of Susanoo granting an AC increase, it had its own pool of hit points, potentially represented by a decent, but not spectacular temporary hit points. Every time you summon it, these temporary hit points are regained. While Susanoo is summoned, you can re-summon it as a bonus action or reaction, which counts as a Mangekyou ability, but maintaining it does not. When your temporary hit points reach 0, Susanoo ends. Each Susanoo tier increases the number of temporary hit points granted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 12 April 2021 (MDT)<br />
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That actually sounds like a really good idea, that also might make it easier to implement the Humanoid Susanoo, it also circumvents some of the problems you had earlier. I’ll keep brainstorming ideas on how to fix the Susanoo progression, and I’ll let you know if I think of anything.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:45, 12 April 2021 (MDT)<br />
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<br />
Adding a chakra cost to maintain EMS isn't a minor debuff, it's a rather big nerf. EMS removes the negatives from MS. And while not being forced to make that save is handy, it's still on the DM to grant EMS. Rinnegan is ridiculously powerful and has 0 checks to use its abilities. Sharingan already has an extra step to get to the same tier as Rinnegan. Just my thoughts. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 06:57, 13 April 2021 (MDT)<br />
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:While I understand where you're coming from, the Rinnegan is strong because of the number of features it grants, EMS is strong because it grants infinite use of powerful features, and with the reworked Susanoo, it effectively grants infinite hit points. Even boons have a limit to how powerful they can be, and EMS has been far above it for along time. For comparison, imagine a boon that grants infinite spell slots that can only be used to cast 2 spells, of course that would be busted, even with the limits. Also, broken content is broken content because all content should be treated as if it will be introduced by any DM, not just a [[Help:A Good DM|good DM]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 13 April 2021 (MDT)<br />
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so, the infinite hp is granted by the new susanoo. have you thought that the temporary hp addition to susano is the problem here? i like the idea you have with temporary hp, but maybe you should have a different thing. like if you take enough damage it dispels. maybe a turn limit? just look at the changes it did to ems. like sykon said, its the dms choice to grant it. its like a variant rule to make you stronger. susano is the problem i see. just change the temporary hit points and it will go better. -plywood tank<br />
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:Hey, congrats on ignoring 90% of the context, buddy. The temporary hit points were introduced to solve the problem of the Path of Hatred's insane AC bonuses, and Susanoo's tedious saving throws. Is it the DM's choice? Absolutely, but that doesn't change the fact that it's game breaking. This is literally why we have the [[Help:A Good DM]] page. If you take enough damage it dispels? Congrats, that's literally the point of the thp. Turn limit/round counting? Garbage, tedious, and not the kind of thing 5e has. Boons are an established part of 5e with an established limit to their power, of which infinite uses of features powerful enough to require cost is not within the bounds of. The thp isn't the whole problem, it's the part of the problem that made me see the entirety of the problem. Is infinite thp a problem? Yes. So is infinite uses of literally any Mangekyo ability. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:38, 13 April 2021 (MDT)<br />
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Just add a chakra cost to the Mangekyo abilities, and lessen the DC for using the abilities. EMS never granted infinite uses in canon, it just removed the whole going blind thing. Kamui has a chakra cost as an example. The abilities having no limit to usage count is op, I agree there 100%. Being able to get gradual blindness even after obtaining an epic boon is a bit much, and not all Mangekyo abilities are equal in power to facilitate an 8 chakra cost per usage.<br />
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:That seems like the best of both options.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:37, 13 April 2021 (MDT)<br />
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<br />
Temporal rewind doesn't really compare to the other Rinnegan Mastered abilities seeing as you have to use your action to activate it, meaning half of the ability is almost useless, because you have very few opportunities to make attacks when it's not your turn, and it has a chakra cost of 7 which is relatively high for something of its power, it would probably make sense to change the wording to either not take an action or to give you your action back after you use it, I'm unsure if the current wording implies that you get your action back in the "and then revert time using your Rinnegan" part, but yeah if so it could probably use some clarification.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:13, 15 April 2021 (MDT)<br />
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:I think making this jutsu a bonus action, or even a free action, would put this on roughly the same level of power as the other abilities. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah that's exactly what I'm advocating for, I think a bonus action or free action would be reasonable, probably whichever one you think would be more balanced, I would say a free action seeing as it's a twentieth-level jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:53, 16 April 2021 (MDT)<br />
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One Thousand Years Of Death?<br />
<br />
- 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 />
<br />
- 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 />
<br />
And so on and so forth<br />
<br />
The main reason I made the damage dice increase per size is because of the 𝘴𝘪𝘻𝘦 of the hands being used to attack<br />
<br />
: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 think alignment restrictions should be removed from the Susanoo weapons, it just doesn't really make sense that it's there.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 16:08, 18 April 2021 (MDT)<br />
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<br />
I think that Path of Assassin’s “Blade Master” needs to be buffed more especially since it’s transition from a Seven Deadly Swordsman subclass to a more Zabuza-ish one, so here’s my suggestion for an alternate feature based off of Zabuza’s awakening in the Storm games. <br />
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Demon Mode:<br />
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Your desire to kill is so extreme that it begins to physically manifests itself in a demonic shroud around you.<br />
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- You gain a +2 to your attack and damage rolls<br />
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- Whenever you hit a creature with advantage with the attack option, you may use use the attack action on the same creature again<br />
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- Your damage dice increased by 1 level (d4s turn into d8s, d8s turn into d10s and etc)<br />
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- When you drop to 0 Hit Points and not outright killed, you can make 1 + Half your CHA Mod more attack actions on any creatures of your choice<br />
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- You can only use your turn to attack and you may only use jutsus that deal direct damage<br />
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- Creatures under the effect of your Killing Intent gain disadvantage on their Saving Throws while they’re in your line of sight<br />
<br />
- This lasts for an amount of rounds equal to your Charisma Mod<br />
:This seems like a pretty good idea, its a little bit broken, but I should be able to adapt it, Path of the Assassin is pretty weak so this seems reasonable.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:51, 19 April 2021 (MDT)<br />
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::I've changed this to an Alternate Feature because not only is this very powerful, but y'all are sleeping on Vanish. At will, low cost invisibility is very powerful, especially with Silent Killing Jutsu and Afterglow. While it's situational, in a Naruto setting where ninjas actually do infiltration and whatnot, the ability to leave 0 trace of your existence is incredibly powerful, and in traditional play it is still useful for rogue-like characters who effectively never have to worry about bounty hunters for the rest of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:53, 19 April 2021 (MDT)<br />
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<br />
Shouldn’t Dust Storm have a higher chakra cost? 1 Chakra point for an AoE 2d6 damage feels OP for only 1 Chakra--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:20, 20 April 2021 (MDT)<br />
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:Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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<br />
can we get more clan boons that give kekkei genkai?<br />
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:There aren't more at the moment because we don't have more named clans that use KG. To be fair, you're always free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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the temuri clan was able to get lava and boil release. maybe have a choice between the two for the clan boon. senju gains hashirama's cells feat. onoki clan gains dust release. Kazekage clan gets magnet release. The yakushi clan can absorb peoples kekkei genkai and take the kekkei genkai as their next chakra nature. The pakura clan gains scorch release. The darui clan gains storm release.<br />
feel free to suggest more clans -plywood tank<br />
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Makes enough sense to me, except for Onoki’s Dust Release because it was said that Mu ''taught'' Onoki Dust Release, so it wasn’t a bloodline limit and Yakushi’s Clan Boon since Kabuto never had the innate ability to absorb Kekkai Genkai, he actually just experimented and implanted multiple cells into his own body. Magnet release is arguable since only Gaara and Rasa had the kekkai genkai, but that’s just my piece --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:13, 23 April 2021 (MDT)<br />
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actually,gaaras grandfather, the third kazekage, had magnet release. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 16:24, 25 April 2021 (MDT) -plywood tank<br />
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<br />
I don't think it's ever been said whether or not who Gaara's grandfather is or even if he's related to the 3rd Kazekage at all, so again, Kazekage Clan Boon granting Magnet Release is still arguable.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:46, 26 April 2021 (MDT)<br />
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:It's not confirmed nor stated otherwise, but they do hail from the same bloodline so it would only make sense that it would be their Kekkei Genkai.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:17, 26 April 2021 (MDT)<br />
<br />
::The Kazekage clan granting Wind Style affinity is more fitting due most, if not all, of Gaara’s sand jutsu being Wind Style before he learned Magnet Style, Temari being one of the most naturally skilled Wind Style users, and that even when operating under the assumption that the 3rd was Gaara’s grandfather, it was stated that he learned it from observing Shukaku’s use of Magnet Style, implying that he would’ve already needed its component natures, and therefore Wind Style.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:39, 29 April 2021 (MDT)<br />
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<br />
I think Path of Sight's Eight Trigrams One Hundred Twenty-Eight Palms should be buffed more along with having an increased chakra cost since it's supposed to be the 2x version of the 64 Palms and combat-wise 64 palms does more damage overall and the paralyzed condition duration barely has any difference to 128 Palms due to the target being able to repeat the saving throw during their turns anyways. Unless each unarmed strike deals 4d10 per hit of course, which leaves for my request to only increase the chakra cost a bit more.<br />
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<br />
<br />
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 />
<br />
: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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<br />
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 />
<br />
: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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<br />
I think that Whirlwind Fist[Wind Style] and Dance of Crescent Moon[Taijutsu] (both follow the chidori jutsu template but just do less damage) need to be changed. Not vastly. Just some minor tweaks to make them worthwhile.<br />
They waste the same amount of chakra as Chidori, but do less damage, which is kind of odd when you consider that Lightning style is supposed to be the chakra vacuum.<br />
Now, I don't think the damage is the problem. I think the chakra cost is what does it, but adding another effect or boost would do the trick. So for Whirlwind Fist I don't think a serious change is needed since it almost matches up to Chidori. Maybe make it knock the enemy back 15ft +5ft for every 2 chakra.<br />
But for the Dance, I think it should be implemented differently. The explanation is long, so I'll just edit it in and you tell me what you think. Even if you don't like it, I have the current version saved just in case. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:53, 4 May 2021 (MDT)<br />
<br />
== [[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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<br />
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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<br />
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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<br />
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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== 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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== baryon mode ==<br />
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I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)<br />
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== Page size ==<br />
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This page is extremely long; over half a megabyte. I wonder if it would be worth it to split the many subclasses off to their own pages for the sake of readability. {{User:Geodude671/Signature}} . . 13:19, 14 April 2021 (MDT)<br />
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:So that sad day has finally come. I'm not going to fight, this page has had it coming for months, however I don't believe the subclasses are the problem. We effectively have an entire chapter of spells on one page that easily makes up more than half of the contents, so I believe the best course of action would be to move the chakra natures either to their own page, or make individual pages for each nature. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:27, 14 April 2021 (MDT)<br />
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I don't know if you're looking for opinions from anyone in particular? But seeing as chakra natures/jutsu take up a little over half the page that seems like the most sensible option.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 13:26, 15 April 2021 (MDT)<br />
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there should be a link over to the jutsu page in the chakra section. -plywood tank<br />
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So I don't know if it was premature but I actually created individual pages for each Chakra Nature and Kekkei Genkai etc. except for Path Unique Jutsu which would probably make more sense to leave on page IMO, I figured we should just create a list of links under the chakra natures, which I'll probably do tonight, if I did anything wrong or anyone thinks the links could be moved somewhere else, feel free to change it or just undo my revision and do it a different way, just figured this would help out.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:43, 16 April 2021 (MDT)<br />
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:Spot on with taking the initiative. That being said, you removed a few categories that I'll be re-adding in a minute, with a little false breadcrumb on top of it linking back to this class.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah I'm still relatively new to the wiki, I pretty much just started editing things about a few weeks ago, so there was pretty much bound to be mistakes somewhere.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:52, 16 April 2021 (MDT)<br />
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So regarding the Path Unique Jutsu, I don't know whether we should leave them on-page or move them off as well? If they do stay on-page should we just detail them at the bottom of each subclass rather than at the bottom of the class?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 17 April 2021 (MDT)<br />
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I don't know if this was intentional but it appears as though Flying Raijin and other Fuinjutsu have been lost in the shuffle<br />
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:Sorry about that, should be back on-page now.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:59, 17 April 2021 (MDT)<br />
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So I'm thinking maybe we just move everything off page considering it is still pretty large, would definitely help with formatting, any thoughts?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:04, 22 April 2021 (MDT)<br />
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:I'd do the same with the feats. List them on the page and hyperlink to feat page. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:06, 22 April 2021 (MDT)<br />
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I would suggest clearing this discussion, or adding a bracket to discuss new edits that are major. With the new links added in, previous edits won't appear in the History anymore, and it would be tedious to have to click through individual tabs to see the edit history. Admittedly that's my only gripe with the changes made. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:23, 22 April 2021 (MDT)<br />
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:We can always create individual talk pages, or we could make a section here like you said, doesn't make a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:01, 22 April 2021 (MDT)<br />
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Quick Suggestion, I think we should move the Feats page link to a much more accessible and obvious area like their own column under Nindos? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:28, 23 April 2021 (MDT)<br />
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:I agree, I just wasn't sure where to put it, if you have an idea though go ahead.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:42, 24 April 2021 (MDT)<br />
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When we have a clarification/request about a certain subclass or chakra nature, do we discuss it here in the main page or do we discuss it in their own separate pages?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:27, 26 April 2021 (MDT)<br />
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:I'm honestly still unsure as well, I think it would be fine to just create talk pages for each of them and talk there, I might just do that quickly, with just a clarification and request catagory.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:10, 26 April 2021 (MDT)<br />
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Not that big of a deal since we haven’t encountered any issues regarding this yet but should [[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]] make it so that only autoconfirmed users can edit the individual Path,Jutsu and Feat pages so that it’s easier to communicate with someone who’s added or removed something important without bringing it up on discussions? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:16, 29 April 2021 (MDT)<br />
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:While I second your suggestion, I am not an admin, so I don’t really have that kind of power.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:32, 29 April 2021 (MDT)<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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==Advanced Training==<br />
Advanced Training has been a point of contention as of recently, for a pretty understandable reason, use of a whole extra subclass can be really OP, especially when it's used in conjunction with something like the Gestalt Subclasses variant rule, so I made this section to discuss potential alternatives or changes, so if you've got anything, feel free to speak up.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:21, 22 April 2021 (MDT)<br />
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Some thoughts I had were, an option to increase your chakra point maximum by 5-10, an additional ASI or feat, maybe an increase to movement speed or something along those lines.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:25, 23 April 2021 (MDT)<br />
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It is kinda busted when you combine it with gestalt and beyond level 20. i like jaydon105s idea of a chakra increase. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:38, 26 April 2021 (MDT)<br />
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:I don't think creating material with gestalt characters in mind is the appropriate thought. Gestalt in general is busted. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 08:22, 28 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)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1468176Talk:Naruto: Shinobi (5e Class)2021-05-04T12:53:18Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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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==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
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:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
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Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
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:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
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:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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i see where your coming from, but i think it being a variant rule would fit it better as it would be up to the dm to use the rule, making it a thing the group could vote on.<br />
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:But that doesn't refute any of the other points. The original way is like forcing every spellcaster to gain True Strike and Mage Hand. Are some casters going to use it? Sure. Is forcing it on every player justified in any way (i.e. lore, character, progression, etc.)? If so, I really don't see it. For instance, in canon there are roughly 10 people who use the Rasengan or a Rasengan-like technique (including movie and filler characters) because they were in the right place, were with the right people, or were the right people. Using the original chakra rules, suddenly half of the entire universe knows the Rasengan. While I am admittedly singling out an easy example, this applies to pretty much every traditionally acquired jutsu gained after 8th level (and a couple gained on and before like chidori and the various seals). I guess what I'm trying to say is that I don't see why anyone would vote against it outside of possibly misplaced nostalgia.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
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That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
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:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
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:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
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==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
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Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
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Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
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Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
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:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
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:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<br />
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Hi. I wanted to ask if we could add the level requirements for jutsus back because I was mid-DM'ing a campaign with the shinobi world campaign when someone told me that they performed greater fireball jistu, and I was confused as to why they would have that at such an early level, so I checked the page to make sure, just to see that they can cast all jitsus right now. Please, at least for the chakra natures and the genkai, because I don't know what my players should and shouldn't know already. Thank you. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 19:01, 8 April 2021 (MDT)<br />
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:As per the discussion still on this page, what used to be the Non-Linear Jutsu variant rule has been integrated to the main class under the premise that unique jutsu were almost pointless previously, and that there's no reason everybody should have the same 5 jutsu. Assuming your players are 7th level (Great Fireball was restricted to 8th level), they should know 10 jutsu total, with Basic Ninjutsu counting as half as many, as detailed under the Chakra header. Generally, if there's a big change that makes this page look overpowered compared to a previous version (i.e. allowing players to "cast all jitsus"), check the edit that made the change, because there's probably a reason and something you're missing. If you're REALLY attached to players having the same couple of jutsu for whatever reason, here's a [https://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&oldid=1457981 link] to the revision immediately before it was changed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 8 April 2021 (MDT)<br />
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::The way our game works is that the players get two chakra natures that mix to become a KG. The only way they can get more is through special plot reasons, such as the Jinchuriki in the party. This way, all of the players tried to pick their own unique combination, making them all have a variety of jutsu. They all got to start with one unique that fits their character as well. I would then reward them with uniques based on their roleplaying, exploration, etc. They now worry that their characters will be conflicting with one another, and non-linear jutsu allows them to start out significantly stronger than they should. I understand that Boruto knew how to do Rasengan super ultimate universe destruction blast while he was still a fetus, but this makes progression have a huge spike at level 2, making anyone using a different class obsolete. Players by all means should not know how to do these S-rank jutsu at the beginning of the campaign. Something really has to be done about this, because the older version of the class was well balanced enough to be used in a normal setting, as well as gave so many customization options and versatility. I would even say that if you were allowed only one subclass, it was on par with vanilla classes. After the changes were made, we had a week-long discussion of if and how we could continue the campaign, and we came to the decision that we at least had to use the old version for reference of whether or not they can have a jutsu. Other than this inconvenience, you are doing great work on the class, keep it up. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 10:25, 28 April 2021 (MDT)<br />
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:::The issue is that when you use the old rule, it doesn't promote enough individuality and uniqueness throughout the party, while I'm sure it works fine for you, not every DM is as good at balancing and distributing individual jutsu, the current system is more of a one size fits all, I don't see the same balance issues that you're seeing, as once you cast one super strong jutsu, you're done for the day. I think you may be having an issue with individual Jutsu rather than non-linear Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:55, 28 April 2021 (MDT)<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 />
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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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When it says increase maximum hit dice for alternate chakra nature options, does that mean it would go from a D8 to a D10 or would it mean you’ll have 2 extra D8s for your hit dice?y<br />
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:A player would go from having 1d8 to 3d8.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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As I said in the edit description, love the new jutsu, but I do have a few questions:<br />
*Vacuum Sphere only targets one creature, but its range is a line implying that you make an attack roll against every creature in the line. <br />
*Generally, "X Style" is implied, so we only really add them for things like shadow clone variations, as it is implied by being listed under X Style Jutsu.<br />
*Whirlwind Fist was occluded because there's already a Whirlwind Fist on-page.<br />
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I'll say it again Hit, the jutsu you added are downright excellent, and I look forward to anything you plan to add in the future. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:07, 3 April 2021 (MDT)<br />
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In Path Of Succession’s 60% and 80% column, it says you can break your horn with a Strength roll but I see no point in trying to “severe you’re connection to the Otsutsuki” or is it supposed to work the same way as Path Of the Beast where your Tailed Beast controls you?<br />
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:As stated at the top of 20% Extraction, any Otsutsuki form lasts until you can't maintain it, with breaking the horn being the only way to end it at will.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:24, 3 April 2021 (MDT)<br />
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A change in the hit dice maximum/gaining additional hit dice makes for a direct change in hit points? Or are there exclusions? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 22:29, 3 April 2021 (MDT)<br />
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:I couldn't figure out a good way to word it, but the additional hit dice are meant to function the same way as those gained from regular class leveling hit dice, increasing your maximum hit points and what not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:43, 3 April 2021 (MDT)<br />
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There are many typos on Chidori Spear that make it hard to understand and could use a bit of clarification, would appreciate it if that could be fixed, thanks, and Happy Easter!<br />
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:Should be fixed, happy Easter!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:27, 4 April 2021 (MDT)<br />
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How does Exhaustion levels work for Possession in Path of Mutation? And what will also happen if the any of the creatures (Host or the PoM Shinobi) die while still possessed?<br />
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:Hopefully the recent edit has clarified this.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 5 April 2021 (MDT)<br />
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Would Anti Magic areas prevent you from using jutsus?<br />
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:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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Is Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth, meant to be so strong?<br />
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:It's intended to be strong, but I can see why it may be too strong. I will be revising shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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I happened to look into the Tsuchigumo seal thing, for RP reasons, and I got to discover that the original user actually had sealed it on himself and even used Fury without dying. Maybe I interpreted something wrong, or maybe you just want to keep it like this for the sake of balance. Just thought that I'd let you know... For some reason. Anyway, now you know lol.<br />
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Also, where did Impure world reincarnation go? Am I blind? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 02:39, 7 April 2021 (MDT)<br />
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Edo Tensei was added to the Yin Yang column which would make sense I guess --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:31, 7 April 2021 (MDT)<br />
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:I'm unclear if both the Tsuchigumo Style and Edo Tensei posts were both from Fricky, so I'm putting this here. I'd be interested in where you "discovered" this, since the canonical original user, [https://naruto.fandom.com/wiki/En_no_Gy%C5%8Dja En no Gyōja], only ever used Fury himself, sealing Tsuchigumo Style in his grandaughter [https://naruto.fandom.com/wiki/Hotaru Hotaru]. Tsuchigumo Style was nerfed because initially it was so absurdly powerful that having it was essentially an insta-win/never die. Also, nothing says you can't use Fury without dying, the user just needs a lot of chakra (i.e. from using Tsuchigumo Style). ---[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Do all jutsu deal magic damage?<br />
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:Hopefully this has been clarified on-page, but yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Does affinity apply to non nature jutsus such as Shadow Possession,Fuinjutsu,Path-Exclusive Jutsus,etc<br />
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:Hopefully this has been clarified on-page, but yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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Can you choose which damage dice to reroll with the Jogan Boon, for example, I use rasengan and rolled 10 on some of my dice but 1 on the others?<br />
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:You can not. You either reroll all dice included in the roll, or you do not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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Would having only each Jogan count as 1 number lower for your crits? for example, if I have 4 Jogans from Dojutsu Acceptant Biology my crit range would be 16-20?<br />
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:I think I've answered this before, not that I'm complaining, but I've intentionally left it ambiguous for the sake of DM balance. I would personally say that you are right, but that the idea is not applicable since the Jogan is rare enough to the point that we've only seen one in the entire series, and it's a boon so the DM decides when and if it shows up, but I can also easily see it getting out of hand with a less-experienced DM. Hopefully I will be able to make this more solid once we (hopefully) get more Jogan content.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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<br />
Does Mysterious Peacock Method: Chakra Predation, need any chakra to cast?<br />
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Can you use Mysterious Peacock Method: Wings multiple times?<br />
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:Initially Chakra Predation did not, but it has been rebalanced based on other chakra absorbing jutsu. Wings has been modified to require concentration, however, a creature can benefit from multiple uses of it from different creatures.--09:10, 10 April 2021 (MDT)<br />
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<br />
How long does Body Flicker last and can it stack?<br />
<br />
:Hopefully this has been clarified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Does Bound Element give you a new Chakra nature or gives affinity to one you already know?<br />
<br />
:yes,--{{unsigned|Plywood tank}}<br />
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Does Fuinjutsu, Shadow Possession,Taijutsu,etc count as chakra natures for Bound Element?<br />
<br />
:yes.--{{unsigned|Plywood tank}}<br />
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Does Chimera Technique make the target unable to use the features/jutsus absorbed for the duration?<br />
<br />
:I don't see any indication why it would, so no.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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What can we do if we can’t learn anymore jutsus, for example, Someone takes the Lee Clan Boon and doesn’t have the prerequisites to get Absorption,Shadow or Barrier Nin and has already learned every Taijutsu.<br />
<br />
:At the moment there is not any particular ruling that feels both satisfying and balanced. In the future I hope to have 75 jutsu for each nature, but that's bound to take some time. Until then, feel free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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This might be a bit trivial, but if I apply Sage Art to Palm Bottom would that mean there’s Senjutsu inside the target and would turn them to stone if they’re not trained to handle it?<br />
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:Palm Bottom deals damage without granting the target chakra, so no.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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<br />
If PCs roll a Kekkai Genkai, do they also gain access to the other 2 natures that compose it?<br />
<br />
:As clarified under the Chakra header, you do not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:16, 12 April 2021 (MDT)<br />
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Does difficult terrain affect Shadow Possession or any of it’s other jutsus?<br />
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:The only thing that affects Shadow Imitation Technique is light level.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:16, 12 April 2021 (MDT)<br />
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Wasn't sure where to ask this lol, but if I were to come across small things like misspellings/typos, is it ok to fix them? Or should we always request for someone to edit them out? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:Go right ahead, although current events may lead to the occasional edit conflict lol.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:36, 12 April 2021 (MDT)<br />
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::Awesome, Thanks.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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How many creatures are able to occupy a Complete-Body Susanoo, and if you were to teleport using something like Flying Raijin or Amenotejikara while they were occupying your space could you bring all of them or only 1?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:04, 12 April 2021 (MDT)<br />
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:An armored susanoo is Huge (15 ft. x 15 ft.), and since each creature takes up 5 ft., an armored susanoo has a capacity for 9 creatures including yourself. With 2 instances of Complete-Body Susanoo, your size category increases by 1 to Gargantuan (20 ft. x 20 ft.), resulting in 16 creatures. However, there is a blind spot for movement, which I will correct shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:13, 12 April 2021 (MDT)<br />
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Ok awesome, and if you teleport using one of the previous jutsu as a reaction to an attack, would the attacker lose their attack or would they still be able to use that attack on a different target?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:22, 12 April 2021 (MDT)<br />
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:They have already made the attack, so they would not be able to make some sort of "free attack", though a DM may decide that another creature is close enough (such as being behind them) that an attack would be justified, most likely with disadvantage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 12 April 2021 (MDT)<br />
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<br />
Would Shadow Possession and Mind Body Switch Jutsu work on incapacitated creatures or even corpses?<br />
<br />
:Incapacitated creatures don't cause any problems. As for dead creatures, that ultimately comes down to whether or not corpses count as creatures. A quick google search finds a couple of WotC responses that point to object, so these jutsu could not target them.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:39, 12 April 2021 (MDT)<br />
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<br />
Do the effects of Mysterious Peacock method still carry on when you're brought down? Or do you lose the 10 Chakra<br />
<br />
:Thanks for catching that blindspot, hopefully it has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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In *Arriving Life: Thousand-Armed Preservation* does it says "they may not take actions" is it the user or the ones attacking effected?<br />
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:This jutsu does not affect other creatures, only making attack rolls miss the user, so the user loses the ability to take actions.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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If someone used Sukunahikona on an object that contains a creature in it (such as buildings that 20ft or less) what will happen to the creature?<br />
<br />
:Once again, thanks for catching that blind spot!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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<br />
Since it’s clarified what Senjutsu Chakra would do to a creature, would anything happen if a creature received Black,Red,Specialized,etc Chakra from Chakra Transfer?<br />
<br />
:I'm currently working in a way to implement that, with the general idea being that X chakra forces you into the first transformation granted by the path, while 2X+ causes you to take damage. The only difference between normal and specialized chakra is that it can only be spent on jutsu of a certain nature, so that would carry over to any creatures to gain said chakra. That being said, this class is currently on the back-burner for me as I work on [[Berserk (5e Campaign Setting)]], so I personally won't be implementing this any time soon. Any registered user is welcome to.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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do you need to use chidori first to use chidori senbon?<br />
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:Chidori is listed as a requirement.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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i know it is a requirement, but i was wondering if we had to cast chidori because of the wording of "as a bonus action, you transform your chidori..." i was wondering if we just cast chidori senbon regularly or if i have to use chidori then chidori senbon in the same turn. -plywood tank<br />
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:You do not, otherwise it would have wording along the lines of "on the same turn that you use chidori". The point in question is only there for flavor.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:28, 19 April 2021 (MDT)<br />
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if you have sage mode or another sort of power, would that negate turning into a tree from that specific power if you were the path of mutation?<br />
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:It would not; you would become the source of natural energy, thus turning you into a tree.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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Do you suffer any negatives from only having one Dojutsu? For example, if a player had two Sharingan and one was stolen would they lose anything besides their potential Mangekyo ability in that eye?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:20, 16 April 2021 (MDT)<br />
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:At the moment you do not. Perhaps an increased chakra maintenance cost would be appropriate, perhaps not, I'm not entirely sure.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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Would you still be able to use the Rinnegan,Ketsuryugan,Tenseigan and other dojutsus with the exception Sharingan, Byakugan and Manual Dojutsu if you’re blind since the other dojutsus don’t have any features that exclusively relies on sight?<br />
<br />
:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:15, 17 April 2021 (MDT)<br />
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Would Omoikane temporarily work on a blind creature?<br />
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:No, the sight granted by Omoikane still requires sight.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:15, 17 April 2021 (MDT)<br />
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Question, Path of Adequacy, the way it is now, does it give you any jutsu from anywhere, or do you have to meet the requirements for it now?<br />
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:You still have to meet the jutsu's requirements.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:28, 19 April 2021 (MDT)<br />
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So piggybacking off the question about Dojutsu from earlier, say you have a Rinnegan and a Sharingan, would you need to have your Rinnegan active to use something like say, Black Receivers?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:36, 18 April 2021 (MDT)<br />
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:If you mean you have both via Rinnegan Manifestation, your Rinnegan needs to be active for you to use its jutsu, but not maintain them, so you wouldn't be able to cast the Black Receivers jutsu, but its bonus action additional effects are available regardless. Hopefully this helps.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:28, 19 April 2021 (MDT)<br />
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If someone with the Sharingan copies a spell with Replication do they still have to provide its material components assuming they have any?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:35, 19 April 2021 (MDT)<br />
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:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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If you took Hidden Chakra for Advanced Training, can you still be forced into Initial and Tailed Release?<br />
<br />
:Yes, despite not gaining full access to the subclass, you would be forced into Initial/Tailed Release because you don't need to have access to the features to unwillingly be forced into them, a good way to think about it is like Multiclassing but for a subclass, you are essentially treated as a 3rd level user of Path of the Beast while also being a 17-20th level user of another subclass, so anything that would normally apply to someone that gained the subclass at 3rd level also applies to you.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 03:42, 20 April 2021 (MDT)<br />
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Huh, alright then, I haven’t specified it but my problem was more DM-Wise anyways, I’ve just been wondering how Pseudo-Jinchuurikis (What I presume Shinobis are if they take Path of the Beast for Advanced Training) would be “forced” and be “under control”, but I’ll probably just say that they’ll instead gain the berserk variant condition and limit it to tailed release something.<br />
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:I was under the assumption that you mean they had an actual tailed beast sealed into them, in which case features would definitely happen like normal, however if that’s not the case then you’d probably just have to come up with some alternative, but [[User:Ref3rence|Ref3rence]] could probably give you a better ruling here.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:15, 20 April 2021 (MDT)<br />
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Could you use Advanced Training in order to get an alternate feature of your subclass? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 02:36, 22 April 2021 (MDT)<br />
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:Absolutely, I imagine that'd be one of the primary uses.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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Would you still take damage from subclass features and jutsus when you have the Jashin Immortality Boon? Considering that none of the jutsus are “aimed at the head”<br />
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yes -plywood tank<br />
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I was wondering with the new changes with the amount of jutsu a character can have, does any jutsu you gain from a clan feat count to the limit of jutsu you can have?<br />
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:No.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:49, 22 April 2021 (MDT)<br />
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Would almighty push cancel the damage from lightning shadow clones if it was used as a reaction against one of the clones attacks. It probably should, given it can block Kirin directly but a second opinion would be appreciated. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 19:47, 22 April 2021 (MDT)<br />
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:I would rule it that way yeah. Also, Kirin isn't really a single target spell so you couldn't really block it with Shinra Tensei, it would be really broken if it could just block anything.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:10, 22 April 2021 (MDT)<br />
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<br />
How long do the basic Yin technique and basic Yang technique last?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:28, 26 April 2021 (MDT)<br />
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:1 Minute.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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<br />
is melting apparition supposed to be so broken? its a 1 chakra jutsu with the base damage of shinra tensei. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:43, 26 April 2021 (MDT)<br />
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:Yeah 1d6 would make more sense.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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Does 2 Basic Ninjutsu Jutsus still count as 1? Or not anymore? I would prefer it's still like that, but I'm not sure. And our group goes by all the rule changes.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 07:23, 26 April 2021 (MDT)<br />
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:Yes, it's been clarified on-page. --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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Yes to what exactly? Yes it's still 2 to 1? And I don't see where it's clarified<br />
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Nevermind lol I found it. Just needed a bit of looking around.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 18:36, 26 April 2021 (MDT)<br />
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Also does in shadow possession jutsu can the possessed creature act as normal or do they just do what the caster is doing until they break out?<br />
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:The creature mimics the casters movements, as stated in the second part of the Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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And second of all if the coordinated attack of shadow gathering Technique is used is Intelligence mod and affinity added to every single tendril in the attack?<br />
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[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 12:07, 26 April 2021 (MDT)<br />
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:You add your intelligence modifier to each attack, I would say you add your affinity bonus once because it is technically only 1 attack.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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If someone uses the Chakra Exhaustion Variant rule, can you still absorb a creature’s chakra after it hits 0? If so, can you kill a creature by exhausting all of their chakra?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 03:06, 27 April 2021 (MDT)<br />
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:Yes. In canon, many instances of chakra absorption are actively painful (with Earth Prison Dome of Magnificent Nothingness being referenced as actively lethal), there's nothing in the current wording to conflict with it, and I don't see it being particularly unbalanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:21, 27 April 2021 (MDT)<br />
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Let’s say I had the Masterful Chakra Control and Multi Shadow Clone Master Feat, I make 3 shadow clones but the total 6 chakra cost is reduced to 1 due to Masterful Chakra Control and my INT MOD, how many chakra would each clone have?<br />
<br />
:The clones would have one chakra, the implication is that clones only have as much chakra as you initially spend to summon them.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:07, 27 April 2021 (MDT)<br />
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Wait, so by that theory you can make about as much clones as <INT Mod when you have Masterful Chakra Control and they’d all have 1 chakra which I think is broken due to Feats also being applicable to Clones, since you could essentially create an infinite amount of clones in one turn due to clones also acting on your initiative.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:39, 27 April 2021 (MDT)<br />
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:Confused as to what you mean, if a clone were to create another clone under this example it would be immediately dispelled, so there wouldn't be an issue, would you mind rewording your question?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 28 April 2021 (MDT)<br />
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Oof here’s an example,<br />
<br />
- PC creates 3 shadow clones and the cost is reduced to only 6 chakra from Multi-Shadow Clone Master Feat, the cost is then reduced to 1 chakra from Masterful Chakra Control Feat which allows the user to decrease a jutsu’s cost by their INT Modifier<br />
<br />
- As you’ve said, each Shadow Clone now has 1 Chakra and they act on PC’s initiative<br />
<br />
- Repeatedly cast Shadow Clone jutsu through the Clones since the second a clone dispels from expending their chakra, 3 more is spawned in it’s place<br />
<br />
So to clarify, 1 Clone with 1 Chakra = 3 Extra Clones with 1 Chakra each if they cast Shadow Clone Jutsu with the following feats, and while the clone that cast the Jutsu has been dispelled, there are now 3 extra clones with the required amount of chakra to repeat the process as well.<br />
<br />
The number of clones varies from the PC’s INT mod of course. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 01:35, 28 April 2021 (MDT)<br />
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:I tweaked the wording so that this wouldn't be an issue anymore.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:07, 28 April 2021 (MDT)<br />
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How does Jashin Immortality’s Head Sewing work? Can a head be sewn into another non-humanoid creature’s body? Do they still keep the same physical ability scores such as STR,DEX and CON?<br />
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<br />
Mangekyō Sharingan jutsu, you must make a DC 16 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain 1 level of gradual blindness. For every other failure of this saving throw, you gain 1 level of exhaustion. The DC on this saving throw increases by 1 every time you use a Mangekyō ability.<br />
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it says the DC increases by 1 every time a mangekyo ability is used, does the DC reset or does it permanently stay increased?<br />
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The way it is now, it doesn't reset, this has been something that I've been thinking needs to change I just don't know how.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:30, 29 April 2021 (MDT)<br />
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I have a suggestion about that, what if the user gets to roll a Constitution save with a certain DC every 8- constitution modifier of long rests. On a success the DC decreases by 1 or their Constitution modifier to a minimum of 16? Just an idea there.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:13, 30 April 2021 (MDT)<br />
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:That's not a bad idea.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:46, 30 April 2021 (MDT)<br />
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And in this<br />
At 7th level, you master the basics of Ninjutsu. You gain affinity in the Basic Ninjutsu or Taijutsu nature. If you already have affinity in both, you gain affinity in another Chakra nature you know.<br />
<br />
What if the user has affinity in basic Ninjutsu but doesn't have taijutsu? Does this grant them taijutsu?<br />
<br />
:It would grant them use and affinity in taijutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:30, 29 April 2021 (MDT)<br />
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And last question is when a feature like clan boons say you have affinity in a nature, does that mean you have the nature. And affinity in it? Or do you automatically have affinity in it but still have to take it as a nature later on?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 05:51, 29 April 2021 (MDT)<br />
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You would gain use and affinity in it.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:30, 29 April 2021 (MDT)<br />
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In Particle Release, does Detachment of the Primitive World Technique Area and Split Detachment of the Primitive World Technique add to the chakra cost of Detachment of the Primitive World Technique? Or does it still have the same effects without adding 25 chakra?<br />
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:As it is now, they would cost additional chakra, but should be changed because to cast them you would have to have your chakra point maximum increased above the regular maximum you can get which is 45.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:42, 30 April 2021 (MDT)<br />
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Does sharingan's replication still cover jutsu or is it only features?<br />
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:Jutsu would be considered features, though it could use some clarification, I'll get on it.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:42, 30 April 2021 (MDT)<br />
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How long does the Black Tornado from the Taijutsu page last?<br />
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I made a suggestion about the sharingan's mangekyo DC up there if you want to see it.<br />
In genjutsu, do I choose which kind of genjutsu it is when attempting to trap the creature or after having them fail the save? If not when attempting then does that mean attempting to cast genjutsu costs no chakra?<br />
<br />
And some clarification on genjutsu master feat would be nice, as it says genjutsu and that indicates it means genjutsu from subclasses which only two subclasses grant.<br />
<br />
Though I think there are some "genjutsu" in the jutsu list for example temple of nirvana, but it's not clarified. Nor are we told if those Jutsus are counted as genjutsu.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 16:38, 30 April 2021 (MDT)<br />
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:An indication as to what Jutsu are/aren't Ninjutsu or Genjutsu is a great idea, just hard to implement, but if you have a good idea how to list them feel free to suggest away.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 01:44, 1 May 2021 (MDT)<br />
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What if each chakra nature that actually has genjutsu had a "Ninjutsu" and "Genjutsu" header in it with the appropriate jutsu listed under its header?<br />
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[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:09, 1 May 2021 (MDT)<br />
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:This seems to be a fine solution, I'll implement it when I have time unless someone else wants to take care of it sooner.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:17, 3 May 2021 (MDT)<br />
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Does the path of sealing feature that replaces ranged weapons damage with your unarmed damage die do that to thrown weapons and shuriken jutsu?<br />
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:I don't see why it wouldn't apply to thrown weapons, and it would stack with Shuriken Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:17, 3 May 2021 (MDT)<br />
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And does sharingan's replication replicate any jutsu of any nature or only those you're capable of using?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 09:05, 3 May 2021 (MDT)<br />
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:Should be fixed now.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:17, 3 May 2021 (MDT)<br />
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Some abilities/jutsus state that they use a reaction, but do not state what they react to. Which makes it kinda usable at all times. Was that intended? Or is that just a mishap? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 09:27, 3 May 2021 (MDT)<br />
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:Yeah I noticed that too, I don't think it's intentional, most of them you can tell when they're supposed to be used, but it still should be clarified, I would just fix it where you see it.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 10:17, 3 May 2021 (MDT)<br />
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::I'll just name the ones I've managed to find with a quick sweep.<br />
Instant Water, Cloud-Style Reverse Beheading, Rock Armor, Great Shark Bullet, Ice Rock Dome of Magnificent Nothingness, Rubber Rope, Mayfly, Honoikazuchi, Shadow Piercing Jutsu.<br />
There could be more that I haven't noticed. Thanks in advance for taking the time to do this. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 06:53, 4 May 2021 (MDT)<br />
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<br />
Does shuriken shadow clone jutsu only make one clone per weapon or can you make any amount of clones as long as you have the chakra? Whatever the answer is I think one per weapon is less broken than being able to make infinite weapons.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 12:23, 3 May 2021 (MDT)<br />
<br />
==Requests==<br />
<br />
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 />
<br />
: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 />
<br />
That would be perfectly acceptable. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:11, 26 November 2019 (MST)<br />
<br />
: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 />
<br />
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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<br />
<br />
<br />
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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<br />
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 />
<br />
<br />
Double Human Bullet Tank, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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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<br />
Earth Release: Rock Shuriken<br />
<br />
:I’ve added a handful of the requested jutsu. Rock shuriken was not added as one can simply use shuriken shadow clone and simply call it rock shuriken. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:27, 4 March 2020 (MST)<br />
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<br />
Wind Release: Wind Cutter Technique, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:32, 7 March 2020 (MST)<br />
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<br />
Sound release<br />
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<br />
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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<br />
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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<br />
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 />
<br />
<br />
*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
<br />
:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
<br />
Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
<br />
:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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<br />
<br />
What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
<br />
I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
<br />
:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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<br />
This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
<br />
:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
<br />
:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
<br />
:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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<br />
Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
<br />
:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
<br />
::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
<br />
::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
<br />
:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
<br />
Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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<br />
Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
<br />
I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
<br />
:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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 />
<br />
:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
<br />
Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
<br />
:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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<br />
I think Flame-Burst Shot is pretty overpowered for a jutsu that only costs 5-6 chakra.<br />
<br />
:Thanks, I have no idea how that's flown under the radar until now. Hopefully it's far more balanced now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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<br />
Incendiary Cloud Recreated has a really low chakra cost for the equivalent of an eighth-level spell.<br />
<br />
:Thanks for the pointer. As it stands right now, I feel like the recreated spells don't really serve a purpose on this page, and only kinda serve to make multiclassing worthless, so I might remove them. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:27, 7 April 2021 (MDT)<br />
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<br />
Yeah I mean I would agree if you really wanted those you would take a class that actually got them, but also why make a homebrew class and a bunch of jutsus designed to go with the class and then have carbon copies of other spells, doesn't make much sense to me. It just doesn't make much sense, in general, to keep them around. Hopefully that opinion can be of help.<br />
<br />
<br />
This is a bit unrelated but will the Samehada page have the addition of its unique ability to fuse with its user?<br />
<br />
I recall the Samehada question being asked before. And he said that it was something more so unique to Kisame, than the blade itself. However with the Hoshigaki race being properly statted now, perhaps adding it in and making that race a requirement would be viable. Thoughts Reference? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 12:46, 9 April 2021 (MDT)<br />
<br />
:Pretty sure I said it was related to Samehada, since the original request was in regards to adding it as an element of the Hoshigaki clan. Nevertheless, I haven't figured out the right way to word it yet.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 9 April 2021 (MDT)<br />
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<br />
Here’s my take on Jugo’s Clan Kekkai Genkai<br />
Jugo’s Kekkai Genkai:<br />
<br />
- As a bonus action you can absorb Senjutsu Chakra equal to your Con Modifier + Shinobi level but have to make a DC10 INT (or CON) saving throw or become berserk, the DC increases by 2 for every use<br />
<br />
- You gain the same effects of Sage Art whenever you use your senjutsu chakra<br />
<br />
- If you have more Senjutsu Chakra points than regular chakra points, you’re forced into the effects of Sage Transformation with the Berserk condition til your Senjutsu Chakra points reach 0 in which the effects of Sage Transformation wear off<br />
<br />
- When you’re forced into Sage Transformation, you don’t benefit from the Path of The Cursed Features before that such as Second Stage<br />
<br />
--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]])<br />
<br />
:While I appreciate the effort, holy cow is this at least a little busted. Usage of 3 class features, each of which are pretty strong alone, is a little beyond the scope of most clan boons, let alone the ability to regain half of your maximum chakra for a measly DC 10 Constitution saving throw. Additionally, we already have the Jūgo Clan on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
<br />
Eh, fair enough I’ll probably come back with a much more balanced version at some point because now that I think about it, safely gaining 20 senjutsu chakra once your at 20th for at least 1-2 uses is pretty broken --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 18:28, 11 April 2021 (MDT)<br />
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<br />
Would Typhoon Release be added? I’ve checked it out and I think in headcanon it would probably be Wind and Yang release<br />
<br />
:It is canon, but I'd rather avoid adding a nature with 2 canon jutsu. That being said, I might add them as Wind or Storm Style jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 11 April 2021 (MDT)<br />
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This might be a bit dumb but how about Sexy Jutsu and Harem Jutsu? <br />
I’ve already thought about it a little bit.<br />
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Sexy Jutsu<br />
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<br />
Cost: 2 chakra<br />
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Prerequisites: Transformation<br />
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Duration: +1 chakra for every round<br />
<br />
<br />
- As an action, you cast a variant of the transformation jutsu in order to catch your target offguard, they must make a Charisma saving throw with advantage against your Charisma Score, on a fail, they take 1d4 psychic damage as their nose leaks blood and they’re stunned for rounds equal to your Charisma Mod (Minimum of 1)<br />
<br />
:I'm... actually going to add this. It's iconic to the series, and this is a really good adaptation, if a little rough around the edges.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 11 April 2021 (MDT)<br />
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Wouldn't it make sense to allow Shinra Tensei to be used as a reaction at an increased chakra cost in a similar manner to other jutsu? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:I could've sworn it could be but apparently I was wrong, good catch.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:11, 12 April 2021 (MDT)<br />
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:I've been staring at it the past couple of days and thought it was weird lol.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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<br />
So regarding Susanoo, right now armored Susanoo kinda seems more like humanoid Susanoo seeing how the user is placed in the Susanoo's head rather than having them at the base of the Susanoo. Would it make sense to add more stages to the Susanoo between skeletal and armored? Just canonically speaking it doesn't make sense to have someone go directly from manifesting their skeletal Susanoo to having a full armored Susanoo. Another thing, in Susanoo's description it states you have to use it 7 - your Intelligence modifier times before unlocking it, but what stops somebody from activating it and deactivating it that many times to progress it extremely easily?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:56, 12 April 2021 (MDT)<br />
<br />
:I've thought about Humanoid Susanoo, but at the end of the day I can't think of any effects that would both make all 3 stages feel rewarding and keep the feature on the same level of power. Additionally, the X uses to unlock is incredibly easy to fulfill (though I may change the wording so you can only get one use towards advancement per long rest), but if we remove it, you're either stuck with instantly unlocking Armored Susanoo, or the level requirement stops making sense in context.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:37, 12 April 2021 (MDT)<br />
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What about a system that requires you to use Susanoo for a certain number of rounds/seconds that can only be fulfilled in combat rather than at any time? And for humanoid Susanoo, one thought I had was to give it an AC bonus of +1 (+4 total), and possibly one of your Susanoo weapons, and maybe granting the user endurance or a pretty small damage threshold or something akin to that while their Susanoo is active to showcase that it gets more durable?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:42, 12 April 2021 (MDT)<br />
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:Generally, 5e (and I with it) try to avoid round counting, and while your proposal technically wouldn't cause the problems round counting does, it feels ''just'' too close to it. Additionally, while this is 100% personal, I've always interpreted Susanoo growth as skill using its chakra, for lack of a better term, rather than skill in using the Susanoo itself, if that makes any sense. I'm definitely not going to add an additional AC bonus, since Susanoo + permanent sharingan (gained at 15th) already grants +6 AC, which is frankly disgusting by itself, and while cost generally balances it, I don't want to push my luck, especially by granting Endurance. You did, however, spark an idea. What if instead of Susanoo granting an AC increase, it had its own pool of hit points, potentially represented by a decent, but not spectacular temporary hit points. Every time you summon it, these temporary hit points are regained. While Susanoo is summoned, you can re-summon it as a bonus action or reaction, which counts as a Mangekyou ability, but maintaining it does not. When your temporary hit points reach 0, Susanoo ends. Each Susanoo tier increases the number of temporary hit points granted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 12 April 2021 (MDT)<br />
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That actually sounds like a really good idea, that also might make it easier to implement the Humanoid Susanoo, it also circumvents some of the problems you had earlier. I’ll keep brainstorming ideas on how to fix the Susanoo progression, and I’ll let you know if I think of anything.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:45, 12 April 2021 (MDT)<br />
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<br />
Adding a chakra cost to maintain EMS isn't a minor debuff, it's a rather big nerf. EMS removes the negatives from MS. And while not being forced to make that save is handy, it's still on the DM to grant EMS. Rinnegan is ridiculously powerful and has 0 checks to use its abilities. Sharingan already has an extra step to get to the same tier as Rinnegan. Just my thoughts. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 06:57, 13 April 2021 (MDT)<br />
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:While I understand where you're coming from, the Rinnegan is strong because of the number of features it grants, EMS is strong because it grants infinite use of powerful features, and with the reworked Susanoo, it effectively grants infinite hit points. Even boons have a limit to how powerful they can be, and EMS has been far above it for along time. For comparison, imagine a boon that grants infinite spell slots that can only be used to cast 2 spells, of course that would be busted, even with the limits. Also, broken content is broken content because all content should be treated as if it will be introduced by any DM, not just a [[Help:A Good DM|good DM]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 13 April 2021 (MDT)<br />
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so, the infinite hp is granted by the new susanoo. have you thought that the temporary hp addition to susano is the problem here? i like the idea you have with temporary hp, but maybe you should have a different thing. like if you take enough damage it dispels. maybe a turn limit? just look at the changes it did to ems. like sykon said, its the dms choice to grant it. its like a variant rule to make you stronger. susano is the problem i see. just change the temporary hit points and it will go better. -plywood tank<br />
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:Hey, congrats on ignoring 90% of the context, buddy. The temporary hit points were introduced to solve the problem of the Path of Hatred's insane AC bonuses, and Susanoo's tedious saving throws. Is it the DM's choice? Absolutely, but that doesn't change the fact that it's game breaking. This is literally why we have the [[Help:A Good DM]] page. If you take enough damage it dispels? Congrats, that's literally the point of the thp. Turn limit/round counting? Garbage, tedious, and not the kind of thing 5e has. Boons are an established part of 5e with an established limit to their power, of which infinite uses of features powerful enough to require cost is not within the bounds of. The thp isn't the whole problem, it's the part of the problem that made me see the entirety of the problem. Is infinite thp a problem? Yes. So is infinite uses of literally any Mangekyo ability. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:38, 13 April 2021 (MDT)<br />
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Just add a chakra cost to the Mangekyo abilities, and lessen the DC for using the abilities. EMS never granted infinite uses in canon, it just removed the whole going blind thing. Kamui has a chakra cost as an example. The abilities having no limit to usage count is op, I agree there 100%. Being able to get gradual blindness even after obtaining an epic boon is a bit much, and not all Mangekyo abilities are equal in power to facilitate an 8 chakra cost per usage.<br />
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:That seems like the best of both options.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:37, 13 April 2021 (MDT)<br />
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<br />
Temporal rewind doesn't really compare to the other Rinnegan Mastered abilities seeing as you have to use your action to activate it, meaning half of the ability is almost useless, because you have very few opportunities to make attacks when it's not your turn, and it has a chakra cost of 7 which is relatively high for something of its power, it would probably make sense to change the wording to either not take an action or to give you your action back after you use it, I'm unsure if the current wording implies that you get your action back in the "and then revert time using your Rinnegan" part, but yeah if so it could probably use some clarification.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:13, 15 April 2021 (MDT)<br />
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:I think making this jutsu a bonus action, or even a free action, would put this on roughly the same level of power as the other abilities. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah that's exactly what I'm advocating for, I think a bonus action or free action would be reasonable, probably whichever one you think would be more balanced, I would say a free action seeing as it's a twentieth-level jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:53, 16 April 2021 (MDT)<br />
<br />
One Thousand Years Of Death?<br />
<br />
- 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 />
<br />
- 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 />
<br />
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 think alignment restrictions should be removed from the Susanoo weapons, it just doesn't really make sense that it's there.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 16:08, 18 April 2021 (MDT)<br />
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<br />
I think that Path of Assassin’s “Blade Master” needs to be buffed more especially since it’s transition from a Seven Deadly Swordsman subclass to a more Zabuza-ish one, so here’s my suggestion for an alternate feature based off of Zabuza’s awakening in the Storm games. <br />
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Demon Mode:<br />
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Your desire to kill is so extreme that it begins to physically manifests itself in a demonic shroud around you.<br />
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- You gain a +2 to your attack and damage rolls<br />
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- Whenever you hit a creature with advantage with the attack option, you may use use the attack action on the same creature again<br />
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- Your damage dice increased by 1 level (d4s turn into d8s, d8s turn into d10s and etc)<br />
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- When you drop to 0 Hit Points and not outright killed, you can make 1 + Half your CHA Mod more attack actions on any creatures of your choice<br />
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- You can only use your turn to attack and you may only use jutsus that deal direct damage<br />
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- Creatures under the effect of your Killing Intent gain disadvantage on their Saving Throws while they’re in your line of sight<br />
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- This lasts for an amount of rounds equal to your Charisma Mod<br />
:This seems like a pretty good idea, its a little bit broken, but I should be able to adapt it, Path of the Assassin is pretty weak so this seems reasonable.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:51, 19 April 2021 (MDT)<br />
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::I've changed this to an Alternate Feature because not only is this very powerful, but y'all are sleeping on Vanish. At will, low cost invisibility is very powerful, especially with Silent Killing Jutsu and Afterglow. While it's situational, in a Naruto setting where ninjas actually do infiltration and whatnot, the ability to leave 0 trace of your existence is incredibly powerful, and in traditional play it is still useful for rogue-like characters who effectively never have to worry about bounty hunters for the rest of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:53, 19 April 2021 (MDT)<br />
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<br />
Shouldn’t Dust Storm have a higher chakra cost? 1 Chakra point for an AoE 2d6 damage feels OP for only 1 Chakra--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:20, 20 April 2021 (MDT)<br />
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:Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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<br />
can we get more clan boons that give kekkei genkai?<br />
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:There aren't more at the moment because we don't have more named clans that use KG. To be fair, you're always free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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the temuri clan was able to get lava and boil release. maybe have a choice between the two for the clan boon. senju gains hashirama's cells feat. onoki clan gains dust release. Kazekage clan gets magnet release. The yakushi clan can absorb peoples kekkei genkai and take the kekkei genkai as their next chakra nature. The pakura clan gains scorch release. The darui clan gains storm release.<br />
feel free to suggest more clans -plywood tank<br />
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Makes enough sense to me, except for Onoki’s Dust Release because it was said that Mu ''taught'' Onoki Dust Release, so it wasn’t a bloodline limit and Yakushi’s Clan Boon since Kabuto never had the innate ability to absorb Kekkai Genkai, he actually just experimented and implanted multiple cells into his own body. Magnet release is arguable since only Gaara and Rasa had the kekkai genkai, but that’s just my piece --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:13, 23 April 2021 (MDT)<br />
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actually,gaaras grandfather, the third kazekage, had magnet release. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 16:24, 25 April 2021 (MDT) -plywood tank<br />
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I don't think it's ever been said whether or not who Gaara's grandfather is or even if he's related to the 3rd Kazekage at all, so again, Kazekage Clan Boon granting Magnet Release is still arguable.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:46, 26 April 2021 (MDT)<br />
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:It's not confirmed nor stated otherwise, but they do hail from the same bloodline so it would only make sense that it would be their Kekkei Genkai.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:17, 26 April 2021 (MDT)<br />
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::The Kazekage clan granting Wind Style affinity is more fitting due most, if not all, of Gaara’s sand jutsu being Wind Style before he learned Magnet Style, Temari being one of the most naturally skilled Wind Style users, and that even when operating under the assumption that the 3rd was Gaara’s grandfather, it was stated that he learned it from observing Shukaku’s use of Magnet Style, implying that he would’ve already needed its component natures, and therefore Wind Style.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:39, 29 April 2021 (MDT)<br />
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I think Path of Sight's Eight Trigrams One Hundred Twenty-Eight Palms should be buffed more along with having an increased chakra cost since it's supposed to be the 2x version of the 64 Palms and combat-wise 64 palms does more damage overall and the paralyzed condition duration barely has any difference to 128 Palms due to the target being able to repeat the saving throw during their turns anyways. Unless each unarmed strike deals 4d10 per hit of course, which leaves for my request to only increase the chakra cost a bit more.<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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== [[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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<br />
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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<br />
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 />
<br />
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 />
<br />
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 />
<br />
: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 />
<br />
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 />
<br />
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 />
<br />
'''''Rogue Requests:'''''<br />
<br />
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 />
<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 />
<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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== baryon mode ==<br />
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I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)<br />
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== Page size ==<br />
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This page is extremely long; over half a megabyte. I wonder if it would be worth it to split the many subclasses off to their own pages for the sake of readability. {{User:Geodude671/Signature}} . . 13:19, 14 April 2021 (MDT)<br />
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:So that sad day has finally come. I'm not going to fight, this page has had it coming for months, however I don't believe the subclasses are the problem. We effectively have an entire chapter of spells on one page that easily makes up more than half of the contents, so I believe the best course of action would be to move the chakra natures either to their own page, or make individual pages for each nature. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:27, 14 April 2021 (MDT)<br />
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I don't know if you're looking for opinions from anyone in particular? But seeing as chakra natures/jutsu take up a little over half the page that seems like the most sensible option.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 13:26, 15 April 2021 (MDT)<br />
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there should be a link over to the jutsu page in the chakra section. -plywood tank<br />
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So I don't know if it was premature but I actually created individual pages for each Chakra Nature and Kekkei Genkai etc. except for Path Unique Jutsu which would probably make more sense to leave on page IMO, I figured we should just create a list of links under the chakra natures, which I'll probably do tonight, if I did anything wrong or anyone thinks the links could be moved somewhere else, feel free to change it or just undo my revision and do it a different way, just figured this would help out.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:43, 16 April 2021 (MDT)<br />
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:Spot on with taking the initiative. That being said, you removed a few categories that I'll be re-adding in a minute, with a little false breadcrumb on top of it linking back to this class.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah I'm still relatively new to the wiki, I pretty much just started editing things about a few weeks ago, so there was pretty much bound to be mistakes somewhere.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:52, 16 April 2021 (MDT)<br />
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So regarding the Path Unique Jutsu, I don't know whether we should leave them on-page or move them off as well? If they do stay on-page should we just detail them at the bottom of each subclass rather than at the bottom of the class?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 17 April 2021 (MDT)<br />
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I don't know if this was intentional but it appears as though Flying Raijin and other Fuinjutsu have been lost in the shuffle<br />
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:Sorry about that, should be back on-page now.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:59, 17 April 2021 (MDT)<br />
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So I'm thinking maybe we just move everything off page considering it is still pretty large, would definitely help with formatting, any thoughts?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:04, 22 April 2021 (MDT)<br />
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:I'd do the same with the feats. List them on the page and hyperlink to feat page. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:06, 22 April 2021 (MDT)<br />
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I would suggest clearing this discussion, or adding a bracket to discuss new edits that are major. With the new links added in, previous edits won't appear in the History anymore, and it would be tedious to have to click through individual tabs to see the edit history. Admittedly that's my only gripe with the changes made. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:23, 22 April 2021 (MDT)<br />
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:We can always create individual talk pages, or we could make a section here like you said, doesn't make a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:01, 22 April 2021 (MDT)<br />
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Quick Suggestion, I think we should move the Feats page link to a much more accessible and obvious area like their own column under Nindos? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:28, 23 April 2021 (MDT)<br />
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:I agree, I just wasn't sure where to put it, if you have an idea though go ahead.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:42, 24 April 2021 (MDT)<br />
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<br />
When we have a clarification/request about a certain subclass or chakra nature, do we discuss it here in the main page or do we discuss it in their own separate pages?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:27, 26 April 2021 (MDT)<br />
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:I'm honestly still unsure as well, I think it would be fine to just create talk pages for each of them and talk there, I might just do that quickly, with just a clarification and request catagory.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:10, 26 April 2021 (MDT)<br />
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Not that big of a deal since we haven’t encountered any issues regarding this yet but should [[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]] make it so that only autoconfirmed users can edit the individual Path,Jutsu and Feat pages so that it’s easier to communicate with someone who’s added or removed something important without bringing it up on discussions? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:16, 29 April 2021 (MDT)<br />
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:While I second your suggestion, I am not an admin, so I don’t really have that kind of power.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:32, 29 April 2021 (MDT)<br />
<br />
== RLL Review ==<br />
<br />
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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==Advanced Training==<br />
Advanced Training has been a point of contention as of recently, for a pretty understandable reason, use of a whole extra subclass can be really OP, especially when it's used in conjunction with something like the Gestalt Subclasses variant rule, so I made this section to discuss potential alternatives or changes, so if you've got anything, feel free to speak up.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:21, 22 April 2021 (MDT)<br />
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Some thoughts I had were, an option to increase your chakra point maximum by 5-10, an additional ASI or feat, maybe an increase to movement speed or something along those lines.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:25, 23 April 2021 (MDT)<br />
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It is kinda busted when you combine it with gestalt and beyond level 20. i like jaydon105s idea of a chakra increase. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:38, 26 April 2021 (MDT)<br />
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:I don't think creating material with gestalt characters in mind is the appropriate thought. Gestalt in general is busted. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 08:22, 28 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)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1467908Talk:Naruto: Shinobi (5e Class)2021-05-03T15:27:35Z<p>FrickyDiBoop: /* Clarifications */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
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:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
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Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
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:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
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:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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i see where your coming from, but i think it being a variant rule would fit it better as it would be up to the dm to use the rule, making it a thing the group could vote on.<br />
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:But that doesn't refute any of the other points. The original way is like forcing every spellcaster to gain True Strike and Mage Hand. Are some casters going to use it? Sure. Is forcing it on every player justified in any way (i.e. lore, character, progression, etc.)? If so, I really don't see it. For instance, in canon there are roughly 10 people who use the Rasengan or a Rasengan-like technique (including movie and filler characters) because they were in the right place, were with the right people, or were the right people. Using the original chakra rules, suddenly half of the entire universe knows the Rasengan. While I am admittedly singling out an easy example, this applies to pretty much every traditionally acquired jutsu gained after 8th level (and a couple gained on and before like chidori and the various seals). I guess what I'm trying to say is that I don't see why anyone would vote against it outside of possibly misplaced nostalgia.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
<br />
==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
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That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
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:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
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:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
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==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
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Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
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Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
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Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
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:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
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:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<br />
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Hi. I wanted to ask if we could add the level requirements for jutsus back because I was mid-DM'ing a campaign with the shinobi world campaign when someone told me that they performed greater fireball jistu, and I was confused as to why they would have that at such an early level, so I checked the page to make sure, just to see that they can cast all jitsus right now. Please, at least for the chakra natures and the genkai, because I don't know what my players should and shouldn't know already. Thank you. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 19:01, 8 April 2021 (MDT)<br />
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:As per the discussion still on this page, what used to be the Non-Linear Jutsu variant rule has been integrated to the main class under the premise that unique jutsu were almost pointless previously, and that there's no reason everybody should have the same 5 jutsu. Assuming your players are 7th level (Great Fireball was restricted to 8th level), they should know 10 jutsu total, with Basic Ninjutsu counting as half as many, as detailed under the Chakra header. Generally, if there's a big change that makes this page look overpowered compared to a previous version (i.e. allowing players to "cast all jitsus"), check the edit that made the change, because there's probably a reason and something you're missing. If you're REALLY attached to players having the same couple of jutsu for whatever reason, here's a [https://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&oldid=1457981 link] to the revision immediately before it was changed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 8 April 2021 (MDT)<br />
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::The way our game works is that the players get two chakra natures that mix to become a KG. The only way they can get more is through special plot reasons, such as the Jinchuriki in the party. This way, all of the players tried to pick their own unique combination, making them all have a variety of jutsu. They all got to start with one unique that fits their character as well. I would then reward them with uniques based on their roleplaying, exploration, etc. They now worry that their characters will be conflicting with one another, and non-linear jutsu allows them to start out significantly stronger than they should. I understand that Boruto knew how to do Rasengan super ultimate universe destruction blast while he was still a fetus, but this makes progression have a huge spike at level 2, making anyone using a different class obsolete. Players by all means should not know how to do these S-rank jutsu at the beginning of the campaign. Something really has to be done about this, because the older version of the class was well balanced enough to be used in a normal setting, as well as gave so many customization options and versatility. I would even say that if you were allowed only one subclass, it was on par with vanilla classes. After the changes were made, we had a week-long discussion of if and how we could continue the campaign, and we came to the decision that we at least had to use the old version for reference of whether or not they can have a jutsu. Other than this inconvenience, you are doing great work on the class, keep it up. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 10:25, 28 April 2021 (MDT)<br />
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:::The issue is that when you use the old rule, it doesn't promote enough individuality and uniqueness throughout the party, while I'm sure it works fine for you, not every DM is as good at balancing and distributing individual jutsu, the current system is more of a one size fits all, I don't see the same balance issues that you're seeing, as once you cast one super strong jutsu, you're done for the day. I think you may be having an issue with individual Jutsu rather than non-linear Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:55, 28 April 2021 (MDT)<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 />
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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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When it says increase maximum hit dice for alternate chakra nature options, does that mean it would go from a D8 to a D10 or would it mean you’ll have 2 extra D8s for your hit dice?y<br />
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:A player would go from having 1d8 to 3d8.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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As I said in the edit description, love the new jutsu, but I do have a few questions:<br />
*Vacuum Sphere only targets one creature, but its range is a line implying that you make an attack roll against every creature in the line. <br />
*Generally, "X Style" is implied, so we only really add them for things like shadow clone variations, as it is implied by being listed under X Style Jutsu.<br />
*Whirlwind Fist was occluded because there's already a Whirlwind Fist on-page.<br />
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I'll say it again Hit, the jutsu you added are downright excellent, and I look forward to anything you plan to add in the future. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:07, 3 April 2021 (MDT)<br />
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In Path Of Succession’s 60% and 80% column, it says you can break your horn with a Strength roll but I see no point in trying to “severe you’re connection to the Otsutsuki” or is it supposed to work the same way as Path Of the Beast where your Tailed Beast controls you?<br />
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:As stated at the top of 20% Extraction, any Otsutsuki form lasts until you can't maintain it, with breaking the horn being the only way to end it at will.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:24, 3 April 2021 (MDT)<br />
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A change in the hit dice maximum/gaining additional hit dice makes for a direct change in hit points? Or are there exclusions? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 22:29, 3 April 2021 (MDT)<br />
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:I couldn't figure out a good way to word it, but the additional hit dice are meant to function the same way as those gained from regular class leveling hit dice, increasing your maximum hit points and what not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:43, 3 April 2021 (MDT)<br />
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There are many typos on Chidori Spear that make it hard to understand and could use a bit of clarification, would appreciate it if that could be fixed, thanks, and Happy Easter!<br />
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:Should be fixed, happy Easter!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:27, 4 April 2021 (MDT)<br />
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How does Exhaustion levels work for Possession in Path of Mutation? And what will also happen if the any of the creatures (Host or the PoM Shinobi) die while still possessed?<br />
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:Hopefully the recent edit has clarified this.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 5 April 2021 (MDT)<br />
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Would Anti Magic areas prevent you from using jutsus?<br />
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:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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Is Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth, meant to be so strong?<br />
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:It's intended to be strong, but I can see why it may be too strong. I will be revising shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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I happened to look into the Tsuchigumo seal thing, for RP reasons, and I got to discover that the original user actually had sealed it on himself and even used Fury without dying. Maybe I interpreted something wrong, or maybe you just want to keep it like this for the sake of balance. Just thought that I'd let you know... For some reason. Anyway, now you know lol.<br />
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Also, where did Impure world reincarnation go? Am I blind? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 02:39, 7 April 2021 (MDT)<br />
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Edo Tensei was added to the Yin Yang column which would make sense I guess --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:31, 7 April 2021 (MDT)<br />
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:I'm unclear if both the Tsuchigumo Style and Edo Tensei posts were both from Fricky, so I'm putting this here. I'd be interested in where you "discovered" this, since the canonical original user, [https://naruto.fandom.com/wiki/En_no_Gy%C5%8Dja En no Gyōja], only ever used Fury himself, sealing Tsuchigumo Style in his grandaughter [https://naruto.fandom.com/wiki/Hotaru Hotaru]. Tsuchigumo Style was nerfed because initially it was so absurdly powerful that having it was essentially an insta-win/never die. Also, nothing says you can't use Fury without dying, the user just needs a lot of chakra (i.e. from using Tsuchigumo Style). ---[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Do all jutsu deal magic damage?<br />
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:Hopefully this has been clarified on-page, but yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Does affinity apply to non nature jutsus such as Shadow Possession,Fuinjutsu,Path-Exclusive Jutsus,etc<br />
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:Hopefully this has been clarified on-page, but yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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Can you choose which damage dice to reroll with the Jogan Boon, for example, I use rasengan and rolled 10 on some of my dice but 1 on the others?<br />
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:You can not. You either reroll all dice included in the roll, or you do not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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Would having only each Jogan count as 1 number lower for your crits? for example, if I have 4 Jogans from Dojutsu Acceptant Biology my crit range would be 16-20?<br />
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:I think I've answered this before, not that I'm complaining, but I've intentionally left it ambiguous for the sake of DM balance. I would personally say that you are right, but that the idea is not applicable since the Jogan is rare enough to the point that we've only seen one in the entire series, and it's a boon so the DM decides when and if it shows up, but I can also easily see it getting out of hand with a less-experienced DM. Hopefully I will be able to make this more solid once we (hopefully) get more Jogan content.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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Does Mysterious Peacock Method: Chakra Predation, need any chakra to cast?<br />
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Can you use Mysterious Peacock Method: Wings multiple times?<br />
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:Initially Chakra Predation did not, but it has been rebalanced based on other chakra absorbing jutsu. Wings has been modified to require concentration, however, a creature can benefit from multiple uses of it from different creatures.--09:10, 10 April 2021 (MDT)<br />
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How long does Body Flicker last and can it stack?<br />
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:Hopefully this has been clarified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Does Bound Element give you a new Chakra nature or gives affinity to one you already know?<br />
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:yes,--{{unsigned|Plywood tank}}<br />
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Does Fuinjutsu, Shadow Possession,Taijutsu,etc count as chakra natures for Bound Element?<br />
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:yes.--{{unsigned|Plywood tank}}<br />
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Does Chimera Technique make the target unable to use the features/jutsus absorbed for the duration?<br />
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:I don't see any indication why it would, so no.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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What can we do if we can’t learn anymore jutsus, for example, Someone takes the Lee Clan Boon and doesn’t have the prerequisites to get Absorption,Shadow or Barrier Nin and has already learned every Taijutsu.<br />
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:At the moment there is not any particular ruling that feels both satisfying and balanced. In the future I hope to have 75 jutsu for each nature, but that's bound to take some time. Until then, feel free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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This might be a bit trivial, but if I apply Sage Art to Palm Bottom would that mean there’s Senjutsu inside the target and would turn them to stone if they’re not trained to handle it?<br />
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:Palm Bottom deals damage without granting the target chakra, so no.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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If PCs roll a Kekkai Genkai, do they also gain access to the other 2 natures that compose it?<br />
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:As clarified under the Chakra header, you do not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:16, 12 April 2021 (MDT)<br />
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Does difficult terrain affect Shadow Possession or any of it’s other jutsus?<br />
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:The only thing that affects Shadow Imitation Technique is light level.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:16, 12 April 2021 (MDT)<br />
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Wasn't sure where to ask this lol, but if I were to come across small things like misspellings/typos, is it ok to fix them? Or should we always request for someone to edit them out? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:Go right ahead, although current events may lead to the occasional edit conflict lol.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:36, 12 April 2021 (MDT)<br />
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::Awesome, Thanks.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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How many creatures are able to occupy a Complete-Body Susanoo, and if you were to teleport using something like Flying Raijin or Amenotejikara while they were occupying your space could you bring all of them or only 1?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:04, 12 April 2021 (MDT)<br />
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:An armored susanoo is Huge (15 ft. x 15 ft.), and since each creature takes up 5 ft., an armored susanoo has a capacity for 9 creatures including yourself. With 2 instances of Complete-Body Susanoo, your size category increases by 1 to Gargantuan (20 ft. x 20 ft.), resulting in 16 creatures. However, there is a blind spot for movement, which I will correct shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:13, 12 April 2021 (MDT)<br />
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Ok awesome, and if you teleport using one of the previous jutsu as a reaction to an attack, would the attacker lose their attack or would they still be able to use that attack on a different target?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:22, 12 April 2021 (MDT)<br />
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:They have already made the attack, so they would not be able to make some sort of "free attack", though a DM may decide that another creature is close enough (such as being behind them) that an attack would be justified, most likely with disadvantage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 12 April 2021 (MDT)<br />
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Would Shadow Possession and Mind Body Switch Jutsu work on incapacitated creatures or even corpses?<br />
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:Incapacitated creatures don't cause any problems. As for dead creatures, that ultimately comes down to whether or not corpses count as creatures. A quick google search finds a couple of WotC responses that point to object, so these jutsu could not target them.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:39, 12 April 2021 (MDT)<br />
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Do the effects of Mysterious Peacock method still carry on when you're brought down? Or do you lose the 10 Chakra<br />
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:Thanks for catching that blindspot, hopefully it has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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In *Arriving Life: Thousand-Armed Preservation* does it says "they may not take actions" is it the user or the ones attacking effected?<br />
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:This jutsu does not affect other creatures, only making attack rolls miss the user, so the user loses the ability to take actions.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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If someone used Sukunahikona on an object that contains a creature in it (such as buildings that 20ft or less) what will happen to the creature?<br />
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:Once again, thanks for catching that blind spot!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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Since it’s clarified what Senjutsu Chakra would do to a creature, would anything happen if a creature received Black,Red,Specialized,etc Chakra from Chakra Transfer?<br />
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:I'm currently working in a way to implement that, with the general idea being that X chakra forces you into the first transformation granted by the path, while 2X+ causes you to take damage. The only difference between normal and specialized chakra is that it can only be spent on jutsu of a certain nature, so that would carry over to any creatures to gain said chakra. That being said, this class is currently on the back-burner for me as I work on [[Berserk (5e Campaign Setting)]], so I personally won't be implementing this any time soon. Any registered user is welcome to.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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do you need to use chidori first to use chidori senbon?<br />
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:Chidori is listed as a requirement.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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i know it is a requirement, but i was wondering if we had to cast chidori because of the wording of "as a bonus action, you transform your chidori..." i was wondering if we just cast chidori senbon regularly or if i have to use chidori then chidori senbon in the same turn. -plywood tank<br />
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:You do not, otherwise it would have wording along the lines of "on the same turn that you use chidori". The point in question is only there for flavor.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:28, 19 April 2021 (MDT)<br />
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if you have sage mode or another sort of power, would that negate turning into a tree from that specific power if you were the path of mutation?<br />
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:It would not; you would become the source of natural energy, thus turning you into a tree.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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Do you suffer any negatives from only having one Dojutsu? For example, if a player had two Sharingan and one was stolen would they lose anything besides their potential Mangekyo ability in that eye?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:20, 16 April 2021 (MDT)<br />
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:At the moment you do not. Perhaps an increased chakra maintenance cost would be appropriate, perhaps not, I'm not entirely sure.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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Would you still be able to use the Rinnegan,Ketsuryugan,Tenseigan and other dojutsus with the exception Sharingan, Byakugan and Manual Dojutsu if you’re blind since the other dojutsus don’t have any features that exclusively relies on sight?<br />
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:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:15, 17 April 2021 (MDT)<br />
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Would Omoikane temporarily work on a blind creature?<br />
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:No, the sight granted by Omoikane still requires sight.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:15, 17 April 2021 (MDT)<br />
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Question, Path of Adequacy, the way it is now, does it give you any jutsu from anywhere, or do you have to meet the requirements for it now?<br />
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:You still have to meet the jutsu's requirements.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:28, 19 April 2021 (MDT)<br />
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So piggybacking off the question about Dojutsu from earlier, say you have a Rinnegan and a Sharingan, would you need to have your Rinnegan active to use something like say, Black Receivers?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:36, 18 April 2021 (MDT)<br />
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:If you mean you have both via Rinnegan Manifestation, your Rinnegan needs to be active for you to use its jutsu, but not maintain them, so you wouldn't be able to cast the Black Receivers jutsu, but its bonus action additional effects are available regardless. Hopefully this helps.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:28, 19 April 2021 (MDT)<br />
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If someone with the Sharingan copies a spell with Replication do they still have to provide its material components assuming they have any?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:35, 19 April 2021 (MDT)<br />
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:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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If you took Hidden Chakra for Advanced Training, can you still be forced into Initial and Tailed Release?<br />
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:Yes, despite not gaining full access to the subclass, you would be forced into Initial/Tailed Release because you don't need to have access to the features to unwillingly be forced into them, a good way to think about it is like Multiclassing but for a subclass, you are essentially treated as a 3rd level user of Path of the Beast while also being a 17-20th level user of another subclass, so anything that would normally apply to someone that gained the subclass at 3rd level also applies to you.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 03:42, 20 April 2021 (MDT)<br />
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Huh, alright then, I haven’t specified it but my problem was more DM-Wise anyways, I’ve just been wondering how Pseudo-Jinchuurikis (What I presume Shinobis are if they take Path of the Beast for Advanced Training) would be “forced” and be “under control”, but I’ll probably just say that they’ll instead gain the berserk variant condition and limit it to tailed release something.<br />
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:I was under the assumption that you mean they had an actual tailed beast sealed into them, in which case features would definitely happen like normal, however if that’s not the case then you’d probably just have to come up with some alternative, but [[User:Ref3rence|Ref3rence]] could probably give you a better ruling here.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:15, 20 April 2021 (MDT)<br />
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Could you use Advanced Training in order to get an alternate feature of your subclass? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 02:36, 22 April 2021 (MDT)<br />
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:Absolutely, I imagine that'd be one of the primary uses.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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Would you still take damage from subclass features and jutsus when you have the Jashin Immortality Boon? Considering that none of the jutsus are “aimed at the head”<br />
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yes -plywood tank<br />
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I was wondering with the new changes with the amount of jutsu a character can have, does any jutsu you gain from a clan feat count to the limit of jutsu you can have?<br />
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:No.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:49, 22 April 2021 (MDT)<br />
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Would almighty push cancel the damage from lightning shadow clones if it was used as a reaction against one of the clones attacks. It probably should, given it can block Kirin directly but a second opinion would be appreciated. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 19:47, 22 April 2021 (MDT)<br />
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:I would rule it that way yeah. Also, Kirin isn't really a single target spell so you couldn't really block it with Shinra Tensei, it would be really broken if it could just block anything.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:10, 22 April 2021 (MDT)<br />
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How long do the basic Yin technique and basic Yang technique last?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:28, 26 April 2021 (MDT)<br />
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:1 Minute.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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is melting apparition supposed to be so broken? its a 1 chakra jutsu with the base damage of shinra tensei. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:43, 26 April 2021 (MDT)<br />
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:Yeah 1d6 would make more sense.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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Does 2 Basic Ninjutsu Jutsus still count as 1? Or not anymore? I would prefer it's still like that, but I'm not sure. And our group goes by all the rule changes.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 07:23, 26 April 2021 (MDT)<br />
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:Yes, it's been clarified on-page. --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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Yes to what exactly? Yes it's still 2 to 1? And I don't see where it's clarified<br />
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Nevermind lol I found it. Just needed a bit of looking around.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 18:36, 26 April 2021 (MDT)<br />
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Also does in shadow possession jutsu can the possessed creature act as normal or do they just do what the caster is doing until they break out?<br />
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:The creature mimics the casters movements, as stated in the second part of the Jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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And second of all if the coordinated attack of shadow gathering Technique is used is Intelligence mod and affinity added to every single tendril in the attack?<br />
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[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 12:07, 26 April 2021 (MDT)<br />
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:You add your intelligence modifier to each attack, I would say you add your affinity bonus once because it is technically only 1 attack.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:50, 26 April 2021 (MDT)<br />
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If someone uses the Chakra Exhaustion Variant rule, can you still absorb a creature’s chakra after it hits 0? If so, can you kill a creature by exhausting all of their chakra?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 03:06, 27 April 2021 (MDT)<br />
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:Yes. In canon, many instances of chakra absorption are actively painful (with Earth Prison Dome of Magnificent Nothingness being referenced as actively lethal), there's nothing in the current wording to conflict with it, and I don't see it being particularly unbalanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:21, 27 April 2021 (MDT)<br />
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Let’s say I had the Masterful Chakra Control and Multi Shadow Clone Master Feat, I make 3 shadow clones but the total 6 chakra cost is reduced to 1 due to Masterful Chakra Control and my INT MOD, how many chakra would each clone have?<br />
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:The clones would have one chakra, the implication is that clones only have as much chakra as you initially spend to summon them.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 18:07, 27 April 2021 (MDT)<br />
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Wait, so by that theory you can make about as much clones as <INT Mod when you have Masterful Chakra Control and they’d all have 1 chakra which I think is broken due to Feats also being applicable to Clones, since you could essentially create an infinite amount of clones in one turn due to clones also acting on your initiative.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:39, 27 April 2021 (MDT)<br />
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:Confused as to what you mean, if a clone were to create another clone under this example it would be immediately dispelled, so there wouldn't be an issue, would you mind rewording your question?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 28 April 2021 (MDT)<br />
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Oof here’s an example,<br />
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- PC creates 3 shadow clones and the cost is reduced to only 6 chakra from Multi-Shadow Clone Master Feat, the cost is then reduced to 1 chakra from Masterful Chakra Control Feat which allows the user to decrease a jutsu’s cost by their INT Modifier<br />
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- As you’ve said, each Shadow Clone now has 1 Chakra and they act on PC’s initiative<br />
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- Repeatedly cast Shadow Clone jutsu through the Clones since the second a clone dispels from expending their chakra, 3 more is spawned in it’s place<br />
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So to clarify, 1 Clone with 1 Chakra = 3 Extra Clones with 1 Chakra each if they cast Shadow Clone Jutsu with the following feats, and while the clone that cast the Jutsu has been dispelled, there are now 3 extra clones with the required amount of chakra to repeat the process as well.<br />
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The number of clones varies from the PC’s INT mod of course. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 01:35, 28 April 2021 (MDT)<br />
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:I tweaked the wording so that this wouldn't be an issue anymore.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 09:07, 28 April 2021 (MDT)<br />
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How does Jashin Immortality’s Head Sewing work? Can a head be sewn into another non-humanoid creature’s body? Do they still keep the same physical ability scores such as STR,DEX and CON?<br />
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Mangekyō Sharingan jutsu, you must make a DC 16 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain 1 level of gradual blindness. For every other failure of this saving throw, you gain 1 level of exhaustion. The DC on this saving throw increases by 1 every time you use a Mangekyō ability.<br />
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it says the DC increases by 1 every time a mangekyo ability is used, does the DC reset or does it permanently stay increased?<br />
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The way it is now, it doesn't reset, this has been something that I've been thinking needs to change I just don't know how.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:30, 29 April 2021 (MDT)<br />
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I have a suggestion about that, what if the user gets to roll a Constitution save with a certain DC every 8- constitution modifier of long rests. On a success the DC decreases by 1 or their Constitution modifier to a minimum of 16? Just an idea there.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:13, 30 April 2021 (MDT)<br />
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:That's not a bad idea.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:46, 30 April 2021 (MDT)<br />
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And in this<br />
At 7th level, you master the basics of Ninjutsu. You gain affinity in the Basic Ninjutsu or Taijutsu nature. If you already have affinity in both, you gain affinity in another Chakra nature you know.<br />
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What if the user has affinity in basic Ninjutsu but doesn't have taijutsu? Does this grant them taijutsu?<br />
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:It would grant them use and affinity in taijutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:30, 29 April 2021 (MDT)<br />
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And last question is when a feature like clan boons say you have affinity in a nature, does that mean you have the nature. And affinity in it? Or do you automatically have affinity in it but still have to take it as a nature later on?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 05:51, 29 April 2021 (MDT)<br />
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You would gain use and affinity in it.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:30, 29 April 2021 (MDT)<br />
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In Particle Release, does Detachment of the Primitive World Technique Area and Split Detachment of the Primitive World Technique add to the chakra cost of Detachment of the Primitive World Technique? Or does it still have the same effects without adding 25 chakra?<br />
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:As it is now, they would cost additional chakra, but should be changed because to cast them you would have to have your chakra point maximum increased above the regular maximum you can get which is 45.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:42, 30 April 2021 (MDT)<br />
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Does sharingan's replication still cover jutsu or is it only features?<br />
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:Jutsu would be considered features, though it could use some clarification, I'll get on it.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 06:42, 30 April 2021 (MDT)<br />
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How long does the Black Tornado from the Taijutsu page last?<br />
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I made a suggestion about the sharingan's mangekyo DC up there if you want to see it.<br />
In genjutsu, do I choose which kind of genjutsu it is when attempting to trap the creature or after having them fail the save? If not when attempting then does that mean attempting to cast genjutsu costs no chakra?<br />
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And some clarification on genjutsu master feat would be nice, as it says genjutsu and that indicates it means genjutsu from subclasses which only two subclasses grant.<br />
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Though I think there are some "genjutsu" in the jutsu list for example temple of nirvana, but it's not clarified. Nor are we told if those Jutsus are counted as genjutsu.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 16:38, 30 April 2021 (MDT)<br />
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:An indication as to what Jutsu are/aren't Ninjutsu or Genjutsu is a great idea, just hard to implement, but if you have a good idea how to list them feel free to suggest away.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 01:44, 1 May 2021 (MDT)<br />
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What if each chakra nature that actually has genjutsu had a "Ninjutsu" and "Genjutsu" header in it with the appropriate jutsu listed under its header?<br />
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[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:09, 1 May 2021 (MDT)<br />
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Does the path of sealing feature that replaces ranged weapons damage with your unarmed damage die do that to thrown weapons and shuriken jutsu?<br />
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And does sharingan's replication replicate any jutsu of any nature or only those you're capable of using?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 09:05, 3 May 2021 (MDT)<br />
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Some abilities/jutsus state that they use a reaction, but do not state what they react to. Which makes it kinda usable at all times. Was that intended? Or is that just a mishap? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 09:27, 3 May 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
<br />
:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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<br />
Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
<br />
:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
<br />
:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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<br />
Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
<br />
I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
<br />
:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
<br />
Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
<br />
:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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<br />
I think Flame-Burst Shot is pretty overpowered for a jutsu that only costs 5-6 chakra.<br />
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:Thanks, I have no idea how that's flown under the radar until now. Hopefully it's far more balanced now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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<br />
Incendiary Cloud Recreated has a really low chakra cost for the equivalent of an eighth-level spell.<br />
<br />
:Thanks for the pointer. As it stands right now, I feel like the recreated spells don't really serve a purpose on this page, and only kinda serve to make multiclassing worthless, so I might remove them. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:27, 7 April 2021 (MDT)<br />
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<br />
Yeah I mean I would agree if you really wanted those you would take a class that actually got them, but also why make a homebrew class and a bunch of jutsus designed to go with the class and then have carbon copies of other spells, doesn't make much sense to me. It just doesn't make much sense, in general, to keep them around. Hopefully that opinion can be of help.<br />
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<br />
This is a bit unrelated but will the Samehada page have the addition of its unique ability to fuse with its user?<br />
<br />
I recall the Samehada question being asked before. And he said that it was something more so unique to Kisame, than the blade itself. However with the Hoshigaki race being properly statted now, perhaps adding it in and making that race a requirement would be viable. Thoughts Reference? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 12:46, 9 April 2021 (MDT)<br />
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:Pretty sure I said it was related to Samehada, since the original request was in regards to adding it as an element of the Hoshigaki clan. Nevertheless, I haven't figured out the right way to word it yet.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 9 April 2021 (MDT)<br />
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<br />
Here’s my take on Jugo’s Clan Kekkai Genkai<br />
Jugo’s Kekkai Genkai:<br />
<br />
- As a bonus action you can absorb Senjutsu Chakra equal to your Con Modifier + Shinobi level but have to make a DC10 INT (or CON) saving throw or become berserk, the DC increases by 2 for every use<br />
<br />
- You gain the same effects of Sage Art whenever you use your senjutsu chakra<br />
<br />
- If you have more Senjutsu Chakra points than regular chakra points, you’re forced into the effects of Sage Transformation with the Berserk condition til your Senjutsu Chakra points reach 0 in which the effects of Sage Transformation wear off<br />
<br />
- When you’re forced into Sage Transformation, you don’t benefit from the Path of The Cursed Features before that such as Second Stage<br />
<br />
--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]])<br />
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:While I appreciate the effort, holy cow is this at least a little busted. Usage of 3 class features, each of which are pretty strong alone, is a little beyond the scope of most clan boons, let alone the ability to regain half of your maximum chakra for a measly DC 10 Constitution saving throw. Additionally, we already have the Jūgo Clan on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Eh, fair enough I’ll probably come back with a much more balanced version at some point because now that I think about it, safely gaining 20 senjutsu chakra once your at 20th for at least 1-2 uses is pretty broken --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 18:28, 11 April 2021 (MDT)<br />
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<br />
Would Typhoon Release be added? I’ve checked it out and I think in headcanon it would probably be Wind and Yang release<br />
<br />
:It is canon, but I'd rather avoid adding a nature with 2 canon jutsu. That being said, I might add them as Wind or Storm Style jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 11 April 2021 (MDT)<br />
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<br />
This might be a bit dumb but how about Sexy Jutsu and Harem Jutsu? <br />
I’ve already thought about it a little bit.<br />
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Sexy Jutsu<br />
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<br />
Cost: 2 chakra<br />
<br />
Prerequisites: Transformation<br />
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Duration: +1 chakra for every round<br />
<br />
<br />
- As an action, you cast a variant of the transformation jutsu in order to catch your target offguard, they must make a Charisma saving throw with advantage against your Charisma Score, on a fail, they take 1d4 psychic damage as their nose leaks blood and they’re stunned for rounds equal to your Charisma Mod (Minimum of 1)<br />
<br />
:I'm... actually going to add this. It's iconic to the series, and this is a really good adaptation, if a little rough around the edges.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 11 April 2021 (MDT)<br />
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Wouldn't it make sense to allow Shinra Tensei to be used as a reaction at an increased chakra cost in a similar manner to other jutsu? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:I could've sworn it could be but apparently I was wrong, good catch.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:11, 12 April 2021 (MDT)<br />
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:I've been staring at it the past couple of days and thought it was weird lol.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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<br />
So regarding Susanoo, right now armored Susanoo kinda seems more like humanoid Susanoo seeing how the user is placed in the Susanoo's head rather than having them at the base of the Susanoo. Would it make sense to add more stages to the Susanoo between skeletal and armored? Just canonically speaking it doesn't make sense to have someone go directly from manifesting their skeletal Susanoo to having a full armored Susanoo. Another thing, in Susanoo's description it states you have to use it 7 - your Intelligence modifier times before unlocking it, but what stops somebody from activating it and deactivating it that many times to progress it extremely easily?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:56, 12 April 2021 (MDT)<br />
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:I've thought about Humanoid Susanoo, but at the end of the day I can't think of any effects that would both make all 3 stages feel rewarding and keep the feature on the same level of power. Additionally, the X uses to unlock is incredibly easy to fulfill (though I may change the wording so you can only get one use towards advancement per long rest), but if we remove it, you're either stuck with instantly unlocking Armored Susanoo, or the level requirement stops making sense in context.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:37, 12 April 2021 (MDT)<br />
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What about a system that requires you to use Susanoo for a certain number of rounds/seconds that can only be fulfilled in combat rather than at any time? And for humanoid Susanoo, one thought I had was to give it an AC bonus of +1 (+4 total), and possibly one of your Susanoo weapons, and maybe granting the user endurance or a pretty small damage threshold or something akin to that while their Susanoo is active to showcase that it gets more durable?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:42, 12 April 2021 (MDT)<br />
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:Generally, 5e (and I with it) try to avoid round counting, and while your proposal technically wouldn't cause the problems round counting does, it feels ''just'' too close to it. Additionally, while this is 100% personal, I've always interpreted Susanoo growth as skill using its chakra, for lack of a better term, rather than skill in using the Susanoo itself, if that makes any sense. I'm definitely not going to add an additional AC bonus, since Susanoo + permanent sharingan (gained at 15th) already grants +6 AC, which is frankly disgusting by itself, and while cost generally balances it, I don't want to push my luck, especially by granting Endurance. You did, however, spark an idea. What if instead of Susanoo granting an AC increase, it had its own pool of hit points, potentially represented by a decent, but not spectacular temporary hit points. Every time you summon it, these temporary hit points are regained. While Susanoo is summoned, you can re-summon it as a bonus action or reaction, which counts as a Mangekyou ability, but maintaining it does not. When your temporary hit points reach 0, Susanoo ends. Each Susanoo tier increases the number of temporary hit points granted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 12 April 2021 (MDT)<br />
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That actually sounds like a really good idea, that also might make it easier to implement the Humanoid Susanoo, it also circumvents some of the problems you had earlier. I’ll keep brainstorming ideas on how to fix the Susanoo progression, and I’ll let you know if I think of anything.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:45, 12 April 2021 (MDT)<br />
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<br />
Adding a chakra cost to maintain EMS isn't a minor debuff, it's a rather big nerf. EMS removes the negatives from MS. And while not being forced to make that save is handy, it's still on the DM to grant EMS. Rinnegan is ridiculously powerful and has 0 checks to use its abilities. Sharingan already has an extra step to get to the same tier as Rinnegan. Just my thoughts. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 06:57, 13 April 2021 (MDT)<br />
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:While I understand where you're coming from, the Rinnegan is strong because of the number of features it grants, EMS is strong because it grants infinite use of powerful features, and with the reworked Susanoo, it effectively grants infinite hit points. Even boons have a limit to how powerful they can be, and EMS has been far above it for along time. For comparison, imagine a boon that grants infinite spell slots that can only be used to cast 2 spells, of course that would be busted, even with the limits. Also, broken content is broken content because all content should be treated as if it will be introduced by any DM, not just a [[Help:A Good DM|good DM]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 13 April 2021 (MDT)<br />
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so, the infinite hp is granted by the new susanoo. have you thought that the temporary hp addition to susano is the problem here? i like the idea you have with temporary hp, but maybe you should have a different thing. like if you take enough damage it dispels. maybe a turn limit? just look at the changes it did to ems. like sykon said, its the dms choice to grant it. its like a variant rule to make you stronger. susano is the problem i see. just change the temporary hit points and it will go better. -plywood tank<br />
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:Hey, congrats on ignoring 90% of the context, buddy. The temporary hit points were introduced to solve the problem of the Path of Hatred's insane AC bonuses, and Susanoo's tedious saving throws. Is it the DM's choice? Absolutely, but that doesn't change the fact that it's game breaking. This is literally why we have the [[Help:A Good DM]] page. If you take enough damage it dispels? Congrats, that's literally the point of the thp. Turn limit/round counting? Garbage, tedious, and not the kind of thing 5e has. Boons are an established part of 5e with an established limit to their power, of which infinite uses of features powerful enough to require cost is not within the bounds of. The thp isn't the whole problem, it's the part of the problem that made me see the entirety of the problem. Is infinite thp a problem? Yes. So is infinite uses of literally any Mangekyo ability. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:38, 13 April 2021 (MDT)<br />
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Just add a chakra cost to the Mangekyo abilities, and lessen the DC for using the abilities. EMS never granted infinite uses in canon, it just removed the whole going blind thing. Kamui has a chakra cost as an example. The abilities having no limit to usage count is op, I agree there 100%. Being able to get gradual blindness even after obtaining an epic boon is a bit much, and not all Mangekyo abilities are equal in power to facilitate an 8 chakra cost per usage.<br />
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:That seems like the best of both options.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:37, 13 April 2021 (MDT)<br />
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<br />
Temporal rewind doesn't really compare to the other Rinnegan Mastered abilities seeing as you have to use your action to activate it, meaning half of the ability is almost useless, because you have very few opportunities to make attacks when it's not your turn, and it has a chakra cost of 7 which is relatively high for something of its power, it would probably make sense to change the wording to either not take an action or to give you your action back after you use it, I'm unsure if the current wording implies that you get your action back in the "and then revert time using your Rinnegan" part, but yeah if so it could probably use some clarification.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:13, 15 April 2021 (MDT)<br />
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:I think making this jutsu a bonus action, or even a free action, would put this on roughly the same level of power as the other abilities. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah that's exactly what I'm advocating for, I think a bonus action or free action would be reasonable, probably whichever one you think would be more balanced, I would say a free action seeing as it's a twentieth-level jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:53, 16 April 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 />
<br />
- You can also use simple melee weapons in tandem with this Jutsu and add the weapon’s damage with the Jutsu’s<br />
<br />
: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 />
<br />
Medium Creatures have a d6<br />
<br />
Large Creatures have 3d6<br />
<br />
And so on and so forth<br />
<br />
The main reason I made the damage dice increase per size is because of the 𝘴𝘪𝘻𝘦 of the hands being used to attack<br />
<br />
: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 think alignment restrictions should be removed from the Susanoo weapons, it just doesn't really make sense that it's there.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 16:08, 18 April 2021 (MDT)<br />
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<br />
I think that Path of Assassin’s “Blade Master” needs to be buffed more especially since it’s transition from a Seven Deadly Swordsman subclass to a more Zabuza-ish one, so here’s my suggestion for an alternate feature based off of Zabuza’s awakening in the Storm games. <br />
<br />
Demon Mode:<br />
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Your desire to kill is so extreme that it begins to physically manifests itself in a demonic shroud around you.<br />
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- You gain a +2 to your attack and damage rolls<br />
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- Whenever you hit a creature with advantage with the attack option, you may use use the attack action on the same creature again<br />
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- Your damage dice increased by 1 level (d4s turn into d8s, d8s turn into d10s and etc)<br />
<br />
- When you drop to 0 Hit Points and not outright killed, you can make 1 + Half your CHA Mod more attack actions on any creatures of your choice<br />
<br />
- You can only use your turn to attack and you may only use jutsus that deal direct damage<br />
<br />
- Creatures under the effect of your Killing Intent gain disadvantage on their Saving Throws while they’re in your line of sight<br />
<br />
- This lasts for an amount of rounds equal to your Charisma Mod<br />
:This seems like a pretty good idea, its a little bit broken, but I should be able to adapt it, Path of the Assassin is pretty weak so this seems reasonable.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:51, 19 April 2021 (MDT)<br />
<br />
::I've changed this to an Alternate Feature because not only is this very powerful, but y'all are sleeping on Vanish. At will, low cost invisibility is very powerful, especially with Silent Killing Jutsu and Afterglow. While it's situational, in a Naruto setting where ninjas actually do infiltration and whatnot, the ability to leave 0 trace of your existence is incredibly powerful, and in traditional play it is still useful for rogue-like characters who effectively never have to worry about bounty hunters for the rest of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:53, 19 April 2021 (MDT)<br />
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<br />
Shouldn’t Dust Storm have a higher chakra cost? 1 Chakra point for an AoE 2d6 damage feels OP for only 1 Chakra--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:20, 20 April 2021 (MDT)<br />
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:Hopefully this has been fixed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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<br />
can we get more clan boons that give kekkei genkai?<br />
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:There aren't more at the moment because we don't have more named clans that use KG. To be fair, you're always free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:18, 22 April 2021 (MDT)<br />
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the temuri clan was able to get lava and boil release. maybe have a choice between the two for the clan boon. senju gains hashirama's cells feat. onoki clan gains dust release. Kazekage clan gets magnet release. The yakushi clan can absorb peoples kekkei genkai and take the kekkei genkai as their next chakra nature. The pakura clan gains scorch release. The darui clan gains storm release.<br />
feel free to suggest more clans -plywood tank<br />
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Makes enough sense to me, except for Onoki’s Dust Release because it was said that Mu ''taught'' Onoki Dust Release, so it wasn’t a bloodline limit and Yakushi’s Clan Boon since Kabuto never had the innate ability to absorb Kekkai Genkai, he actually just experimented and implanted multiple cells into his own body. Magnet release is arguable since only Gaara and Rasa had the kekkai genkai, but that’s just my piece --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:13, 23 April 2021 (MDT)<br />
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actually,gaaras grandfather, the third kazekage, had magnet release. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 16:24, 25 April 2021 (MDT) -plywood tank<br />
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I don't think it's ever been said whether or not who Gaara's grandfather is or even if he's related to the 3rd Kazekage at all, so again, Kazekage Clan Boon granting Magnet Release is still arguable.--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 10:46, 26 April 2021 (MDT)<br />
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:It's not confirmed nor stated otherwise, but they do hail from the same bloodline so it would only make sense that it would be their Kekkei Genkai.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:17, 26 April 2021 (MDT)<br />
<br />
::The Kazekage clan granting Wind Style affinity is more fitting due most, if not all, of Gaara’s sand jutsu being Wind Style before he learned Magnet Style, Temari being one of the most naturally skilled Wind Style users, and that even when operating under the assumption that the 3rd was Gaara’s grandfather, it was stated that he learned it from observing Shukaku’s use of Magnet Style, implying that he would’ve already needed its component natures, and therefore Wind Style.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:39, 29 April 2021 (MDT)<br />
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<br />
I think Path of Sight's Eight Trigrams One Hundred Twenty-Eight Palms should be buffed more along with having an increased chakra cost since it's supposed to be the 2x version of the 64 Palms and combat-wise 64 palms does more damage overall and the paralyzed condition duration barely has any difference to 128 Palms due to the target being able to repeat the saving throw during their turns anyways. Unless each unarmed strike deals 4d10 per hit of course, which leaves for my request to only increase the chakra cost a bit more.<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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== [[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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== 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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== baryon mode ==<br />
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I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)<br />
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== Page size ==<br />
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This page is extremely long; over half a megabyte. I wonder if it would be worth it to split the many subclasses off to their own pages for the sake of readability. {{User:Geodude671/Signature}} . . 13:19, 14 April 2021 (MDT)<br />
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:So that sad day has finally come. I'm not going to fight, this page has had it coming for months, however I don't believe the subclasses are the problem. We effectively have an entire chapter of spells on one page that easily makes up more than half of the contents, so I believe the best course of action would be to move the chakra natures either to their own page, or make individual pages for each nature. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:27, 14 April 2021 (MDT)<br />
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I don't know if you're looking for opinions from anyone in particular? But seeing as chakra natures/jutsu take up a little over half the page that seems like the most sensible option.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 13:26, 15 April 2021 (MDT)<br />
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there should be a link over to the jutsu page in the chakra section. -plywood tank<br />
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So I don't know if it was premature but I actually created individual pages for each Chakra Nature and Kekkei Genkai etc. except for Path Unique Jutsu which would probably make more sense to leave on page IMO, I figured we should just create a list of links under the chakra natures, which I'll probably do tonight, if I did anything wrong or anyone thinks the links could be moved somewhere else, feel free to change it or just undo my revision and do it a different way, just figured this would help out.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:43, 16 April 2021 (MDT)<br />
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:Spot on with taking the initiative. That being said, you removed a few categories that I'll be re-adding in a minute, with a little false breadcrumb on top of it linking back to this class.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah I'm still relatively new to the wiki, I pretty much just started editing things about a few weeks ago, so there was pretty much bound to be mistakes somewhere.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:52, 16 April 2021 (MDT)<br />
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So regarding the Path Unique Jutsu, I don't know whether we should leave them on-page or move them off as well? If they do stay on-page should we just detail them at the bottom of each subclass rather than at the bottom of the class?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 17 April 2021 (MDT)<br />
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I don't know if this was intentional but it appears as though Flying Raijin and other Fuinjutsu have been lost in the shuffle<br />
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:Sorry about that, should be back on-page now.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:59, 17 April 2021 (MDT)<br />
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So I'm thinking maybe we just move everything off page considering it is still pretty large, would definitely help with formatting, any thoughts?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 02:04, 22 April 2021 (MDT)<br />
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:I'd do the same with the feats. List them on the page and hyperlink to feat page. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 11:06, 22 April 2021 (MDT)<br />
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I would suggest clearing this discussion, or adding a bracket to discuss new edits that are major. With the new links added in, previous edits won't appear in the History anymore, and it would be tedious to have to click through individual tabs to see the edit history. Admittedly that's my only gripe with the changes made. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:23, 22 April 2021 (MDT)<br />
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:We can always create individual talk pages, or we could make a section here like you said, doesn't make a difference to me.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:01, 22 April 2021 (MDT)<br />
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Quick Suggestion, I think we should move the Feats page link to a much more accessible and obvious area like their own column under Nindos? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 23:28, 23 April 2021 (MDT)<br />
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:I agree, I just wasn't sure where to put it, if you have an idea though go ahead.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:42, 24 April 2021 (MDT)<br />
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When we have a clarification/request about a certain subclass or chakra nature, do we discuss it here in the main page or do we discuss it in their own separate pages?--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:27, 26 April 2021 (MDT)<br />
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:I'm honestly still unsure as well, I think it would be fine to just create talk pages for each of them and talk there, I might just do that quickly, with just a clarification and request catagory.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:10, 26 April 2021 (MDT)<br />
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Not that big of a deal since we haven’t encountered any issues regarding this yet but should [[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]] make it so that only autoconfirmed users can edit the individual Path,Jutsu and Feat pages so that it’s easier to communicate with someone who’s added or removed something important without bringing it up on discussions? --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:16, 29 April 2021 (MDT)<br />
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:While I second your suggestion, I am not an admin, so I don’t really have that kind of power.—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:32, 29 April 2021 (MDT)<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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==Advanced Training==<br />
Advanced Training has been a point of contention as of recently, for a pretty understandable reason, use of a whole extra subclass can be really OP, especially when it's used in conjunction with something like the Gestalt Subclasses variant rule, so I made this section to discuss potential alternatives or changes, so if you've got anything, feel free to speak up.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:21, 22 April 2021 (MDT)<br />
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Some thoughts I had were, an option to increase your chakra point maximum by 5-10, an additional ASI or feat, maybe an increase to movement speed or something along those lines.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:25, 23 April 2021 (MDT)<br />
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It is kinda busted when you combine it with gestalt and beyond level 20. i like jaydon105s idea of a chakra increase. [[User:Plywood tank|Plywood tank]] ([[User talk:Plywood tank|talk]]) 06:38, 26 April 2021 (MDT)<br />
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:I don't think creating material with gestalt characters in mind is the appropriate thought. Gestalt in general is busted. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 08:22, 28 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)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1462188Talk:Naruto: Shinobi (5e Class)2021-04-17T08:37:33Z<p>FrickyDiBoop: /* Requests */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
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:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
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Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
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:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
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:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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i see where your coming from, but i think it being a variant rule would fit it better as it would be up to the dm to use the rule, making it a thing the group could vote on.<br />
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:But that doesn't refute any of the other points. The original way is like forcing every spellcaster to gain True Strike and Mage Hand. Are some casters going to use it? Sure. Is forcing it on every player justified in any way (i.e. lore, character, progression, etc.)? If so, I really don't see it. For instance, in canon there are roughly 10 people who use the Rasengan or a Rasengan-like technique (including movie and filler characters) because they were in the right place, were with the right people, or were the right people. Using the original chakra rules, suddenly half of the entire universe knows the Rasengan. While I am admittedly singling out an easy example, this applies to pretty much every traditionally acquired jutsu gained after 8th level (and a couple gained on and before like chidori and the various seals). I guess what I'm trying to say is that I don't see why anyone would vote against it outside of possibly misplaced nostalgia.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
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That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
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:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
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:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
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==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
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Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
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Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
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Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
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:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
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:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<br />
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Hi. I wanted to ask if we could add the level requirements for jutsus back because I was mid-DM'ing a campaign with the shinobi world campaign when someone told me that they performed greater fireball jistu, and I was confused as to why they would have that at such an early level, so I checked the page to make sure, just to see that they can cast all jitsus right now. Please, at least for the chakra natures and the genkai, because I don't know what my players should and shouldn't know already. Thank you. --[[User:Picigu9|Fellow creator, Picigu9]] ([[User talk:Picigu9|talk]]) 19:01, 8 April 2021 (MDT)<br />
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:As per the discussion still on this page, what used to be the Non-Linear Jutsu variant rule has been integrated to the main class under the premise that unique jutsu were almost pointless previously, and that there's no reason everybody should have the same 5 jutsu. Assuming your players are 7th level (Great Fireball was restricted to 8th level), they should know 10 jutsu total, with Basic Ninjutsu counting as half as many, as detailed under the Chakra header. Generally, if there's a big change that makes this page look overpowered compared to a previous version (i.e. allowing players to "cast all jitsus"), check the edit that made the change, because there's probably a reason and something you're missing. If you're REALLY attached to players having the same couple of jutsu for whatever reason, here's a [https://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&oldid=1457981 link] to the revision immediately before it was changed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:12, 8 April 2021 (MDT)<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 />
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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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When it says increase maximum hit dice for alternate chakra nature options, does that mean it would go from a D8 to a D10 or would it mean you’ll have 2 extra D8s for your hit dice?y<br />
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:A player would go from having 1d8 to 3d8.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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As I said in the edit description, love the new jutsu, but I do have a few questions:<br />
*Vacuum Sphere only targets one creature, but its range is a line implying that you make an attack roll against every creature in the line. <br />
*Generally, "X Style" is implied, so we only really add them for things like shadow clone variations, as it is implied by being listed under X Style Jutsu.<br />
*Whirlwind Fist was occluded because there's already a Whirlwind Fist on-page.<br />
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I'll say it again Hit, the jutsu you added are downright excellent, and I look forward to anything you plan to add in the future. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:07, 3 April 2021 (MDT)<br />
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In Path Of Succession’s 60% and 80% column, it says you can break your horn with a Strength roll but I see no point in trying to “severe you’re connection to the Otsutsuki” or is it supposed to work the same way as Path Of the Beast where your Tailed Beast controls you?<br />
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:As stated at the top of 20% Extraction, any Otsutsuki form lasts until you can't maintain it, with breaking the horn being the only way to end it at will.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:24, 3 April 2021 (MDT)<br />
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A change in the hit dice maximum/gaining additional hit dice makes for a direct change in hit points? Or are there exclusions? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 22:29, 3 April 2021 (MDT)<br />
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:I couldn't figure out a good way to word it, but the additional hit dice are meant to function the same way as those gained from regular class leveling hit dice, increasing your maximum hit points and what not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:43, 3 April 2021 (MDT)<br />
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There are many typos on Chidori Spear that make it hard to understand and could use a bit of clarification, would appreciate it if that could be fixed, thanks, and Happy Easter!<br />
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:Should be fixed, happy Easter!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:27, 4 April 2021 (MDT)<br />
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How does Exhaustion levels work for Possession in Path of Mutation? And what will also happen if the any of the creatures (Host or the PoM Shinobi) die while still possessed?<br />
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:Hopefully the recent edit has clarified this.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 5 April 2021 (MDT)<br />
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Would Anti Magic areas prevent you from using jutsus?<br />
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:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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Is Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth, meant to be so strong?<br />
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:It's intended to be strong, but I can see why it may be too strong. I will be revising shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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I happened to look into the Tsuchigumo seal thing, for RP reasons, and I got to discover that the original user actually had sealed it on himself and even used Fury without dying. Maybe I interpreted something wrong, or maybe you just want to keep it like this for the sake of balance. Just thought that I'd let you know... For some reason. Anyway, now you know lol.<br />
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Also, where did Impure world reincarnation go? Am I blind? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 02:39, 7 April 2021 (MDT)<br />
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Edo Tensei was added to the Yin Yang column which would make sense I guess --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 06:31, 7 April 2021 (MDT)<br />
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:I'm unclear if both the Tsuchigumo Style and Edo Tensei posts were both from Fricky, so I'm putting this here. I'd be interested in where you "discovered" this, since the canonical original user, [https://naruto.fandom.com/wiki/En_no_Gy%C5%8Dja En no Gyōja], only ever used Fury himself, sealing Tsuchigumo Style in his grandaughter [https://naruto.fandom.com/wiki/Hotaru Hotaru]. Tsuchigumo Style was nerfed because initially it was so absurdly powerful that having it was essentially an insta-win/never die. Also, nothing says you can't use Fury without dying, the user just needs a lot of chakra (i.e. from using Tsuchigumo Style). ---[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Do all jutsu deal magic damage?<br />
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:Hopefully this has been clarified on-page, but yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Does affinity apply to non nature jutsus such as Shadow Possession,Fuinjutsu,Path-Exclusive Jutsus,etc<br />
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:Hopefully this has been clarified on-page, but yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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Can you choose which damage dice to reroll with the Jogan Boon, for example, I use rasengan and rolled 10 on some of my dice but 1 on the others?<br />
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:You can not. You either reroll all dice included in the roll, or you do not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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Would having only each Jogan count as 1 number lower for your crits? for example, if I have 4 Jogans from Dojutsu Acceptant Biology my crit range would be 16-20?<br />
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:I think I've answered this before, not that I'm complaining, but I've intentionally left it ambiguous for the sake of DM balance. I would personally say that you are right, but that the idea is not applicable since the Jogan is rare enough to the point that we've only seen one in the entire series, and it's a boon so the DM decides when and if it shows up, but I can also easily see it getting out of hand with a less-experienced DM. Hopefully I will be able to make this more solid once we (hopefully) get more Jogan content.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:26, 8 April 2021 (MDT)<br />
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Does Mysterious Peacock Method: Chakra Predation, need any chakra to cast?<br />
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Can you use Mysterious Peacock Method: Wings multiple times?<br />
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:Initially Chakra Predation did not, but it has been rebalanced based on other chakra absorbing jutsu. Wings has been modified to require concentration, however, a creature can benefit from multiple uses of it from different creatures.--09:10, 10 April 2021 (MDT)<br />
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How long does Body Flicker last and can it stack?<br />
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:Hopefully this has been clarified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Does Bound Element give you a new Chakra nature or gives affinity to one you already know?<br />
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:yes,--{{unsigned|Plywood tank}}<br />
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Does Fuinjutsu, Shadow Possession,Taijutsu,etc count as chakra natures for Bound Element?<br />
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:yes.--{{unsigned|Plywood tank}}<br />
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Does Chimera Technique make the target unable to use the features/jutsus absorbed for the duration?<br />
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:I don't see any indication why it would, so no.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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What can we do if we can’t learn anymore jutsus, for example, Someone takes the Lee Clan Boon and doesn’t have the prerequisites to get Absorption,Shadow or Barrier Nin and has already learned every Taijutsu.<br />
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:At the moment there is not any particular ruling that feels both satisfying and balanced. In the future I hope to have 75 jutsu for each nature, but that's bound to take some time. Until then, feel free to suggest anything.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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This might be a bit trivial, but if I apply Sage Art to Palm Bottom would that mean there’s Senjutsu inside the target and would turn them to stone if they’re not trained to handle it?<br />
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:Palm Bottom deals damage without granting the target chakra, so no.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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If PCs roll a Kekkai Genkai, do they also gain access to the other 2 natures that compose it?<br />
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:As clarified under the Chakra header, you do not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:16, 12 April 2021 (MDT)<br />
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Does difficult terrain affect Shadow Possession or any of it’s other jutsus?<br />
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:The only thing that affects Shadow Imitation Technique is light level.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:16, 12 April 2021 (MDT)<br />
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Wasn't sure where to ask this lol, but if I were to come across small things like misspellings/typos, is it ok to fix them? Or should we always request for someone to edit them out? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:Go right ahead, although current events may lead to the occasional edit conflict lol.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:36, 12 April 2021 (MDT)<br />
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::Awesome, Thanks.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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How many creatures are able to occupy a Complete-Body Susanoo, and if you were to teleport using something like Flying Raijin or Amenotejikara while they were occupying your space could you bring all of them or only 1?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:04, 12 April 2021 (MDT)<br />
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:An armored susanoo is Huge (15 ft. x 15 ft.), and since each creature takes up 5 ft., an armored susanoo has a capacity for 9 creatures including yourself. With 2 instances of Complete-Body Susanoo, your size category increases by 1 to Gargantuan (20 ft. x 20 ft.), resulting in 16 creatures. However, there is a blind spot for movement, which I will correct shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:13, 12 April 2021 (MDT)<br />
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Ok awesome, and if you teleport using one of the previous jutsu as a reaction to an attack, would the attacker lose their attack or would they still be able to use that attack on a different target?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 17:22, 12 April 2021 (MDT)<br />
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:They have already made the attack, so they would not be able to make some sort of "free attack", though a DM may decide that another creature is close enough (such as being behind them) that an attack would be justified, most likely with disadvantage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 12 April 2021 (MDT)<br />
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Would Shadow Possession and Mind Body Switch Jutsu work on incapacitated creatures or even corpses?<br />
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:Incapacitated creatures don't cause any problems. As for dead creatures, that ultimately comes down to whether or not corpses count as creatures. A quick google search finds a couple of WotC responses that point to object, so these jutsu could not target them.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 23:39, 12 April 2021 (MDT)<br />
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Do the effects of Mysterious Peacock method still carry on when you're brought down? Or do you lose the 10 Chakra<br />
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:Thanks for catching that blindspot, hopefully it has been clarified on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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In *Arriving Life: Thousand-Armed Preservation* does it says "they may not take actions" is it the user or the ones attacking effected?<br />
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:This jutsu does not affect other creatures, only making attack rolls miss the user, so the user loses the ability to take actions.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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If someone used Sukunahikona on an object that contains a creature in it (such as buildings that 20ft or less) what will happen to the creature?<br />
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:Once again, thanks for catching that blind spot!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:11, 14 April 2021 (MDT)<br />
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Since it’s clarified what Senjutsu Chakra would do to a creature, would anything happen if a creature received Black,Red,Specialized,etc Chakra from Chakra Transfer?<br />
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:I'm currently working in a way to implement that, with the general idea being that X chakra forces you into the first transformation granted by the path, while 2X+ causes you to take damage. The only difference between normal and specialized chakra is that it can only be spent on jutsu of a certain nature, so that would carry over to any creatures to gain said chakra. That being said, this class is currently on the back-burner for me as I work on [[Berserk (5e Campaign Setting)]], so I personally won't be implementing this any time soon. Any registered user is welcome to.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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do you need to use chidori first to use chidori senbon?<br />
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:Chidori is listed as a requirement.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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if you have sage mode or another sort of power, would that negate turning into a tree from that specific power if you were the path of mutation?<br />
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:It would not; you would become the source of natural energy, thus turning you into a tree.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:16, 16 April 2021 (MDT)<br />
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Do you suffer any negatives from only having one Dojutsu? For example, if a player had two Sharingan and one was stolen would they lose anything besides their potential Mangekyo ability in that eye?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 15:20, 16 April 2021 (MDT)<br />
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:At the moment you do not. Perhaps an increased chakra maintenance cost would be appropriate, perhaps not, I'm not entirely sure.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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==Requests==<br />
<br />
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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
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I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
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:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
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Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
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:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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I think Flame-Burst Shot is pretty overpowered for a jutsu that only costs 5-6 chakra.<br />
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:Thanks, I have no idea how that's flown under the radar until now. Hopefully it's far more balanced now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:41, 7 April 2021 (MDT)<br />
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Incendiary Cloud Recreated has a really low chakra cost for the equivalent of an eighth-level spell.<br />
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:Thanks for the pointer. As it stands right now, I feel like the recreated spells don't really serve a purpose on this page, and only kinda serve to make multiclassing worthless, so I might remove them. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:27, 7 April 2021 (MDT)<br />
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Yeah I mean I would agree if you really wanted those you would take a class that actually got them, but also why make a homebrew class and a bunch of jutsus designed to go with the class and then have carbon copies of other spells, doesn't make much sense to me. It just doesn't make much sense, in general, to keep them around. Hopefully that opinion can be of help.<br />
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<br />
This is a bit unrelated but will the Samehada page have the addition of its unique ability to fuse with its user?<br />
<br />
I recall the Samehada question being asked before. And he said that it was something more so unique to Kisame, than the blade itself. However with the Hoshigaki race being properly statted now, perhaps adding it in and making that race a requirement would be viable. Thoughts Reference? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 12:46, 9 April 2021 (MDT)<br />
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:Pretty sure I said it was related to Samehada, since the original request was in regards to adding it as an element of the Hoshigaki clan. Nevertheless, I haven't figured out the right way to word it yet.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:51, 9 April 2021 (MDT)<br />
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<br />
Here’s my take on Jugo’s Clan Kekkai Genkai<br />
Jugo’s Kekkai Genkai:<br />
<br />
- As a bonus action you can absorb Senjutsu Chakra equal to your Con Modifier + Shinobi level but have to make a DC10 INT (or CON) saving throw or become berserk, the DC increases by 2 for every use<br />
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- You gain the same effects of Sage Art whenever you use your senjutsu chakra<br />
<br />
- If you have more Senjutsu Chakra points than regular chakra points, you’re forced into the effects of Sage Transformation with the Berserk condition til your Senjutsu Chakra points reach 0 in which the effects of Sage Transformation wear off<br />
<br />
- When you’re forced into Sage Transformation, you don’t benefit from the Path of The Cursed Features before that such as Second Stage<br />
<br />
--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]])<br />
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:While I appreciate the effort, holy cow is this at least a little busted. Usage of 3 class features, each of which are pretty strong alone, is a little beyond the scope of most clan boons, let alone the ability to regain half of your maximum chakra for a measly DC 10 Constitution saving throw. Additionally, we already have the Jūgo Clan on-page.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:07, 11 April 2021 (MDT)<br />
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Eh, fair enough I’ll probably come back with a much more balanced version at some point because now that I think about it, safely gaining 20 senjutsu chakra once your at 20th for at least 1-2 uses is pretty broken --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 18:28, 11 April 2021 (MDT)<br />
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<br />
Would Typhoon Release be added? I’ve checked it out and I think in headcanon it would probably be Wind and Yang release<br />
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:It is canon, but I'd rather avoid adding a nature with 2 canon jutsu. That being said, I might add them as Wind or Storm Style jutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 11 April 2021 (MDT)<br />
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<br />
This might be a bit dumb but how about Sexy Jutsu and Harem Jutsu? <br />
I’ve already thought about it a little bit.<br />
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Sexy Jutsu<br />
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<br />
Cost: 2 chakra<br />
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Prerequisites: Transformation<br />
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Duration: +1 chakra for every round<br />
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<br />
- As an action, you cast a variant of the transformation jutsu in order to catch your target offguard, they must make a Charisma saving throw with advantage against your Charisma Score, on a fail, they take 1d4 psychic damage as their nose leaks blood and they’re stunned for rounds equal to your Charisma Mod (Minimum of 1)<br />
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:I'm... actually going to add this. It's iconic to the series, and this is a really good adaptation, if a little rough around the edges.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 11 April 2021 (MDT)<br />
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Wouldn't it make sense to allow Shinra Tensei to be used as a reaction at an increased chakra cost in a similar manner to other jutsu? --[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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:I could've sworn it could be but apparently I was wrong, good catch.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:11, 12 April 2021 (MDT)<br />
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:I've been staring at it the past couple of days and thought it was weird lol.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]])<br />
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<br />
So regarding Susanoo, right now armored Susanoo kinda seems more like humanoid Susanoo seeing how the user is placed in the Susanoo's head rather than having them at the base of the Susanoo. Would it make sense to add more stages to the Susanoo between skeletal and armored? Just canonically speaking it doesn't make sense to have someone go directly from manifesting their skeletal Susanoo to having a full armored Susanoo. Another thing, in Susanoo's description it states you have to use it 7 - your Intelligence modifier times before unlocking it, but what stops somebody from activating it and deactivating it that many times to progress it extremely easily?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 19:56, 12 April 2021 (MDT)<br />
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:I've thought about Humanoid Susanoo, but at the end of the day I can't think of any effects that would both make all 3 stages feel rewarding and keep the feature on the same level of power. Additionally, the X uses to unlock is incredibly easy to fulfill (though I may change the wording so you can only get one use towards advancement per long rest), but if we remove it, you're either stuck with instantly unlocking Armored Susanoo, or the level requirement stops making sense in context.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:37, 12 April 2021 (MDT)<br />
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What about a system that requires you to use Susanoo for a certain number of rounds/seconds that can only be fulfilled in combat rather than at any time? And for humanoid Susanoo, one thought I had was to give it an AC bonus of +1 (+4 total), and possibly one of your Susanoo weapons, and maybe granting the user endurance or a pretty small damage threshold or something akin to that while their Susanoo is active to showcase that it gets more durable?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 21:42, 12 April 2021 (MDT)<br />
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:Generally, 5e (and I with it) try to avoid round counting, and while your proposal technically wouldn't cause the problems round counting does, it feels ''just'' too close to it. Additionally, while this is 100% personal, I've always interpreted Susanoo growth as skill using its chakra, for lack of a better term, rather than skill in using the Susanoo itself, if that makes any sense. I'm definitely not going to add an additional AC bonus, since Susanoo + permanent sharingan (gained at 15th) already grants +6 AC, which is frankly disgusting by itself, and while cost generally balances it, I don't want to push my luck, especially by granting Endurance. You did, however, spark an idea. What if instead of Susanoo granting an AC increase, it had its own pool of hit points, potentially represented by a decent, but not spectacular temporary hit points. Every time you summon it, these temporary hit points are regained. While Susanoo is summoned, you can re-summon it as a bonus action or reaction, which counts as a Mangekyou ability, but maintaining it does not. When your temporary hit points reach 0, Susanoo ends. Each Susanoo tier increases the number of temporary hit points granted.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 12 April 2021 (MDT)<br />
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That actually sounds like a really good idea, that also might make it easier to implement the Humanoid Susanoo, it also circumvents some of the problems you had earlier. I’ll keep brainstorming ideas on how to fix the Susanoo progression, and I’ll let you know if I think of anything.—-[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:45, 12 April 2021 (MDT)<br />
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<br />
Adding a chakra cost to maintain EMS isn't a minor debuff, it's a rather big nerf. EMS removes the negatives from MS. And while not being forced to make that save is handy, it's still on the DM to grant EMS. Rinnegan is ridiculously powerful and has 0 checks to use its abilities. Sharingan already has an extra step to get to the same tier as Rinnegan. Just my thoughts. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 06:57, 13 April 2021 (MDT)<br />
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:While I understand where you're coming from, the Rinnegan is strong because of the number of features it grants, EMS is strong because it grants infinite use of powerful features, and with the reworked Susanoo, it effectively grants infinite hit points. Even boons have a limit to how powerful they can be, and EMS has been far above it for along time. For comparison, imagine a boon that grants infinite spell slots that can only be used to cast 2 spells, of course that would be busted, even with the limits. Also, broken content is broken content because all content should be treated as if it will be introduced by any DM, not just a [[Help:A Good DM|good DM]].--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:37, 13 April 2021 (MDT)<br />
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so, the infinite hp is granted by the new susanoo. have you thought that the temporary hp addition to susano is the problem here? i like the idea you have with temporary hp, but maybe you should have a different thing. like if you take enough damage it dispels. maybe a turn limit? just look at the changes it did to ems. like sykon said, its the dms choice to grant it. its like a variant rule to make you stronger. susano is the problem i see. just change the temporary hit points and it will go better. -plywood tank<br />
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:Hey, congrats on ignoring 90% of the context, buddy. The temporary hit points were introduced to solve the problem of the Path of Hatred's insane AC bonuses, and Susanoo's tedious saving throws. Is it the DM's choice? Absolutely, but that doesn't change the fact that it's game breaking. This is literally why we have the [[Help:A Good DM]] page. If you take enough damage it dispels? Congrats, that's literally the point of the thp. Turn limit/round counting? Garbage, tedious, and not the kind of thing 5e has. Boons are an established part of 5e with an established limit to their power, of which infinite uses of features powerful enough to require cost is not within the bounds of. The thp isn't the whole problem, it's the part of the problem that made me see the entirety of the problem. Is infinite thp a problem? Yes. So is infinite uses of literally any Mangekyo ability. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:38, 13 April 2021 (MDT)<br />
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Just add a chakra cost to the Mangekyo abilities, and lessen the DC for using the abilities. EMS never granted infinite uses in canon, it just removed the whole going blind thing. Kamui has a chakra cost as an example. The abilities having no limit to usage count is op, I agree there 100%. Being able to get gradual blindness even after obtaining an epic boon is a bit much, and not all Mangekyo abilities are equal in power to facilitate an 8 chakra cost per usage.<br />
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:That seems like the best of both options.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:37, 13 April 2021 (MDT)<br />
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<br />
Temporal rewind doesn't really compare to the other Rinnegan Mastered abilities seeing as you have to use your action to activate it, meaning half of the ability is almost useless, because you have very few opportunities to make attacks when it's not your turn, and it has a chakra cost of 7 which is relatively high for something of its power, it would probably make sense to change the wording to either not take an action or to give you your action back after you use it, I'm unsure if the current wording implies that you get your action back in the "and then revert time using your Rinnegan" part, but yeah if so it could probably use some clarification.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 14:13, 15 April 2021 (MDT)<br />
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:I think making this jutsu a bonus action, or even a free action, would put this on roughly the same level of power as the other abilities. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah that's exactly what I'm advocating for, I think a bonus action or free action would be reasonable, probably whichever one you think would be more balanced, I would say a free action seeing as it's a twentieth-level jutsu.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 22:53, 16 April 2021 (MDT)<br />
<br />
One Thousand Years Of Death?<br />
<br />
- 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 />
<br />
- 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 />
<br />
::I'm pretty sure they meant that the damage increases. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 02:37, 17 April 2021 (MDT)<br />
<br />
== [[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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<br />
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 />
<br />
Having Akatsuki members' abilities synergise with their respective partners could also be a fun idea.<br />
<br />
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 />
<br />
: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 />
<br />
'''''Rogue Requests:'''''<br />
<br />
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 />
<br />
: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 />
<br />
Alright ill give that a shot bro -Bimu<br />
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<br />
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 />
<br />
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 />
<br />
: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 />
<br />
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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== 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)<br />
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== baryon mode ==<br />
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I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)<br />
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== Page size ==<br />
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This page is extremely long; over half a megabyte. I wonder if it would be worth it to split the many subclasses off to their own pages for the sake of readability. {{User:Geodude671/Signature}} . . 13:19, 14 April 2021 (MDT)<br />
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:So that sad day has finally come. I'm not going to fight, this page has had it coming for months, however I don't believe the subclasses are the problem. We effectively have an entire chapter of spells on one page that easily makes up more than half of the contents, so I believe the best course of action would be to move the chakra natures either to their own page, or make individual pages for each nature. Any thoughts?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:27, 14 April 2021 (MDT)<br />
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I don't know if you're looking for opinions from anyone in particular? But seeing as chakra natures/jutsu take up a little over half the page that seems like the most sensible option.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 13:26, 15 April 2021 (MDT)<br />
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there should be a link over to the jutsu page in the chakra section. -plywood tank<br />
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So I don't know if it was premature but I actually created individual pages for each Chakra Nature and Kekkei Genkai etc. except for Path Unique Jutsu which would probably make more sense to leave on page IMO, I figured we should just create a list of links under the chakra natures, which I'll probably do tonight, if I did anything wrong or anyone thinks the links could be moved somewhere else, feel free to change it or just undo my revision and do it a different way, just figured this would help out.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 20:43, 16 April 2021 (MDT)<br />
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:Spot on with taking the initiative. That being said, you removed a few categories that I'll be re-adding in a minute, with a little false breadcrumb on top of it linking back to this class.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:41, 16 April 2021 (MDT)<br />
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::Yeah I'm still relatively new to the wiki, I pretty much just started editing things about a few weeks ago, so there was pretty much bound to be mistakes somewhere.--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 23:52, 16 April 2021 (MDT)<br />
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So regarding the Path Unique Jutsu, I don't know whether we should leave them on-page or move them off as well? If they do stay on-page should we just detail them at the bottom of each subclass rather than at the bottom of the class?--[[User:Jaydon105|Jaydon105]] ([[User talk:Jaydon105|talk]]) 00:42, 17 April 2021 (MDT)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Lord_Jashin_(5e_Creature)&diff=1462177Lord Jashin (5e Creature)2021-04-17T08:06:53Z<p>FrickyDiBoop: </p>
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<div>{{5e Creature<br />
|size=Medium<br />
|type=Humanoid<br />
|alignment= Chaotic Evil<br />
|ac=28<br />
|armor=Chakra Armor<br />
|hp=625<br />
|hpdice=50d4+500<br />
|speed=90 ft.<br />
|str=10<br />
|dex=26<br />
|con=30<br />
|int=10<br />
|wis=17<br />
|cha=30<br />
|saves=Dex +14, Con +16, Wis +9, Cha +16<br />
|skills={{5s|Acrobatics}} +14, {{5s|Intimidation}} +22, {{5s|Insight}} +15, {{5s|Perception}} +15<br />
|di=Necrotic, Poison, Radiant<br />
|ci={{5c|Charmed}}, {{5c|Frightened}}, {{5c|Petrified}}, {{5c|Poisoned}}, {{5c|Unconscious}}<br />
|dr=Bludgeoning, Piercing, Slashing, Acid, Cold, Fire, Force, Lightning, Thunder<br />
|dv=Psychic<br />
|senses={{5e|Blindsight}} 120ft., {{5e|Truesight}} 300ft., passive {{5s|Perception}} 25<br />
|languages=Common<br />
|cr=50<br />
|xp=1,220,000<br />
|features=<br />
'''''Legendary Resistance (Recharge 6).''''' If Lord Jashin fails a saving throw, he can choose to succeed instead. This feature can recharge in this manner, only in initiative. If not in initiative, it recharges only after a millennium.<br />
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'''''Chakra.''''' Lord Jashin has 100 chakra points which he can expend. All chakra points are regained at the end of a long rest.<br />
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'''''Complete Immortality.''''' Lord Jashin cannot die. He doesn't require the basic needs for a living being to survive. His body's composition simply mimics humans, but is nothing alike. He doesn't need air, food, water, sleep, and similar things.<br />
'''Undying Body.''' At the start of each of his turns, Lord Jashin regains 55 (10d10) Hit Points. Even if he suffers an amount of damage that would instantly kill him. Lord Jashin cannot have his maximum Hit Points reduced to less than 30.<br />
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'''''Thrill of the Fight.''''' After every time Lord Jashin is dropped to 0 Hit Points or lower, his damage dice is doubled. It resets at dawn.<br />
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'''''Terrorizing Laughter.''''' Lord Jashin laughs uncontrollably on the turn following his supposed demise. The frightening performance of this immortal being, could make even the bravest of heroes hesitate. On a turn Lord Jashin rises back up after being knocked down to 0 Hit Points or lower, he laughs loudly and audibly, letting everyone within 120ft know how undefeated he is. Everyone within that radius must succeed on a Wisdom save (DC 22) or be {{5c|Frightened}}. On a success, the target is immune to this feature for 24 hours. The effect remains until the end of the encounter, or until it is removed by external means, such as by [[5e SRD:Greater Restoration|Greater Restoration]].<br />
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'''''Aggressive Attacker.''''' Lord Jashin may move up to his movement's speed as a bonus action.<br />
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'''''Chaotic Tantrum.''''' Lord Jashin may choose to roll attacks at Disadvantage using this feature. Upon a hit, the hit becomes a critical hit. In return, anyone who attacks him, until the start of his next turn, has a choice. Roll with Advantage, due to his carelessness. Or roll with Disadvantage for the same benefits.<br />
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'''''Murderous Elation.''''' Upon knocking an enemy to 0 HP, Lord Jashin gets shivers throughout his entire body as he rejoices from the feeling of a soul separating from its host. Lord Jashin <br />
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|actions=<br />
'''''Multiattack.''''' Lord Jashin makes 3 Spike or Unarmed attacks.<br />
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'''''Spike.''''' +22 to hit, reach 5 ft., thrown (50/150), one target. ''Hit:'' 11 (1d4 + 8) piercing damage.<br />
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'''''Unarmed.''''' +14 to hit, reach 5ft., one target. ''Hit:'' 5 (1d8) bludgeoning damage. The target must succeed on a Strength save (DC 22) or be pushed back for half their speed or 20ft. whatever is higher. Except for cases where something is preventing them from advancing further, in which case the target takes 1d6 bludgeoning damage for every 10ft. of movement they couldn't follow through on.<br />
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'''''Jashin Ritual (5 Chakra).''''' Lord Jashin uses a perfected form of this ritual, as he is the original user of it. On the same turn in which he deals damage to a creature using a melee attack, he can consume their blood. This does not work against Constructs or Undead. As a bonus action, he can activate this ritual and until the beginning of his next turn, any damage dealt to Lord Jashin deals equal damage to the creature whose blood he consumed.<br />
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|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|https://i.ibb.co/MgVkSKR/jashin-otsutsuki-color-by-sunakisabakuno-da0ex6m-pre.png|Lord Jashin, [[https://www.deviantart.com/sunakisabakuno/art/Jashin-Otsutsuki-Color-605357950 Source]]}}</div><br />
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Lord Jashin is the god of Immortality, Blood, and Carnage. He is the being that Jashinists, as their name implies, are worshipping. He has only one request of his followers. To save people of death, which seeks to reap every being's soul, by killing them before death can get to them. But in fact, the truth of the matter is that Jashin desires nothing but pure unadulterated destruction. Death, being the pinnacle of destruction in his eyes, as the severing of one's soul from its body, fills him with sheer joy and satisfaction. Same goes for every soul severed in his name.<br />
}}<br />
{{5e Campaign Settings Breadcrumb}} &rarr; [[Shinobi World (5e Campaign Setting)|Shinobi World]]<br />
[[Category:Supplement]]<br />
[[Category:Shinobi World Setting]]<br />
[[Category:Legendary Nin]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1458387Talk:Naruto: Shinobi (5e Class)2021-04-07T08:39:44Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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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==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
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:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
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Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
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:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
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:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
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That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
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:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
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:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
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==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
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Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
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Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
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Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
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:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
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:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<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 />
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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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When it says increase maximum hit dice for alternate chakra nature options, does that mean it would go from a D8 to a D10 or would it mean you’ll have 2 extra D8s for your hit dice?y<br />
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:A player would go from having 1d8 to 3d8.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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As I said in the edit description, love the new jutsu, but I do have a few questions:<br />
*Vacuum Sphere only targets one creature, but its range is a line implying that you make an attack roll against every creature in the line. <br />
*Generally, "X Style" is implied, so we only really add them for things like shadow clone variations, as it is implied by being listed under X Style Jutsu.<br />
*Whirlwind Fist was occluded because there's already a Whirlwind Fist on-page.<br />
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I'll say it again Hit, the jutsu you added are downright excellent, and I look forward to anything you plan to add in the future. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:07, 3 April 2021 (MDT)<br />
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In Path Of Succession’s 60% and 80% column, it says you can break your horn with a Strength roll but I see no point in trying to “severe you’re connection to the Otsutsuki” or is it supposed to work the same way as Path Of the Beast where your Tailed Beast controls you?<br />
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:As stated at the top of 20% Extraction, any Otsutsuki form lasts until you can't maintain it, with breaking the horn being the only way to end it at will.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:24, 3 April 2021 (MDT)<br />
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A change in the hit dice maximum/gaining additional hit dice makes for a direct change in hit points? Or are there exclusions? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 22:29, 3 April 2021 (MDT)<br />
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:I couldn't figure out a good way to word it, but the additional hit dice are meant to function the same way as those gained from regular class leveling hit dice, increasing your maximum hit points and what not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:43, 3 April 2021 (MDT)<br />
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There are many typos on Chidori Spear that make it hard to understand and could use a bit of clarification, would appreciate it if that could be fixed, thanks, and Happy Easter!<br />
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:Should be fixed, happy Easter!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:27, 4 April 2021 (MDT)<br />
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How does Exhaustion levels work for Possession in Path of Mutation? And what will also happen if the any of the creatures (Host or the PoM Shinobi) die while still possessed?<br />
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:Hopefully the recent edit has clarified this.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 5 April 2021 (MDT)<br />
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Would Anti Magic areas prevent you from using jutsus?<br />
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:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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Is Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth, meant to be so strong?<br />
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:It's intended to be strong, but I can see why it may be too strong. I will be revising shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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I happened to look into the Tsuchigumo seal thing, for RP reasons, and I got to discover that the original user actually had sealed it on himself and even used Fury without dying. Maybe I interpreted something wrong, or maybe you just want to keep it like this for the sake of balance. Just thought that I'd let you know... For some reason. Anyway, now you know lol.<br />
Also, where did Impure world reincarnation go? Am I blind? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 02:39, 7 April 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
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I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
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:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
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Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
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:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (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 />
<br />
== 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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== baryon mode ==<br />
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I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1458380Talk:Naruto: Shinobi (5e Class)2021-04-07T08:20:14Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
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:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
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Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
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:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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If you're still looking for opinions, I definitely agree, I use the variant rule and it makes the class tons more enjoyable and makes each character feel more like an individual rather than having the same jutsus learned throughout the whole party with the characters feeling more expendable, and it allows for some interesting jutsu combinations. It also allows you to have that wider range of versatility in the party that you wouldn't get otherwise so you'll probably have someone for every situation. It pretty much just makes the class more fun.<br />
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:Awesome! Changes will be made shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
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That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
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:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
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:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
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==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
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Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
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Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
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Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
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:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
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:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<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 />
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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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When it says increase maximum hit dice for alternate chakra nature options, does that mean it would go from a D8 to a D10 or would it mean you’ll have 2 extra D8s for your hit dice?y<br />
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:A player would go from having 1d8 to 3d8.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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As I said in the edit description, love the new jutsu, but I do have a few questions:<br />
*Vacuum Sphere only targets one creature, but its range is a line implying that you make an attack roll against every creature in the line. <br />
*Generally, "X Style" is implied, so we only really add them for things like shadow clone variations, as it is implied by being listed under X Style Jutsu.<br />
*Whirlwind Fist was occluded because there's already a Whirlwind Fist on-page.<br />
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I'll say it again Hit, the jutsu you added are downright excellent, and I look forward to anything you plan to add in the future. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:07, 3 April 2021 (MDT)<br />
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In Path Of Succession’s 60% and 80% column, it says you can break your horn with a Strength roll but I see no point in trying to “severe you’re connection to the Otsutsuki” or is it supposed to work the same way as Path Of the Beast where your Tailed Beast controls you?<br />
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:As stated at the top of 20% Extraction, any Otsutsuki form lasts until you can't maintain it, with breaking the horn being the only way to end it at will.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:24, 3 April 2021 (MDT)<br />
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A change in the hit dice maximum/gaining additional hit dice makes for a direct change in hit points? Or are there exclusions? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 22:29, 3 April 2021 (MDT)<br />
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:I couldn't figure out a good way to word it, but the additional hit dice are meant to function the same way as those gained from regular class leveling hit dice, increasing your maximum hit points and what not.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:43, 3 April 2021 (MDT)<br />
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There are many typos on Chidori Spear that make it hard to understand and could use a bit of clarification, would appreciate it if that could be fixed, thanks, and Happy Easter!<br />
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:Should be fixed, happy Easter!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:27, 4 April 2021 (MDT)<br />
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How does Exhaustion levels work for Possession in Path of Mutation? And what will also happen if the any of the creatures (Host or the PoM Shinobi) die while still possessed?<br />
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:Hopefully the recent edit has clarified this.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 5 April 2021 (MDT)<br />
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Would Anti Magic areas prevent you from using jutsus?<br />
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:Yes.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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Is Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth, meant to be so strong?<br />
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:It's intended to be strong, but I can see why it may be too strong. I will be revising shortly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:20, 6 April 2021 (MDT)<br />
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I happened to look into the Tsuchigumo seal thing, for RP reasons, and I got to discover that the original user actually had sealed it on himself and even used Fury without dying. Maybe I interpreted something wrong, or maybe you just want to keep it like this for the sake of balance. Just thought that I'd let you know... For some reason. Anyway, now you know lol. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 02:20, 7 April 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
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I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
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:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
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Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
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:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (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 />
<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 />
<br />
== Quality Article Nomination ==<br />
<br />
{{Quality Article Nominee|01:02, 12 February 2021 (MST)}}<br />
<br />
'''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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== baryon mode ==<br />
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I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1457394Talk:Naruto: Shinobi (5e Class)2021-04-04T04:29:36Z<p>FrickyDiBoop: /* Clarifications */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (MST)<br />
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:Still really looking for other opinions on this!--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:39, 30 March 2021 (MDT)<br />
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Seeing no one's been giving any opinions for so long. I'll just drop mine here. My opinion is I agree, there's no reason to restrict by level, as you also said many times you rather stuff in the class work with chakra. In non linear jutsu, chakra is the restriction, as if you'd want to be able to use one of the powerful Jutsus too early you'll either risk a lot of exhaustion if you're using the chakra exhaustion variant rule. Or you'll have to make your build focused on chakra. Plus learning Jutsus in a linear way is maybe a bit unrealistic as everyone will be learning the same thing in the same order. In stuff like ninja academy that makes sense. But it wouldn't make sense with stuff like ninja assassins learning the same thing a basic village ninja is learning, and it also makes getting unique Jutsu kind of difficult without breaking the amount of jutsu you're supposed to have with how you only get set Jutsu.<br />
So you should make non linear a fundamental part of the class.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 03:56, 3 April 2021 (MDT)<br />
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:Thanks for the input! As we already had 1 yae and 1 nay, I won't be making any changes for now until we have a tie-breaker opinion.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
<br />
==Removing the Blade==<br />
Howdy, all. Deadly Blade has been a sore spot for me for a while, as the idea of a class feature that grants you a physical item instead of an intrinsic character ability, especially one of potential significance in the world, has always rubbed me the wrong way for hopefully obvious reasons. The main reason Deadly Blade has remained a feature on this page is because I couldn't think of an alternate feature, but now we have that alternate feature in Jutsu Assassination. And so I ask you, the community I hope is occasionally checking this page, would anyone be particularly upset if I were to reduce Deadly Blade to magic items (to be listed at [[5e Magic Items (Shinobi World Setting)]]) and full on replace it with Jutsu Assassination?--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:28, 30 March 2021 (MDT)<br />
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That would be a nice change considering the class is more Zabuza-based and the fact that blades like Samehada could finally be buffed to their full extent --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:06, 31 March 2021 (MDT)Bobert<br />
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:I'm going to leave conversation open for until 20:00, but at this point they have all been converted into items, and it's only a matter of time.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (MDT)<br />
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i do agree that we should leave out the seven blades of the mist, but i also think that we should keep other magical swords from naruto like the sword of kusanagi, but maybe have a chakra cost to summon out the blade and have it disappear after a long rest if you dont like the idea of a physical item. what is your opinion on this? -plywood tank<br />
<br />
:Real quick since it's relevant, I'm going to mention that all weapons from this subclass have been turned into magic items listed [[5e Magic Items (Shinobi World Setting)|here]]. I suppose being able to summon one's weapon fixes the problem of it being a class feature that grants an easily losable bonus, I'm mostly unsure what you mean. Every item listed holds a high amount of significance in Naruto lore, so removing some but keeping others doesn't really fix that. It's also still giving a player a physical item, just one they can summon that reseals(?) every long rest. It also doesn't fix the idea of a character just mystically discovering a magic item, when that kind of thing should be a reward in pretty much every regard. Your proposal also negates one of the only 2 interesting thing the Sword of Kusanagi (and Totsuka Blade and Yata Mirror, which I'm curious why you decided to remove) has.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:52, 31 March 2021 (MDT)<br />
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<br />
Question, I’ve checked the link out and some of the other Deadly Blades and other previously added blades (Sword of Kusanagi, White Chakra Sabre, etc) are missing? Is it on another page or are is it still in the works?<br />
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:They're all listed at at [[5e Magic Items (Shinobi World Setting)]], just spread throughout various rarities so players can reasonably get them at times earlier than 20th level. If for some reason they just aren't displaying for you (weirder things have happened for me), here's [[White Light Chakra Sabre (5e Equipment)|White Light Chakra Sabre]] and [[Sword of Kusanagi (5e Equipment)|Sword of Kusanagi]]. You might try searching for them on the page using CTRL + F.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:30, 2 April 2021 (MDT)<br />
<br />
==Recent Edits==<br />
This is primarily concerning [[User talk:Hit (Wo)Man|Hit (Wo)Man]], but any user is welcome to throw in their two cents. Certain things in edits done today have been hidden for now that I would like to discuss, and hopefully come to a conclusion on. <br />
<br />
Firstly, the Signature Jutsu feat: this is a feat that has the effects of both Onyx Jutsu (a 20th level feature) and Lament Jutsu (a 10th level feature), upon other benefits. Being able to gain any of these at 4th level, or potentially 1st as a variant human, is far too strong, much less both of them plus some other, admittedly really interesting and fun in the case of switching from attack to save, and admittedly busted and vague in being able to combine it with another jutsu, benefits. It also clashes with the Signature Jutsu subclass feature and the "Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times" nindo.<br />
<br />
Secondly, gaining and the nature of the Basic and Advanced Absorption Technique: firstly, the Absorption Nin feat is already strong enough without gaining additional jutsu. Secondly, Unique Chakra Absorbing Jutsu is not a nature, they are meant to be replacements for individual jutsu, so treating them like a nature by giving a basic technique is odd. Thirdly, the point of absorption jutsu is to be a risky investment. They all have relatively high costs with the possibility to grant far more than they cost. Basic is absolutely not that, beyond the yikes of it costs nothing, there is 0 risk. Even Advanced, which has a cost, can easily be made up if you deal at least 4 damage every turn, which any player using it will be. There's no all-or-nothing mentality, you're bound to regain at least half of its cost without even trying. Compounding on top of this, there's nothing saying you have to hit a creature, only deal damage, so what's keeping a player from punching a tree every now and then to have effectively infinite chakra? <br />
<br />
Thirdly, and most minorly, the plural of jutsu is jutsu. Jutsu's is possessive (i.e. it's the same as saying "of the jutsu"). Not that big of a deal, not trying to judge, just an important thing to keep in mind for any future edits on this page, which despite the wall of text I really hope you do.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:53, 29 March 2021 (MDT)<br />
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:Fair nough Reference. The actual feats themselves, we've used and with the amount of feats they're are, taking as example, 'Signature Justu', I've been the only 1 in a part of 6 of this class only, 6 people, only 1 whose been considering event taking multiple, and me taking 1 of it for now. Not disagreeing it's strong, same with the Chakra absorption, but fair enough for it not being in the doc.<br />
<br />
:But I would like to discuss Kirin itself. As a jutsu of similar strength, Particle Style/Disintegration does add the damage to the technique and same with magic missile and similar technique's. Kirin itself... uh... it sucks. it does less damage than Particle Style/Disintegration, great fire annihilation or other technique's that should be of 'similar' power and the technique itself is strangely worded and used. It's a massive AOE ability in the anime but only targets 1 person, but becomes an AOE if the target is reduced to 0 in the doc but was changed due to how the anime worked but still how the technique itself works? It's a strange change to the technique. <br />
<br />
:I got the jutsu as it probably should be: from a special event that was extremely rare that I could die from from speaking wrong, and rolled a nat 20 to even start the event. After getting this technique... It's no better than other jutsu's. just doing 2 great fire balls are just as effective as doing this technique. or chidori. Or Jigokuzuki. Or any other Lightning/other Technique. It already takes 2 turns to set up normally to use without a storm already up. It does not much, around 40 on average and then the storm goes away. I argue the 20 damage, like Disintegration, helps as it's a high level jutsu that should have set damage as well as the lower cost. Mind you, creating the storm with storm style costs 15. So creating a storm for 15 chakra, the same amount as normal Kirin or random rolling with DM for weather (if the DM even decides it's not sunny), isn't helpful.<br />
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:'''TL;DR'''<br />
:Understandable about chakra absorption and Signature. But Kirin is too weak, and should be similar to Particle Style/Disintegration, great fire annihilation. Cost should be lowered for summoning lighting and creating storms akin to how I had it and a bit higher damage to keep it as like, other technique's. Great Fireball and great fire annihilation are better. Chidori, better. Most technique's are better. It needs buffs and changes to fix it. Just my thoughts and not trying to insult you or anything. Also, it either needs to be single target or AOE, not both as your version is AOE and not AOE. As example, mine was AOE, small but AOE but if brought to 0 then a little bigger. I realize that's not similar to the show with how mine worked but the technique itself is very different than the show. ''looks at Uchiha Hideout'' --[[User:Hit_(Wo)Man|Hit (Wo)Man]] ([[User talk:Hit_(Wo)Man|talk]]) 15:58, 4 April 2021 (MDT)<br />
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::I think you're misunderstanding the wording. If there are multiple object or creatures in the initial lightning bolt, it should theoretically be able to absorb the jutsu's damage, such as a strong building. It only becomes an AOE if it, in less mechanical terms, impacts the ground, creating a blast. There's also nothing saying you can't just target a space 5 ft. next to your target if something's above them, resulting in the AOE effect anyway, since effects don't have to target creatures.<br />
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::That all being said, I can see how the wording can be confusing. I will be revising it to hopefully find a happy medium. The point of creating the storm being more costly than Storm Style: Jewel of the Dragon Head is to give the jutsu a purpose as a supplement to Kirin in a non-linear jutsu campaign.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:34, 1 April 2021 (MDT)<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 />
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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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When it says increase maximum hit dice for alternate chakra nature options, does that mean it would go from a D8 to a D10 or would it mean you’ll have 2 extra D8s for your hit dice?y<br />
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:A player would go from having 1d8 to 3d8.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:52, 3 April 2021 (MDT)<br />
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As I said in the edit description, love the new jutsu, but I do have a few questions:<br />
*Vacuum Sphere only targets one creature, but its range is a line implying that you make an attack roll against every creature in the line. <br />
*Generally, "X Style" is implied, so we only really add them for things like shadow clone variations, as it is implied by being listed under X Style Jutsu.<br />
*Whirlwind Fist was occluded because there's already a Whirlwind Fist on-page.<br />
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I'll say it again Hit, the jutsu you added are downright excellent, and I look forward to anything you plan to add in the future. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:07, 3 April 2021 (MDT)<br />
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In Path Of Succession’s 60% and 80% column, it says you can break your horn with a Strength roll but I see no point in trying to “severe you’re connection to the Otsutsuki” or is it supposed to work the same way as Path Of the Beast where your Tailed Beast controls you?<br />
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:As stated at the top of 20% Extraction, any Otsutsuki form lasts until you can't maintain it, with breaking the horn being the only way to end it at will.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:24, 3 April 2021 (MDT)<br />
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A change in the hit dice maximum/gaining additional hit dice makes for a direct change in hit points? Or are there exclusions? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 22:29, 3 April 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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<br />
*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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:::::Hopefully the recently-added nindo is satisfactory. If not, I will change the name and go back to the drawing board.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:57, 28 March 2021 (MDT)<br />
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Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (MDT)<br />
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:I'm unsure how the God Tree would function differently from a paralyzed ten-tails.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:43, 28 March 2021 (MDT)<br />
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Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
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I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<br />
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:Tenseigan implantation limitations are listed under Tenseigan Manifestation in the Path of the Celestial, sharingan chakra drain would be unfun, especially given the other drawbacks of implantation, and 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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:I'm taking a second look at this. While I still have no idea how to handle Obito's stated Rinnegan limitation, how does everybody feel about replacing the save timer for Sharingan/Byakugan/Ketsuryūgan with a slight chakra cost that increases when implanted? As I've said before, I really dislike timers, and as much as these have been fine tuned I think it's time for them to go. This might also go a ways to nerfing Replication.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 15:10, 30 March 2021 (MDT)<br />
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I think having an increased chakra cost would be pretty fair for implants considering it being a main aspect of Kakashi’s Sharingan and would make the implantation aspect a bit more balanced in general since I’ve seen tons of players immediately try to steal dojutsu from NPCs and knowing that there’s actual drawbacks to it would most likely change that.<br />
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Going back to the main point, chakra costs seems like a good change considering there never really was any sort of timer when discussing dojutsu in canon and all of them seemed to rely on the actual chakra reserves rather than a time limit. --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 07:03, 31 March 2021 (MDT) Bobert<br />
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:Just like removing Deadly Blade, I'm not going to put the edit through quite yet incase anyone has any complaints, but the onl step left is to click save.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:02, 31 March 2021 (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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== 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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== baryon mode ==<br />
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I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&diff=1457386Naruto: Shinobi (5e Class)2021-04-04T04:19:58Z<p>FrickyDiBoop: /* Optional Rules */</p>
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<div>{{Protection Against IP Edits}}<br />
== Naruto: Shinobi ==<br />
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Shinobi are specialized ninja whom have gained the power of Chakra, an energy created by combining the spiritual and physical energies inside every person. This allows them to do amazing feats such as walking up walls, walking on water, breathing fire, among other things. The clearest characteristic of a shinobi is their ability to manipulate chakra to create and use techniques known as Jutsu. Jutsu are separated into three groups: Genjutsu, which manipulate one's mind; Taijutsu, which manipulate chakra in the user's body to result in greater physical prowess; and Ninjutsu, which manifest chakra in various forms, the most common of which being elemental Jutsu in which the user transforming their chakra into a specific nature between Lightning, Earth, Fire, Wind, and Water. By combining two or more basic natures, one can achieve even more advanced natures such as Wood Style and Ice Style, though such things are often the result of genetic ability.<br />
<br />
=== Creating a Naruto: Shinobi ===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/c/cd/Naruto%2C_Original_Artwork.jpg|A group of shinobi in front of [[Kurama (5e Creature)|Kurama]], Masashi Kishimoto.}}<br />
When creating your character, think about why you became a ninja. Was it in preparation for a difficult task, or did you simply want to impress someone? Were you popular growing up, using the opportunity to grow your following, or was it simply to earn a little respect? During your training, did you succeed with flying colors, or did you have to retake the exam multiple times? As a result of this, are you cocky and overconfident, or cautious and pensive? <br />
<br />
;Quick Build<br />
You can make a Naruto: Shinobi quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, followed by Constitution. Finally, choose either the [[Professional_Assassin_(5e_Background)|Assassin]] or [[Genin_(5e_Background)|Genin/Chunin]] background. In addition, with your DM’s approval, you may choose [[Jinchuriki_(5e_Race)|Jinchuriki]] as your race. <br />
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{{5e Class Features<br />
|name= Naruto Shinobi<br />
|summary= Shinobi are ninja capable of extraordinary feats and skills using chakra.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light<br />
|weapons= Simple weapons, shortsword<br />
|tools= Thieves' tools<br />
|saves= Dexterity, Intelligence<br />
|skills= Choose two from Acrobatics, History, Investigation, Nature, Perception and Stealth<br />
|item1a= [[5e SRD:Shortsword|a shortsword]]<br />
|item1b= 2 simple weapons <br />
|item1c= [[5e SRD:Leather (Armor)|leather armor]]<br />
|item2a= 10 [[5e SRD:Dart|darts]]<br />
|item2b= 8 [[Kunai (5e Equipment)|kunai]]<br />
|item2c= 12 [[Shuriken (5e Equipment)|shuriken]]<br />
|item3a= 3 blank scrolls <br />
|item3b= <br />
|item4a= a bottle of ink <br />
|item4b=<br />
|classfeatures1= {{inpage|Martial Arts}}, {{inpage|Unarmored Defense}}<br />
|classfeatures2= {{inpage|Chakra}}, {{inpage|Unarmored Movement}}<br />
|classfeatures3= {{inpage|Ninja Path}}<br />
|classfeatures4= {{inpage|Chakra Natures}}<br />
|classfeatures5= {{inpage|Extra Attack}}, {{inpage|Nindo}}<br />
|classfeatures6= {{inpage|Ninja Speed}} <br />
|classfeatures7= [[#Ninja Path|Ninja Path Enhancement]], {{inpage|Evasion}}<br />
|classfeatures8= {{inpage|Chakra Natures}}<br />
|classfeatures9= {{inpage|Chakra-Infused Strikes}}, {{inpage|Ninja Speed Improvement}}<br />
|classfeatures10= [[#Ninja Path|Ninja Path Enhancement]]<br />
|classfeatures11= {{inpage|Extra Attack (2)}}<br />
|classfeatures12={{inpage|Chakra Natures}}<br />
|classfeatures13= {{inpage|Scroll Upgrade}} <br />
|classfeatures14= {{inpage|Chakra Natures}}<br />
|classfeatures15= [[#Ninja Path|Ninja Path Enhancement]] <br />
|classfeatures16= <br />
|classfeatures17= {{inpage|Advanced Training}}<br />
|classfeatures18= {{inpage|Advanced Training}} feature<br />
|classfeatures19= {{inpage|Advanced Training}} feature<br />
|classfeatures20= [[#Ninja Path|Ninja Path Enhancement]] <br />
<br />
|extrasonright= 3<br />
|extra1_name= Chakra <br />
|extra1_1= -<br />
|extra1_2= 4+Con<br />
|extra1_3= 6+Con<br />
|extra1_4= 8+Con<br />
|extra1_5= 10+Con<br />
|extra1_6= 12+Con<br />
|extra1_7= 14+Con<br />
|extra1_8= 16+Con<br />
|extra1_9= 18+Con<br />
|extra1_10= 20+Con<br />
|extra1_11= 22+Con<br />
|extra1_12= 24+Con<br />
|extra1_13= 26+Con<br />
|extra1_14= 28+Con<br />
|extra1_15= 30+Con<br />
|extra1_16= 32+Con<br />
|extra1_17= 34+Con<br />
|extra1_18= 36+Con<br />
|extra1_19= 38+Con<br />
|extra1_20= 40+Con<br />
|extra2_name= Martial Arts/{{inpage|Classic Unarmed Die}}<br />
|extra2_1=1d4 / 1d4<br />
|extra2_2=1d4 / 1d4<br />
|extra2_3=1d4 / 1d4<br />
|extra2_4=1d4 / 1d4<br />
|extra2_5=1d6 / 2d4<br />
|extra2_6=1d6 / 2d4<br />
|extra2_7=1d6 / 2d4<br />
|extra2_8=1d6 / 2d4<br />
|extra2_9=1d6 / 2d4<br />
|extra2_10=1d6 / 2d4<br />
|extra2_11=1d8 / 3d4<br />
|extra2_12=1d8 / 3d4<br />
|extra2_13=1d8 / 3d4<br />
|extra2_14=1d8 / 3d4<br />
|extra2_15=1d8 / 3d4<br />
|extra2_16=1d8 / 3d4<br />
|extra2_17=1d10 / 4d4<br />
|extra2_18=1d10 / 4d4<br />
|extra2_19=1d10 / 4d4<br />
|extra2_20=1d10 / 4d4<br />
|extra3_name= Unarmored Movement <br />
|extra3_1=-<br />
|extra3_2=+10<br />
|extra3_3=+10<br />
|extra3_4=+10<br />
|extra3_5=+10<br />
|extra3_6=+15<br />
|extra3_7=+15<br />
|extra3_8=+15<br />
|extra3_9=+15<br />
|extra3_10=+20<br />
|extra3_11=+20<br />
|extra3_12=+20<br />
|extra3_13=+20<br />
|extra3_14=+25<br />
|extra3_15=+25<br />
|extra3_16=+25<br />
|extra3_17=+25<br />
|extra3_18=+30<br />
|extra3_19=+30<br />
|extra3_20=+30<br />
|extra4_name={{inpage|Non-Linear Jutsu}}<br />
|extra4_1=1<br />
|extra4_2=3<br />
|extra4_3=4<br />
|extra4_4=6<br />
|extra4_5=7<br />
|extra4_6=9<br />
|extra4_7=10<br />
|extra4_8=12<br />
|extra4_9=13<br />
|extra4_10=15<br />
|extra4_11=16<br />
|extra4_12=18<br />
|extra4_13=19<br />
|extra4_14=21<br />
|extra4_15=22<br />
|extra4_16=24<br />
|extra4_17=25<br />
|extra4_18=27<br />
|extra4_19=28<br />
|extra4_20=30<br />
}}<br />
<br />
====Martial Arts====<br />
<br />
At 1st level, you are trained in hand to hand combat.<br />
*You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons you are proficient with.<br />
*Your unarmed attacks deal 1d4 damage, this damage increases by 1d4 at 5th, 11th, and 17th levels.<br />
<br />
====Unarmored Defense====<br />
<br />
At 1st level, your finesse in dodging outweighs the benefit of being weighed down by armor. While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Proficiency bonus.<br />
<br />
====Unarmored Movement====<br />
<br />
At 2nd level, while not wearing armor or using a shield, your movement is increased by 10 feet. This bonus increases to 15 at 6th, 20 at 10th, 25 at 14th, and 30 at 18th levels.<br />
<br />
====Scrolls====<br />
<br />
At 2nd level, you have learned how to store objects of medium size or smaller into scrolls. An item cannot be stored in a blank scroll, it must have a seal drawn on it with ink. You can draw an amount of scroll seals equal to your proficiency bonus during a long rest. If you try to exceed your maximum number of scroll seals available, the oldest seal immediately ends, before the new one applies. The scrolls are not consumed on use, but seals must be redrawn after use. Non-shinobi must succeed a DC 17 Intelligence saving throw when attempting to open a seal, failing to do so on a failure. If a scroll or seal is destroyed, its contents are lost until the exact same seal is drawn on another scroll - giving you access to that same dimensional space.<br />
<br />
'''Small Scroll:''' Holds up to 3 small items (dagger, bedroll, 1 set of clothes, etc.) Costs 20 gp and weighs 2 lbs.<br />
<br />
'''Medium Scroll:''' Holds up to 7 Small items. Costs 45 gp and weighs 8 lbs.<br />
<br />
'''Large Scroll:''' Holds up to 12 small items or 1 medium item (Tent, folding chair longsword, bow) Costs 80 gp and weighs 15 lbs.<br />
<br />
'''Weapon Scroll:''' Holds up to 15 Shuriken or 15 Kunai,these scrolls can be summoned to hand as a bonus action. Costs 60 gp and weighs 10 lbs.<br />
<br />
Scrolls, Handy haversacks and bags of holding cannot be stored within scrolls, if attempted, the attempt fails and the scroll, and any of its contents, is destroyed.<br />
<br />
==== Chakra ====<br />
<br />
At 2nd level, you begin on your journey of mastering chakra. Chakra is a form of life energy with varying types that all individuals produce to some degree. This energy is often confused with ki, but the two are different in form and control. The energy circulates throughout the body in a network called the "Chakra Pathway System", which is similar to the cardiovascular system. Certain groups, such as shinobi, have learned to generate more chakra and release it outside their bodies through pressure points called Tenketsu in order to perform Jutsu. Kekkei Genkai are Jutsu that use multiple types of chakra at once, and are often connected to bloodlines. The maximum amount of chakra you have is dictated by your Shinobi level, as shown in the Chakra column of the Shinobi class table.<br />
<br />
The following rules apply to all Jutsu unless otherwise stated:<br />
<br />
* To use Jutsu, you must be able to move both of your hands. <br />
* All Jutsu take an action to use. <br />
* All Jutsu require chakra. <br />
* You have as much chakra as listed under the Chakra column,which is equal to your level times 2,plus your Constitution modifier. <br />
* You regain all your chakra after you finish a long rest. <br />
* Chakra and ki do not stack. <br />
* If only dice are listed for a Jutsu’s damage, you add your Dexterity modifier to the damage. <br />
<br />
At 2nd, 4th, 8th, 12th, and 14th level, you choose a chakra nature. You also gain access to either the Basic Ninjutsu or Taijutsu nature at 2nd level. You can forego learning a nature to gain affinity in one you already know, allowing you to add your unarmed damage die to any damage rolls with its Jutsu. You may forgo learning a nature to increase your maximum hit dice by 2, increase your movement speed by 10 ft., or increase your chakra point maximum by 5. <br />
<br />
In order to gain a Kekkei Genkai, you must fulfill its nature requirements and take it as a chakra nature. You may forgo this limitation for a single nature if you are using the {{inpage|Random Natures and Kekkei Genkai Limit}} variant rule and roll the Kekkei Genkai.<br />
<br />
Jutsu cast outside of initiative cost half as much Chakra so long as the Jutsu is will not damage or otherwise directly negatively effect a creature . The purpose of Jutsu is to be used to the advantage of the party narratively, not just as a weapon.Such as lighting a campfire with fire Jutsu, or putting out a burning building with water Jutsu. <br />
<br />
<code><tt>Your spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Your Jutsu spell attack bonus = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
====Ninja Path====<br />
<br />
At 3rd level, you choose what path you would like to follow, all detailed under {{inpage|Ninja Paths}}. You gain a new feature for your archetype at 7th, 10th, 15th, and 20th level.<br />
<br />
==== Ability Score Improvement ====<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 />
==== Extra Attack ====<br />
<br />
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level.<br />
<br />
==== Nindo ====<br />
At 5th level, you choose your Nindo, in other words, your “ninja way”. Nindo are detailed beneath class features.<br />
<br />
==== Ninja Speed ====<br />
At 6th level, you can spend 2 chakra to take the Dash, Disengage, or Hide action as a bonus action on your turn, and your jump distance is doubled for the turn.<br />
<br />
At 9th level, you gain the ability to move along vertical surfaces during your movement, and this feature no longer costs chakra.<br />
<br />
==== Evasion ====<br />
At 7th level, when being attacked by an area effect that lets you to make a Dexterity saving throw to take only half damage, such as fireball, you instead take no damage if you succeed on the saving throw, and only half damage if you fail the save.<br />
<br />
====Chakra-Infused Strikes====<br />
At 9th level, you channel a small amount of chakra into your strikes. Your unarmed strikes count as magical for the purpose of overcoming resistances.<br />
<br />
====Scroll Upgrade====<br />
At 13th level, you gain access to the Giant Scroll. This scroll can store 2 large items that’s individual weights do not exceed 30 pounds or 1 medium or smaller creature, however after 10 minutes, the creature will begin to suffocate due to lack of oxygen. You may also have twice as many seals active at a time, and you may impart unto a non-shinobi creature the ability to effectively use scrolls, negating the need to make an Intelligence saving throw when attempting to open them.<br />
<br />
====Advanced Training====<br />
At 17th level, you pick an additional Ninja Path to gain the first feature of, individual weapon, armor or skill proficiency, or the ability to use and three jutsu from a chakra nature. Learning jutsu in this manner does not automatically grant kekkei genkai usage, but you can use consecutive instances of this feature to gain three kekkei genkai jutsu that you would have gotten if you chose the previous nature normally. You may choose a second and third Ninja Path or the next feature in your additional path at 18th and 19th level.<br />
<br />
=== Nindos ===<br />
Your Nindo, or ninja way is a guidelines you follow; your own personal mantra. This feature will add a small buff to your ninja. It is encouraged to make your own Nindo with your DM and add it to this section for others to use. If you fail to follow the spirit of your Nindo, you do not benefit from it for 1d4 days. You may change your Nindo at the end of this period.<!--27 subclasses = 54 nindo total hopefully--><br />
<br />
'''"I never go back on my word"'''<br />
<br />
You follow through on what you say, no matter what. As an action, you can declare your next turn's action so long as it targets another creature. This action has advantage if it is an attack roll, or the target has disadvantage on its saving throw. You may use this once, regaining use at the end of a long rest.<br />
<br />
'''"My purpose is to kill my target"'''<br />
<br />
You are among the few that embrace the nature of shinobi as assassins. You have a +2 bonus to attack and damage rolls against 1 creature of your choice. You may change this creature at the end of a long rest.<br />
<br />
'''"Rule of One's Own"'''<br />
<br />
You seek challenge at all times to strengthen yourself. As an action, you may impose a -1 penalty to your attack rolls, damage rolls, or jutsu save, or a -10 ft. penalty to your movement speed to gain a +1 bonus to your attack rolls, damage rolls, or jutsu save, or a +10 ft. penalty to your movement speed. You may benefit from multiple instances of this action at the same time, and may end up to 3 instances as an action.<br />
<br />
'''"Crushing my enemies is all that matters"'''<br />
<br />
Killing your enemy takes precedence over all else. If you reduce a creature to 0 hit points, you can an additional attack as part of the same action. Pulling out a throwing weapon is a free action for this attack. You have three uses of this, you regain all use after you finish a long rest.<br />
<br />
'''"A long life is paved with wisdom"'''<br />
<br />
You try to find the greater meaning in elements of everyday life. You gain a +2 bonus to Insight and Investigation checks, and to your Passive Perception.<br />
<br />
'''"Life over glory"'''<br />
<br />
You prioritize your own survival over all else. When you use the Disengage action, you gain temporary hit points equal to 1d4 + your Constitution modifier. You regain use of this feature when you roll initiative.<br />
<br />
'''"Hot-blooded spirit"'''<br />
<br />
When something matters, planning goes straight out the window in favor of a full frontal assault. At the start of your turn, you can chose to make a charge, for the rest of the turn, you gain a +10 ft. bonus to movement, a +4 bonus to your unarmed strikes' attack rolls, and -2 penalty to your AC. If you hit, the damage is increased by 1d4. If you miss, your guard drops and you run through the closest enemy reach, provoking an attack of opportunity. You have three uses of this, all of which are regained after you finish a long rest.<br />
<br />
'''"Even the strongest of enemies have a weakness"'''<br />
<br />
Direct confrontation is an absolute final option. As a bonus action, you can make a Perception check against the target's Passive Perception. If you succeed, you are able to discern all of the target's Damage Vulnerabilities, if it has any. You regain the ability to do so the next time you roll for initiative.<br />
<br />
'''“I stay ready”'''<br />
<br />
You are prepared for anything that happens. When you are surprised, you may still take reactions and an action (on your turn), but you still can't move. You also gain Proficiency in playing card sets, as you “stay” ready.<br />
<br />
'''"I will master all Jutsu!"'''<br />
<br />
You search for more information at every opportunity, within reason. You gain two Chakra Natures of your choice’s basic Jutsu. This does not count as having use of the nature.<br />
<br />
'''"I'll keep everyone alive."''' <br />
<br />
You are driven to avoid death of any humanoid, no matter what. When healing your allies, they regain additional hit points equal to half your shinobi level. You can only use this three times, regaining all uses back after a long rest.<br />
<br />
'''"I refuse to watch my ally die"'''<br />
<br />
No matter how dire the situation, you put your teammates lives above your own. As a reaction, if an ally gets hit by an attack, you move up to half your movement speed to throw yourself in the way of an attack. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.<br />
<br />
'''"My friends are all that matter"'''<br />
<br />
Regardless of other effects, your choices are for the benefit of your closest friends. You may designate up to 4 creatures as "friends". You may undesignate one creature and designate one new creature as a friend. If a friend is reduced to 0 hit points, you gain a +3 bonus to attack and damage rolls until the end of your next turn. You may spend 4 chakra as a bonus action to extend this duration to the end of your next turn. You may benefit from this effect once per friend, regaining all uses at the end of a long rest.<br />
<br />
'''"No one can catch the flash"'''<br />
<br />
You take pride in being the fastest in your circle, and your speed is never outclassed by your opponent. While you are at your maximum hit points, your movement speed increases by +10 feet.<br />
<br />
'''"Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times"'''<br />
<br />
You may have as varied of a jutsu list as any shinobi, but one particular jutsu is what you are most known for. One jutsu of your choice gains a +3 bonus to its damage roll, attack roll, saving throw DC, hit points regained, chakra points drained, a +10 ft. bonus to its range if its range is not touch, or a -3 decrease to its cost (minimum 1). You can only change which jutsu is affected by this feature by changing nindo.<br />
<br />
'''"I will become the greatest ninja"'''<br />
<br />
At all times, you strive to become the greatest ninja the world has seen. Your maximum hit dice are halved, but you gain an additional subclass that you have the requirements for that use implantation rules, but also works with feats like dojutsu acceptant biology which would negate the limited amount.<br />
<br />
=== 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 />
'''Body Flicker Master'''<br />
<br />
'''Prerequisites:''' Dexterity of 18 or higher<br />
<br />
*When you use Body Flicker, you can take the Attack action as a bonus action on the same turn.<br />
<br />
<br />
'''Fast as Lightning'''<br />
<br />
'''Prerequisites:''' You must be at least 16th level in the Shinobi class and Dexterity of 18 or higher<br />
<br />
*You can make one additional reaction each round.<br />
*You can use the Dash action as a free action. You can't use this feature again until you finish a short or long rest.<br />
<br />
<br />
'''Disturbance Taijutsu: Acrobat'''<br />
<br />
'''Prerequisites:''' 8th level<br />
<br />
Your fighting style is more like a complex warrior's dance, pinning up to 7 light melee weapons in your hands, shoulders, armpits, elbows, knees, abdomen, and teeth. You can make one attack with each weapon when you take the attack action. You can not benefit from this and anything that increases your weapon's damage die's size or number.<br />
<br />
<br />
'''Painkiller'''<br />
<br />
'''Prerequisites:''' Constitution 15<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 />
'''Genjutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to use at least one kind of Genjutsu<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*As a bonus action, 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 />
<br />
<!--<br />
'''Signature Jutsu'''<br />
<br />
You've relied on 1 jutsu more than others, you relying on it more than others and it is pretty well known with you. When choosing this feat, you choose a jutsu that is not a basic ninjutsu or basic taijutsu. You choose one of the effects below to add to this Jutsu.<br />
<br />
* If the jutsu has an upcast, it's cost is halved, minimum of 1. (or cut the cost in half upon approval if no up cast is possible)<br />
* It's damage cannot be reduced by any means (can still be negated entirely still).<br />
* You can pick another Justu to combine the original with (upon DM approval).<br />
* You may switch it form a saving throw to an attack roll (but reduce it's range to touch) or change its attack roll to a saving throw (range minimum 30ft) of an appropriate type.<br />
<br />
This can be taken multiple times to a maximum of three times on different Jutsu<br />
--><br />
<br />
'''Hidden Talent'''<br />
<br />
'''Prerequisites:''' Dexterity or Intelligence of 13 or higher<br />
<br />
*Your Dexterity or Intelligence score increases by 1, to a maximum of 20.<br />
*You are able to weave hand signs with one hand. This does not grant the ability to use 2 Jutsu.<br />
*You gain proficiency in any one skill of your choice.<br />
<br />
<br />
'''Perfected Seals'''<br />
<br />
'''Prerequisites:''' Hidden Talent feat, Intelligence of 18<br />
<br />
You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. You gain he following benefits:<br />
<br />
*Your Intelligence score increases by 1, to a maximum of 20.<br />
*You are no longer required to weave hand seals to perform Jutsu. You do not gain this benefit while under the [[5e_SRD:Conditions#Restrained|Restrained]] condition.<br />
*While grappling a creature, you can use their hands to complete a hand seal necessary to cast a Jutsu. 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 />
'''Multi-Shadow Clone Jutsu Master'''<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 />
*This does not grant early use of the Shadow Clone jutsu.<br />
<br />
<br />
'''Multi-Summoning Jutsu Master'''<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 />
*This does not grant early use of the Summoning jutsu. <br />
<br />
<br />
'''Tempered Chakra'''<br />
<br />
You are well versed in limiting the amount of chakra you use. <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, Intelligence 19<br />
<br />
You have mastered your chakra control to the point that even a small drop can have explosive results. <br />
<br />
*When determining the amount of chakra points you have, you may add your Intelligence Modifier twice. <br />
*Whenever you attempt to use a jutsu you may lower it's cost by an amount equal to your Intelligence modifier (minimum 1).<br />
<br />
<br />
'''Zen Master'''<br />
<br />
'''Prerequisites:''' You must be at least 8th level in the Shinobi class and Wisdom of 13 or higher<br />
<br />
*When you finish a short rest, you can expend a number of hit die equal to your Constitution or Wisdom modifier (whichever is higher). Roll the hit die. You regain an amount of chakra equal to half the result (rounded down) plus your Constitution modifier. You can't use this feature again until you finish a long rest.<br />
<br />
<br />
'''Overflowing Chakra'''<br />
<br />
'''Prerequisites:''' Constitution of 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.<br />
<br />
*You gain one additional Shinobi hit die, this die is counted separately from your ordinary hit die and replenishes at the end of a long rest.<br />
*When determining the amount of Chakra points you have, you can add your Constitution modifier twice.<br />
*When a Shinobi class feature, Jutsu, or other feature related to your Chakra requires you to use your Intelligence as a modifier, you may instead use your Constitution.<br />
<br />
<br />
'''Hashirama's Cells'''<br />
<br />
You have the cells of the First Hokage implanted into your DNA. This highly sought-after, unique DNA signature grants you certain special abilities that only the First had. You gain the following benefits:<br />
<br />
*You learn how to use the notorious Wood Style Jutsu. You gain the ability to use the Basic Wood Style Technique as detailed under the {{inpage|Wood Style}} section of the Shinobi Class. You cannot use any other Wood Style Jutsu apart from the Basic Technique unless you meet the Chakra Nature requirements.<br />
*Hashirama's cells have highly regenerative properties. As a bonus action for 5 chakra points, you can regain an amount of hit points equal to 1d10 + your Constitution modifier. Additionally, you no longer need to eat or drink.<br />
*As an action, you can shape your hands and tips of your fingers into wooden copies of simplistic tools that you know. You can recreate any simple tool out of wood such as a table knife, a lock pick, a hammer or some tongs. In order to recreate a more specific tool accurately, you must have proficiency with a Tool Kit that utilizes that tool.<br />
<br />
<br />
'''Shadow Nin'''<br />
<br />
'''Prerequisites:''' 16 Intelligence, use of Yin Style chakra<br />
<br />
You have both intelligence and training necessary to use shadow possession jutsu. When you gain a jutsu, you may instead learn one {{inpage|Shadow Imitation Technique}}.<br />
<br />
<br />
'''Sensor Nin'''<br />
<br />
'''Prerequisites:''' 16 Wisdom, Proficiency in Perception<br />
<br />
You can sense the presence of magic and chakra within 30 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. 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. You may take this feat multiple times, increasing its Wisdom requirement by +2.<br />
<br />
<br />
'''Absorption Nin'''<br />
<br />
'''Prerequisites:''' 14 Constitution, 14 Intelligence<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 {{inpage|Unique Chakra Absorbing Jutsu}}.<br />
<br />
<br />
'''Barrier Nin'''<br />
<br />
'''Prerequisites:''' 16 Constitution<br />
<br />
Your body is capable of withstanding the toil of Fūinjutsu. When you gain a jutsu, you may instead learn one {{inpage|Unique Fūinjutsu}}.<br />
<br />
<br />
'''Quickened Seals'''<br />
<br />
'''Prerequisites:''' 20 Dexterity and proficiency in Sleight of Hands.<br />
<br />
You've become fast and adept enough with your hand seals that you can perform them faster than the eye can see. To the point where even a Sharingan user has trouble keeping up.<br />
<br />
* Your Dexterity score maximum becomes 22. <br />
* Any technique requiring hand seals can now be done as a bonus action at an additional cost of 3 chakra.<br />
* Onlookers are now unable to notice you performing hand seals when done as a bonus action.<br />
<br />
<br />
'''Advanced Curse of Hatred'''<br />
<br />
'''Requirements:''' {{inpage|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 {{inpage|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 {{inpage|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 that 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).<br />
<br />
<br />
'''Partial Susanoo'''<br />
<br />
'''Requirements:''' {{inpage|Path of Hatred}}<br />
<br />
Your mastery of the sharingan instinctually extends to your {{inpage|Susanoo}}. When you can use Armored Susanoo, you may gain the benefits of Skeletal Susanoo as a bonus action or reaction to being targeted by an attack or being forced to make a saving throw. You may gain the benefits of Armored Susanoo while only benefitting from Skeletal Susanoo as an action. This does not grant early use of Susanoo.<br />
<br />
<br />
'''Ninja of Prophecy'''<br />
<br />
'''Requirements:''' {{inpage|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 {{inpage|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 {{inpage|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 boon).<br />
<br />
<br />
'''Dōjutsu Master'''<br />
<br />
'''Requirements:''' 16th level, Constitution or Intelligence 16, at least one implanted dōjutsu.<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:''' 16th level, Constitution or Charisma 16<br />
<br />
You can gain all Path of the Beast, Succession, and Permanence features as if you had taken them at 3rd level so long as you meet their creation requirements, and you no longer must be two levels higher than the listed requirement to gain these features. <br />
<br />
<br />
'''Discernment'''<br />
<br />
This feature replaces {{inpage|Evasion}} instead of an Ability Score Increase. When being targeted by an area effect that lets you to make a {{5a|wis}} or {{5a|int}} 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 the save. <br />
<br />
<br />
'''Endurance'''<br />
<br />
This feature replaces {{inpage|Evasion}} instead of an Ability Score Increase. When being targeted by an area effect that lets you to make a {{5a|con}} 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 the save. <br />
<br />
====[[#Path of the Beast|Jinchuriki]] Feats====<br />
<br />
'''Solid Cloak'''<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku's]] Jinchuriki<br />
<br />
While in {{inpage|Initial Release}}, {{inpage|Tailed Release}} or {{inpage|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 a successful unarmed strike, you may spend 2 chakra to decrease the targets movement speed 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 [[Naruto: Shinobi (5e Class)#Lava Style Unique Jutsu|Lava Style Chakra Mode]], even if you can not use {{inpage|Lava Style}}.<br />
<br />
<br />
'''Vapor Style Infusion'''<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō's]] Jinchriki<br />
<br />
You are able to manifest your Tailed Beast's ability to produce steam. You gain [[Naruto: Shinobi (5e Class)#Other Unique Jutsu|Vapor Style: Unrivaled Strength]].<br />
<br />
<br />
'''Slippery Cloak'''<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken's]] Jinchuriki<br />
<br />
While in {{inpage|Tailed Release}} or {{inpage|Bijuu Chakra Mode}}, your cloak takes a blueish 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 {{inpage|Tailed Release}} or {{inpage|Bijuu Chakra Mode}}, you can sprout a pair of wings on your back as a bonus action, granting you a flying speed of 30 feet. 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 {{inpage|Hidden Chakra}}, which is also regained at the end of a long rest.<br />
<br />
<br />
'''Vessel of Vessels'''<br />
<br />
'''Prerequisites:''' [[Gedo Mazo (5e Creature)|The Gedo Mazo's]] [[#Path of the Beast|Jinchuriki]]<br />
<br />
You automatically succeed the Constitution saving throw of [[#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|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 />
'''Curse of Sōma'''<br />
<br />
'''Prerequisites:''' [[Sōma (5e Creature)|Sōma’s]] [[#Path of the Beast|jinchuriki]]<br />
<br />
While in {{inpage|Initial Release}}, {{inpage|Tailed Release}} or {{inpage|Bijuu Chakra Mode}}, you gain the following jutsu:<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 {{inpage|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}} 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 />
====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 />
<br />
'''Eternal Mangekyō Sharingan'''<br />
<br />
'''Prerequisites:''' [[#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 a Mangekyō ability. <br />
<br />
<br />
'''Rinnegan Manifestation'''<br />
<br />
'''Prerequisites:''' [[#Mangekyō|Mangekyō Sharingan]] or Indra's Reincarnation, and [[#Ninja Feats|Hashirama’s Cells]] or Asura's Reincarnation; or to be gifted a portion of the Sage of Six Paths' chakra.<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 {{inpage|Path of the Exalted}} feature in the same order as listed. Additionally, your levels of 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 dōjustu. You may switch dōjutsu as a bonus action.<br />
<br />
<br />
'''Rinne Sharingan'''<br />
<br />
'''Prerequisites:''' [[#Birth of the Ten-Tails' Jinchuriki|Ten-Tails’s 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, All-Killing Ash Bones, Amenominaka, Eighty Gods Vacuum Attack, and Yomotsu Hirasaka.<br />
<br />
<br />
'''Tensei Byakugan'''<br />
<br />
'''Prerequisites:''' [[#Perfected Sight|Perfected Byakugan]] and Indra's Reincarnation, [[#Ninja Feats|Hashirama’s Cells]], or Asura's Reincarnation; or any of the previous and Outer Path Sage Mode.<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 {{inpage|Path of the Celestial}} feature in the same order as listed. <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|Kama Seal]], your critical range extends by 1 (20>19-20>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. You also gain 30 feet of blindsight.<br />
<br />
<br />
'''Six Paths Sage Mode'''<br />
<br />
'''Requirements:''' {{inpage|Sage Mode}}, [[#Mangekyō|Mangekyō Sharingan]] or Indra's Reincarnation, and [[#Ninja Feats|Hashirama’s Cells]] or Asura's Reincarnation; or to be gifted a portion of the Sage of Six Paths' chakra.<br />
<br />
You gain the chakra of Hagoromo Ōtsutsuki, the Sage of Six Paths. While in Sage Mode, you gain the following:<br />
*You 30 feet of Truesight.<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 {{inpage|Sage Art}} once without spending exclusively or additional senjutsu chakra (recharge 5-6).<br />
<br />
<br />
'''Outer Path Sage Mode'''<br />
<br />
'''Requirements:''' {{inpage|Sage Mode}}, [[#Path of Sight|Byakugan]] or [[#Path of the Celestial|Tenseigan]], and [[#Path of Suffering|Shikotsumyaku]] or [[#Path of Totality|Truth-Seeking Orbs]]; or to be gifted a portion of the Sage of the Outer Paths' chakra.<br />
<br />
You gain the chakra of Hamura Ōtsutsuki, the brother of Hagoromo Ōtsutsuki and the Sage of the Outer Path. While in Sage Mode, you gain the following:<br />
*You 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 becoming {{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 />
'''Improved Hashirama’s Cells'''<br />
<br />
'''Prerequisites:''' Hashirama’s Cells feat<br />
<br />
You improve your connection with Hashirama Senju’s cells. You gain the following:<br />
*Your maximum chakra increases by 1 additional point every time you gain a level. This counts for levels you have already attained as well. <br />
*You may regain hit points using Hashirama's Cells once per turn without spending any form of action.<br />
<br />
<br />
'''Perfected Hashirama’s Cells'''<br />
<br />
'''Prerequisites:''' Improved Hashirama’s Cells boon<br />
<br />
You perfect your connection with Hashirama Senju’s cells. You gain the following:<br />
*When you regain hit points using Hashirama's Cells, you instead regain 10 + your Constitution modifier hit points at the beginning of each of your turns for 10 minutes.<br />
*The number of levels of {{5c|exhaustion}}, as well as [[Additional Status Conditions (5e Variant Rule)#Gradual Blindness, Deafness, and Numbness|gradual blindness, deafness, and numbness]] required for each effect is doubled.<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 {{inpage|Mangekyō}} ability or {{inpage|Rinnegan Mastered}} feature, they gain the feature you have already chosen.<br />
<br />
<br />
'''Mysterious Peacock Method'''<br />
<br />
By taking the unique chakra of a special meteor into your being, your own chakra is magnified. As a bonus action, you may sprout ethereal pink feathers similar to those of a peacock’s plume, increasing your current and maximum chakra points by 10, and you must attempt a DC 16 Constitution saving throw at the end of each of your turns until you spend 10 chakra, after which your feathers recede. On a failure, your hit point maximum is decreased by 2d8 due to radiation poisoning from the meteor’s chakra. This can be done more than once, increasing its DC by +2. It returns to 16 at the end of a short rest. <br />
This boon can not be used by any kind of clones, save for resurrecting the user in some way by cloning.<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 />
'''Earth Grudge Fear'''<br />
<br />
Your body has been infused with the 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 divide due 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 of 5 hearts. Any time you are reduced to 0 hit points, you may sacrifice a heart to return to your maximum hit points. 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 />
'''Jashin Immortality'''<br />
<br />
Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality. 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.<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 />
<br />
'''Indra Susano’o'''<br />
<br />
'''Requirements:''' {{inpage|Susano’o}}, {{inpage|Rinnegan Mastered}}<br />
<br />
As ab action while in your Susano’o, its armor lifts to reveal a human figure cloaked in blazing chakra, taking a nature transformation of your choice. You lose 4d4 chakra points equal at the end of each of your turns, your size becomes Gargantuan, when a creature hits you with a melee attack they take 2d4 lightning damage that ignores damage reduction and threshold, you may use Sage Mode and Susano’o at the same time, and all jutsu of one chakra nature of your choice deal 1.5x as much damage. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.<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 you 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 />
====Clan Boons====<br />
Clans represent the traits of heritage that manifest itself most fully in a particular shinobi. Some are fitting to begin a campaign with in place of a variant human's feat selection, while others would be wildly unbalanced. As a good rule of thumb, either all or no players should have a clan. Otherwise, they should be treated as Epic Boons. No clan that grants bonuses to subclass features require you to take that subclass, but also do not grant early or automatic use of said feature. Clans that act as requirements to Dōjutsu subclasses only do so if all players<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 [[#Alternate Feature: Hive Body|Hive Body]] feature, you may store 1 additional swarm of [[Swarm of Shinobi Insects (5e Creature)|Kikaichu]].<br />
<br />
<br />
'''Akimichi Clan'''<br />
<br />
You hail from the progenitors of the {{inpage|Path of the Body}}. When you gain the {{inpage|Storage}} feature, you may store an additional 1/2 a day's worth of food, which may consumed as an action to regain 1/2 your level chakra points. You may do this once, regaining use at the end of a short rest.<br />
<br />
<br />
'''Chinoike Clan'''<br />
<br />
You hail from the progenitors of the {{inpage|Path of Blood}}. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Ketsuryūgan.<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 />
'''Hagoromo Clan'''<br />
<br />
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 are proficient in martial melee weapons.<br />
<br />
<br />
'''Haruno Clan'''<br />
<br />
You hail from a clan with latent skill in medical ninjutsu. When you gain the {{inpage|Healing Jutsu}} feature, you may spend up to three times your Shinobi level.<br />
<br />
<br />
'''Hatake Clan'''<br />
<br />
You hail from one of the greatest shinobi clans of all time, despite lacking any hiden 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 />
<br />
<br />
'''Hōki Clan'''<br />
<br />
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 />
<br />
<br />
'''Hoshigaki Clan'''<br />
<br />
You hail from a clan of fishlike shinobi. You can breath in water, and have a swimming speed equal to your movement speed.<br />
<br />
<br />
'''Hōzuki Clan'''<br />
<br />
You hail from a clan of pale shinobi known to have numerous Water Style Hiden. You gain the Hydrification Jutsu and Instant Water {{inpage|Water Style Unique Jutsu}}.<br />
<br />
<br />
'''Hyūga Clan'''<br />
<br />
You hail from the progenitors of the {{inpage|Path of Sight}}. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Byakugan.<br />
<br />
<br />
'''Iburi Clan'''<br />
<br />
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 effected by {{inpage|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 />
<br />
<br />
'''Inuzuka Clan'''<br />
<br />
You hail from one of the progenitors of the {{inpage|Path of Companionship}}. While {{inpage|Mimicry}} is active, you gain an additional +1 to either attack and damage rolls or AC. You may switch which bonus you gain as a bonus action.<br />
<br />
<br />
'''Jiraiya Clan'''<br />
<br />
You hail from a clan originating from a man who's destiny was tied with the toads of mount Myuboku. The cost of using the Summoning Jutsu is halved, and the amount of time you may maintain Sage Mode is doubled.<br />
<br />
<br />
'''Jūgo Clan'''<br />
<br />
You hail from the progenitors of the {{inpage|Path of the Cursed}}. When you use {{inpage|Cursed Mark}}, the amount of maximum hit points lost is halved (rounded up), but you must choose {{inpage|Founder's Curse}} as your Second Stage bonus.<br />
<br />
<br />
'''Kaguya Clan'''<br />
<br />
You hail from a clan of bloodthirst warriors distantly descended from [[Kaguya (5e Creature)|Kaguya Ōtsutsuki]]. When you use a {{inpage|Path of Suffering}} jutsu, you take -2 psychic damage.<br />
<br />
<br />
'''Kamizuru Clan'''<br />
<br />
You hail from one of the most well known insect keeper clans in the world. When you gain the [[#Alternate Feature: Hive Body|Hive Body]] feature, you may store 1 additional swarm of [[Swarm of Shinobi Insects (5e Creature)|bees]].<br />
<br />
<br />
'''Kratachi Clan'''<br />
<br />
You hail from the bloodline of the [[Yagura (5e Creature)|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 [[Additional Status Conditions (5e Variant Rule)#Berserk|berserk]] for 1 minute. You may use this once, regaining use at the end of a long rest.<br />
<br />
<br />
'''Kazekage Clan'''<br />
<br />
You hail from the bloodline of the [[Rasa (5e Creature)|Fourth]] and [[Gaara (5e Creature)|Fifth]] Kazekage. You gain affinity in {{inpage|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 />
<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 />
'''Kodon Clan'''<br />
<br />
You hail from a clan of master drug makers. The time and cost of crafting consumable items is halved.<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.<br />
<br />
<br />
'''Kurama Clan'''<br />
<br />
You hail from a clan of master genjutsu users. You gain affinity in {{inpage|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 {{inpage|Yin Style}} jutsu or {{inpage|Genjutsu}} take 2d4 psychic damage at the end of each of their turns, you become [[Additional Status Conditions (5e Variant Rule)#Berserk|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 />
'''Lee Clan'''<br />
<br />
You hail from a clan of master taijutsu users. You gain affinity in {{inpage|Taijutsu}}. If you start with this clan, you do not choose to gain natures, and instead must take the alternate options detailed in {{inpage|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 {{inpage|Taijutsu}} you cast have their costs halved, but the cost of any other jutsu are doubled.<br />
<br />
<br />
'''Momochi Clan'''<br />
<br />
You hail from a clan of dangerous outcasts. When a creature is effected by {{inpage|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 />
'''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 {{inpage|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 shadow possession jutsu. When you gain a jutsu, you may instead learn one {{inpage|Shadow Imitation Technique}}.<br />
<br />
<br />
'''Orochimaru Clan'''<br />
<br />
You hail from a clan of incredibly scarce, incredibly pale, snake-like shinobi. You are immune to disease and aging.<br />
<br />
<br />
'''Ōtsutsuki Clan'''<br />
<br />
You are part of a spacefaring clan that progenerated chakra itself. You are immune to any damage form jutsu that are not taijutsu or a {{inpage|Sage Art}}, and you do not need to breath.<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 {{inpage|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 natures.<br />
<br />
<br />
'''Shiin Clan'''<br />
<br />
You hail from a clan now ruled by [[Orochimaru (5e Creature)|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. <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 />
'''Tsuchigumo Clan'''<br />
<br />
You come from a clan known for producing numerous dangerous kinjutsu. You gain two {{inpage|Other Unique Jutsu}} that you meet the requirements for.<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 {{inpage|Mystic Palm Jutsu}} dice pool, and you lose half as many chakra points (rounded up) to maintain {{inpage|Mitotic Regeneration Jutsu}}.<br />
<br />
<br />
'''Uchiha Clan'''<br />
<br />
You hail from the progenitors of the {{inpage|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.<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:<br />
*You automatically succeed on the saving throw incurred by tailed beast extraction, but still suffer the aftereffects. <br />
*The number of levels of {{5c|exhaustion}}, as well as [[Additional Status Conditions (5e Variant Rule)#Gradual Blindness, Deafness, and Numbness|gradual blindness, deafness, and numbness]] required for each effect is doubled.<br />
<br />
<br />
'''Yamanaka Clan'''<br />
<br />
You hail from the progenitors of the {{inpage|Path of the Mind}}. When a creature is effected by your use of the {{inpage|Mind Body Switch Jutsu}} feature, you may spend 2 chakra to grant the target disadvantage on the {{5a|cha}} saving throw, or 4 to cause them to automatically fail the saving throw.<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 />
'''Yūhi Clan'''<br />
<br />
You hail from a clan known for their skilled genjutsu use. You gain the Genjutsu Master feat.<br />
<br />
'''Yoimura Clan'''<br />
<br />
You hail from a clan cursed with fading memories. 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 travelling 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 affinity in {{inpage|Ice Style}} jutsu. 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 />
'''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 +5 damage reduction and damage threshold, as well as use or affinity in 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 />
=Ninja Paths=<br />
All ninja follow one of the following paths. A Dōjutsu, which many paths grant, is a special kind of eye which certain ninja are able to manifest. If a Dōjutsu is removed from the user or blinded by a feature that blinds the user, it can only be restored by implanting another eye or with the Wish spell. Unless stated otherwise, an implanted eye can only gain class features up to 15th level and you must be two levels higher to acquire said feature. <br />
<br />
If you gain a subclass outside of the traditional manner, such as by implantation, and your level exceeds a feature’s requirement, you must gain a level to gain a feature, save for a path’s first feature, which is automatically gained. If you can not level further, you must acquire 50,000 experience instead. You can gain multiple additional path features on the same level. <br />
<br />
If you permanently lose a subclass that you did not gain by implantation, such as by losing your dojutsu or surviving having a Tailed Beast extracted that you gained at 3rd level, you may gain 1 feature of a subclass at the end of a long rest up to the number you would have at your level. All of these features must be of the same subclass. If you regain the previous implantable subclass, you may replace these features in the same manner.<br />
<br />
Features that require a form of maintenance at the end of each of your turns, such as the loss of hit points, loss of chakra, or creation/loss of red, black, or senjutsu chakra, the effect immediately ends if you become unconscious.<br />
<br />
If you are not using the {{inpage|Beyond 20th Level}} variant rule, any features with a level requirement above 20th should instead be treated as epic boons with a 20th level requirement.<br />
<br />
== Path of Hatred ==<br />
The Sharingan is a Dōjutsu that is acquired through emotions, not power. Whether needing the power to protect others, or having so much hate that you will kill all in your way to get what you want, the Sharingan is acquired through these immense emotions. The Sharingan allows the user to see into the future by seconds, allowing them to interpret actions before they are made. <br />
<br />
====Foresight====<br />
At 3rd level, you acquire the power of the Sharingan and can activate or end it as a bonus action for 1 chakra. You start with 1 tomoe (eye dots), which gives you a +1 bonus to AC, advantage on Wisdom and Dexterity saving throws, and advantage on Perception checks.<br />
<br />
While your Sharingan is active, you can sense the presence of magic and chakra within 30 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. 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 />
<br />
In addition, you automatically detect visual illusions and genjutsu and have advantage on saving throws against them.<br />
<br />
At the end of each turn you have your Sharingan active, you must spend 1 chakra, or 2 if it was implanted.<br />
<br />
At 10th level, you can activate and end your Sharingan at will instead of as a bonus action. <br />
<br />
At 15th level, you have mastered your traditional sharingan. You must spend half as much chakra to keep your Sharingan active (rounded down).<br />
<br />
====Genjutsu====<br />
At 7th level, you gain the second tomoe. While your Sharingan is active, the bonus to your AC increase to +2.<br />
<br />
In addition, while your sharingan is active, you may attempt to trap a creature within 40 feet that you can see and is not {{5c|blind}} in genjutsu. The target must make a Wisdom saving against your Jutsu save DC. You may spend 2 additional chakra to increase the save's DC by +1, and you may spend 5 additional chakra to remove a creature's immunity to the condition. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. <br />
*The target is blinded. Costs 7 chakra.<br />
*The target is deafened. Costs 5 chakra.<br />
*The target is frightened. Costs 6 chakra.<br />
*The target is affected by the confusion spell. Costs 8 chakra.<br />
*The target is restrained. Costs 8 chakra.<br />
*The target is paralyzed. Costs 12 chakra.<br />
*The target is charmed. Costs 12 chakra.<br />
<br />
====Replication====<br />
At 10th level, you have gained the third and final tomoe. While your Sharingan is active, the bonus to your AC increase to +3. Also, as a reaction, you can impose disadvantage on one attack against you. You have a number of uses for this equal to 1 + your Intelligence modifier. You regain all uses at the end of a short rest. <br />
<br />
In addition, you learn how to copy the actions of others. When a creature you can see uses a feature while your Sharingan is active, you may copy it as a reaction. You may use the feature in the exact same manner, using the {{inpage|One Currency System}} variant rule if it uses any resources other than chakra. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. {{inpage|Extra Attack|making an Extra Attack}}, moving more than their standard movement speed using {{inpage|Unarmored Movement}}, or [[5e SRD:Ranger#Foe Slayer|adding Foe Slayer's damage]]), you may use it in the same manner for an amount of chakra equal to twice the level it was gained at. You can not gain features with a limited number of uses that don't use a standard currency, features that are always active, or features from creatures. You may have a number of these features memorized at a time equal to 1 + your {{5a|int}} modifier (minimum 1). You may only use memorized features while your Sharingan is active.<br />
<br />
====Mangekyō====<br />
At 15th level, you gain the power of the Mangekyō Sharingan. To gain this feature you have to witness someone close to you die by unnatural means. (Examples: A fellow party member, a follower, a close friend, a spouse, a long time pet.)<br />
<br />
Instead of having a red background with a black circle, your Sharingan change into a form unique to each person, normally in the shape of a pinwheel in some way. The Mangekyō allows its owner to use two of the special Jutsu listed below while your Sharingan is active. After using your Mangekyō Sharingan jutsu, you must make a DC 18 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain 1 level of [[Additional Status Conditions (5e Variant Rule)#Gradual Blindness, Deafness, and Numbness|gradual blindness]]. For every other failure of this saving throw, you gain 1 level of {{5c|exhaustion}} The DC on this saving throw increases by 1 every time you use a Mangekyō ability.<br />
<br />
<br />
<br />
'''Amaterasu''' <br />
<br />
As an action, you focus your eye on a single point in your field of vision within 60 feet, creating black flames. Anything flammable near it will be engulfed in black flame. The flame never stops burning unless stopped by you, magical means that exclusively stop fires, your Sharingan ends, or the object it is burning is completely destroyed. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 fire damage and at the start of its turns it takes 1d10 fire damage. Amaterasu can only affect one creature at a time.<br />
<br />
<br />
'''Kagutsuchi'''<br />
<br />
You must have Amaterasu to gain this Mangekyō ability. You gain the {{inpage|Blaze Style}} nature, even if you did not meet its nature requirements. You may cast Blaze Style jutsu as a Mangekyō ability, halving the jutsu's cost and forcing you to make Mangekyō's {{5a|con}} saving throw.<br />
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<br />
'''Tsukuyomi'''<br />
<br />
One of the most powerful Genjutsu in the world, Tsukuyomi can be used as an action by looking a creature in the eyes. The target must attempt a Wisdom saving throw. On a failure, they are trapped in a genjutsu in which you control their perception and the flow of time up to one one-hundred-billionth of real time, but only for an instant. They are {{5c|paralyzed}} until the beginning of their turn, and you may choose to force them to gain up to 3 levels of {{5c|Exhaustion}}. This can not increase a creature's exhaustion above 3 levels.<br />
<br />
<br />
'''Tsukuyomi Mode'''<br />
<br />
<!--chill, it's from Ultimate Ninja 3-->You must have Tsukuyomi to gain this Mangekyō ability. Breaching the upper bounds of what can be defined as genjutsu, you may manifest a microcosm of Tsukuyomi's power in the physical world, slowing anything within a small range. All creatures within 15 ft. of you must spend twice as much movement, have disadvantage on {{5a|dex}} checks you incur, and your attacks against them have advantage; and you have advantage on {{5a|dex}} saving throws, and attack rolls against you have disadvantage. When you use a sharingan genjutsu while this is active, any creatures in a 15 ft. radius are automatically targeted as well regardless of if you can see their eyes. You must spend 3 chakra at the beginning of each of your turns to continue this effect (this does not incur Mangekyō's saving throw).<br />
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<br />
'''Kotoamatsukami'''<br />
<br />
As an action, you cast a genjutsu at a creature that is not Undead or a construct that subtly manipulates the target’s mind. You may issue a command to that creature at least as general as “protect that village” or “ensure these negotiations go well”. It will go about doing this task to the best of their ability until it is completed or impossible to complete. You may use this once per Mangekyō ability you took this as, regaining your Constitution modifier/200 of a use at the end of a long rest. If you have the {{inpage|Hashirama’s Cells}} feat, you regain twice as many uses at the end of a long rest. If you have the Perfected Hashirama's Cells Ninja Epic Boon, you regain 1 use at the end of a long rest.<br />
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<br />
'''Kamui'''<br />
<br />
This Space-Time Ninjutsu enables a user to open an entrance to a pocket dimension anywhere within 100 ft. of themselves. This dimension is filled with 20 ft. grey cubes and is illuminated in all areas by dim light. While inside the dimension, creatures do not need to eat or drink and do not age. If something is removed from the dimension, creatures inside it can make a Dexterity saving throw against your Spell save DC to try to escape to a space within 15 ft of you.<br />
You specifically gain two techniques of Kamui, Long-range Kamui and Short-range Kamui, each belonging to one eye. <br />
<br />
''Long-range Kamui:''<br />
<br />
As an action, you can target a sphere with a radius of up to 15 ft. within your 100 ft. range to attempt to warp any object or creature into the pocket dimension, the sphere cannot be targeted anywhere within 10 ft. of you. Any creatures within the sphere must succeed on a Dexterity saving throw or be pulled into the pocket dimension. If used on an object or creature that is larger than the targeted area, such as the ground, only the part of the object within range is brought into the dimension, and creatures must succeed on a Dexterity saving throw or take 6d6 force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension. <br />
<br />
''Short-range Kamui:''<br />
<br />
As an action, or as part on your attack action, you can slowly transfer yourself or another creature into the pocket dimension. When you target a creature with an unarmed strike you can forgo the damage in order to apply the effects of your Kamui to your strike. The creature hit by this attack is transported safely into your pocket dimension at the end of your turn. <br />
When you target yourself with your Short-range Kamui, you are only transported at Initiative count 20 if you maintain concentration, otherwise, if you aren't in combat, you are transported 6 seconds later. <br />
<br />
Additionally, as a bonus action, you can summon anything from the dimension to an empty space up to 15 ft from you. You can travel long distances by emerging miles away from where you originally entered your pocket dimension, as an action you can spend 5 chakra per 10 miles you want to travel, you emerge from your pocket dimension at at a point of choosing within the distance equivalent to the chakra spent. When you emerge, you are placed in a empty space as close to the point of your choosing as possible. <br />
Also, you are able to increase the targeted area of your Kamui by 5 ft per 5 chakra points spent for the purpose of bringing in larger structures or creatures. <br />
<br />
As a bonus action or reaction, you make your body and all items you are carrying intangible. You must spend 1 chakra at the beginning of each of your turns to continue this effect (this does not incur Mangekyō's saving throw). During this time, you can not receive damage or any effect (spell effect, conditions, etc.), you can pass through objects, and must spend 2 chakra to take an action, 1 chakra to take a bonus action, and you can not take reactions, and your body appears in Kamui. Creatures within Kamui can effect you normally.<br />
<br />
<br />
'''Telekinesis'''<br />
<br />
As an action, you may choose any amount of objects that total no more than 100 pounds within 100 feet for 1 minute. During this duration, you may move them up to 30 feet so long as they are within 100 feet, and as an action or bonus action, you may make a thrown attack using up to two objects.<br />
<br />
<br />
'''Disorientation'''<br />
<br />
As a reaction, when a creature you can see takes an action or bonus action, it must succeed a Wisdom saving throw. On a failure, it hallucinates, slightly shifting their speech and movements. The action or bonus action does not occur. If it was a spell, the target loses one spell slot of the level below the spell (minimum of 1st level), or the target loses one use of the spell if it doesn't use spell slots. If it used chakra or ki, it loses half of the cost.<br />
<br />
<br />
'''Complete-Body Susanoo'''<br />
<br />
When you are in your armored Susanoo form, you may make 2 additional attacks when you take the attack action, you gain a flying speed of 60 feet, and you gain a +2 bonus to your AC (+7 total). Additionally, you may give a creature other than yourself the benefits of Susanoo instead, granting them the previously stated bonus as well. Its weapons are still determined by your alignment. This does not grant early use of Susanoo. This counts as both of your Mangekyō abilities. If you gain this more than once, such as from EMS or by implanting 2 additional Sharingan with Dōjutsu-Acceptant Biology, you gain +1 AC and your size category increases by 1.<br />
<br />
<br />
'''Yata Mirror'''<br />
<br />
One of your Susanoo's weapons is replaced with an ethereal shield. Once per turn when you are in your Susanoo form and wielding this shield, you may designate a single damage type or chakra nature to be immune to. You may take this a second time, allowing you to wield this shield and a Susanoo weapon at the same time. This does not grant early use of Susanoo. <br />
<br />
<br />
'''Totsuka Blade'''<br />
<br />
Choose one of your Susanoo's weapons. When hit a creature with this weapon, you may spend 15 chakra to force the target to make a Dexterity saving throw. On a failure, their body and everything they are wearing is sucked into a large gourd from which your weapon was sourced from. They are trapped as per the minimus containment variant of the [[5e SRD:Imprisonment|Imprisonment]] spell inside your Susanoo, save for the fact that they can not be perceived, and they trapped in a genjutsu in which they experience “drunken dreams”. This does not grant early use of Susanoo. <br />
<br />
<br />
'''Additional Nature'''<br />
<br />
You gain use of an additional basic chakra nature of your choice. This nature can fulfill one of the requirements for a Kekkei Genkai. <br />
<br />
<br />
'''Custom Jutsu'''<br />
<br />
Due to the unique nature of the Mangekyō Sharingan, 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 5th level spell. If more powerful than a 5th level spell, consider giving it a chakra cost or limiting uses to a certain number. If less powerful, consider giving advantage on the saving throw.<br />
<br />
====Susanoo====<br />
At 20th level, you have attained the pinnacle of power from your Sharingan, the Susanoo. This form allows you to cover yourself in a protective aura. When first acquired you can only use the first form of Susanoo. You can use your Intelligence modifier for Susanoo weapons and unarmed strikes instead of your Strength or Dexterity modifier.<br />
<br />
As an action, you activate Susanoo as a skeletal structure. Your size increases by 1 category to a minimum of Large, you gain a +3 bonus to AC, your unarmed strikes deal 2d10 magical bludgeoning damage with a reach of 10 ft., and if you hit with a melee weapon attack, you can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Constitution saving throw. On a failure, they takes 2d6 magical bludgeoning damage and become {{5c|restrained}} until the beginning of your next turn.<br />
<br />
After using your Susanoo 7 - your Intelligence modifier times, you are able to manifest the next phase of your Susanoo, the armored Susanoo. The form looks like an armored human body with a mask of your choosing. In this form, your size increases by 1 additional category to a minimum of Huge, you gain an additional +2 bonus to AC (+5 total), and your reach with any weapon is increase by 10 ft. (15 ft. total for weapons without the reach property). You are placed at the center of the Susanoo's head and cannot be pulled from it. You can allow an ally into it causing any attack that would target them to target you, however the ally cannot effect anything outside of it from within. If you and another creature are both occupying your Susanoo, they may contribute the benefits of any feature that has a duration and would target themselves, such as {{inpage|Second Stage}} or {{inpage|Sage Mode}}, to your Susanoo instead.<br />
<br />
At the end of each turn that you maintain this effect, you must make a Constitution saving throw with the same effects as {{inpage|Mangekyō}}. If you lose your sharingan, you are still able to use Susanoo.<br />
<br />
In addition, you gain the following weapons while in Susanoo based on your alignment. You may only wield one option at a time, changing weapons as an action.<br />
<br />
*If you have a good alignment, you gain a green lance that has a reach of 30 ft. The lance deals 4d10 magical piercing damage. As an action, you can shoot a bundle of 50 needles in a 15 ft. wide and 60 ft. long line. Each creature in the area must make a Dexterity saving throw, taking 3d6 magical piercing damage. Taking half as much on a success. You can't use this feature again until you finish a long rest.<br />
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*If you have an evil alignment, you gain a bright orange long sword. It has a reach 15 ft. and deals 3d12 magical slashing damage and 1d8 fire damage.<br />
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*If you have a neutral alignment, you gain a large purple bow which sits across the Susanoo's arm. This bow has disadvantage at a range of 20 ft. or closer. It has normal range of 80 ft. and a long range of 300 ft. The bow deals 3d8 piercing and 2d6 cold, fire, or lightning damage.<br />
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*If you have a chaotic alignment, you gain two dark blue shortswords. They have a reach of 10 ft. and deal 3d6 slashing damage. When you take the Attack action, you can make two additional attacks. <br />
<br />
*If you have a lawful alignment, you gain 30 light blue Mangekyō shaped Shuriken. They have a thrown range of 60/120 ft., and do not have disadvantage when used at 5 feet. They deal 2d8 magical slashing damage. Each creatures hit by these Shuriken must make a Dexterity saving throw or be moved to an open space within 60 feet of you of your choice.<br />
<br />
=====Onyx Jutsu=====<br />
Additionally, one jutsu of your choice becomes an "Onyx" jutsu. When you use an Onyx jutsu, you may change all of its damage dice to d10 and have it ignore immunity, resistance, and vulnerability. You may change which jutsu is your Onyx jutsu at the end of a long rest.<br />
<br />
====Mangekyō Master====<br />
At 23rd level, you have unlocked the depths of your Sharingan's power through careful, lengthy training. You gain 2 additional {{inpage|Mangekyō}} abilities. When you gain this boon, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability that any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must gain this boon to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Advanced Path of Hatred Boon).<br />
<br />
== Path of Sight ==<br />
<br />
The Byakugan, also known as the all seeing white eye, is a Dōjutsu possessed by those of the Hyūga clan who are born with their pupils and irises replaced with a white circle contained in a very thin black line. Through this path, you gain access to the Gentle Fist style of combat.<br />
<br />
{{Design Note|All Path of Sight jutsu benefit from Taijutsu affinity.}}<br />
<br />
====Byakugan====<br />
At 3rd level, you gain a +5 bonus to Perception, this is also added to your Passive Perception, and you can not be surprised while conscious. As a bonus action, you can activate or deactivate your Byakugan. You gain 30 feet of truesight. You can also see in 360 degree vision in a 15 foot radius. You must have your Byakugan activated to perform certain Jutsu detailed later in this class. <br />
<br />
At the end of each turn you have your Byakugan active, you must spend 1 chakra, or 2 if it was implanted.<br />
<br />
At 10th level, you can activate and end your Byakugan at will instead of as a bonus action. <br />
<br />
At 15th level, you have mastered your traditional Byakugan. You must spend half as much chakra to keep your Bbyakugan active (rounded down).<br />
<br />
====Chakra Disruption====<br />
At 7th level, while Byakugan is active, when you hit a creature with your unarmed strike. You can spend 2 chakra to force the target to make a Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any Jutsu feature that uses chakra until the end of your next turn. However, it may continue to concentrate on spells or Jutsu that it cast before being affected by Chakra Disruption. In addition, you gain access to the following Jutsu while your Byakugan is active. <br />
<br />
'''Focused Byakugan'''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, you have darkvision out to a range of 120 feet, you can see invisible creatures, and your sight is not hindered by highly obscured areas, including spells such as darkness.<br />
<br />
'''Rotation'''<br />
<br />
'''Cost:''' 3 chakra per turn/9 if used as a reaction<br />
<br />
'''Duration:''' Until the beginning of your next turn. <br />
<br />
As an action or a reaction if you are targeted by a range attack, you rapidly spin while pulsating your chakra. Any creatures in a 10 ft. radius of you must make a Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a Dexterity saving throw or take 1d8 + your Intelligence modifier force damage. Ranged attacks that must pass within the sphere have disadvantage, and you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.<br />
<br />
'''Air Palm'''<br />
<br />
'''Cost:''' 4-7 chakra<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
As an action, you send a blast of wind through your palm with a range of 60 feet. Make a ranged spell attack. The target takes 2d12 thunder damage on a hit. Whether or not it hits, the targeted creature must make a Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action, you can use 3 more chakra to make an unarmed strike with advantage.<br />
<br />
====10th level Byakugan Jutsu====<br />
At 10th level, you gain the following Jutsu while your Byakugan is active:<br />
<br />
'''Heavy Palm'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' Unarmed strike reach<br />
<br />
As a bonus action, after hitting with an unarmed attack, you can attempt to stun the creature you hit. It must succeed a Constitution saving throw or be stunned until the end of your next turn.<br />
<br />
'''Eight Trigrams Sixteen Palms'''<br />
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'''Cost:''' 8 chakra<br />
<br />
'''Range:''' Unarmed strike reach <br />
<br />
As an action, you can make an unarmed strike against a single target, precisely striking them 16 times. This attack does 4d8 force damage, and the target must make a Constitution saving throw. On a failure, it is stunned until the end of your next turn.<br />
<br />
'''Gentle Step Twin Lion Fist'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Unarmed strike reach<br />
<br />
As an action, make a spell attack, you strike your opponent along their chakra network. It takes your unarmed die damage and must succeed a Constitution saving throw. On a failure, it loses 1d4 of its lowest spell slots, 1d6 ki, or 1d12 chakra points.<br />
<br />
====Perfect Sight====<br />
At 15th level, while your Focused Byakugan is active, you can see through walls unless your vision is blocked by more than 2 feet of stone, 6 inches of metal, or 6 feet of wood or dirt. There is no color beside the chakra network inside of living creatures. Everything else is black and white.<br />
<br />
====Eight Trigrams 64 Palms====<br />
At 20th level, you gain the following Byakugan Jutsu.<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
As an action, you make an unarmed strike against a target, precisely striking them 64 times. The target takes 16d10 force damage, and the opponent must make a Constitution saving throw. On a failure, it is stunned and paralyzed for 1 minute. It can remake the saving throw at the end of its turn.<br />
<br />
<br />
== Path of the Exalted ==<br />
<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. <br />
<br />
==== Chakra Detection ====<br />
<br />
At 3rd level, you can sense the flow of chakra in all living things. You gain expertise in Arcana. 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, and other such things that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.<br />
<br />
In addition, you can sense the presence of magic and chakra within 100 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any.<br />
<br />
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 />
<br />
Furthermore, you have 120 feet of truesight.<br />
<br />
==== Six Paths Technique ====<br />
<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 gain affinity to. Each path will have a different affinity bonus fitting their abilities.<br />
<br />
* Deva Path Affinity: You gain an optional 30 feet base range with all Deva Path abilities.<br />
* Asura Path Affinity: You can have a number of transformations active equal to your spellcasting modifier.<br />
* Human Path Affinity: You gain the option to use Absorption Soul Technique at a range of 30 feet.<br />
* Animal Path Affinity: The cost of summoning a creature is lowered to the the CR of the creature.<br />
* Preta Path Affinity: You add your spellcasting modifier to the chakra absorbed. Additionally, the dice increases to 3d6 at 15th level and 4d6 at 20th level.<br />
* Naraka Path Affinity: You add your insight bonus to both DCs of Jugokudo<br />
* Outer Path Affinity: You can create a number of Black Receivers equal to twice your spellcasting modifier + your proficiency bonus. Additionally, you can make a number of Demonic Statue Chains attacks equal to your spellcasting modifier + your proficiency bonus in a single cast.<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 strength saving throw or take 2d6 force damage and be pushed to the edge of this jutsu’s range. 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 />
'''Banshō Ten'in'''<br />
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'''Cost:''' 2+ chakra<br />
<br />
'''Range:''' 5 foot radius<br />
<br />
As an action, any creature of your choice within range must succeed on a strength saving throw or be pulled towards you. You can increase the range at which you can target creatures by 5 feet feet for every additional chakra point spent. You can stop pulling a creature at any range (ie. stop them 10 feet from you instead of 5 feet).<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.<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. 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 />
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'''Cost:''' 2+ Chakra<br />
<br />
'''Range:''' Self<br />
<br />
As an 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 weapon that you are proficient in. You cannot be disarmed of this weapon and it only disappears if you dismiss it at will or you are Incapacitated. 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 60 ft, 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 />
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'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' Self<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 />
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'''Range:''' Touch<br />
<br />
You gain the ability to absorb chakra and add it to your own reserves. As an action, you touch a shinobi within reach and use your Rinnegan to absorb their own chakra reserves. The targeted shinobi must succeed on a Constitution saving throw. On a fail, their total chakra points are reduced by 2d6, and you regain a number of chakra points equal to the amount absorbed. Alternatively, you can use your reaction to absorb some of the brunt of other offensive Jutsu when you are targeted by a Jutsu attack or area effect. You can conjure a defensive barrier that surrounds you, the damage you take from the attack is reduced by 2d6 + your Constitution modifier, regaining half as many chakra points. If you reduce the damage to 0, you disperse the Jutsu entirely and end its effect.<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 />
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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 for each black receiver. On a hit, the target takes 1d6 magical piercing damage per black receiver.<br />
<br />
You can create a number of receivers equal to your spellcasting modifier + your proficiency bonus.<br />
<br />
The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 HP. 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 per chakra point spent, and reduces the target's movement speed by 20% per receiver inside them until the beginning of their next turn. This has no range limit.<br />
<br />
<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 in range. Make a ranged spell attack, on a hit the target takes 5d8 psychic damage and is Grappled by you. Jinchuriki grappled by this Jutsu are not able to access their Subclass features for as long as they're under the effect of this Justu. Likewise, Tailed Beasts that are affected by this Jutsu are Paralyzed for the duration. On each of your turns for the duration, you can use your action to 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 contested by your Spellsave DC. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage.<br />
<br />
Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.<br />
<br />
==== 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 />
<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 Strength saving throw or be pulled into it and be {{5c|restrained}} and unable to breath. 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 Strength saving throw or take 8d6 bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a 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 />
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'''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 of summoning various animals and creatures to aid it in battle.<br />
<br />
<br />
'''Summoning Rinnegan'''<br />
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'''Cost:''' An amount of chakra equal to three times the CR of the creature (minimum of 1)<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 gain the service of up to 5 creatures of your choosing. Work with your DM to determine the origin of these creatures. 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. Creatures summoned this way do not have a will of their own and follow your absolute command without question. They also cannot speak. Creatures summoned this way contain copies of your Rinnegan. This allows you to see throw their eyes as if they were your own. You can choose a new creature and swap it with one of your current summoning creatures as part of your long rest. Whenever you summon a creature, you may spend a number of additional chakra equal to their CR to cause their size becomes Gargantuan regardless of their original size. Their hit die also increase to a d20 instead of their original die size. 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 or Self (10 feet radius)<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 on 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 />
Alternatively when you cast this Jutsu, you can target a wounded creature within 10 feet of you. The King of Hell ingests the creature with its tendril-like arms. After 1 round, 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.<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.<br />
<br />
When this technique is activated, the King of Hell emerges from the ground and releases the souls of the deceased from its mouth. These souls may be recalled from even the crossroad between life and the afterlife, and are then returned to their rejuvenated bodies. This counts as casting the True Resurrection spell without the 200 year limit.<br />
<br />
This technique can also be used to transform the corpse vessel of an individual revived by Summoning: Impure World Reincarnation into a real body of living flesh and blood.<br />
<br />
This technique has no limit to the amount of people you can resurrect, however once the technique is finished the user invariably dies and can only be brought back through the Wish spell or a similar technique.<br />
<br />
===== Rinne Six Paths =====<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
You learn to raise the dead through the Black Receivers. As an action, you may target an amount of corpses equal to the amount of receivers you have available, after which, you can control each corpse at will. They act on your turn and use your actions, but have their own movement speed. Alternatively, you may spend 3 chakra to grant 1 corpse its own actions. This ability requires concentration to avoid the bodies being incapacitated. The corpses gain a copy of your rinnegan and affinity to a single path, and can only use jutsus from that chosen path.<br />
<br />
==== Rinnegan Mastered ====<br />
You have mastered the Rinnegan, and with that mastery comes additional jutsus. Choose two from the list as your 20th level Jutsus.<br />
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'''Jutsu Mastery'''<br />
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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 />
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'''Limbo: Border Jail'''<br />
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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 is immune to all damage. These shadow clones automatically dissipate after 1 minute, and can not be resummoned until another minute passes.<br />
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'''Reign of the High Emperor'''<br />
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'''Cost:''' 5 chakra<br />
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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, you send it back with your other eye. If the spell would have hit creatures other than you, they are also not effected. 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 />
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'''Amenotejikara'''<br />
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'''Cost:''' 5 Chakra<br />
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'''Range:''' 500 feet<br />
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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 />
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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 />
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If the space is occupied, its occupants are teleported to your previous location.<br />
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'''Kaimon'''<br />
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'''Cost:''' 25 chakra<br />
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'''Range:''' 30 feet<br />
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You create a 5 foot wide swirling hole in space anywhere within 30 feet of you. An amount of creatures equal to your spellcasting modifier + Proficiency bonus can travel through the Kaimon to any precise location in any dimension or plane of existence that you know. You can also travel to a specific creature that you know of through this ability.<br />
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'''Origami Replacement Technique'''<br />
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'''Cost:''' 5+ Chakra<br />
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You can replace substitution jutsu with this ability. While substituting, the user will disperse into dozens of red energy origami. During which, the user's chakra signature is completely masked, letting the user move unnoticed while reforming anywhere within 30 feet of your original position.<br />
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'''Temporal Rewind'''<br />
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'''Cost:''' 7 chakra<br />
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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. Users of this ability often have blue Rinnegan. <br />
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'''Chakra Edible Creation'''<br />
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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 />
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'''Amanohabaya'''<br />
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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.<br />
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'''Tengai Shinsei'''<br />
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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 />
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'''Custom Jutsu'''<br />
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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 much less powerful than a 9th level spell, consider giving it a chakra cost.<br />
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====Eye of Many Paths====<br />
At 23rd level, you have become accustomed to the various abilities of your Rinnegan. You gain affinity in one additional path from the {{inpage|Six Paths Technique}}.<br />
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====Sagely Rinnegan====<br />
At 27th levl, you have unlocked the depths of your Rinnegan's power through careful, lengthy training. You gain 1 additional {{inpage|Rinnegan Mastered}} ability. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must gain this boon to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Ninja of Prophecy feat).<br />
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==Path of Blood==<br />
Those who walk this path possess the Ketsuryūgan, a powerful dōjutsu originally wielded by the Chinoiki clan. It is capable of manipulating a person’s blood, among other strange and rare abilities. <br />
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====Basic Ketsuryūgan====<br />
At 3rd level, you awaken your Ketsuryūgan. As a bonus action, you can activate your Ketsuryūgan. You gain 30 feet of truesight and you can sense the presence of magic and chakra within 30 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. This effect can penetrate most barriers, but is blocked by 6 inches of stone, 1/2 inch of Common metal, a thin sheet of lead, or 1.5 feet of wood or dirt. You must have your Ketsuryūgan activated to perform certain Jutsu detailed later in this subclass. When you hit with an unarmed attack against a creature that is not a Construct or Elemental while your Ketsuryūgan is active, you may expend 1 chakra to make them attempt a Constitution saving throw. On a failure, they are stunned until the end of their next turn.<br />
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At the end of each turn you have your Ketsuryūgan active, you must spend 1 chakra, or 2 if it was implanted.<br />
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At 10th level, you can activate and end your Ketsuryūgan as at will instead of a bonus action. <br />
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At 15th level, you have mastered your traditional Ketsuryūgan. You must spend half as much chakra to keep your Ketsuryūgan active (rounded down).<br />
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====Genjutsu Trap====<br />
At 7th level, when a creature attempt to cast an Illusion spell or use a genjutsu on you that does not rely on sound while your Ketsuryūgan is active, you may force them to attempt an Intelligence or Charisma saving throw, their choice, for 3 chakra. On a failure, they are trapped in a genjutsu in which they are trapped in a sea of blood with Ketsuryūgan in the sky above them for 1 minute, during which they are considered {{5c|incapacitated}}. They may retry this saving throw at the end of each of their turns.<br />
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====Enhanced Blood Manipulation====<br />
At 10th level, you gain greater control over your ability to control blood. As an action, you may spend 4 chakra to make an unarmed strike against a creature, granting 1 creature within 30 feet an amount of hit points equal to the damage dealt. <br />
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Additionally, you may spend 8 chakra to stabilize a creature that is at 0 hit points and is not a Construct or Elemental. Once a creature has been effected by this, you may spend 3 chakra as an action to cause their eyes to become red and force them to either walk in a specific direction or harm themselve, and they gain the benefits of {{inpage|Genjutsu Trap}}. If they take 5 damage, they explode at the beginning of their next turn, causing all creatures in a radius to succeed a Dexterity saving throw, taking an amount of damage on a failure.<br />
*If the creature is Tiny, all creatures within 5 feet take 2d4 acid damage.<br />
*If the creature is Small, all creatures within 10 feet take 2d6 acid damage.<br />
*If the creature is Medium, all creatures within 10 feet take 2d8 acid damage.<br />
*If the creature is Large, all creatures within 15 feet take 2d10 acid damage.<br />
*If the creature is Huge, all creatures within 20 feet take 2d12 acid damage.<br />
*If the creature is Gargantuan, all creatures within 20 feet take 4d6 acid damage.<br />
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====Complete Control====<br />
At 15th level, you can completely control another creature’s blood. As an action for 20 chakra, you may force another creature that is not a Construct or Elemental to attempt a Constitution saving throw. On a success, you regain half the chakra spent. On a failure, they become {{5c|charmed}} by you for 5 minutes. They may reattempt this saving throw at the end of each of their turns. If they are reduced to 0 hit points, the explode as per {{inpage|Enhanced Blood Manipulation}}. <br />
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You may also expand a creature by swelling their body with blood for 5 chakra. An unwilling creature must fail a Wisdom saving throw to avoid this effect. Their size increases by 1 category, they have disadvantage on Dexterity saving throws and attack rolls, and advantage on Constitution saving throws not related to the Ketsuryūgan. They may end this effect by taking 3 damage that is not fire, cold, or bludgeoning.<br />
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====Mastered Ketsuryūgan====<br />
At 20th level, you have mastered your dōjutsu. You no longer need to make saving throws to keep your Ketsuryūgan active, and you gain the following jutsu:<br />
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'''Blood Dragon Ascension'''<br />
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'''Cost: 10 chakra'''<br />
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'''Duration:''' Concentration, 1 minute<br />
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'''Range:''' 60 feet<br />
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As an action, you can form a dragon from the blood of a dead creature that is medium or larger. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<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. While grappled in this manner, a creature can not breath.<br />
*'''Steam Breath (5-6 recharge).''' Every creature is a 30 ft cone must make a Dexterity saving throw. On a failure, it takes 2d8 acid damage.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage on a successful hit.<br />
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==Path of the Celestial==<br />
Those who walk this path make use of the Tenseigan, which take the form of a pale blue eye with a white floral pattern surrounding the pupil. This Dōjutsu evolved into the Byakugan within one generation, and was exclusively wielded, save for a few rare cases, by one of the two progenitors of chakra, Hamura Ōtsutsuki. Hamura’s bloodline split into two clans, the Hyūga clan, that made use of the Byakugan, and the Ōtsutsuki, who lacked Dōjutsu. If the two are united, through Byakugan implantation or otherwise, they manifest a Tenseigan. <br />
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====Partial Tenseigan====<br />
At 3rd level, you gain partial control over your Tenseigan. You can sense the presence of magic and chakra within 100 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any.<br />
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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 />
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Furthermore, you have 120 feet of truesight and can not be surprised while conscious.<br />
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====Dream-Speak====<br />
At 7th level, 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. <br />
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====Tenseigan Deva Path====<br />
At 10th level, you gain a variant of one of your brother dōjutsu’s techniques. You may designate another creature within range to be the center of these jutsu’s ranges. <br />
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'''Shinra Tensei'''<br />
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'''Cost:''' 5+ chakra<br />
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'''Range:''' 15 foot radius<br />
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As an action, each creature within range must succeed a Strength saving throw or take 2d6 force damage and be pushed to the edge of this jutsu’s range. You can add an additional 1d6 damage and 5 feet to the effected 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 />
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'''Banshō Ten'in'''<br />
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'''Cost:''' 2+ chakra<br />
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'''Range:''' 15 foot radius<br />
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As an action, any creature of your choice within range must succeed on a Strength saving throw or be pulled towards you. You can stop pulling a creature at any range (ie. stop them 10 feet from you instead of 5 feet). If they collide with an object or another creature, they take 2d4 bludgeoning damage. You can add an additional 1d4 damage and 5 feet to the effected radius for every additional chakra point spent.<br />
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====Mastered Tenseigan====<br />
At 15th level, you gain total control of your Tenseigan. You can see up to 4 miles away clearly. Rain, fog, and dim light do not effect your sight. In addition, when you use a Jutsu, you can expend a number of chakra up to your Passive Perception score. For every 5 chakra expended the range of the Jutsu is doubled. For example, a Justu with a range of 10 ft. becomes 20 ft. at 5, 40 ft. at 10, 80 ft. at 15, and 160 ft. at 20.<br />
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====Tenseigan Chakra Mode====<br />
At 20th level, you can infuse your body with your Tenseigan's unique chakra. As an action. You cloak your body in turquoise light for 1 minute, during which you gain the following. You must spend 10 chakra at the end of each of your turns to maintain this effect.<br />
*You gain a damage reduction of 3.<br />
*You gain a flying speed of 60 feet. <br />
*At the start of your turn, you regain a number of chakra equal to your Constitution modifier.<br />
*You may gift a creature you can touch an amount of 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 />
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You also gain the following jutsu:<br />
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'''Silver Tensei Baku'''<br />
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'''Cost:''' 40 chakra<br />
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'''Range:''' 15 feet<br />
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As an action, you make a ranged spell attack against up to three targets in range, with an orb of Tenseigan chakra. On a hit, you deal 20d10 force damage. The damage is divided by the number of targets hit and distributed equally among them. Hit targets must make a Strength saving throw. On a failure, they’re pushed back 60 feet.<br />
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'''Golden Tensei Baku'''<br />
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'''Cost:''' 40 chakra<br />
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'''Range:''' 150 feet<br />
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As a bonus action, you create an orb of golden chakra. Then, as a bonus action before the end of your next turn, you extend it into a blade and make a range spell attack on a single creature. On a hit, they take 16d10 radiant damage and must make a Dexterity saving throw. On a failure, they lose one limb of your choice. <br />
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'''Localized Tensei Baku'''<br />
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'''Cost:''' 40 chakra<br />
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'''Range:''' 5 feet<br />
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One creature must attempt a Constitution saving throw. On a success, they are unconscious until the end of their next turn. On a failure, they are unconscious for 1 minute and their hit point maximum is halved. They may retry this saving throw at the end of each of their turns, becoming conscious on a success. <br />
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=====Tenseigan Manifestation=====<br />
The only way to acquire the Tenseigan is for a member of the Ōtsutsuki clan to implant a Byakugan into their own eyes. Manifesting a Tenseigan is extremely painful, paralyzing someone for 1d12 days. If a Tenseigan is removed from its owner’s eye or the owner dies, it fades into a Byakugan.<br />
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==Path of the Future==<br />
Those who walk this path make use of a dojutsu known as the Haraigan, potentially coming from the same dimension as [[Mōryō (5e Creature)|Mōryō]]. When active, the dojutsu appears as a geometric purple design reminiscent of a kaleidoscope. While active, a user of this dojutsu is capable of autonomously reverting time, as well as manipulate the powerful energy that requires on command.<br />
{{Design Note|This Path is based on Shion's unnamed dojutsu, with its name being taken from the [https://en.wikipedia.org/wiki/Harae general term for Shinto purification rituals] due to its place in the story of Bonds as the opposite of [[Mōryō (5e Creature)|Mōryō]], an "unclean" spirit. If you can think of a better name, go for it.}}<br />
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====Bell Beam and Barrier====<br />
At 3rd level, you can awaken a minor portion of your dojutsu's chakra into basic, yet powerful techniques. You gain the following two jutsu:<br />
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'''Flashing Bell Beams'''<br />
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'''Cost:''' 4 chakra<br />
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'''Range:''' 40 feet line <br />
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As an action, you release a beam of cleansing chakra. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 2d8 + your Dexterity modifier radiant damage. You may use this jutsu up to 4 times on a single action, but in that case, you don't add your Dexterity modifier to the damage of the additional beams.<br />
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'''Bell Barrier Jutsu'''<br />
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'''Cost:''' 6 chakra <br />
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'''Range:''' 30 feet<br />
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'''Duration:''' 1 minute (concentration)<br />
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As an action or reaction, you focus your chakra into a barrier of radiant purple chakra. One creature or object within range has their damage reduction increased by +6.<br />
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====Haraigan Fūinjutsu====<br />
At 7th level, you are able to directly convert chakra in your dojutsu into Fūinjutsu. Seals cast through this dojutsu have historically been used to seal away great evils from another world. You gain 2 {{inpage|Unique Fūinjutsu}} or {{inpage|Unique Chakra Absorbing Jutsu}} of your choice.<br />
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====Danger Warning====<br />
At 7th level, your awareness of the future through your dojutsu allows you to see threats before the they manifest. Whenever you are conscious, you cannot be surprised and are alerted to nearby danger within a range of 30 feet. Additionally you may add your int mod to your intative as you have a quick reaction to threats thanks to seeing the possible futures incoming.<br />
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====Protective Sphere of Light====<br />
At 10th level, while a creature is affected by Bell Barrier Jutsu, you may spend 4 chakra as a bonus action to cure one condition and cause them to radiate dim light for 60 feet. <br />
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====Sight Beyond Sight====<br />
At 10th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet ofyou makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way<br />
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====Future Telling====<br />
At 15th level, you are able to activate your dojutsu's true power, the ability to transfer your soul back into your current body after it dies in the future, imparting temporary knowledge of the near future. You gain the following jutsu:<br />
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'''Haraigan Foresight'''<br />
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'''Cost:''' 20 chakra <br />
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'''Duration:''' 1 minute (concentration)<br />
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As an action, your future soul imparts knowledge of the near future on you. You gain advantage on any saving throws you make, and any attacks against you have disadvantage. If you are attacked, you must attempt a concentration saving throw.<br />
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====Mystic Safety Bell Seal: Release====<br />
At 20th level, you can release the raw chakra of your dojutsu into a released form, constantly reverting your future soul into your current state. While Bell Barrier Jutsu is active, which you can end as an action, you gain the following:<br />
*You gain a damage reduction of 4.<br />
*Any time you deal bludgeoning, slashing, or piercing damage, you instead deal radiant damage.<br />
*Your attack and damage rolls gain a +1 bonus.<br />
*You shed bright light for 10 feet and dim light for another 10 feet.<br />
*When you cast any other jutsu, you may instantly end this jutsu and spend 5 additional chakra to double the range or damage of, grant a creature disadvantage against, or grant yourself advantage on the jutsu.<br />
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=====Super Haraigan Jutsu=====<br />
Additionally, as a reaction when one creature you can touch uses a jutsu, you may double its ranges and damage for half of the jutsu's cost, dealing its damage an additional time against creatures with one opposite alignment (i.e. Good/Evil, Lawful/Chaotic). If you do so, you can not take actions on your next turn.<br />
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==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 />
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{{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.}}<br />
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====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 />
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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. 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, gaining 1 level of exhaustion on a success.<br />
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====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 />
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You lose 2 chakra and gain 2 red chakra at the end of each of your turns. 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. 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 success.<br />
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====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 />
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*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 />
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You lose 4 chakra and gain 4 red chakra at the end of each of your turns. 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. 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 success.<br />
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====Bijūū Chakra Mode====<br />
At 15th level, as an action, you access to the Tailed Beast’s ultimate Release. 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 />
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You lose 6 chakra and gain 6 red chakra at the end of each of your turns. 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) in this state, 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. 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 success. <br />
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In order to end a jinchuriki form before you have befriended or defeated your Tailed Beast, you must attempt a DC 18 {{5a|cha}} saving throw as an action. If you have, you may end this form as an action. You must end each form in reverse order of activation.<br />
<br />
====Alternate Feature: Tailed Beast Mode====<br />
At 15th level, as a full turn action, you can transform into your Bijuu or back into your normal form. You gave the same percentage of your hit points remaining. If you are reduced to 0 hit points, you return to your normal form. 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. 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) in this state, 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. 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 success.<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. You may enter any Release and Tailed Beast Mode or Sage 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 />
As an action, you gather a huge amount of chakra into your mouth and fire it in either a 10 ft wide 60 ft line or a 20 foot radius sphere 60 feet from you. 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. Half as much damage on a success. This Jutsu ignores evasion.<br />
<br />
====Tailed Beast Ball Enhancement====<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.<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 a number of hands up to the most tails your Tailed Beast has.<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 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 30th 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 />
A Jinchūriki’s Tailed Beast can be removed from their body using a Jutsu identical to the Sealing Jutsu, but with the opposite outcome. If this happens, you must make 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 />
If you later have a Tailed Beast sealed inside you 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 />
==Path of the Cursed==<br />
Originally used by a long-dead clan, the Cursed Mark allows one's body to channel natural energy similar to the {{inpage|Path of the Sage}}. However, whereas Sage Mode requires meditation to gain a raw physical buff, the Cursed Mark sets a tap of sorts, continuously channeling natural energy to varying degrees.<br />
<br />
====Cursed Mark====<br />
At 3rd level, you must choose at least one of the following. When the listed condition is met, you must attempt a DC 15 Wisdom saving throw. On a failure, Cursed Mark activates automatically, consuming your next turn's bonus action if it is not your turn. This does not grant use if you have no uses remaining. When workshopping your own Cursed Mark activation, ensure that it's something that can happen regularly, but not every round.<br />
*You are reduced to half your maximum hit points.<br />
*You are reduced to half your maximum chakra points.<br />
*You gain at least 1 level of exhaustion.<br />
*A friendly creature you can see is reduced to 0 hit points.<br />
*A hostile creature you can see is reduced to 0 hit points.<br />
<br />
When your Cursed Mark activates, black runes spread across your body from your mark. While Cursed Mark is active, you are subject to the following:<br />
*Your maximum hit points are decreased by 1d4+1 at the end of each of your turns, and you gain an equal number of "black" chakra. Black chakra can exceed your maximum chakra, and is lost at the end of a long rest. You can spend black chakra as if it were normal chakra, but if you choose to do so you must spend an equal number of normal and black chakra. Your hit point maximum returns to normal at the end of a long rest.<br />
*One ability score of your choice increases by 2, to a maximum of 24. This ability can not be changed. <br />
<br />
In order to end this feature, you must succeed a DC 15 Charisma saving throw as an action.<br />
<br />
If your own chakra is less than your black chakra, you must attempt a DC 15 Charisma saving throw at the end of each of your turns. On a failure, you become [[Additional Status Conditions (5e Variant Rule)#Berserk|berserk]] until the end of your next turn.<br />
<br />
====Second Stage====<br />
At 7th level, as an action while {{inpage|Cursed Mark}} is active, your mark envelops your body. Your hair grows slightly longer, your eyes become yellow with a black sclera, and your skin tone changes. You gain the following effects:<br />
*While in this form, one ability score of your choice increases by 2, to a maximum of 26. This ability can not be changed, but it can be different from that chosen in {{inpage|Cursed Mark}}.<br />
*Your maximum hit points decrease by 2 additional points, as does your black chakra increase.<br />
<br />
====Diversified Second Stage====<br />
At 10th level, while you are in Second Stage, you gain one of the following:<br />
<br />
=====<big>Spider's Curse</big>=====<br />
You gain the following jutsu:<br />
<br />
'''Produce Webbing'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you produce dense webbing from your transformed body as a spell attack. On a hit, they become restrained. As an action, they may attempt to make melee attacks against the webbing. It has an AC of 18 and 35 hit points. <br />
<br />
<br />
'''Armor of Sticky Gold'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action or reaction, you produce the same material your webs are made of enmass from your pores. You gain +2 AC, but your movement speed is decreased by 15. You may end this effect early as a bonus action or reaction, regaining 1 chakra point. <br />
<br />
<br />
'''Spider’s Bow'''<br />
<br />
'''Range:''' 120 feet<br />
<br />
As a spell attack with disadvantage, you fire a massive bow and arrow formed from your webs. On a hit, the target takes 3d8 piercing damage. <br />
<br />
=====<big>Ogre's Curse</big>=====<br />
You gain the following jutsu:<br />
<br />
'''Sphere of Graves'''<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' 120 ft.<br />
<br />
You use your immense strength to tear up a massive piece of earth from the ground. The ground in a 30 ft. radius around you becomes difficult terrain, and creatures on it must succeed a DC 14 Dexterity saving throw or be knocked {{5c|prone}}. At the beginning of your next turn, you throw the boulder anywhere within range. All creatures in a 30 ft. radius must attempt a Dexterity saving throw, taking 20d10 force damage and becoming {{5c|restrained}} on a failure, and taking half as much and not being restrained on a success. They may retry this saving throw at the end of each of their turns. Another creature within 15 ft. may repeat this saving throw for them as a bonus action unless they are also {{5c|restrained}}. This may only be used once, regaining use at the end of a long rest.<br />
<br />
<br />
'''Earth Prison Dome of Magnificent Nothingness'''<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' 20 ft.<br />
<br />
This jutsu counts as an Earth Style jutsu for the sake of affinity. As an action, you create a 20 ft. radius sphere of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it. Creatures inside the dome lose 2d4 chakra points at the end of each of their turns.<br />
<br />
=====<big>Parasite's Curse</big>=====<br />
You gain the following jutsu:<br />
<br />
'''Parasite Demon Demolition Technique.'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action, you can force another creature within 5 feet to make a Dexterity saving throw. On a failure, you invade their body. While you are in their body, you can do nothing or use your action to leave their body. You take an equal amount of damage as they do. Once per turn, you can grant the creature you have invaded disadvantage on any d20 roll. If they become subject to greater restoration, you automatically leave their body. If you remain inside their body for more than 1 hour, they die instantly.<br />
<br />
=====<big>Crowned Curse</big>=====<br />
You gain the following jutsu:<br />
<br />
'''Illusory Warriors Manipulating Melody'''<br />
<br />
'''Cost:''' 12 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
You manipulate the bodies of the dead with chakra-infused song. You can target an amount of corpses equal to half your Intelligence modifier, rounded up. They act on your turn, and can not cast spells or Jutsu that you do not know. They draw from your chakra points and spell slots when casting spells and Jutsu. You can not move or take actions while concentrating on this Jutsu.<br />
<br />
<br />
'''Revolt of the Demon World'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
The creatures you are controlling with Illusory Warriors Manipulating Melody release many-mouthed snakelike spirits from their mouths. They have a flying speed of 10 feet, move on your turn, and are immune to all magical and non-magical effects. They will move toward the closest living creature that is not you. If you lose concentration on your Illusory Warriors, this Jutsu immediately ends. If a spirit passes through another creature, they must succeed a Constitution saving throw. On a failure, they lose 3d6 chakra points. If they do not have any chakra points, they gain 1 level of exhaustion. <br />
<br />
=====<big>Smoke's Curse</big>=====<br />
You may gain or lose the following as a bonus action:<br />
*Your size becomes Large<br />
*You may pass through any opening<br />
*Creatures may pass through your space without penalty<br />
*Your attack rolls gain +2<br />
*You are vulnerable to thunder damage.<br />
*If you are in a strong wing (20 or more miles per hour) for longer than 12 seconds (2 rounds), you die instantly as you are dispersed.<br />
<br />
=====<big>Tiger's Curse</big>=====<br />
You gain the following:<br />
*Your movement speed increases by 20 ft.<br />
*Your unarmed strikes deal an additional 1d4 damage and deal slashing damage.<br />
<br />
=====<big>Hawk's Curse</big>=====<br />
You gain a flying speed of 30 ft. and you must choose one jutsu that you can spend chakra above its base cost. This jutsu becomes your "Lament" jutsu. When you use a Lament jutsu, the amount of chakra you have to spend to cause additional effects is halved, rounded down (i.e., a Chidori Lament costs 1 additional chakra per additional 1d8 lightning damage), and you may do so any number of times. You may only use your Lament jutsu while in Second Stage. You may change which jutsu is your Lament jutsu at the end of a long rest.<br />
<br />
=====<big>Snake's Curse</big>=====<br />
You are covered in a flowing, cyan shroud. You gain the following:<br />
*You gain a +1 bonus to attack and damage rolls.<br />
*Your reach and jutsu ranges increase by +5 ft.<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 />
=====<big>Founder's Curse</big>=====<br />
Your body is covered in dark, chitinous material that increases your bulk. You gain the following:<br />
<br />
*You gain one charge of "jet thrusters", which you regain at the end of your next turn.<br />
*You may spend one charge of jet thrusters to gain a flying speed of 60 feet until the end of your turn.<br />
*You may spend one charge of jet thrusters as part of an unarmed strike to move 15 ft., and deal fire damage or an additional 1d4 bludgeoning damage.<br />
<br />
====Sage Transformation====<br />
At 15th level, you begin to unlock the powers of a true sage. You can activate Cursed Mark as a bonus action. While in Second Stage, as an action, you may gain one of the following in addition to the first effect listed for 1 minute:<br />
*Your maximum hit points decrease by 2 additional points, as does your black chakra increase.<br />
*You gain 120 feet of truesight, and can not be effected by illusions or genjutsu that rely on sight or {{5c|blinded}}. <br />
*You shed bright light in a 20 foot radius, and dim light for another 20 feet. You also gain +2 AC.<br />
*You gain one additional Diversified Second Stage effect. This effect can not be changed, but it can be different from that chosen in {{inpage|Diversified Second Stage}}.<br />
<br />
====Complete Sage Transformation====<br />
At 20th level, you can push your Cursed Mark's limit to the max. While you are in Sage Transformation, you gain the following: <br />
*You may attack an additional time when you take the Attack action. <br />
*As a bonus action, you may reduce any effect reducing your maximum hit points by 2d4 or convert 2d4 black chakra into regular chakra (recharge 5-6)<br />
*You gain all the effects of Partial Sage Transformation.<br />
*Your maximum hit points decrease by half as much (rounded down), but your black chakra does not.<br />
<br />
=====Cursed Mark Sealing=====<br />
A creature that has mastered the Sage Transformation may grant another creature this subclasses first feature as an action. At a DM's behest, they must attempt a DC 18 Constitution saving throw, dropping to 0 hit points on a failure. If the creature that granted them the Cursed Mark is killed, they can remove one creature's Cursed Mark, thus removing their access to this path's features, to instantly ressurrect themself with half as many maximum hit point (this reduction is lost in the same manner as any other maximum hit point reduction). They must have the following jutsu used on them to access Second Stage or any Path of the Cursed features after it, and they must be two levels higher than the listed requirement. <br />
<br />
'''Four Black Fogs'''<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
'''Components:''' One Small barrel<br />
<br />
You and up to three other creatures target a willing creature with the Cursed Seal feature and the barrel within 15 feet. Each creature may contribute any amount of chakra so long as the total amount contributed equals its cost. After 24 hours, they gain the Second State feature. If they are released from the barrel before then or if the barrel is destroyed, they die instantly.<br />
<br />
==Path of Succession==<br />
Those on this path bear the Kāma seal, a sealing jutsu marking its bearer as a “vessel” for the chakra of the Ōtsutsuki clan, the celestial beings who were the first to wield chakra. Inside each Kāma seal is the complete genetic information and soul of an Ōtsutsuki, which slowly overwrites the host's before completely taking over their body. <br />
{{Design Note|All effects are listed as totals, and do not stack with previous features from this path.}}<br />
<br />
====20% Extraction====<br />
At 3rd level, you must choose at least one of the following. When the listed condition is met, you must attempt a DC 15 Wisdom saving throw. On a failure, your Kāma seal activates automatically, consuming your next turn's bonus action if it is not your turn. When workshopping your own Cursed Mark activation, ensure that it's something that can happen regularly, but not every round.<br />
*You are reduced to half your maximum hit points.<br />
*You are reduced to half your maximum chakra points.<br />
*You gain at least 1 level of exhaustion.<br />
*A friendly creature you can see is reduced to 0 hit points.<br />
*A hostile creature you can see is reduced to 0 hit points.<br />
<br />
When your Kāma seal is active, geometric designs spread across your body from the seal. While this is active, you gain the following until you can not maintain it:<br />
*Your AC gains a +1 bonus.<br />
*Your movement speed increase by +15 feet.<br />
*Your jutsu's attack and damage rolls gain a +1 bonus. <br />
*You have advantage on {{5a|dex}} saving throws.<br />
*You lose 2 hit points and 2 chakra points at the end of each of your turns.<br />
<br />
====40% Extraction====<br />
At 7th level, while your Kāma seal is active is active, it covers more of your body and you gain the following effects:<br />
*Your AC gains a +2 bonus total.<br />
*Your movement speed increase by +20 feet.<br />
*Your jutsu's attack and damage rolls gain a +1 bonus.<br />
*You have advantage on {{5a|dex}} saving throws.<br />
*You lose a 4 hit points and 4 chakra points at the end of each of your turns.<br />
*You gain the following jutsu:<br />
<br />
'''Kāma Seal Jutsu Absorption'''<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you touch a shinobi within reach and use your Kāma seal to absorb their own chakra reserves. The targeted shinobi must succeed on a Constitution saving throw. On a fail, their total chakra points are reduced by 2d6, and you regain a number of chakra points equal to the amount absorbed. Alternatively, you can use your reaction to absorb some of the brunt of other offensive Jutsu when you are targeted by a Jutsu attack or area effect. You can conjure a defensive barrier that surrounds you, the damage you take from the attack is reduced by 2d6 + your Constitution modifier, regaining half as many chakra points. If you reduce the damage to 0, you disperse the Jutsu entirely and end its effect.<br />
<br />
====60% Extraction====<br />
At 10th level, your Kāma seal begins manifesting the physical traits of an Ōtsutsuki, primarily their horns, and pale skin and hair. While your Kāma seal is active, you gain the following:<br />
*Your AC gains a +2 bonus total.<br />
*Your movement speed increase by +20 feet.<br />
*Your jutsu's attack and damage rolls gain a +2 bonus.<br />
*You have advantage on {{5a|dex}} and {{5a|wis}} saving throws.<br />
*You gain the Kāma Seal Jutsu Absorption jutsu.<br />
*You may attempt a DC 18 {{5a|str}} saving throw as an action, breaking your horn and severing your Ōtsutsuki's connection on a success.<br />
*You lose a total of 9 hit points ''''or'''' chakra points, or a mix of your choice of the two, at the end of each of your turns.<br />
<br />
====80% Extraction====<br />
At 15th level, your Kāma seal nears completion of injecting an Ōtsutsuki's genetic code into your own. While your Kāma seal is active, you gain the following:<br />
*Your AC gains a +3 bonus total.<br />
*Your movement speed increase by +30 feet.<br />
*Your jutsu's attack and damage rolls gain a +3 bonus.<br />
*You have advantage on {{5a|dex}} and {{5a|wis}} saving throws.<br />
*You gain the Kāma Seal Jutsu Absorption and Kāma Rift jutsu.<br />
*You may attempt a DC 18 {{5a|str}} saving throw as an action, breaking your horn and severing your Ōtsutsuki's connection, thus ending this feature, on a success.<br />
*You lose a total of 12 hit points ''''or'''' chakra points, or a mix of your choice of the two, at the end of each of your turns.<br />
<br />
'''Kāma Rift'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 1000 ft.<br />
<br />
As an action, you teleport yourself to a space in range that you can see, visualize, or know the distance and direction, of the space. Alternatively, you may double this cost to jump to such a space within another dimension.<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 />
====Perfect Ōtsutsuki====<br />
At 20th level, you embody the Ōtsutsuki clan completely. Your Kāma seal no longer automatically activates, and can be activated as a bonus action, and ended as an action. While your Kāma seal is active, you gain the following:<br />
*Your AC gains a +3 bonus total.<br />
*Your movement speed increase by +30 feet.<br />
*Your jutsu's attack and damage rolls gain a +3 bonus.<br />
*You have advantage on {{5a|dex}} and {{5a|wis}} saving throws.<br />
*You gain the Kāma Seal Jutsu Absorption and Kāma Rift jutsu.<br />
*You lose a total of 12 hit points ''''or'''' chakra points, or a mix of your choice of the two, at the end of each of your turns.<br />
<br />
=====Unison Jutsu=====<br />
Additionally, one jutsu of your choice becomes a "Unison" jutsu. When you use a Unison jutsu, you may channel the energy of a creature touching you into the jutsu. The jutsu's ranges and damage are doubled for half of its cost. This additional cost is sourced from the other creature. If the other creature does not have enough chakra points (or [[#One Currency System|equivalent currency]]), they may choose to gain 1 level of exhaustion instead. You may only use your Unison jutsu while your seal is active. You may change which jutsu is your Unison jutsu at the end of a long rest.<br />
<br />
====Ōtsutsuki Demi-God====<br />
At 23rd level, you begin to transform fully into an Ōtsutsuki. Typically a shinobi needs a [[https://naruto.fandom.com/wiki/K%C4%81ma White Kāma]] to progress this far without dying. The cost of maintaining your Kāma is halved. <br />
<br />
====Permenant Manifestation====<br />
At 27th level, you do not simply transform into an Ōtsutsuki, you '''are''' an Ōtsutsuki. Your Kāma must no longer be maintained, and you benefit from its effects permenently. <br />
<br />
=====Kāma Creation=====<br />
A creature that has become a Perfect Ōtsutsuki may grant a Kāma seal to another creature as an action. If you gain a Kāma seal after taking a different class or subclass, you can only gain features up to 80% Extraction, and you must be two levels higher than the listed requirement.<br />
<br />
==Path of Permanence==<br />
In very rare cases, a lost loved one can live on. In these rare cases, it possesses an amount of their innately controllable material. The following features take the form of the nature you gain affinity in first (a jug of sand for earth and magnet, lightning in your veins for lightning and storm, etc). In a situation that your material is destroyed, a sufficient amount can be regained at the end of a long rest. <br />
<br />
====Bound Element====<br />
At 3rd level, when you use a Jutsu of the same nature as your material, you may deal additional damage equal to your unarmed strike damage to the same target as a bonus action. Additionally, you can halve such a Jutsu’s cost (minimum 1 chakra) or double its cost and range by infusing some of your element into it, but you must reclaim it as an action to do so again. <br />
<br />
====Elemental Armor====<br />
At 7th level, you form a permanent layer of defense. As a reaction or a bonus action, you gain 5 temporary hit points for every 2 chakra points spent. While your element is reclaimed, your unarmed strikes have +5 feet of reach.<br />
<br />
====Elemental Shield====<br />
At 10th level, your element automatically protects you. As a reaction, you roll a d20. On a 17 or higher, you gain +5 AC until the beginning of your next turn. On a 16 or lower, you regain your reaction. This can be used once per round. <br />
<br />
====Elemental Coffin====<br />
At 15th level, as an action for 8 chakra, one creature within 90 ft. must attempt a Strength saving throw. Encasing the target in your element. On a failure, the target has total cover, is {{5c|paralyzed}}, and as a bonus action you can crush the target, causing them to attempt a Constitution saving throw, taking 3d10 force damage on a failure or half as much on a success. This lasts for 1 minute (concentration), and they may attempt a Wisdom saving throw at the end of each of their turns, ending this effect early on a success. Creature’s within 5 ft. of the creature may attempt a Strength saving throw as an action, ending this effect early on a success.<br />
<br />
====Spiritual Fusion====<br />
At 20th level, you are able to manifest your dormant spirit back into the physical world. As an action, you gain a fly speed equal to half your movement speed and one shadow clone made of your element with half your maximum hit points and chakra appears anywhere within 15 feet, and reclaiming no longer requires an action for 1 minute.<br />
<br />
=====Soul Containment=====<br />
At a DM’s behest, a fallen creature can continue to protect a player. If this happens after they have taken a different class or subclass, they can only gain features up to Elemental Shield, and you must be two levels higher than the listed requirement.<br />
<br />
==Path of the Snake==<br />
Very rarely, a sadistic, ingeneous, snake-like shinobi beset by tragedy is born with fated biology similar to the [[#Path of Hatred|Uchiha]] clan. While the white snake typically symbolizes fortune and rebirth, the only thing that awaits such a shinobi is forbidden knowledge and the twisted personality that comes with such knowledge. Such shinobi are almost physically drawn to [[#Path of the Sage|Ryūchi Cave]]<br />
<br />
====White Snake====<br />
At 3rd level, your limbs and neck become snakelike and stretchable. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.<br />
<br />
====Blinding Snake Glare Spell====<br />
At 7th level, when you grapple a creature, they become {{5c|restrained}} as a large snake wraps around them. You may have a number of creatures grappled equal to your {{5a|str}} modifier at any time. Additionally, you may attempt a grappling contest against a creature within your reach as a reaction when they make an attack. <br />
<br />
====Gathering of the Snakes====<br />
At 10th level, you gain the [[#Unique Chakra Absorbing Jutsu|Chakra Absorbing Snakes]] and [[#Unique Fūinjutsu|Twin Snakes Mutual Death]] jutsu. Additionally, your reach increases by +5 ft. <br />
<br />
When you lose a bodypart but it is not completely destroyed (i.e. having an arm cut off, being blown in half by an {{inpage|Explosive Style}} jutsu, not being shredded by a Rasengan or incinerated by {{inpage|Blaze Style}}), you may reattach it as an action for 5 chakra as a swarm of snakes generate from both parts of your body to pull them together. This does not restore hit points or heal the bodypart, only functionality.<br />
<br />
====Many Hidden Shadow Snake Hands====<br />
At 15th level, you are able to generate swarms of relatively large snakes from your arms. While grappling a creature, you may force them to attempt a {{5a|str}} saving throw for 4 chakra. On a failure, they become {{5c|poisoned}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success. Additionally, your reach increases by +10 ft.<br />
<br />
As a reaction when you are targetted by a ranged attack, you may contest a {{5s|Sleight of Hand}} check with the attack roll. On your success, the attack fails as your snakes capture the projectile. Once using this reaction, you may use this a number of times equal to your {{5a|wis}} modifier, ending this effect and regaining all uses at the beginning of your next turn.<br />
<br />
====Eight-Headed Serpent====<br />
At 20th level, you transcend the level of being of a mere snake, becoming a legendary Dragon God. As an action for 3 chakra, you may become an absolutely massive snake with eight heads and eight tails. Your size increases by 2 categories to a minimum of Huge, you gain a +3 bonus to AC, your unarmed strikes deal twice as much damage, your reach increases by +10 ft., and if you hit with a melee weapon attack, you can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Strength saving throw. On a failure, they take your unarmed strike's damage. On a success, they take half as much damage. You may spend 3 chakra at the end of each of your turns to maintain this effect.<br />
<br />
=====DNA Implantation=====<br />
A creature that has mastered the form of the Eight-Headed Serpent form is able grant them this subclass by seamlessly incorporating their own biology into their student's. If this happens after they have taken a different class or subclass, they can only gain features up to Many Hidden Shadow Snake Hands, and you must be two levels higher than the listed requirement.<br />
<br />
== Path of Youth ==<br />
<br />
You have learned to harness and open chakra control points inside the body. These points in the body are called Gates. There are eight total gates inside the body, each one being more powerful, but also more detrimental as you open them. While attacking in any of the eight gates forms, you can only use unarmed attacks. The gates require a bonus action to unlock. The buffs are the number stated on the gate, not cumulative. If you enter a gate higher than first, this still counts as entering the gates prior to it, meaning if you enter the 5th gate, that expends a use of the 1st and 3rd gate, however only the negative effects of the 5th gate set in.<br />
<br />
*'''Your DC for any Path of Youth technique''' = 8 + your Dexterity modifier + your Proficiency bonus.<br />
<br />
{{Design Note|All Path of Youth jutsu benefit from Taijutsu affinity.}}<br />
<br />
====Power of Youth====<br />
At 3rd level, you gain the Dynamic Entry Jutsu.<br />
<br />
'''Dynamic Entry'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 40 feet<br />
<br />
As an action, you do either a standing or running jump towards an enemy using one leg to kick them with intense speed and force. Make an unarmed strike attack. If the attack hits, the target takes 1d8 + your Dexterity modifier bludgeoning plus 2d4 force damage and must make a Strength saving throw. On a failure, it is pushed 20 feet away. If Dynamic entry is used when the target is unaware of you, you have advantage on the attack roll and the damage increases to 2d6 force.<br />
<br />
====First Gate====<br />
At 3rd level, as an bonus action, you can open the first gate, the gate of opening. This gate unlocks your mind’s inhibitions. You may close the first gate as a bonus action. While the first gate is open, you gain the following bonuses:<br />
*You gain a +1 bonus to AC.<br />
*You gain a +10 ft. bonus to your movement speed.<br />
*You gain a +3 bonus to attack and damage rolls.<br />
*You lose 3 hit points at the end of each of your turns. <br />
*You gain the Front Lotus technique.<br />
<br />
'''Front Lotus'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
As an action, you hit one creature, forcing it to make a Dexterity saving throw. If it fails, it is pushed 20 feet into the air and it's stunned until the end of your next turn. On your next turn, you can use your action to make an unarmed strike against them, moving behind them and pile driving them into the ground on a hit, dealing 2d10 + your Dexterity modifier force damage. If this attack misses, you can make a normal unarmed strike as a bonus action. A creature hit by this has advantage against it for 24 hours.<br />
<br />
====3rd Gate====<br />
At 7th level, as an bonus action, you can open up to the 3rd gate, the gate of life. This gate unlocks your mind and spinal cord’s limitation of the chakra network, reddening your skin, bulging your veins, and making your pupils disappear. You may close the 3rd gate as a bonus action, or all gates as an action. You gain the following benefits:<br />
<br />
*You gain an amount of temporary hit points equal to your Shinobi level + your Constitution modifier + your Proficiency bonus. You lose these temporary hit points when you close the 3rd gate. <br />
*You gain a +2 bonus to AC.<br />
*You gain a +20 ft. bonus to your movement speed.<br />
*You gain a +5 bonus to attack and damage rolls.<br />
*You lose 6 hit points at the end of each of your turns. <br />
*You gain the Reverse Lotus technique.<br />
<br />
'''Reverse Lotus'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
As an action, you can execute a powerful kick against a creature. The target must make a Dexterity saving throw. If it fails, its pushed 20 feet into the air and its stunned until the end of your next turn. On your next turn, you can jump into the air and take the Attack action against it. As a bonus action after the attack, you make a final diving attack into them, knocking you both to the ground dealing a 2d8 bludgeoning and 2d8 force damage on a hit. After you use this technique, you may choose to close the 3rd Gate immediately, and you are knocked prone and stunned until the start of your next turn. When you use this technique on a creature, it gains advantage against it for 24 hours.<br />
<br />
====5th Gate====<br />
At 10th level, as an bonus action, you open the 5th gate, the gate of limit. This gate pushes your muscles to the limit, often causing tearing and nosebleeds. You may close the 5th gate as a bonus action, or this gate and any lower gates as an action. You gain the following benefits:<br />
<br />
*You gain a +3 bonus to AC.<br />
*You gain a +40 ft. bonus to your movement speed.<br />
*You gain a +7 bonus to attack and damage rolls.<br />
*You lose 9 hit points at the end of each of your turns. <br />
*You gain the Great Dynamic Entry and the Morning Peacock techniques.<br />
<br />
'''Great Dynamic Entry:'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 50 feet<br />
<br />
'''Duration:''' Instantaneous <br />
<br />
As an action, you do either a standing or running jump towards a creature using both legs to kick them with intense speed and force. Make a melee attack roll. If the attack hits, it takes 2d10 bludgeoning and 3d6 force damage, and must make a Dexterity saving throw. If it fails the save, it is pushed 50 feet away.<br />
<br />
'''Morning Peacock'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action, you charge forward up to your movement speed and make five unarmed strikes against a single creature. Each attack that hits deals 2d8 bludgeoning damage and 2d4 fire damage. The fire damage does not benefit from any gate form’s damage bonus. As the air is super-heated and flames fly out the back of the target, any creature behind it in a 20 ft. cone must make a Dexterity saving throw, taking 3d6 fire damage on a failure, or half as much damage on a success.<br />
<br />
====7th Gate====<br />
At 15th level, you are a Taijutsu expert able to unlock up to the 7th gate, the gate of Wonder. Unlocking this gate unlocks your bodies near full potential. Your blood flow increases giving you red skin, your veins begin to bulge, and you begin to sweat profusely, but with your body heat it evaporates the moment it leaves your body giving off the look of being covered in an aura of green energy. As a bonus action, you open the gate. You may close the 7th gate as a bonus action, or this gate and any lower gates as an action. While in the 7th gate, you gain the following:<br />
<br />
*You gain a +5 bonus to AC.<br />
*You gain a +60 ft. bonus to your movement speed.<br />
*You gain a +9 bonus to attack and damage rolls.<br />
*You lose 12 hit points at the end of each of your turns. <br />
*You gain the Leaf Guillotine and the Hirudora techniques.<br />
<br />
'''Hirudora'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
As an action, you place one hand forward with the palm out you take your opposite hand, tapping the center of your palm, creating a massive amount of air pressure. Then punching forward, you form the shape of a tiger’s head, sending the pocket of air outward and condensing onto a single point. Each creature in a 30 foot radius must make a Dexterity saving throw, taking 6d12 force damage on a failure, or half as much damage on a success.<br />
<br />
'''Leaf Guillotine'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action, you move at high speed and appear above the target, slamming your heel into the back on their neck. Make an unarmed strike. On a hit, the target takes 3d12 force damage and must make a Constitution saving throw. If it fails, its paralyzed and prone until the end of your next turn.<br />
<br />
====8th Gate====<br />
At 20th level, you are a Taijutsu master, and have gained access to the eighth gate, the gate of Death. Upon opening this gate as a bonus action by puncturing your heart with your thumb, your body's blood flow is pushed to the max, heating you to the point that your sweat and blood evaporate into a red aura. If you end this form with 6 or more levels of exhaustion, your body begins to burn from the inside out, shortly after this process begins, you die and can only be brought back with the wish spell.. <br />
<br />
You can end this form as an action. When you close this gate, you take 8d12 necrotic damage. If this reduces you to 0 hit points, you are stable, otherwise you are paralyzed for 1 minute. You gain the following benefits while the 8th gate is released:<br />
<br />
*You gain a +9 bonus to AC.<br />
*You gain a +90 ft. bonus to your movement speed.<br />
*You gain a fly speed equal to half your movement speed (rounded down), as you kick the air hard enough to gain lift.<br />
*You gain a +15 bonus to attack and damage rolls.<br />
*You gain 2 levels of exhaustion at the end of each of your turns. <br />
*You gain the Burning Youth, No holds barred, Full Power Dynamic Entry, the Evening elephant/Sekizo Assault, and the Night Guy techniques.<br />
<br />
'''Burning Youth, No holds barred, Full Power Dynamic Entry'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 90 ft<br />
<br />
As an action, you do either a standing or running jump towards a creature, using both legs to kick them with intense speed and force. Make an unarmed strike. If the attack hits, the target takes 4d10 + Dexterity modifier bludgeoning and 5d6 force damage and must make a Dexterity saving throw. On a failure, it's pushed 80 feet away.<br />
<br />
'''Evening Elephant/Sekizo Assault'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
As an action, you land a series of four unarmed strikes that increase in speed one after another using air pressure to injure the enemy, each punch deals 2d6 force damage and increases by 1d6 after each hit (max 5d6). The punch is strong enough to create a tunnel in the ground 1 mile deep.<br />
<br />
'''Night Guy''' <br />
<br />
'''Cost:''' 45 Chakra or 6 levels of Exhaustion.<br />
<br />
'''Range:''' 70 feet<br />
<br />
The Night Guy is considered to be the most powerful move a Taijutsu master can obtain from releasing the eight gates. As an action, you enter a sprinters stance. In the stance, your aura gathers around you forming a dragons head in a 10 ft. radius around you. You launch yourself at a target within range. The kick is hard enough that if there is a wall behind the target, they crash through it. You and the target move in a 100 feet line from your starting location. The target must succeed a Constitution saving throw, taking 60d6 force damage on a failure, or half as much on a success. For this damage, immunity is reduced to resistance, resistance is ignored, and creatures without resistance gain vulnerability. After this attack, you leave the form. This action ignores Endurance.<br />
<br />
====Mastered 8th Gate====<br />
At 23rd level, through tireless training supervised by the most skilled of medical nin, you have done the impossible; you have mastered the 8th Gate. You lose 24 hit points at the end of each of your turns you spend in the Eighth Gate instead of gaining exhaustion, Night Guy costs 45 chakra, 144 hit points, or 6 levels of exhaustion, and you take half as much damage from leaving the Eighth Gate. <br />
<br />
====Suicide Corps====<br />
At 27th level, thanks to your extended time with various gates open, you have developed more advanced taijutsu. You gain the following jutsu in addition to [[#Unique Taijutsu|Night Phoenix and Rumored Endeavor Star]], or two taijutsu of your choice if you already had those two jutsu:<br />
<br />
'''Crane Wind Formation'''<br />
<br />
'''Range:''' 25 foot cone<br />
<br />
'''Cost:''' 24 Chakra<br />
<br />
While in the 7th or 8th Gate, you release a sweeping roundhouse kick, radiating an arc of green or red aura capable of cutting a meteorite in half. All creatures within range must attempt a Constitution saving throw, taking 12d8 force damage.<br />
<br />
====Gatekeeper====<br />
At 30th level, you have mastered the art of releasing the gates in bursts, becoming second nature to you. Damage dealt to you from maintaining the gates is halved.<br />
<br />
== Path of The Healer ==<br />
<br />
You have learned to maximize your control over chakra to heal yourself and others. The mastery of this path will have many chasing after you, either to learn or steal your secrets. Beware, for even healers can be treacherous.<br />
<br />
====Healing Jutsu====<br />
At 3rd level, you gain the ability to heal using your chakra to form a white orb, however it is somewhat inefficient. As an action, you can spend an amount of chakra points up to or equal to twice your Shinobi level. A creature you touch regains an amount of hit points equal to the amount of chakra points you spent.<br />
<br />
====Chakra Control====<br />
At 3rd level, you can control your chakra to use it more efficiently. 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 1/4 your shinobi level (rounded down, minimum 1). The minimum chakra you can expend on a justu using this is 1. You may use this a number of times equal to your {{5a|int}} modifier.<br />
<br />
====Mystical Palm Jutsu====<br />
At 7th level, you have learned to focus your chakra into a green glow, allowing you to more effectively heal yourself and others. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Shinobi level.<br />
<br />
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.<br />
<br />
Your pool regains all expended dice when you finish a long rest.<br />
<br />
====Chakra Pills====<br />
At 10th level, you learn how to make various types of pills that restore chakra. A creature can take pill as a bonus action. If you have access to Alchemist's supplies, a Herbalism kit, or a Healer's kit, you can make a number of pills during a long rest equal to your Intelligence modifier, otherwise you only create 1. All pills disintegrate after 48 hours.<br />
<br />
*'''Red Pill:''' The creature regains an amount of chakra equal to 2d4 + your Intelligence modifier.<br />
*'''Green Pill:''' The creature regains an amount of hit points equal to 2d4 + your Intelligence modifier.<br />
*'''Blue Pill:''' The creature regains all of its chakra and gains 1 level of exhaustion. Creating 1 of these pills counts as 2 regular pills.<br />
*'''Blood Increasing Pill:''' The creature gains the effects of Greater Restoration and gains 1 level of exhaustion. Creating 1 of these pills counts as 2 regular pills.<br />
<br />
====Enhanced Strength====<br />
At 15th level, you are a master of refined chakra control. By focusing your chakra around your hands or feet your strength is quadrupled. Your Strength increases by 4 and your maximum Strength increase to 24.<br />
<br />
In addition, you learn the surgical precision Jutsu.<br />
<br />
'''Surgical Precision'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As a bonus action, you make a scalpel out of pure chakra, the scalpel looks like a light blue aura covering your hand. This scalpel has the ability to bypass armor and skin to hit muscle and organs. It was originally meant to be used in surgery, since it could cut without leaving a scar. While this is active when you make unarmed strikes, it deals an extra 1d6 force damage. The target must make a Constitution saving throw. On a failure, its muscle are cut. It has disadvantage on attack rolls and your choice of saving throws or checks that involve Dexterity or Strength. This lasts until it finishes a long rest or the {{5e|Greater Restoration}} spell is cast on it, or something of a similar effect.<br />
<br />
====Medical Mode/Mitotic Regeneration====<br />
At 20th level, you can imbue your body with medical chakra, both enhancing your strength and granting you a small amount of regeneration. As an action, you may enter Medical Mode, gaining the following until you end this effect as a bonus action:<br />
*At the start of your turn, you regain 10 hit points.<br />
*At the start of your turn, you can expend a number of hit die equal to your Constitution modifier. Add your Constitution modifier to each die. You regain an amount of hit points equal to the result.<br />
*You lose 2 chakra at the end of each of your turns.<br />
<br />
As an action while this is active, you may enter Mitotic Regeneration, gaining the following:<br />
*You gain resistance to all damage.<br />
*You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.<br />
*You lose 3 additional chakra at the end of each of your turns (5 total).<br />
*Your melee attacks deals double damage to objects and structures.<br />
<br />
You also gain the following jutsu:<br />
<br />
'''Cherry Blossom Impact'''<br />
<br />
'''Cost: 20 chakra'''<br />
<br />
As a bonus action, you focus chakra into your fists. Until the end of your turn, your unarmed strikes deal twice as much damage and attack every creature in a 10 foot cone.<br />
<br />
====Strength of One Hundred Seal====<br />
At 23rd level, you gain a purple, diamond-shaped mark on your forehead. At will, you may store an amount of chakra into the seal up to ten times your {{5a|con}} modifier. As a bonus action, you may open the seal, gaining access to all chakra stored in the mark. This chakra can extend beyond your maximum. After the seal has been opened, you lose 5 chakra at the end of each of your turns. Once the seal has 0 chakra remaining, it closes and you may store chakra in it once more. <br />
<br />
====Strength of One Thousand Seal====<br />
At 27th level, you are both a master healer and combattant. The maintenance cost for {{inpage|Mitotic Regeneration Jutsu}} and {{inpage|Strength of One Hundred Seal}} are both reduced to 3.<br />
<br />
==Path of the Warrior==<br />
Certain Shinobi forego their traditional training to master swordplay. These Ronin are formidable opponents, mastering techniques possibly out dating even the oldest Jutsu. <br />
<br />
====Warrior of Steel====<br />
At 3rd level, your training begins. You gain proficiency in medium and heavy armor, shields, and martial weapons. Your melee weapons benefit from your martial arts feature.<br />
<br />
====Combat Expertise====<br />
At 3rd level, you gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Medicine, or Stealth.<br />
<br />
Your proficiency bonus is doubled for any ability check you make that uses Athletics. You receive this benefit regardless of the skill proficiency you gain from this feature.<br />
<br />
====Iaidō====<br />
At 7th level, you begin your studies in Iaidō, a weapon style focusing on drawing a weapon and swiftly striking. On your first turn, or if you did not deal damage on your previous turn, your first attack roll is made with advantage. Drawing and stowing weapons no longer take your interaction and can be done as a free action.<br />
<br />
====Mastering the Basics====<br />
At 7th level, you master the basics of Ninjutsu. You gain affinity in the Basic Ninjutsu or Taijutsu nature. If you already have affinity in both, you gain affinity in another Chakra nature you know.<br />
<br />
In addition, you gain an additional Chakra nature.<br />
<br />
====Refined Warfare====<br />
At 10th level, you continue your studies in Iaidō. Once per turn, you can increase your weapon’s damage die by 1 size (d4s become d6s, d6s become d8s, d8s become d10s, d10s become d12s, d12s become 2d6, 2d6 become 2d8, etc.) for one attack.<br />
<br />
====Chakra-Infused Weapons====<br />
At 10th level, you channel a small amount of chakra into your strikes. Your weapons count as magical for the purpose of overcoming resistances.<br />
<br />
====Halting Strike====<br />
At 15th level, you attack faster than your opponent can act. As a bonus action, you can make one melee weapon attack.<br />
<br />
In addition, as a reaction, when you see a creature attempting to cast a spell or use a Jutsu, you can move up to half your movement speed and make a melee weapon attack. If you hit, the target's hand signs are interrupted, it fails to use the Jutsu or cast the spell and it immediately ends its turn.<br />
<br />
====Execution====<br />
At 20th level, you master Iaidō. Your attack rolls score a critical hit on a roll of 18-20. If your attacks already score a critical hit on a roll of 18-20, it increases to 16-20, etc. <br />
<br />
In addition, if your attack roll is a critical hit, your target is {{5c|stunned}} until the end of its turn and gains a lingering injury. See DMG. pg. 272.<br />
<br />
== Path of the Assassin ==<br />
<!--revised path of silence--><br />
A Shinobi capable of silent and efficient kills whilst being able to go undetected.<br />
<br />
====Silent Killing Jutsu====<br />
At 3rd level, you gain proficiency with Poisoner’s tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use your {{5a|dex}} modifier, and can not be a jutsu.<br />
<br />
This damage increases to 2d6 at level 7, 3d6 at level 12, and 4d6 at level 18.<br />
<br />
====Killing Intent====<br />
At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a Charisma saving throw or become {{5c|frightened}} of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. You may do this a number of times equal to half your {{5a|cha}} modifier (rounded up), regaining all uses at the end of a long rest.<br />
<br />
====Afterglow====<br />
At 10th, you've become masterful with your technique's to the point that you can assassinate with jutsu just as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, you may choose to deal {{inpage|Silent Killing Jutsu}}'s damage along with the jutsu's damage. This is still effected by the "once per turn" limit of Silent Killing Jutsu.<br />
<br />
====Vanish====<br />
At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trial. In addition, while lightly obscured, you can expend 2 chakra to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.<br />
<br />
====Blade Master====<br />
At 20th level, your skill in assassination is unmatched. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. Your footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises you would produce can no longer be heard.<br />
<br />
==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.<br />
<br />
{{Design Note|All Path of Suffering jutsu benefit from Taijutsu affinity.}}<br />
<br />
====Shoulder Blade====<br />
At 3rd level, your bones become as hard as adamantine. Your bones cannot be broken and your unarmed attacks count as adamantine. As a bonus action, you can produce any weapon or item of comparable size and shape made of your bone for 1d8 psychic damage. This weapon counts as adamantine. <br />
<br />
In addition, you can use your Constitution modifier instead of your Dexterity modifier when determining your AC.<br />
<br />
====Dance of the Camellia====<br />
At 7th 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. <br />
<br />
In addition, at the start of your turn, you can expend half your movement to make your first attack with advantage.<br />
<br />
====Ten-Fingers Drilling Bullets====<br />
At 10th level, you gain one of the few ranged attacks Shikotsumyaku has to offer. When you take the Attack action, you can replace one of the attacks with this ranged attack. You take 2d6 psychic damage and launch the first digit of your finger bones at a target up to 75 feet away. Make a ranged spell attack. On a hit, it takes 3d8 piercing damage.<br />
<br />
====Resilience====<br />
At 10th level, due to the strength of your bones and your mental fortitude you are more durable. At the start of each of your turns, you gain an amount of temporary hit points equal to 1 + your Constitution modifier (minimum 1).<br />
<br />
In addition, your limbs cannot be severed.<br />
<br />
====Dance of the Clematis====<br />
At 15th level, as an action, you can increase the length of your spine and remove the tail-like excess bone. You take 3d8 psychic damage and can now use your spine as a weapon.<br />
<br />
Your spine counts as a magical melee weapon with a reach of 15 feet. Whenever you hit a creature with your spine you deal 3d10 magical piercing damage and the creature is grappled. You cannot use your spine until you release the grappled creature, which you can do at will, or until it escapes your grapple.<br />
<br />
You must return your spine to your back within 1 hour of removing it or become Paralyzed until it is placed back.<br />
<br />
While you have a creature grappled in your spine, you can commence a devastating attack with your off-hand.<br />
As an action, you can spend 5 chakra points to envelop your free hand in a spear-like formation that covers your forearm and make a melee attack roll against the grappled creature. On a hit, the target takes 8d10 magical piercing damage. Hit or miss, the bone growth on your arm dissipates after the attack.<br />
<br />
====Dance of the Larch====<br />
At 15th level, you gain resistance to bludgeoning damage from nonmagical weapons. As a reaction when a creature succeeds on a melee attack against you, you may spend 1 chakra point and take 1d4 psychic damage to skewer them with a small, unavoidable bone growth, forcing them to take 1d6 piercing damage.<br />
<br />
====Dance of the Seedling Fern====<br />
At 20th level, you can weaponize every bone in your body. As an action for 40 chakra points, 120 hit points, or half of each, all creatures in a 120 foot radius must attempt a Dexterity saving throw as 50 ft. tall bone spikes erupt from the ground, dealing 15d12 magical slashing damage on a failure, or half as much on a success. This feature ignores Evasion. This bone forest counts as difficult terrain for any creatures other than you. You may move at twice your movement speed inside this forest. You can't use this feature again until you finish a long rest.<br />
<br />
==Path of the Mind==<br />
Those who walk this path make use of mind-altering Ninjutsu and Genjutsu. Despite, or possibly due to, their lack of Dōjutsu to aid them, their Jutsu are often incredibly unique and bizarre. <br />
<br />
====Chakra Sense====<br />
At 3rd level, you learn how to detect chakra in a rudimentary fashion. You gain proficiency, or expertise if you already have proficiency, in Arcana. You can attempt a DC 15 Arcana check to locate living creatures that are not constructs within 60 feet. You can locate creatures through walls that do not contain lead or a heavier metal (i.e. adamantine).<br />
<br />
====Mind Body Switch Jutsu====<br />
At 7th level, you can expend 4 chakra to force a creature within 120 ft. to attempt a {{5a|dex}} saving throw. On a failure, you become {{5c|paralyzed}} and the creature is controlled by you for 1 minute, or until you lose concentration or end the effect as an action. Creatures controlled by you can only use jutsu that you know. Creatures controlled by you may attempt a {{5a|cha}} saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
====Genjutsu====<br />
At 10th level, you gain the ability to use Genjutsu. As an action, you can create an illusion that only one creature within 20 feet can perceive. This range can be increased to 70 feet for 3 additional chakra. You may change this range to a radius for 2 additional chakra, making it an audible genjutsu, and thus ineffective to {{5c|deafened}} creatures. The target must make a Wisdom saving against your Jutsu save DC. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice, resulting in one of the following for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. <br />
*The target is blinded. Costs 7 chakra.<br />
*The target is deafened. Costs 5 chakra.<br />
*The target is frightened. Costs 6 chakra.<br />
*The target is affected by the confusion spell. Costs 8 chakra.<br />
*The target is restrained. Costs 8 chakra.<br />
*The target is paralyzed. Costs 12 chakra.<br />
<br />
====Mind Body Disturbance Jutsu====<br />
At 15th level, when you use Mind Body Switch, you may spend 8 additional chakra to not become {{5c|paralyzed}}.<br />
<br />
====Mind Clone Switch Jutsu====<br />
At 20th level, you master Mind Body Switch Jutsu. When you use Mind Body Switch, you can cast it on an additional creature for 6 additional chakra. In addition, when you use any feature granted by this subclass, you can expend 5 chakra to increase your DC by 3.<br />
<br />
==Path of the Body==<br />
Those who follow this path focus on reinforcing their body. While it is often seen as laughable, underestimating disciples of this path spells absolute death. <br />
<br />
====Storage====<br />
At 3rd level, you can store food inside your body. You can store an additional day’s worth of food which can be consumed at will. As an action, you can use this stored food to regain an amount of chakra equal to your level. You cannot do so again until you finish a long rest.<br />
<br />
====Meat Shield====<br />
At 3rd level, as a bonus action, you gain a number of temporary hit points equal to twice your level + your Constitution modifier. You cannot do so again until you finish a long rest.<br />
<br />
In addition, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.<br />
<br />
====Human Bullet Tank====<br />
<br />
At 7th level, you can expand your body. As a bonus action, you can spend 5 chakra to enter the Human Bullet Tank form for 1 minute. During this time, you can not cast Jutsu and you gain the following benefits:<br />
*Your martial arts die increases from d4s to d6s.<br />
*Your movement speed increases by 10 feet.<br />
*When you hit a creatures with a melee attack, it must make a Strength saving throw or be knocked prone.<br />
<br />
====Sharp Hair====<br />
At 10th level, you learn to harden and weaponize your hair. While in Human Bullet Tank form, you gain the following benefits:<br />
*Your unarmed strikes deal an extra 1d6 slashing damage.<br />
*You gain a +2 bonus to AC.<br />
*When a creature hits you with a melee attack, it takes 2d6 slashing damage.<br />
<br />
====Endurance====<br />
At 10th level, when being attacked by an area effect that lets you to make a Constitution saving throw to take only half damage, such as cone of cold, you instead take no damage if you succeed on the saving throw, and only half damage if you fail the save.<br />
<br />
====Multi-Size====<br />
At 15th level, you can expand individual parts of your body. As a bonus action, you can spend 5 chakra to expand one part of your body. You can only expand on part at a time and it lasts for 1 minute.<br />
*Expanding your arms gives your unarmed strikes a reach of 10 feet.<br />
*Expanding your legs gives you a +10 feet bonus to your movement speed.<br />
*Expanding your torso gives you advantage on Constitution saving throws.<br />
<br />
You also gain the following Jutsu:<br />
<br />
'''Calorie Control'''<br />
<br />
'''Cost:''' 1 level of exhaustion or 1 days worth of food that has been consumed within the last 24 hours.<br />
<br />
'''Duration:''' 1 minute<br />
<br />
This technique uses Yang chakra to convert calories directly into chakra. As an action, you activate this Jutsu. At the start of your turn, you regain an amount of chakra equal to your Constitution modifier.<br />
<br />
====Total Expansion====<br />
At 20th level, you master the Multi-Size Jutsu. As an action, you can expand your body. You gain the following benefits for 1 minute, in addition to the benefits of Human Bullet Tank:<br />
*Your size becomes Huge.<br />
*Your unarmed strikes deal an additional 2d6 damage.<br />
*You gain a +3 bonus to your AC<br />
*Your movement speed increases by 15 feet.<br />
When this form ends you are paralyzed until the end of your next turn. You can't use this feature again until you finish a long rest.<br />
<br />
====Butterfly Mode====<br />
At 23rd level, you gain the ultimate power the Path of the Body has to give. As a bonus action, you convert a massive amount of chakra into etherial butterfly wings. You may end this effect as a bonus action. While in this form, you gain the following:<br />
*You gain a +2 bonus to AC.<br />
*You gain a +15 ft. bonus to your movement speed, and you gain an equal flying speed.<br />
*You gain a +3 bonus to attack and damage rolls.<br />
*You lose 3 chakra points or gain 1 level of exhaustion at the end of each of your turns. <br />
<br />
==Path of Companionship==<br />
Those rare few Shinobi who form an unbreakable bond with a creature walk this path. <br />
<br />
====Companionship====<br />
At 3rd level, choose one willing creature or swarm of creatures, such as a [[Swarm of Shinobi Insects (5e Creature)|swarm of insects]] as your eternal companion. This creature must be a medium or smaller beast with a CR no higher than 1/2. It can occupy the same space as you. If your companion dies, you must wait 2d4 days before you can choose another. You may retroactively apply Ability Score Increases to any new companions at the end of a long rest. <br />
<br />
Your companion gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.<br />
<br />
;Companion's Bond:<br />
Your animal companion gains a variety of benefits while it is linked to you.<br />
<br />
*The companion loses its Multi-attack action, if it has one.<br />
*The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.<br />
*Your companion uses your proficiency bonus rather than its own for attacks and skills which it is proficient in, as well as its unarmored AC. <br />
*Your companion gains any features from this class, but not from any subclasses from this class, that you have.<br />
*Your companion does not have any chakra, and any jutsu it uses pull from your chakra instead.<br />
*Your companion gains proficiency in two skills of your choice, as well as one common (Dexterity, Constitution, Charisma) and uncommon (Strength, Intelligence, Wisdom) saving throw if it does not already. <br />
*For each level you gain after 3rd, your companion gains an additional hit die and increases its hit points accordingly.<br />
*Whenever you gain the Ability Score Improvement feature, you may increase your companion's ability scores in the same manner.<br />
*Any saving throws it can incur on other creatures have their DC changed to your jutsu saving throw DC.<br />
<br />
====Coordinated Attack====<br />
At 7th level, when you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack against any creature within range.<br />
<br />
In addition, as a bonus action, after it uses the Attack action, it can use the Shove attack.<br />
<br />
====Mimicry====<br />
At 10th level, you gain a powerful Jutsu for your companion. As an action, your companion becomes identical to you. This form lasts for 2d6 hours. You cannot use this feature again until you finish your long rest. While in this form, you and your companion gain the following benefits:<br />
*You gain a +2 bonus to AC.<br />
*You gain a +2 to attack and damage rolls.<br />
*You gain the benefits of the {{inpage|Coordinated Attack}} feature.<br />
*You can use the Combined Attack Jutsu.<br />
<br />
'''Combined Attack'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 120 foot line<br />
<br />
As an action, you and your companion combine powers. Every creature in the line must make a Dexterity saving throw, taking 5d12 bludgeoning, piercing, or slashing damage on a failure. Half as much on a success. You and your companion end at the opposite end of this line.<br />
<br />
====Alternate Feature: Hive Body====<br />
At 10th level, instead of gaining Mimicry, your body becomes a hive for swarms of companions. You may have 2 additional companions, but they must be swarms of Tiny creatures. Your companions can occupy the same space as you, but are considered unconscious while doing so. You may only have 1 swarm outside of your body at a time. You may switch which swarm is outside of your body as a bonus action while the swarm that is already outside is within 5 feet of you.<br />
<br />
====Enhanced Mimicry====<br />
At 15th level, your mimicry becomes more powerful. While in {{inpage|Mimicry}}, you and your companion have advantage on checks and saving throws with one ability score of your choice and your movement speeds increase by 10 feet.<br />
<br />
====Alternate Feature: Organized Swarms====<br />
At 15th level, instead of gaining Enhanced Mimicry, you may manipulate the size of your swarms. You may increase their size to a maximum of Large or decrease their size to a minimum of Small. Additionally, you may communicate telepathically with your swarms.<br />
<br />
====Keen Senses====<br />
At 15th level, you have advantage on Wisdom (Perception) checks while your companion is within 30 feet of your. <br />
<br />
====Fused Form====<br />
At 20th level, you and your companion can combine your powers. On your turns, you must both of use your action. On your next turn, you both become a single large CR 20 or less creature of your choice. This lasts 1 minute. You can't use this feature again until you finish a long rest.<br />
<br />
====Alternate Feature: Enhanced Companion====<br />
At 20th level, in place of gaining Fused Form, you learn to master even greater creatures. The maximum CR for your companions is increased to 5.<br />
<br />
==Path of the Puppet Master==<br />
Puppet Masters are shinobi that use the Puppet Technique/Puppet Master Jutsu, which involves using chakra threads to control a metal or wooden construct of their own design.<br />
<br />
====Craftsmen====<br />
At 3rd level, you gain proficiency in tinker's tools and either smith's tools or carpenter's tools. In addition, you make a puppet. The puppet has the statistics of a creature of CR 1/2 or below. This, along with any other puppets you create, only gains the creature's features if they are a humanoid (i.e. Pack Tactics). It has the following modifications:<br />
*It is a construct.<br />
*It cannot be {{5c|charmed}}, {{5c|frightened}}, or {{5c|poisoned}}.<br />
*It has immunity to poison and psychic damage.<br />
*It has the same proficiency bonus as you.<br />
*It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.<br />
*As a reaction, when you are hit by an attack, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.<br />
*It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.<br />
*When you gain a level, it gains an additional hit die and hit points as appropriate.<br />
*It is incapacitated and prone while you aren't controlling it. <br />
*It can cast jutsu using your chakra pool. Any effect that would affect the puppet's chakra target's you instead.<br />
<br />
====Chakra Threads====<br />
At 3rd level, you can create threads of chakra as an action for 2 chakra points. These threads of chakra have a range of 30 feet. When you take the Attack action, you can replace an attack with a grapple check against a creature large or smaller in size.<br />
<br />
As an action or bonus action, you control 1 puppet within your movement speed with the threads. While controlling your puppet(s), you can choose whether you or one puppet takes your action, bonus action, and/or reaction, and both you and your puppet can take their movement. If your puppet leaves the range of your movement speed, you lose control of it. If you can make more than 1 attack as an action, you may make an attack with multiple puppets or multiple attacks with a single puppet.<br />
<br />
While chakra threads are active, you have to concentrate on them. Chakra threads have a number of hit points equal to your Intelligence modifier and immunity to all damage except magical slashing.<br />
<br />
====Expert Puppeteer==== <br />
At 7th level, you gain double proficiency in the tools you are proficient in. In addition, you create an additional puppet, and can control a second puppet using {{inpage|Chakra Threads}}. This puppet has the statistics of a creature of CR 1 or below. You can control all of your puppets as one bonus action. It has the following modifications:<br />
*It is a construct.<br />
*It cannot be {{5c|charmed}}, {{5c|frightened}}, or {{5c|poisoned}}.<br />
*It has immunity to poison and psychic damage.<br />
*It has the same proficiency bonus as you.<br />
*It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.<br />
*As a reaction, when you are hit by an attack, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.<br />
*It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.<br />
*When you gain a level, it gains an additional hit die and hit points as appropriate.<br />
*It is incapacitated and prone while you aren't controlling it.<br />
<br />
====Improved Chakra Threads====<br />
At 10th level, your chakra threads have a range of 60 feet. When you grapple a creature with them, it can be huge or smaller in size, it is restrained, and it can be an Arcana check instead of an Athletics check.<br />
<br />
While chakra threads are active, you no longer have to concentrate on them.<br />
<br />
Your chakra threads have a number of hit points equal to your shinobi level.<br />
<br />
====Master Puppeteer====<br />
At 15th level, you create an additional puppet, and can control a third puppet using {{inpage|Chakra Threads}}. This puppet has the statistics of a creature of CR 2 or below. You can control all of your puppets as one bonus action. It has the following modifications:<br />
*It is a construct.<br />
*It cannot be {{5c|charmed}}, {{5c|frightened}}, or {{5c|poisoned}}.<br />
*It has immunity to poison and psychic damage.<br />
*It has the same proficiency bonus as you.<br />
*It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.<br />
*As a reaction, when you are hit by an attack, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.<br />
*It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.<br />
*When you gain a level, it gains an additional hit die and hit points as appropriate.<br />
*It is incapacitated and prone while you aren't controlling it.<br />
*When it is reduce to 0 hit points, you can make it explode (no action required). If it explodes, every creature in a 20 foot radius must make a Dexterity saving throw, taking 6d6 fire plus 6d6 thunder damage on a failure. Half as much on a success. If exploded in this way, you need 8 hours to repair the puppet. You cannot benefit from a long rest during that 8 hours.<br />
<br />
====Alternative Feature: Human Puppeteer====<br />
At 15th level, you have mastered controlling the inner workings of the human body. You may replace any of your previous puppets with humanoids who have not been dead for more than 24 hours over the course of 1 hour, and can control a third puppet using {{inpage|Chakra Threads}}. You can control all of your puppets as one bonus action. They retain their own actions, features, ability scores, chakra natures, etc., save for the following:<br />
*It is a construct.<br />
*It cannot be {{5c|charmed}}, {{5c|frightened}}, or {{5c|poisoned}}.<br />
*It has immunity to poison and psychic damage.<br />
*It has the same proficiency bonus as you.<br />
*It has a number of chakra points equal to half of your chakra points (rounded down). <br />
*It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.<br />
*It has half as many hit dice as you do (rounded down).<br />
*When you gain a level, it gains an additional hit dice and hit points as appropriate.<br />
*It is incapacitated and prone while you aren't controlling it.<br />
<br />
====Automaton====<br />
At 20th level, using your craftsmanship you make yourself into a construct. You gain the following benefits:<br />
*Your type becomes construct.<br />
*You cannot be {{5c|charmed}}, {{5c|frightened}}, or {{5c|poisoned}}.<br />
*You have immunity to poison and psychic damage.<br />
*You add your proficiency bonus to damage rolls and Strength, Dexterity, and Constitution saving throws.<br />
*You can only regain hit points if you spend a least 1 hour repairing yourself during a short or long rest.<br />
<br />
====Alternative Feature: Master Strategist====<br />
At 20th level, you have mastered the coordination of your puppets, yourself, and your allies. You can control a fourth and fifth puppet using {{inpage|Chakra Threads}}. You, your puppets, and your allies have advantage on an attack rolls against a creature if you or at least one of your allies or puppets is within 5 feet of the creature and the ally isn't incapacitated. On a hit, it adds your Intelligence modifier to the damage roll.<br />
<br />
In addition, when a creature is restrained by your chakra threads, as an action, you can make the creature move up to 60 feet and take an action. For this action, it is not considered restrained. This action cannot be an action you cannot take. For example, it can be a Jutsu you know, but not a spell you don't know.<br />
<br />
==Path of the Shikigami==<br />
Shikigami, or Formula Paper, is a term used to describe techniques in which the user creates and manipulates paper using their chakra. While often overlooked due to its weakness, even paper can become a deadly weapon when fully mastered. <br />
<br />
====Dance of the Shikigami====<br />
At 3rd level, you can use your chakra to turn you and every item you are wearing or holding into paper. As an action for 5 chakra, you gain the following for 1 minutes or until you dismiss it. <br />
*You may use Shuriken Shadow Clone Jutsu once per thrown weapon on each of your turns without spending chakra. <br />
*As a bonus action, you may disperse yourself. In this form, you can not take actions, you occupy a 15 foot cube area in which other creatures may exist, you may squeeze through gaps of any size, and any attacks made against you have disadvantage. You may reform in a unoccupied space as a bonus action.<br />
<br />
====Suffocating Containment====<br />
At 7th level, when you reform, as described in Dance of the Shikigami, you may do so in another creature’s space. You must initiate a grappling check with advantage. On a success, they must succeed a Dexterity saving throw or begin [[5e SRD:Suffocating|suffocating]]. If they successfully leave this grapple, they are no longer suffocating. <br />
<br />
====Paper Clones====<br />
At 10th level, you may create Shadow Clones at half their base cost. Additionally, you and any clones you create have a flying speed equal to half your total movement speed. <br />
<br />
====Improved Paper Projectiles====<br />
At 15th level, when you use the Shuriken Shadow Clone Jutsu, you may turn any of the clone projectiles into Explosive Seals without material components. <br />
<br />
====Sacred Paper Emissary Jutsu====<br />
At 20th level, you can create an object no larger than a 450 foot cube for 45 chakra, decreasing in cost by 1 chakra for every 10 cubic feet not created. As a bonus action, you can move any amount of this created object up to 30 feet in any direction. Any creature within the object's path must succeed a Dexterity saving throw once per turn, taking 10d10 force damage on a failure. This object appears any way you will it to, and is not revealed to be paper unless successfully attacked. Each 5 foot cube has an AC of 19 and 15 hit points. You may create an Explosive Seal on any part of this object without any material components at any range.<br />
<br />
==Path of Sealing==<br />
<br />
====Versatile Training====<br />
Your training in versatility finally pays off. At 3rd level, you gain proficiency in all types of weapons. Your melee and ranged weapons benefit from your martial arts feature.<br />
<br />
====Animal Covering====<br />
At 3rd level, you have studied the art of mimicking animals, allowing you to seal the essence of any CR 1/2 or lower beast into any Small {{inpage|Scrolls}} of your choice using the Ninja Art: Animal Cloak technique. As an action for 3 chakra, a creature that has this feature can unravel the scroll containing this technique and cover themself in chakra that takes the chosen animal's form. You gain that animal's actions, features (such as a crab's Amphibious trait), skills, senses and movement speeds; you can choose to forgo any of these at will. You only have one animal cloak active at a time, and this feature requires concentration.<br />
<br />
====Scroll Specialist====<br />
You have dedicated your life to training in the unorthodox art of Fūinjutsu. At 7th level, you no longer have a total limit to the number of scroll seals you can draw, and the amount you can draw per long rest increases to your proficiency bonus is doubled. Additionally, you must decide either the Covering Specialist or the Nature Sealing Technique ability as your own, disregarding the one not chosen.<br />
<br />
=====Covering Specialist=====<br />
Your understanding of the animal kingdom allows you to mimic stronger creatures. The maximum CR for creatures used in the Animal Covering Jutsu is increased to 4.<br />
<br />
=====Nature Sealing Technique=====<br />
Your mastery of Fūinjutsu and further training in Ninjutsu enables you to seal jutsu (save for taijutsu) into a scroll as a reaction for half as much chakra as the original jutsu. In order to do this, the jutsu must target, but fail to effect you to the fullest extent (i.e. its attack roll misses, you succeed its saving throw, etc.). Sealed jutsu automatically fail against every other creature it targeted. The amount sealed cannot exceed twice the weight of the scroll. For this sake, jutsus with a chakra cost of:<br />
* 15 or lower fill a small scroll.<br />
* 30 or lower fill size medium scroll.<br />
* 31 or higher fill a large scroll.<br />
<br />
You can release said jutsu from the scroll, this counts as casting the jutsu and uses the same action, bonus action or reaction as the original jutsu, but you must only spend half as much chakra.<br />
<br />
====Efficient Sealing Technique====<br />
At 10th level, your enhanced knowledge of Fūinjutsu has given you better insight into space–time ninjutsu, allowing you to work more efficiently and do more with your seals. Taking anything out of the scrolls no longer costs an object interaction, instead being done at will.<br />
<br />
In addition, your mastery of space–time ninjutsu allows you to seal things more efficiently: the properties of each scroll type is altered as long as it contains your seal on it.<br />
<br />
* Small Scroll: Holds up to 5 small items or 1 medium item.<br />
* Medium Scroll: Holds up to 10 Small items or 2 medium items.<br />
* Large Scroll: Holds up to 15 small items or 3 medium items.<br />
* Weapon Scroll: Holds up to 30 Shuriken or 30 Kunai, these can be summoned to hand at will.<br />
* Giant Scroll: This scroll can store 5 large items, 10 medium items or 30 small items that’s individual weights do not exceed 30 pounds or any large or smaller creatures. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. This does not grant early use of giant scrolls.<br />
<br />
====Scroll Proficiency====<br />
Mocked, praised or trained, the path you took may have opened your eyes to different opinions, but you've persevered. At 10th level, you gain Proficient Covering if you chose Covering Specialist or Manipulated Tools: Binding Meteor if you chose Nature Sealing Technique at 7th level; again disregarding the other option.<br />
<br />
=====Proficient Covering=====<br />
Your proficiency of the art of animal mimicry is outstanding. The maximum CR for creatures used in the Animal Covering Jutsu is increased to 6.<br />
<br />
=====Manipulated Tools: Binding Meteor=====<br />
You begin to develop a special summoning technique designed to disable opponents with a quick succession of weapon summoning's. As a bonus action for 2 chakra points, you can quickly summon a 30 ft. chain with a weight attached to each end. This chain lasts for 1 minute or until dismissed as a bonus action. You are proficient with this weapon. As an action, you can make a melee weapon attack with the chain. On a hit the target takes 2d8 bludgeoning damage and must succeed on a Strength saving throw or be restrained and fall prone. You can only restrain 2 creatures at a time with the chain. If two creatures are already restrained, you cannot attack with the chain. Huge or larger creatures are not restrained, but instead simply fall prone.<br />
<br />
On a subsequent turn you can use your action to spend 10 chakra points and perform one of the two following deadly techniques against a restrained creature:<br />
*You focus your chakra into your arms and throughout the chain, periodically reinforcing your strength and the chain's resilience. Make a Strength (Athletics) check contested by the targeted creature's Strength (Athletics) check. If you succeed, you lift the creature into the air and slam them back down onto the ground in a location within 30ft of you, dealing 10d8 bludgeoning damage.<br />
*You take advantage of your opponent's defenselessness and target them with a barrage of summoned weapons. Make a ranged attack against the creature with a range of 40/80. On a hit, the target takes 12d8 damage of your choice from bludgeoning, piercing or slashing as you throw countless weapons in quick succession. This ranged weapon attack does not suffer disadvantage due to the target being prone.<br />
<br />
====Scroll Expertise====<br />
You've gotten this far, training through an underrated and mostly mocked art of scrolls and seals. At 15th level, you may choose between Expert Covering if you chose Covering Specialist or Unsealing Technique: Segmented Iron Dome if you chose Nature Sealing Technique at 7th level; once again disregarding the other option.<br />
<br />
=====Expert Covering=====<br />
You are considered an expert in the the animal kingdom, and are now able to mimic most if not all animals.The maximum CR for creatures used in the Animal Covering Jutsu is increased to 10. You now also gain proficiency in Nature and Animal Handling, or expertise if you were already proficient in them. In addition, any checks made in relation to the same creature you are currently shaped into is made with Advantage.<br />
<br />
=====Unsealing Technique: Segmented Iron Dome=====<br />
Throughout your adventures, you found or crafted a segmented dome with a design of your choosing. This dome is made of Iron, but with your DM's approval can instead be made of a different material. At 15th level, this dome can be summoned from a separate special scroll. The dome, when summoned, takes up 15 foot radius area.<br />
<br />
As a reaction to taking damage, you can summon this dome in your space. It gives you and anyone else in range complete cover, potentially negating the damage received. No creature can go in or out of the dome by non-magical means. The dome is invulnerable to damage, and can be re-sealed by its summoner as a bonus action. It otherwise stays in its summoned spot permanently.<br />
<br />
====Scroll Mastery====<br />
At 20th level, you finalize your most powerful ability. Choose between Covering Prowess if you chose Covering Specialist or Twin Rising Dragon if you chose Nature Sealing Technique at 7th level; for the last time disregarding the other option.<br />
<br />
=====Covering Prowess=====<br />
The maximum CR for creatures used in the Animal Covering Jutsu is increased to 13. Activating the ability now takes either an action or a bonus action. The creature type is also no longer limited to Beasts.<br />
<br />
=====Twin Rising Dragons=====<br />
You've mastered the art of blending weapon fighting techniques together and invented a powerful technique that utilizes everything you know. As an action, you spend 30 chakra points to enter the form of a deadly art known as the Twin Rising Dragons. You simultaneously open 2 scrolls that summon various weapons synchronously, the smoke that is generated from all of the summoning's covers a 15ft radius around you. You can immediately move up to 60 ft. in any direction as you shoot towards the sky, surrounded by circling scrolls. This form lasts for 1 minute or until you dismiss it as a bonus action. You regain use of this form at the end of a long rest.<br />
<br />
Additionally, you gain access to a number of simple weapons of your choice equal to 10 + your Intelligence modifier. These weapons float around you as long as the form is active. These weapons gain the thrown (30/60) property for as long as the form is active if they did not already have it. While in this form you can use your action to perform one of the following actions. If the action is an attack, you can target a creature within 60 ft. of you:<br />
*You swing your arms forward, launching several weapons towards an opponent, choose how many of the weapons received from this form you use make a ranged weapon attack. Each weapon deals 1d10 damage if it did not already deal more. The thrown weapons do not return to you at the end of the attack.<br />
*You launch two of your weapons towards a creature within range. The creature must make a Strength saving throw or be restrained for 1 minute. A restrained creature can repeat the saving throw as an action at the end of each of their turns, ending the condition on a success. The thrown weapons do not return to you at the end of the attack.<br />
*You place 3 explosive tags in your possession onto your weapons. An explosive weapon deal an additional 2d8 fire damage. You must have prepared the tags previously to taking on this form, otherwise you cannot take this action. If a creature fails the Strength saving throw on the above action when performed with these weapons, they take 2d8 fire damage.<br />
*You reel in some of your thrown weapons using hidden strings attached to them. Half your maximum weapons used in previous attacks are now replenished and can be used again.<br />
<br />
====Alternate Feature: Custom Technique====<br />
At 20th level, discuss with your DM and create a custom ability of your choice fitting this subclass' theme.<br />
<br />
==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 into an equal number of senjutsu chakra points equal to your {{5a|wis}} modifier + 1 (minimum 1).<br />
<br />
At the end of each of your turns that you do not meditate, 2 senjutsu chakra becomes normal chakra. You do not lose senjutsu chakra in this way outside of initiative. 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.<br />
<br />
While you have a number of senjutsu chakra equal to half your current normal chakra, you gain the following:<br />
*You gain 20 feet of truesight.<br />
*You deal an additional 1d10 damage with unarmed strikes. <br />
*You gain one of the following based on your summons type while in Sage Mode (those with the “Passive” tag are also active outside of Sage Mode):<br />
<br />
<br />
'''Aberration ''(Passive)'' ''' 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 />
<br />
'''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 />
<br />
'''Elemental''' You gain resistance to acid, cold, fire, force, lightning, psychic, or thunder damage. <br />
<br />
'''Fey''' You gain advantage against being charmed. <br />
<br />
'''Fiend '' (Passive)'' ''' You gain proficiency in Intimidation. <br />
<br />
'''Giant ''(Passive)'' ''' You are immune to extreme heat, cold, and altitude. <br />
<br />
'''Monstrosity''' You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons. <br />
<br />
'''Ooze''' You count as 1 additional size smaller while squeezing. <br />
<br />
'''Plant ''(Passive)'' ''' Your daily food requirement is halved. <br />
<br />
'''Undead''' You gain resistance to necrotic damage.<br />
<br />
<br />
:;[[Shinobi World (5e Campaign Setting)|Campaign]] 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. Your first attack roll against a single creature has advantage.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Toads of Mount Myuboku|Cloned 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 bonus action, you reduce any hit points or chakra points that you cause yourself to lose by 1d4+1 (maximum 4, rolling once, alternatively 2d2), until the end of your next turn.<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.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Slugs of Shikkotsu Forest|*Cloned 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 cost has its chakra cost reduced by -1 (minimum 1).<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Snakes of Ryūchi Cave|*Cloned 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 />
====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 range or damage of, 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, you gain twice as many senjutsu when you meditate, and you gain an additional 5 ft. of reach while in Sage Mode.<br />
<br />
====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 />
====Perfected Sage Mode====<br />
At 20th level, you have mastered Sage Mode. While you are in Sage Mode, you gain the following:<br />
*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 attack and damage rolls gain a +1 bonus.<br />
*You gain 1 additional Sage Creature effect.<br />
<br />
==Path of Totality==<br />
Originally wielded by the Sage of Six Paths, Truth-Seeking Orbs are among the most versatile Weapons a shinobi could ever wield. However, due to how difficult they are to attain, very few wield them whatsoever, much less master them. Whether through a Kekkei Genkai trading back to the first three generations of shinobi or simply by exclusive study and training, you have gained this mighty weapon. Similarly to the Path of the Sage, the following can be used as Epic Boons instead. <br />
<br />
====Truth-Seeking Orbs====<br />
At 3rd level, you gain various sleek, black, hand sized balls called Truth-Seeking Orbs. You can make them being invisible and intangible as a bonus action. While active, they idly float behind you in a circular formation. These orbs are composed of all five basic Chakra natures and are shaped and moved accordingly to your will. <br />
<br />
You have a maximum of 3 orbs. While in Sage Mode, your maximum increases by 3. While in Six-Paths Sage Mode or Tenseigan Chakra Mode, your maximum increases by 6. <br />
<br />
Whenever you would take damage, you may weave your orbs between you and the source, diverting it as a reaction, reducing the damage you take by the amount of damage your orbs took. <br />
<br />
You can also weave your orbs into weapons momentarily, arming yourself with useful tools where you would otherwise be unarmed. Whenever you make an attack with your unarmed strikes, you can use your orbs to increase the range of your attack by 10 feet. Every time you land one of these attacks, your orbs receive 1/4 of the damage dealt rounded down. <br />
<br />
Each orb has 50 hit points. If an orb is reduced to 0 hit points, it is destroyed and disappears. <br />
All of your orbs regenerate at the end of a long rest. If your orb maximum increases, you instantly gain an amount equal to the increase to your maximum. Any orbs above your maximum are immediately dispersed.<br />
<br />
====Manipulation====<br />
At 7th level, you can shape your orb into any mundane object with an area no larger than a 3 foot cube, including weapons, as a bonus action. Alternatively, you can shape it into a flat surface up to 10x10x0.04 feet in size. Due to its density, pushing, dragging, or lifting your orb requires 600 lbs of force. They may be manipulated up to 60 feet from you as a [[More Actions (5e Variant Rule)|free action]] or bonus action, has an AC of 18, and have a movement speed of 60 feet. Orbs can not occupy the same space as a creature. If such a situation occurs, they must attempt a Dexterity saving throw. On a failure, they are pushed to the closest edge of the orb, take 2d6 force damage, and are knocked prone. On a success, they are pushed to the closest edge of the orb.<br />
<br />
====Truth-Seeking Jutsu====<br />
At 10th level, you may add at least 1 truth-seeking orb to a jutsu you cast that deals damage. To do so, the orb must be within 5 feet of you. The jutsu’s damage and ranges are increased by half. Included orbs take half as much damage as the jutsu deals, divided equally between each orb (rounded up).<br />
<br />
====Improved Orb====<br />
At 15th level, your truth-seeking orbs can be as large as a 15 foot radius sphere. You and any creatures of your choosing may pass through them. Additionally, they each have 100 hit points. Additionally, your number of orbs increases by 3. <br />
<br />
====Mastered Truth-Seeking Orbs====<br />
At 20th level, and again at 23rd, 27th, 30th, 35th, and 40th level, you focus training your orbs into one incredibly powerful technique. You gain one of the following, and you may take each more than once:<br />
<br />
'''''Sword of Nunoboko.''''' You may shape 3 truth-seeking orbs into the Sage of Six Paths’ double helix Sword of Nunoboko. While wielding this weapon in one hand, you unarmed strikes attack every creature in a 20 foot cone, using the same attack and damage rolls, and deal force damage. You also gain the Truth-Seeking Orb Execution jutsu. <br />
<br />
'''''Expansive Truth-Seeking Orb.''''' You can create the ultimate truth-seeking orb. As an action, you can spend at least 2 chakra to modify a truth-seeking orb so that it covers an area equal to 2.5 times the amount of chakra spent with 20 times the amount of chakra spent hit points. It has a movement speed and range equal to 12 times its size. As an action, all creatures within 30 ft. of the orb must succeed a Constitution saving throw, taking a number of d4 force damage as chakra spent on a failure or half as much on a success, destroying the orb in the process. This orb can not be regained until the end of your next long rest. You may do this once, regaining use at the end of a long rest. You also gain the Truth-Seeking Orb Execution jutsu. <br />
<br />
'''''Nullifying Truth-Seeking Orbs.''''' You focus on enhancing the raw defensive properties of your Truth-Seeking Orbs. Your orbs take half as much damage from all jutsu that are not {{inpage|Taijutsu}} or a {{inpage|Sage Art}}, or from non-jutsu attacks.<br />
<br />
'''''Disintegrating Truth-Seeking Orbs.''''' You focus on enhancing the raw offensive properties of your Truth-Seeking Orbs. Any attacks with your Truth-Seeking Orbs deal force damage, any weapon attacks with Truth-Seeking Orbs deal an additional 2d8 force damage, and any unarmed attacks with Truth-Seeking orbs have an additional +10 ft. of reach.<br />
<br />
'''''Multiplied Truth-Seeking Orbs.''''' You gain 2 additional Truth-Seeking Orbs.<br />
<br />
=====Truth-Seeking Orb Execution=====<br />
At 20th level, you also gain the following jutsu:<br />
<br />
'''Truth-Seeking Orb Execution.'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' Concentration, 5 turns<br />
<br />
'''Cost:''' 6 Chakra per turn, 1 Truth-Seeking Orb<br />
<br />
In place of your action, bonus action, reaction, and your entire movement speed, you place your hand on a creature’s head, shaping an orb into a needle that slowly burrows into their brain. This lasts for 5 turns, after which if the targeted creature doesn’t move and you do not lose concentration, they are killed outright.<br />
<br />
==Path of Specialization==<br />
Fundamentally, your move set doesn’t differ all that much from your average shinobi. However, through unrivaled training in one specific form of jutsu, you have refined the art of casting jutsu, hopefully placing your name among the legends.<br />
<br />
====Gifted User====<br />
At 3rd level, you gain affinity in one jutsu nature you can use of your choice. If you already had affinity in it, you gain affinity in one of the elements which compose the nature if it is a Kekkei Genkai, or gain one of the effects of forgoing gaining a jutsu nature as detailed under {{inpage|Chakra}}. Additionally, you may choose 1 jutsu from the selected nature to become your signature jutsu. When you cast your signature jutsu, you may choose one of the following:<br />
*You gain advantage on its attack roll<br />
*The target gains disadvantage on its saving throws<br />
*Its range increases by 10 ft.<br />
*Its damage die increases by 1 stage (d4 > d6 > d8 > d10 > d12 > 2xd6), to a maximum of d12s.<br />
<br />
You may swap your signature jutsu at the end of a long rest.<br />
<br />
====Improved Technique====<br />
At 7th level, through pushing yourself further, you push your technique a stage further as well. When a creature is effected by your signature jutsu, they must make a saving throw or suffer one of the following:<br />
*Wisdom saving throw - on a failure, the target is {{5c|frightened}} for 1 minute and take an additional 1d8 piercing damage<br />
*Constitution saving throw - on a failure, the target is {{5c|poisoned}} for 1 minute and takes an additional 1d8 poison damage<br />
*Constitution saving throw - on a failure, the target is {{5c|blinded}} for 1 minute and takes an additional 1d8 thunder damage<br />
<br />
For any of the above effects, the target may retry this saving throw at the end of each of their turns, ending the effect early on a success. On a success, creatures take half as much damage and are not effected by the condition. Each jutsu can only be tied to 1 saving throw, which can not be changed. <br />
<br />
====Advanced Stratagem====<br />
Also at 7th level, when you use your signature jutsu, you may change its damage type to one corresponding with one of its component natures if it is a Kekkei Genkai. Alternatively, you may choose a damage type that does not correspond with its component natures, but doing so removes your affinity bonus.<br />
*Fire - fire<br />
*Water - cold<br />
*Earth - bludgeoning<br />
*Lightning - lightning<br />
*Wind - slashing<br />
*Yang - bludgeoning<br />
*Yin - psychic<br />
<br />
====Expanding Horizons====<br />
At 10th level, through arduous work, you are granted the ability to select another signature jutsu. This signature jutsu can benefit from previous features, however the improved technique effect must be different from your first signature jutsu. Additionally, your first signature jutsu gains a +2 bonus to its attack roll or DC.<br />
<br />
====Specialized Chakra====<br />
At 15th level, excessive usage of your signature style has amalgamated into a separate pool of chakra. You have a number of specialized chakra equal to 1/4th your maximum chakra points. This chakra is based on the nature you took affinity in at 3rd level. You may only use this chakra on your nature's jutsu, or this subclass's features.<br />
<br />
As a bonus action, you may begin exuding dangerous chakra from your body up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if you stop spending chakra. Any creatures that end their turn in this area take 1d6 of the nature's primary damage type. Any attacks made against you by creatures inside this area have disadvantage, and if you are subject to a saving throw caused by a creature inside this area, you have advantage.<br />
<br />
====Godlike Specialization====<br />
At 20th level, you have pushed your specialization to the very pinnacle, going above most if not all predecessors before you. You gain the following:<br />
*Each of your specialized nature’s jutsu benefit from {{inpage|Signature Jutsu}}. Damage die increases from this may exceed d12s.<br />
*One other nature you have is subject to this subclass's features, save for not gaining an additional {{inpage|Specialized Chakra}} pool and not being able to draw from your specialized chakra pool.<br />
*Your chakra aura's range is doubled, and you gain 15 additional specialized chakra.<br />
<br />
==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 within 15 feet of an exceptional well of natural energy, such as a shinobi in {{inpage|Bijuu Chakra Mode}}, {{inpage|Partial Sage Mode}}, {{inpage|Second Stage}}, or any improved version of said transformation, you become a Medium tree.<br />
<br />
====Possession====<br />
At 7th level, as an action for 8 chakra points, you may wrap your body around a willing or unconscious creature 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), 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 take damage when either of you would do so. You may end this at will.<br />
<br />
====Disguise====<br />
At 10th level, as an action for 8 chakra points, you may make yourself indistinguishable from another creature of your choice that you have seen by sight, sound, touch, smell, taste, and chakra sense.<br />
<br />
====Enhanced Constitution====<br />
At 15th level, you gain greater mastery in understanding your body as a mass of natural energy. You gain the Mayfly jutsu and you gain the Hashirama's Cells feat.<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 Constitution saving throw at the beginning of each of their turns, being effected by the jutsu on a failure.<br />
<br />
<br />
==Path of Adequacy==<br />
Not all Shinobi gain the powers of primordial beings, ancestral talent, or supernatural talent. Many instead simply hone their natural skills to be the best ordinary Shinobi they can be. While not extraordinary in their own right, these Shinobi are still capable of achieving greatness. <br />
<br />
'''Design Note:''' This path is intentionally underpowered. It is suggested to pair this path with a {{inpage|Ninja Epic Boon}}, feat, and/or additional chakra nature.<br />
<br />
====Skill====<br />
At 3rd level, you gain proficiency in two tools or skills, of your choice. In addition, you gain a unique jutsu.<br />
<br />
====Aptitude====<br />
At 7th level, you gain proficiency in one type of weapon (i.e. Martial Melee) or armor (i.e. Heavy).<br />
<br />
====Development====<br />
At 10th level, you gain proficiency in one saving throw of your choice. Alternatively, you gain one unique jutsu of your choice. Discuss this with your DM, it should be middling in power, the definition of which depends on the campaign itself.<br />
<br />
====Refinement====<br />
At 15th level, you gain proficiency, or expertise if you already have proficiency, in one tool or skill of your choice. <br />
<br />
====Mastery====<br />
At 20th level, you may add half your proficiency bonus rounded up to all checks and saves you are not proficient in. Alternatively, you can gain one unique jutsu of your choice. Discuss this with your DM, it should be relatively powerful.<br />
<br />
=Chakra Natures=<br />
Shinobi can gain access to numerous Jutsu. Certain Jutsu are restricted to only being used after you have reached 4th, 8th, 12th, and 14th level as indicated directly above it. <br />
===Basic Ninjutsu===<br />
Seals can be created on any surface, however special material (such as [[Chakra_Tags_(5e_Equipment)|Chakra Tags]] and [[Elemental_Ink_(5e_Equipment)|Elemental Ink]]) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra point spent on the seals.<br />
<br />
A created seal remains inactive until you place it as an action, kick starting its described effect and beginning the countdown of its duration. A seal remains effective for 24 hours, at the end of which it looses its magical properties and dissipates. You can carry an amount of drawn seals equal to your Intelligence modifier (minimum of 1) at any one time.<br />
<br />
<br />
'''Basic Ninjutsu Technique'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 10 minutes<br />
<br />
As a bonus action, you gain the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).<br />
<br />
If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round.<br />
<br />
<br />
'''Shuriken Jutsu'''<br />
<br />
'''Cost:''' 1-3 chakra<br />
<br />
'''Range:''' 60 ft<br />
<br />
As an action, you throw multiple simple thrown weapons. At 1 chakra, you throw two. For every additional chakra, you throw one more. Make a separate thrown weapon attack for each projectile. Only the first attack that hits adds your Dexterity or Strength modifier to damage (minimum 1). All additional thrown attacks deal +1 piercing damage as their damage modifier.<br />
<br />
<br />
'''Explosive Seal'''<br />
<br />
'''Cost:''' 1 Chakra + 2 for every additional damage die<br />
<br />
'''Casting Time:''' 60 seconds plus 10 for every 2 chakra spent (stacks with damage cost)<br />
<br />
'''Range:''' 10 feet radius<br />
<br />
'''Duration:''' 1 minute + 1 for every additional chakra spent (stacks with damage cost)<br />
<br />
'''Material Component:''' Requires Ink or calligrapher's tools to draw the seal<br />
<br />
You draw an explosive seal on your chosen surface then infuse it with Chakra. The seal explodes after 1 minute of being placed, unless triggered by you as a bonus action. The seal can also be given a vague condition (such as being touched) after which it will explode.<br />
<br />
Any creature within range must pass a Dexterity saving throw and take 2d6 fire damage plus 1d6 for every 2 chakra spent to a maximum of 4d6 and is pushed back 10 feet; on a successful save, a creature takes half damage and isn't pushed back. A creature touching the seal as it detonates must make a Constitution saving throw at disadvantage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Transformation'''<br />
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'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 1 hour per chakra point spent<br />
<br />
As an action, you transform into a person, creature or non-magical object you have seen before or have a basic idea of, and become identical visibly to that image unless you choose not to be. Creatures must make an Investigation check against you save DC to be notice you aren't what you appear to be. If it saw you performing the Jutsu, it automatically succeeds. Your statistics remain the same. You can not become a light source, armor, tool, or vehicle and you can not recreate a magical effect. <br />
<br />
At 6th level, if you transform into a creature with a swim or fly speed, you gain the speed equal to your movement speed, however you do not gain any of the other characteristics of the creature.<br />
<br />
<br />
'''Body Flicker'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As an action, your movement speed increases by half its total (rounded down). This movement does not provoke attacks of opportunity.<br />
<br />
<br />
'''Paralysis Seal'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
'''Casting Time:''' 60 seconds plus 10 for every 2 chakra spent (stacks with range cost)<br />
<br />
'''Range:''' Touch + 2 for every additional 5 feet<br />
<br />
'''Material Component:''' Requires Ink or calligrapher's tools to draw the seal<br />
<br />
You draw a paralysis seal on your chosen surface then infuse it with Chakra. The seal triggers when any creature other than you gets within range of the seal. When triggered, each creature other than you within range must pass a Constitution saving throw or be paralyzed for 1 minute. A creature touching the seal as it triggers must make a Constitution saving throw at disadvantage. At the end of each of its turns, the affected creature can make another Constitution saving throw. On a success, the creature is no longer affected by the seal.<br />
<br />
<br />
'''6th Level Jutsu'''<br />
<br />
'''Substitution'''<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Dexterity + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.<br />
<br />
<br />
'''Lesser Substitution'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' 20 feet<br />
<br />
As a bonus action, you create an image of a creature in a place it was within 1 minute. The image acts as if it was still there. You can use the clone Jutsu to make a projection of yourself, doing exactly the same as you were while disappearing up 60 ft away during which you take the Hide action. This is used mainly to confuse would be assailants. The clone disappears within 15 minutes of the Jutsu's use or until you dismiss it.<br />
<br />
<br />
'''Healing Seal'''<br />
<br />
'''Cost:''' 1 Chakra + 2 for every additional healing die.<br />
<br />
'''Casting Time:''' 60 seconds plus 10 for every 2 chakra spent (stacks with healing cost)<br />
<br />
'''Range:''' Touch + 2 for every additional 5 feet<br />
<br />
'''Material Component:''' Requires Ink or calligrapher's tools to draw the seal<br />
<br />
You draw a healing seal on your chosen surface then infuse it with your Chakra. The seal creates a healing pulse when it comes in contact with any creature of your choosing. When activated, each chosen creature within range heals for 1d6 + 1d6 for every 2 chakra spent to a maximum of 4d6.<br />
<br />
<br />
<br />
'''8th level Jutsu'''<br />
<br />
'''Shadow Clone'''<br />
<br />
'''Cost:''' 4+ chakra per clone<br />
<br />
As an action, you create up to five clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, you dismiss them at will, or you fall unconscious. If the clone still has chakra when it dissipates, you regain any remaining chakra from the clone - 4 (minimum 0).<br />
*Shadow clones have no range limit as to how far away they can be.<br />
*Any effects affecting you when the clone is created carries over to the clone.<br />
*A shadow clone carries a copy of all your equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).<br />
*While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and [[Additional Status Conditions (5e Variant Rule)#Gradual Blindness, Deafness, and Numbness|gradual blindness, deafness, and numbness]] level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.<br />
<br />
<br />
'''Sealing Seal'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Casting Time:''' 60 seconds plus 10 for every 2 chakra spent (stacks with duration cost)<br />
<br />
'''Duration:''' 1 minute + 1 for every 2 chakra spent<br />
<br />
'''Material Component:''' Requires Ink or calligrapher's tools to draw the seal<br />
<br />
You draw a sealing seal on your chosen surface then infuse it with your Chakra. The seal activates once touched. A creature touched by this seal must pass an Intelligence saving throw or lose the ability to cast spells or spend any resource (such as Ki, Chakra, Psi etc.) for 1 minute + 1 for every 2 additional chakra spent. They may attempt a Constitution saving throw at the end of each of their turns after their first, ending this effect early on a success.<br />
<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Rasengan'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
The Rasengan is a spinning ball of chakra formed and held in your palm. As an action, you thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. The target has a mark on its body in the shape of multiple swirls scratching its skin.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Summoning Jutsu'''<br />
<br />
'''Cost:''' An amount of chakra equal to three times the CR of the creature (minimum of 1)<br />
<br />
You gain the ability to form contracts with creatures in order for you to summon them to assist you in combat. <br />
<br />
You make a contract with a creature of your choice. For the purpose of this contract you have the ability to speak with the animal you wish to try and form the contract with. You may form contracts with a number of creatures equal to twice your {{5a|cha}} modifier. If you form a contract with a creature above this threshold, you must choose one creature to end end your contract with.<br />
<br />
As an action, you form the correct seals, take some of your own blood (often by biting the thumb), and place your hand on the ground. When done, your selected summon appears in the space you were in or a space within 5 ft. of you. The creature returns to where it was when it was summoned after 1 minute or when it is dismissed as an action. <br />
<br />
If the creature is of size category Large or higher, it appears in the spot where you were standing and you are teleported on top of it. For instance, if you form a contract with a young red dragon or storm giant, you would be placed on the dragons back, the storm giants shoulder, or beside your summon.<br />
<br />
You also gain the ability to increase your summon's power by fueling it with your own chakra. You can double the chakra cost of summoning your contracted creature to give it the following benefits until it is dismissed unless the creature is a humanoid:<br />
*You can increase your summon’s size category to the next size up by doubling its chakra cost (i.e. Medium to Large, Large to Huge and so on). Your summon cannot become larger than Gargantuan. <br />
*Its hit die category also increases to the next size up (i.e. 1d4 becomes 1d6, 1d6 becomes 1d8 and so on). The hit die cannot exceed a d20.<br />
<br />
===Taijutsu===<br />
<br />
'''Basic Taijutsu Technique'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As a bonus action, you make 2 unarmed strikes.<br />
<br />
<br />
'''Shadow of the Dancing Leaf'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you momentarily increase your physical ability by a significant amount. Though not as efficient as a normal Body Flicker, this jutsu is far more versatile. You may move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round. Additionally, your movement speed increases by half its total (rounded down), and attacks of opportunity against you have disadvantage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Substitution'''<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Dexterity + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Surging Fire Wild Dance'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, contest a melee attack against a creature within range's melee attack. If you succeed, they take your unarmed strike's damage. If you fail by less than 5 or succeed, both you and the target are {{5c|restrained}} until the beginning of your next turn.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Leaf Gust'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you drop to your elbows and spin your legs in a circle, making an unarmed strike against every creature within your reach.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Leaf Dragon God'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you can form a dragon seemingly made of lightning with pure Taijutsu skill. You gain +4 AC, +1 to attack and damage rolls, your size increases by one category, and you gain an additional action on each of your turns which can only be used to do the following actions:<br />
*'''Multiattack.''' You can make one bite attack and two claw attacks, or one bite attack and one swallow action. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Swallow.''' The dragon swallows a creature that has been hit with a bite attack. They can only occupy your space, they gain +4 on attack rolls against you, and you gain an additional +2 on attack and damage rolls against them.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 force damage on a successful hit.<br />
<br />
<br />
===Earth Style===<br />
<br />
'''Basic Earth Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous or 1 hour (see below)<br />
<br />
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
<br />
* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.<br />
* You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.<br />
* If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.<br />
<br />
Alternatively when you cast this Jutsu, you can target 1 foot of metal, or 1 inch of adamantine. This can not affect magical materials.<br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Lightweight Boulder'''<br />
<br />
'''Cost:''' 2+ chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a bonus action, you can reduce the weight of an object so that it can be carried or moved for 1 minute. For instance, if there is a boulder in your path, you can reduce its weight to be able to push it. You reduce the weight by an amount equal to its original weight divided by the amount of chakra used. You may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Fissure''' <br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' 30 foot line, 10 foot wide<br />
<br />
As an action, you create a large fissure up to 50 ft deep. Each creatures in the area must make a Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making an Athletics or Acrobatics check against your save DC. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 3d6 + your Intelligence modifier force damage and is pushed to the top.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Stone Pillar Spears'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 20 foot radius<br />
<br />
As an action, you create five stone pillars in the area that protrude from the ground to skewer the targets. The pillars are 5 ft cylinders that protrude 30 ft out of the ground and pass through obstacles to reach the target. The target of each pillar must make a Dexterity saving throw or take 2d6 + your Intelligence modifier piercing damage for each pillar that hits it.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Rock Shelter'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
As an action, you create a hemisphere of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Bedrock Coffin'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Range:''' 90 feet <br />
<br />
As an action, you force sections of rock to crush a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 8d8 + your Intelligence modifier bludgeoning damage and is restrained. Half as much on a success. While restrained in this way it has total cover. The coffin can be destroyed. It has 100 hit points. The creature can also escape by making a DC 30 Athletics check.<br />
<br />
===Fire Style===<br />
<br />
'''Basic Fire Style Technique'''<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Instantaneous or 1 hour (see below) <br />
<br />
As an action, you choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:<br />
<br />
* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.<br />
* You instantaneously extinguish the flames within the cube.<br />
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.<br />
* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.<br />
<br />
If you cast this Jutsu multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.<br />
<br />
Alternatively, when you cast this Jutsu you can create fire, such as lighting a torch, lamp, or campfire. Flames can be produced and used in any way you see fit that does not cause direct harm to an object or creature. This includes the ability to keep warm in a cold environment. <br />
<br />
<br />
'''Flame Whirlwind'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, fire erupts around your body in a spiraling manner as you launch it towards the target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Exploding Flame Shot'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 60 feet <br />
<br />
As an action, you can create three balls of fire from your hands. Make a ranged spell attack for each. You can target a person with all three or one person with each. On a hit, the target takes 2d6 + your Intelligence modifier fire damage and is set on fire. At the start of its turn, it takes 1d6 fire damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Great Fireball''' <br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Range:''' 150 feet<br />
<br />
As an action, you expel fire from your mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The size of the attack is changed by the amount of chakra used. The flames engulf the target and leave a crater in the ground. Make a ranged spell attack. On a hit, it takes 8d6 + your Intelligence modifier fire damage, +1d6 for every additional chakra expended. Each creature in a 10 foot radius of the target must make a Dexterity saving throw, taking half as much damage on a success.<br />
<br />
If you use 4 additional chakra, it becomes a 20 foot radius or a 60 foot cone. <br />
<br />
If you use 8 additional chakra, it becomes a 30 foot radius or a 90 foot cone.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Great Fire Annihilation'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
'''Range:''' 30 foot wide, 60 foot line<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature in the area must make a Dexterity saving throw, taking 6d6 + your Intelligence modifier fire damage on a failure. Half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute, as a bonus action, you can deal an additional 2d6 fire damage in the area.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Fire Dragon Flame Bullet''' <br />
<br />
'''Cost:''' 22 chakra<br />
<br />
'''Range:''' 150 ft line, 10 ft wide<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, each creatures in the area must make a Dexterity saving throw, taking 10d6 + Intelligence modifier fire damage and catching on fire on a failure. Half as much on a success. At the start of its turn, it takes 2d10 fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.<br />
<br />
===Lightning Style===<br />
<br />
'''Basic Lightning Style Technique'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Range:''' Self<br />
<br />
As a bonus action, you can increase your movement speed by 5 ft. and you can produce small amounts of lightning. This lightning can be focused into a weapon or unarmed strike to give off 5 feet of bright light and deal an extra 1d4 lightning damage. Dealing this additional lighting damage ends this effect instantly.<br />
<br />
<br />
'''Thunder'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 25 foot cone <br />
<br />
As an action, you fire countless sparks of lightning. Each creature in the cone must make a Dexterity saving throw. On a failure, the creature takes 2d6 + your Intelligence modifier lightning damage. Half as much on a success.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Lightning Rod'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
Immediately after you hit with an attack with a metal weapon or an unarmed strike, you raise your arm into the air, generating a powerful bolt of electricity which travels through your body transferring the electricity to the body of the target that you hit. The target must make a Constitution saving throw. On a failure, it takes 3d6 + your Intelligence modifier lightning damage and be stunned until the end of its next turn. Half as much damage on a success.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Chidori'''<br />
<br />
'''Cost:''' 8 minimum, 16 maximum<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. You rush to the target, attempting to shove your hand into the target’s chest. If you do not have a dojutsu active, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. Make a melee spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Lightning Cloak'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As a bonus action, you wrap your body in a layer of lightning which, instead of being used offensively, is used to electrically stimulate their nervous system. You gain a +3 bonus to AC. When a creature hits with a melee attack against you, it takes 1d6 + your Intelligence modifier lightning damage.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Kirin'''<br />
<br />
'''Cost:''' 20 chakra to create the cloud, 10 chakra to create the lightning bolt<br />
<br />
'''Range:''' 120 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you shape thunder clouds out of your chakra. As an action up to 1 minute afterwards or if you are under a natural storm, you can summon a lightning bolt anywhere within range. 100 hit points of creatures or objects in a 1000 ft. line extending upward (as per spells like [[5e SRD:Sleep|Sleep]]) are reduced to 0 hit points. If there is any damage remaining after this, all creatures in a 30 foot radius of the point must attempt the {{5a|con}} saving throw, taking 10d6 + your {{5a|int}} modifier lightning damage, or half as much on a success. After this jutsu is used, the storm clouds dissipate.<br />
<br />
===Water Style===<br />
<br />
'''Basic Water Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous or 1 hour (see below)<br />
<br />
As an action, you choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
<br />
* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.<br />
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.<br />
* You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.<br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Water Gun'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 20ft<br />
<br />
As an action, you mimic a gun shape with your hand while compressing water onto the tip of your index finger, firing a water bullet at one target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier piercing damage. <br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Water Prison'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Duration:''' Concentration, up to 1 minute.<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you create a watery sphere around a creature you can touch, who must make a Dexterity saving throw. On a failure, they are {{5c|restrained}} and begin {{5e|suffocating}}. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer restrained or suffocating. If you are no longer able to touch the creature, you lose concentration on this jutsu.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Water Shark Bomb'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 50 foot line<br />
<br />
As an action, you shape water into the form of a large shark and sends it hurtling towards the target. Make a ranged spell attack. On a hit, the target takes 3d8 + your Intelligence modifier bludgeoning plus 2d6 cold damage and must make a Strength saving throw or be pushed back 10 feet and fall prone.<br />
<br />
<br />
'''12th level Jutsu'''<br />
<br />
'''Water Gun: Two Gun Style'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, you fire two powerful shots of water simultaneously. Make a ranged spell attack for both. On a hit, the target takes 2d6 + your Intelligence modifier piercing plus 1d12 cold damage for each.<br />
<br />
<br />
'''16th level Jutsu'''<br />
<br />
'''Super Shark Bomb''' <br />
<br />
'''Cost:''' 28<br />
<br />
'''Range:''' 10 ft wide 150 ft line<br />
<br />
As an action, you create a gigantic shark out of water and thrust both hands forward, sending it in a 10 ft wide 150 ft line. Each creature in the area must make a Strength saving throw. On a failure, the targets take 6d8 + your Intelligence modifier cold plus 3d6 bludgeoning damage and falls prone moving to the end of the line. Half as much on a success.<br />
<br />
===Wind Style===<br />
<br />
'''Basic Wind Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' Instantaneous or 10 minutes (see below)<br />
<br />
You seize the air and compel it to create one of the following effects at a point you can see within range:<br />
<br />
* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.<br />
* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.<br />
* You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.<br />
<br />
Additionally, you can keep a ball of air around your head to prevent suffocation for up to 10 minutes.<br />
<br />
<br />
'''Violent Whirlwind'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 5 foot wide, 30 foot line<br />
<br />
As an action, you produce a powerful stream of wind from your mouth. Each creature in the area must make a Strength saving throw, taking 1d8 + your Intelligence modifier bludgeoning damage and pushed 15 feet away on a failure.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Wind Wall'''<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
'''Range:''' 10 feet radius<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As an action, you summon a swirling stream of wind, encasing yourself. You and your allies gain a +2 bonus to AC and creatures attempting to attack through the wall have disadvantage. You can expend 2 additional chakra to expand the radius by 5 feet.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Air Bullet'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 5 foot wide, 15 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 3d8 + your Intelligence modifier 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 />
'''12th Level Jutsu'''<br />
<br />
'''Great Task of the Dragon'''<br />
<br />
'''Cost:''' 13 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you alter the weather temporarily making a 15 foot radius tornado that dissipates immediately after the Jutsu ends. At the start of your next turn, the tornado drops on a point in range. All creatures in a 10 foot radius must make a Strength saving throw, taking 5d6 + your Intelligence modifier thunder damage and being swept 30 ft into the air on a failure. Half as much on a success. As an action, you can move the tornado up to 20 ft. All creatures swept up can repeat the saving throw, taking 5d6 + your Intelligence modifier thunder damage, lifting 30 ft into the air, and following the tornado on a failure. On a success, it falls and is no longer caught up in the tornado.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you strike with a large Shuriken-shaped ball of wind. On a hit, the target takes 8d4 + your Intelligence modifier thunder plus 6d4 piercing damage from the wind splintering into sharp needles that pierce their bodies. You and the target must make a Constitution saving throw, taking 2d8 piercing damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. <br />
<br />
If used while in Sage Mode, this Jutsu gains a range of 60 feet, and you automatically succeed the Constitution saving throw.<br />
<br />
===Yin Style===<br />
Yin Style chakra is the innate energy of the spiritual world.<br />
<br />
'''Basic Yin Style Technique'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a bonus action, you focus the chakra in a creature's mind. The target gains advantage on rolls against being {{5c|frightened}}, {{5c|charmed}}, or {{5c|unconscious}}. <br />
<br />
<br />
'''Yin Enhancement'''<br />
<br />
'''Cost:''' Half the cost of the Jutsu<br />
<br />
As a bonus action, when you use a Jutsu, you can make attack rolls with advantage, re-roll damage rolls, or double the range for that Jutsu.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Magic Lantern Body Jutsu'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 5 miles<br />
<br />
'''Duration:''' Concentration, up to 1 hour<br />
<br />
As an action, if you know the location of 1 creature or object down to a 30 foot range, you project an image of yourself in front of the target, enabling you to converse with them. The mirage is a transparent silhouette, save for your eyes which are perfectly recreated, that refracts various colors. You can see and hear through this mirage, but you can not interact with the world around it. <br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Psycho Mind Transmission'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 5 mile radius<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
You can telepathically communicate with a number of creatures up to twice your {{5a|Int}} modifier, minimum 1. You must share a language with them, and can only communicate verbally. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Bringer of Darkness'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 50 feet<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As an action, you stop the yin style chakra flow to a creature within range's eyes. They must make a Constitution saving throw. On a failure, they are {{5c|blinded}} until the Jutsu ends. As an action, the target can repeat the saving throw.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Temple of Nirvana'''<br />
<br />
'''Cost:''' 32 chakra<br />
<br />
'''Range:''' 150 feet<br />
<br />
As an action, every creature within range, other than you, sees white feathers falling from the sky and must make an Intelligence saving throw. On a failure, a creature falls {{5c|unconscious}}. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, you can end the effect on an individual creature. Dispel Magic or a similar effect, as well as Basic Yin Style Technique, can dispel it on an individual creature.<br />
<br />
===Yang Style===<br />
Yang Style chakra is the purified energy of the physical world.<br />
<br />
'''Basic Yang Style Technique'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a bonus action, you restore the yang chakra in a creature's body. The target gains advantage on rolls against being {{5c|paralyzed}}, {{5c|petrified}}, or {{5c|poisoned}}. <br />
<br />
<br />
'''Body Pathway Derangement'''<br />
<br />
'''Chakra:''' 5 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a melee spell attack, you attempt to cut of the flow of yang chakra in a creature's nervous system. On a success, they become {{5c|paralyzed}}. At the end of each of their turns, they may attempt an Intelligence saving throw, ending this effect early on a success. <br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Universal Assimilation Jutsu'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You temporarily convert your body into a material you are touching using yang chakra, granting you one of the following effects:<br />
*Wood: You gain resistance to bludgeoning damage, but vulnerability to fire damage.<br />
*Stone: You gain resistance to fire damage, but vulnerability to bludgeoning damage.<br />
*Metal: You gain resistance to all non-magical damage, but vulnerability to acid and lightning damage.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Body Cultivation Jutsu'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
You feed chakra into a piece of flesh, slowly growing it. Using this jutsu once allows the piece of flesh to be attached to and promptly absorbed by a creature, granting them 5 temporary hit points or creating a small body part, such as an eye or finger. Created body parts can not have special properties, such as being dojutsu. Using this jutsu 5 times allows one to regrow a single limb. <!--While this is never used in canon, Madara's ability to infinitely cultivate Hashirama cells using the Gedo Mazo is never explained--><br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Dustless Bewildering Cover'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You cover yourself in chakra that masks your presence, becoming completely {{5c|invisible}} and immune to {{inpage|Chakra Detection}} until you take an action or the end of the duration.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Inorganic Reincarnation'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 120 foot radius<br />
<br />
As an action, you channel yang chakra into the world around you, allowing you to move any one inanimate object not being held or worn by a creature or suspended in air up to a 10 foot cube within range 20 feet in any direction. You may make an unarmed strike using an object by spending 5 feet of object movement.<br />
<br />
= Kekkei Genkai =<br />
A Kekkei Genkai is an anomaly of the DNA that allows the wielder to use unique techniques. A Kekkei Genkai's name describes both the anomaly and the resulting technique and are generally passed down through generations of a clan, although there are other means to attain a Kekkei Genkai outside of being born to their respective clans.<br />
Discuss with your DM how you would have attained your Kekkei Genkai, be it through your bloodline or through other obscure methods, such as implanting the DNA of a user into your own body.<br />
<br />
<br />
===Explosive Style===<br />
The explosive style Kekkei Genkai combines earth and lightning style chakra to create powerful explosions. They often use these abilities to enhance their blows. <br />
<br />
<br />
'''Basic Explosive Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As a bonus action, whenever you make an unarmed strike for the duration, you can choose to deal fire or thunder damage instead of bludgeoning. You can choose to use your Intelligence modifier for unarmed strikes damage rolls instead of your Strength or Dexterity modifier. Your unarmed strikes deal double damage against objects not made of stone or metal.<br />
<br />
<br />
'''Explosive Punch'''<br />
<br />
'''Cost:''' 2 chakra <br />
<br />
As a bonus action, after making an unarmed strike, you bolster it with an explosion at point blank range. The attack deals an extra 1d12 fire damage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Feign Explosion'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, after making an unarmed strike, you create a small explosion that releases smoke in a 15 foot radius for 1 minute. This area is heavily obscured.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Explosive Clay'''<br />
<br />
'''Cost:''' 5 chakra and 1 handful of malleable material<br />
<br />
As an action, you pump explosive chakra into a molded piece of malleable material. Each piece deals 1d10 + your Intelligence modifier fire damage, have the thrown (30/60) property, and can be used for Shuriken Jutsu, dealing 1d10 fire damage each.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Unbalancing Explosion'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you release an explosion directly into the ground. Each creatures in the area must make a Constitution saving throw or be knocked prone and take an amount of damage equal to your martial arts die + your Intelligence modifier.<br />
<br />
<br />
'''16th level Jutsu'''<br />
<br />
'''Internal Explosion'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As a bonus action, after an unarmed strike, you attempt to create an explosion inside your target. The target must make a Constitution saving throw or take 5d10 fire plus 2d10 + your Intelligence modifier thunder damage and become {{5c|incapacitated}}. At the end of each of its turns, the target can make another Constitution saving throw. On a success, it is no longer {{5c|incapacitated}}.<br />
<br />
===Ice Style===<br />
This Kekkei Genkai combines water and wind chakra. It allows the user to manipulate water particles to form ice in different shapes and forms.<br />
<br />
<br />
'''Basic Ice Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As a bonus action, you gain resistance to cold damage, and cold weather has no effect on you. <br />
<br />
Also as a bonus action for the duration, you can cool an area 30 ft around you by up to 30 degrees Fahrenheit. You can shape up to 10 ft of ice and can freeze water. It melts over time, and cannot be used to harm any creature or object.<br />
<br />
<br />
'''Winterized Weaponry'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As an action, you create any weapon from solid ice. Each weapon can lasts 10 minutes in temperatures higher than freezing and half as much in temperatures over 80 degrees Fahrenheit. Each weapon deals an extra 1d6 cold damage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''A Thousand Needles of Death'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, a large number of needle-like shards of ice surround the target fly at them. The target must make a Dexterity saving throw, taking 3d4 piercing plus 1d6 + your Intelligence modifier cold damage and have its movement speed reduced by 10 ft until the start of your next turn on a failure. Half as much damage on a success.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Ten Thousand Ice Petals'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 30 feet cone <br />
<br />
As an action, a frigid cold pours from your mouth. Every creature in the area is engulfed in frigid mist, and must make a Constitution saving throw. On a failure, the target takes 4d6 + your Intelligence modifier cold damage and its movement speed is halved. Half as much damage on a success.<br />
<br />
<br />
'''12th level Jutsu'''<br />
<br />
'''Crystal Ice Mirrors'''<br />
<br />
'''Cost:''' 24 chakra<br />
<br />
'''Duration:''' 1 minute <br />
<br />
As an action, you create a 30 ft dome of mirrors made of ice. At the start of its turn, a creature inside takes 1d8 + your Intelligence modifier cold damage. As an action, you can step into a mirror and throw yourself between them at high velocity. You can make one attack each round. This attack is made with a +5 bonus to the attack and damage rolls. While within the mirror, you have total cover. A creature can enter the dome freely; however when trying to leave, it must make either break one of them with a Strength or Dexterity saving throw. On a failure, you can make an attack of opportunity. This doesn’t use your reaction. While this lasts, you cannot use other Jutsu.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Wolf Fang Avalanche'''<br />
<br />
'''Cost:''' 32 chakra <br />
<br />
'''Range:''' 40 ft cube<br />
<br />
As an action, an avalanche of snow pours out from your feet that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The target’s must make a Constitution saving throw. On a failure, it takes 10d8 + your Intelligence modifier cold damage and are restrained until it uses an action and all of its movement to dig itself out. Half as much damage on a success.<br />
<br />
===Lava Style===<br />
This Kekkei Genkai is a combination of earth and fire chakra used to super heat the ground beneath the user to form volcanic materials such as rubber or lava.<br />
<br />
<br />
'''Basic Lava Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As a bonus action, you gain the ability to walk on lava as if you were walking on water and take no damage. You also reduce any fire damage taken you take by 1d12 + your Constitution modifier.<br />
<br />
<br />
'''Melting Apparition'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 10 feet <br />
<br />
As an action, you manipulate a strong acidic mud flow capable of corroding flesh. Make a ranged spell attack. On a hit, the target takes 2d6 + your Intelligence modifier acid damage. You can use this to melt locks or doors that are no more than 3 inches thick or made of adamantine.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Quicklime Congealing'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 25 feet<br />
<br />
As an action, you expel a large quantity of quicklime from your mouth. Make a ranged spell attack. On a hit, the target takes 2d4 + your Intelligence modifier bludgeoning damage and be restrained. The target can use an action to make a Strength saving throw. On a success, it’s no longer restrained.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Rubber Defense''' <br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you create a short tube of vulcanised rubber on yourself or an ally. The target gains a +5 bonus to AC and immunity to lightning damage. It cannot make an attack from inside it and your movement speed is decreased by 5 feet. You may end this effect early as an action, and another creature may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Scorching Rocks'''<br />
<br />
'''Cost:''' 18 chakra<br />
<br />
'''Range:''' 50 feet <br />
<br />
As an action, you expel a large amount of lava from your mouth which quickly solidifies into multiple boulders of molten rock that are fired towards the target with tremendous force. You fire four boulders. Make a ranged spell attack for each. On a hit, the target takes 4d6 + your Intelligence modifier fire plus 2d4 bludgeoning damage.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Crimson Flame'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Range:''' 60 feet <br />
<br />
As an action, you gather lava chakra in your hand and fire a series of projectiles. The projectiles explode in red fiery blasts in 10 foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, it takes 8d10 + your Intelligence modifier fire damage plus 3d8 force damage and is pushed 30 ft away. Half as much damage on a success.<br />
<br />
===Magnet Style===<br />
This Kekkei Genkai is the fusion of wind and earth chakra. It allows the user to manipulate magnetic metals like gold and iron. Gold dust and iron sand are formed automatically for attacks, but disperse after the attack.<br />
<br />
<br />
'''Basic Magnet Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you can pull any magnetic object within range that are not being held, worn, or bound to another surface 10 ft. towards you. Additionally, you are not effected by difficult terrain on or caused by metallic objects for 1 minute.<br />
<br />
<br />
'''Gold Spear''' <br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Range:''' 10 feet <br />
<br />
As an action, you create a spear of gold and send it at a target. Make a ranged spell attack. On a hit, the target takes 1d8 piercing plus 1d8 + your Intelligence modifier force damage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Iron Needle Bomb'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 30 foot radius <br />
<br />
As an action, you create an orb of iron sand and then forcefully disperses it into needles in a circle around you. All other creatures in the area must make a Dexterity saving throw. On a failure, the creatures take 2d10 + your Intelligence modifier piercing damage.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Iron Sand Drizzle'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 40 feet line <br />
<br />
As an action, you release gunshot-like particles of Iron Sand. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 3d8 piercing damage plus 2d4 + your Intelligence modifier force.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Magnet Rise'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' Touch<br />
<br />
As a bonus action, you’re able to magnetize anything you touch. As a bonus action, while concentrating on this, you can magnetize an additional object or creature. If a creature is magnetized, attack rolls against the creature with metal weapons have advantage or disadvantage (your choice). Magnetized objects can be moved 10 ft per round.<br />
<br />
<br />
'''Creation'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you can form weapons out of iron and gold dust. The weapons are not structurally sound and will shatter back into dust after two strikes. You can make six darts, Kunai, Senbon, or Shuriken, three daggers, two shortswords, one longword, or one greatsword. You are proficient with weapons you make.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Gold Dust Imperial Funeral'''<br />
<br />
'''Cost:''' 32 chakra<br />
<br />
'''Range:''' 100 foot radius<br />
<br />
As an action, the ground around you overflows with gold dust covering every creature of you choose and you are lifted into the air by a cloud of gold dust. Each creature must make a Constitution saving throw. On a failure, it takes 8d10 + your Intelligence modifier bludgeoning damage, is paralyzed until the end of your next turn. Half as much damage on a success.<br />
<br />
===Scorch Style===<br />
This Kekkei Genkai is the fusion of wind and fire chakra. While it can be seen as normal fire Jutsu, it's on a completely different level. The flame from this Kekkei Genkai is enough to evaporate the moisture inside of someone's body from the outside. These attacks deal damage through objects, so cover doesn't make affect Scorch Style Jutsu. It can also melt most wooden objects on impact. <br />
<br />
<br />
'''Basic Scorch Style Technique'''<br />
<br />
'''Range:''' Self or 120 feet (for the fog cloud)<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an bonus action, you enter a state of super heating and increase the temperature surrounding your body drastically. As a reaction when hit with a nonmagical melee weapon, you can expend 5 chakra, to super heat it. The target must make a Constitution saving throw. On a failure, it takes 1d10 + your Intelligence modifier fire damage and drops the weapon.<br />
<br />
Alternatively, as an action for the duration, you can target up to 5 cubic feet of water within range and evaporate it in the blind of an eye.<br />
You create a 20-foot-radius sphere of fog centered at the source of water. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
<br />
'''Demon Lantern'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you summon an orb of fire that takes the shape of a skull. Make a ranged spell attack. On a hit, the target takes 1d10 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Bomb Blast Dance'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 30 foot cone<br />
<br />
As an action, you expel fire from your mouth in a large stream. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d6 + your Intelligence modifier fire damage. Half as much damage on a success.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Incinerating Flare'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 40 feet <br />
<br />
As an action, you form a large ball of heat as bright as the sun. You throw it at a point in range, violently exploding on impact. Each creature in a 10 ft radius of the point must make a Constitution saving throw, taking 4d8 + your Intelligence modifier fire damage and a level of exhaustion on a failure. Half as much damage on a success.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Great Blaze Ball'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 100 feet<br />
<br />
As an action, you exhale a meteor-sized sphere of fire that carries the enemy away and causes a massive explosion on impact. Make a ranged spell attack. On a hit, the target takes 6d10 + your Intelligence modifier fire damage and must make a Constitution saving throw. On a failure, its movement speed is reduced to 0 until the end of its next turn due to most of the moisture in its body evaporating.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Extremely Steaming Murder'''<br />
<br />
'''Cost:''' 32 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 100 feet<br />
<br />
As an action, you create three flaming orbs that resemble small suns. These orbs rotate around you. As an action, you can send one of these at a creature within range. Make a ranged spell attack. On a hit, the target takes 4d10 + your Intelligence modifier radiant damage and one exhaustion level. A creature reduced to 0 hit points by this dies as all the water inside its body evaporates, leaving it a mummified corpse and disintegrating all of its equipment is unless it is magical. Each orb dissipates after hitting two targets or when you lose concentration.<br />
<br />
===Swift Style===<br />
This Kekkei Genkai is a combination of Wind and Lightning Style to enhance the user's physical abilities and speed. Users of this style are rare, but often legendary for their amazing speeds.<br />
<br />
<br />
'''Basic Swift Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you can increase your movement speed by 30 feet.<br />
<br />
You can also permanently use your Unarmored Movement feature while wearing armor.<br />
<br />
<br />
'''Surge'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Duration:''' 1 minute, concentration.<br />
<br />
Your perception of the world slows down as lightning surges through your body, enhancing your processing speed.<br />
<br />
Your speed doubles, and you gain an additional action and bonus action, +1 AC, and advantage on Dexterity saving throws. When doing anything that isn't a Swift Release jutsu using the action given by Surge, roll a Concentration check. On a failure, the technique fails and Surge ends. A wave of lethargy sweeps over you as soon as the Jutsu ends: you are unable to move or take any actions until the end of your next turn.<br />
<br />
<br />
'''4th level Jutsu'''<br />
<br />
'''Shadowless Flight'''<br />
<br />
'''Cost:''' 3 Chakra<br />
<br />
This technique requires Surge to be active. You move at instantaneous speeds, rapidly striking your target at various angles while avoiding any opposition regardless of the target's speed or strength.<br />
<br />
As an action, choose a target within melee range and roll 3d6. The target takes the result in damage of the same damage type as your chosen weapon. This counts as an attack with your chosen weapon for the purposes of resistance and immunity's.<br />
<br />
<br />
'''8th level Jutsu'''<br />
<br />
'''Unseen Passage'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
This technique requires Surge to be active. You analyze the path of perception of the people around you and move in their blindspots.<br />
<br />
As a bonus action used to cast this Jutsu, you take the Hide action with advantage. For the remainder of Surge's duration you remain Hidden even after attacking. On your turn, you can replace your current stealth roll with another as an action still at advantage.<br />
<br />
<br />
'''12th level Jutsu'''<br />
<br />
'''Crowd Control'''<br />
<br />
'''Cost:''' 6 Chakra<br />
<br />
This technique requires Surge to be active. This version of Shadowless Flight is modified to target multiple targets.<br />
<br />
As an action, you can target any creatures in a cone or radius the size of half of your current speed. Each creature of your choice in range must roll a Constitution saving throw. On a failure, they are hit by Shadowless Flight regardless of their AC. On a success, they take half damage.<br />
<br />
'''16th level Jutsu'''<br />
<br />
'''Superstorm'''<br />
<br />
'''Cost:''' 22 Chakra<br />
<br />
'''Range:''' 40 foot radius<br />
<br />
'''Duration:''' 1 minute, concentration.<br />
<br />
As an action, you summon a super storm concentrated in a 40 foot radius that follows you for 1 minute.<br />
<br />
Creatures of your choice inside the super storm have their movement speed halved and must roll a Constitution saving throw at the start of each turn they spend inside the super storm. On a failure, they suffer a level of exhaustion.<br />
<br />
While this Jutsu is active, you can concentrate on both Surge and Swift Release: Superstorm and must roll the concentration saving throws independently of each other.<br />
<br />
===Storm Style===<br />
This Kekkei Genkai is a natural combination of water and lightning. These two combine to make a lightning that flows with fluidity like water. <br />
<br />
<br />
'''Basic Storm Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As a bonus action, you make the water around you flow like lightning, and any lightning that hits you flow like water. You gain resistance to lightning damage, and your swimming speed is doubled.<br />
<br />
<br />
'''Light Fang'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 10 foot line<br />
<br />
As an action, you generate a sharp thin stream of light from your mouth. Each creature in the area must make a Constitution saving throw, taking 1d10 + your Intelligence modifier piercing or radiant damage on a failure.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Light Pillar''' <br />
<br />
'''Cost:''' 4 chakra <br />
<br />
'''Range:''' 15 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you make an extremely bright light that appears to emanate from your body. Each creature in the area must make a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a creature can repeat the Constitution saving throw. On a success, it is no longer blinded.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Thunder Cloud Inner Wave''' <br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you generate a thunder cloud in the radius around you that follows you. Each creature that ends its turn within the cloud or enters the cloud for the first time on a turn takes 2d6 + your Intelligence modifier lightning damage. This cloud heavily obscures the area for any creature other than you.<br />
<br />
<br />
'''12th Level Jutsu''' <br />
<br />
'''Demon Lightning Storm'''<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 40 foot radius<br />
<br />
As an action, you create a large thunder cloud 40 ft in the air covering a 40 ft radius. Any lightning damage dealt to a creature other than you under the cloud deals an additional 2d6 lightning damage. As an action, you can also summon a bolt of lightning. Each creature in a 10 ft radius of a point under the cloud must make a Constitution saving throw, taking 6d6 + your Intelligence modifier lightning damage on a failure. Half as much damage on a success.<br />
<br />
<br />
'''16th level Jutsu'''<br />
<br />
'''Laser Circus''' <br />
<br />
'''Cost:''' 26 chakra<br />
<br />
'''Range:''' 90 foot line<br />
<br />
As an action, you create eight beams of concentrated lightning and shoot them at a creature. Each beam can hit up to two creatures. Each creature must make a Constitution saving throw, taking 8d8 + your Intelligence modifier lightning or radiant damage on a failure. Half as much damage on a success. If you target a creature with more than one beam, it has disadvantage on the saving throws.<br />
<br />
===Vapor Style===<br />
Vapor style Jutsu combine fire and water chakra to weaponize steam. This steam is produced by super heating water produced by Water Style to create deadly puffs of super heated steam.<br />
<br />
<br />
'''Basic Vapor Style Technique'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you begin expelling small amounts of chakra from your palms and heels. For the next minute your long jump and high jump distances are doubled.<br />
<br />
<br />
'''Steam Jet'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 10 foot cone<br />
<br />
You release a stream of steam from your mouth. Each creature in the area must attempt a Constitution saving throw, taking 1d12 + your Intelligence modifier fire damage on a failure or half as much on a success.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Radiant Steam'''<br />
<br />
'''Cost:''' 5 chakra <br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you radiate steam from your entire body. Each creature in the area must make a Constitution saving throw, taking 2d10 + your Intelligence modifier fire damage on a failure or half as much damage on a success.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Corrosive Jet'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 60 foot line<br />
<br />
As an action, you release a more powerful and corrosive jet of steam. Each creature in the area must make a Constitution saving throw, taking 5d8 + your Intelligence modifier acid damage on a failure. Half as much damage on a success.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Petrifying Steam'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you make a blast of steam. A creature in range must make a Constitution saving throw, becoming petrified for 1 minute on a failure. They may repeat this saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Corrosive Explosion'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 90 feet<br />
<br />
As an action, you make an explosion of corrosive steam. Each creature in a 60 foot radius of a point in range must make a Constitution saving throw, taking 8d8 + your Intelligence modifier acid damage, pushing the creature to the edge of the radius, and falling prone on a failure. On a success, they only take half as much damage.<br />
<br />
===Wood Style===<br />
This Kekkei Genkai is made up of techniques that mix earth and water chakra to create wood, as well as various plants, to form anything from simple grasses to flowering trees. Canonically, this can only be used if you have the {{inpage|Hashirama's Cells}} feat, otherwise you gain {{inpage|Mud Style}}. If you are not using this variant, you must choose one of these styles to gain when you meet their chakra requirements. <br />
<br />
<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 />
'''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 />
'''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 the target. 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 />
'''4th Level Jutsu'''<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 />
'''8th level Jutsu'''<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 />
'''12th Level Jutsu'''<br />
<br />
'''Deep Forest Emergence'''<br />
<br />
'''Cost:''' 20 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 in a dense 40 ft radius, 20 ft high forest around you. 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 4d12 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. The forest is difficult terrain to all creatures but you. As a bonus action, you can spend 4 chakra to make a large branch from the forest to attack one creature. Make a melee spell attack. On a hit, it takes 3d10 piercing or bludgeoning damage.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Great Spear Tree'''<br />
<br />
'''Cost:''' 32 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 in you the affected area must make a Dexterity saving throw. On a failure, it takes 6d8 + your Intelligence modifier piercing damage and is restrained by the dome. Half as much damage on a success. If a creature is reduced to 0 hit points by this damage it dies. The body is crushed and the blood seeps into the roots giving them a red tinge. To break out, the restrained target can use its action to make a Strength saving throw. On a success, the target escapes and is no longer restrained. As an action at no additional chakra cost, you can make a spell attack against a creature in the area, on a hit the target is affected by one of the following effects of your choice:<br />
<br />
*'''Vine:''' On a hit, the target is knocked prone and takes 2d8 + your Intelligence modifier bludgeoning damage.<br />
*'''Branch:''' On a hit, 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. Half as much damage on a success. This can only be used once every other round.<br />
<br />
===Mud Style===<br />
This Kekkei Genkai is made up of techniques that mix earth and water chakra to create liquid earth. Due to the legendary status of {{inpage|Wood Style}}, as well as the persecution of Mud Style users far beyond that of any other Kekkei Genkai user, Mud Style is almost considered a myth. If you are not using the Wood Style variant in which you must have the {{inpage|Hashirama's Cells}} feat to use it, you must choose one of these styles to gain when you meet their chakra requirements. <br />
{{Design Note|For the sake of fleshing out the style, Chakra Bog and Mud Enslavement Jutsu have been taken from Fanon.}}<br />
<br />
'''Basic Mud Style Technique'''<br />
<br />
'''Cost:''' 1+ Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
As an action or bonus action, you can convert a moderate amount of earth into mud, creating one of the following effects within a 5 foot cube:<br />
<br />
* If you target an area of earth, you can instantaneously soften it into mud. Mud can be effected by both Water Style's and Earth Style's basic technique, and counts as loose earth.<br />
* You dry an area of mud, causing to to become solid ground.<br />
* You semi-soften earth into mud, causing it to lose any special effects (i.e. difficult terrain, saving throws for touching it, etc.).<br />
<br />
Alternatively when you cast this Jutsu, you can target 1 foot of metal, or 1 inch of adamantine. This can not affect magical materials.<br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<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 />
'''Landslide'''<br />
<br />
'''Cost:''' 5-20 chakra<br />
<br />
'''Range:''' 30 foot cone<br />
<br />
As an action, you transform an area of earth into a muddy ramp. Every creature in this area must attempt a Strength saving throw, taking 3d8 bludgeoning damage and moving 10 ft. away from you on a failure, or half as much damage and movement on a success. The area of this jutsu counts as difficult terrain when moving against the direction you cast this jutsu form, and moving in the direction this jutsu was cast inside this area costs half as much movement speed. For every 5 chakra spent, this jutsu's range increases by 5 ft.<br />
<br />
<br />
'''Mud Enslavement Jutsu'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, one creature you can see must attempt a Strength saving throw. On a failure, they can not make reactions until the end of their next turn and you can force them to take one action of your choice that is not a jutsu. If you have the Perfected Seals feat, you may force them to cast a jutsu, splitting the cost evenly between you and the target.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Muddy Water Fall'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 45 feet<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
As an action, you cover a creature in mud that quickly hardens, and they must succeed a Strength saving throw. On a failure, they take 3d6 bludgeoning damage, and their movement speed is reduced by 15 ft. for this jutsu's duration. On a success, they take half as much damage and their movement speed is not reduced. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
<br />
'''8th level Jutsu'''<br />
<br />
'''Mud Doll'''<br />
<br />
'''Cost:''' 4+ chakra per doll<br />
<br />
As an action, you create up to five clones. The clones have 5 hit points each, gain 5 temporary hit points at the beginning of each of their turns, and they have an amount of chakra equal to 4 + how much of your chakra you decide to give them. The clones can take actions as normal, however they only have one attack each. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, you dismiss them at will, or you fall unconscious. If the clone still has chakra when it dissipates, you regain any remaining chakra from the clone minus the 4 chakra used to make it.<br />
*Shadow clones have no range limit as to how far away they can be.<br />
*A shadow clone has the same AC as you, however if the AC of the main body was effected by a spell to increase said AC, these effects do not carry over<br />
*A shadow clone carries a copy of all your main body's weapons, however it does not carry the magical effects over from it beside a base damage bonus. A cloned vorpal sword is just a +3 sword in the hand of a clone.<br />
*While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Chakra Bog'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 30 ft. radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you convert all chakra that enters the area around you into Mud Style chakra, sloshing to the ground upon casting. Jutsu can not be cast in, maintained in, or enter this area for 1 minute. You may end this jutsu early as an action.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Bottomless Mud Hole'''<br />
<br />
'''Cost:''' 32 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, convert a 30 ft. radius, 20 ft. deep area of earth into mud that quickly sucks creatures into it. When they enter or start their turn in this jutsu's range, they must succeed a Strength saving throw or sink 2.5 ft. into the mud. On a success, the number of times they have sunk decreases by 1. After sinking once before leaving the area, the area counts as difficult terrain. After sinking twice before leaving the area, they become {{5c|slowed}}. If they sink three times, they begin to [[5e SRD:Suffocating|suffocate]]. While within 5 ft. of this jutsu's edge, each failure causes the creature to sink twice as mud hands pull them deeper. Creatures can sink up to 8 times. For each size category below Medium, creatures gain the effects of the first +1 instances of sinking on one failure. For each size category above Medium, creatures can suffer +1 instances of sinking before suffering any ill effects.<br />
<br />
===Plasma Style===<br />
The Plasma Style Kekkei Genkai combines Fire Style and Lightning Style, increasing the heat of the expelled chakra beyond even electricity. <br />
<br />
<br />
'''Basic Plasma Style Technique'''<br />
<br />
'''Cost:''' 3 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you produce a small ball of plasma from your fingertip. This can cut through or fuse plates of metal at a rate of 1 inch per 5 seconds. It can also be used to make quick marks in metal surfaces. <br />
<br />
<br />
'''Thunder Sabre'''<br />
<br />
'''Cost:''' 2-10 chakra<br />
<br />
As part of an unarmed attack, you surround your hand in a ball of plasma, ripping through your targets. The result of the attack roll is increased by +2. This increases by +1 for every 2 additional chakra spent. <br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Tornado Lightning'''<br />
<br />
'''Cost:''' 2-10 Chakra<br />
<br />
As part of an unarmed attack, you create an arc plasma between your hands, making the angles and speed of your attacks unpredictable. The attack deals lightning damage, deals +2 additional damage, and deals twice as much damage to objects. You deal +1 additional damage per 2 additional chakra spent. <br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Plasma Ball'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
You blast an extreme amount of plasma from your body. Any creatures in this area are pushed to the closest space not within range. Until the beginning of your next turn, you are immune to the {{5c|restrained}} condition and lightning damage, you can not move, and you gain +3 AC. <br />
<br />
<br />
'''Plasma<!--Gelel--> Blast'''<br />
<br />
'''Cost:''' 8-20 chakra<br />
<br />
You infuse the air with plasma with each strike of your fists. As part of an unarmed attack, you may increase its reach by 5 feet. This range increases by 5 feet for every 4 additional chakra spent. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Raging Thunder'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As part of an unarmed attack, you erect a barrier of plasma on contact. On a hit, you gain full cover in the direction of the creature you attacked until the beginning of your next turn. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Plasma<!--Gelel--> Laser'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 45 foot cone<br />
<br />
You fire a spiraling blast of bluish-green plasma. Unlike a normal cone, the peak of the arc of this jutsu’s range is 5 feet in front of you, tapering as it gets further away. Every creature within range must attempt a Dexterity saving throw. On a failure, they take 6d6 lightning damage. On a success, they take half as much damage.<br />
<br />
===Steel Style===<br />
This Kekkei Genkai manipulates Earth Style and Yang Style chakra to directly manipulate heavier metals, unlike Magnet Style’s manipulation of magnetic fields. <br />
<br />
<br />
'''Basic Steel Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous of 1 hour (see below)<br />
<br />
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube or metal that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
*If you target an area of loose, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. If it is attached to something else, you must succeed a DC 15 Strength (Athletics) check, rending it from its attachments on a success. <br />
*You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.<br />
*You cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. <br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Black Iron Fist'''<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You create a massive pair of hands out of at least 1 square foot of metal. Your grapple and unarmed strike ranges increase by 15 feet and you may grapple 1 additional creature at a time. <br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Steel Weapon Creation'''<br />
<br />
'''Cost:''' 2 chakra per weapon<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you shape up to 5 weapons from the necessary amount of steel and move them anywhere within range. They do not move fast enough to cause damage. <br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Black Iron Wings'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
You reshape 1 cubic foot of metal into a pair of wings. These wings have an AC of 16, 25 hit points, and grant you a flying speed of 30 feet. You may make an attack with a thrown weapon as a bonus action while you have these wings. <br />
<br />
<br />
'''Iron Chain World'''<br />
<br />
'''Cost:''' 2 chakra per foot of metal<br />
<br />
'''Range:''' 10 foot per foot of metal line<br />
<br />
You erect a series of pillars out of up to 5 cubic feet of metal. Each creature within range must succeed a Dexterity saving throw, taking 3d4 piercing damage on a failure, and half as much on a success. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Secret Technique: Black Iron'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Any creatures of your choice must succeed a Strength or Dexterity saving throw as you reshape 5 cubic feet of metal around them. On a failure, they are {{5c|restrained}}. They may reattempt this saving throw at the end of each of their turns, ending this effect on a success. A creature may end this jutsu’s effect on a creature by removing the seal on the metal as an action. If they do not escape by the end of this jutsu’s duration, they become {{5c|paralyzed}} and no longer age or require food, water, or air until another creature removes the seal. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Impervious Armor'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You cover your body in at least 1 square foot of steel. You become immune to non-magical slashing and piercing damage, and resistant to non-magical bludgeoning, magical bludgeoning, slashing, and piercing, and thunder damage. You become vulnerable to acid and lightning damage.<br />
<br />
<br />
===Shade Style===<br />
This Kekkei Genkai combines the erratic and fluid Wind Style with the cerebral Yin Style chakra to shape the chakra of others.<br />
<br />
<br />
'''Basic Shade Style Technique'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
As a bonus action, you send out a pulse of chakra. At the beginning of your next turn, you can sense the presence of magic and chakra within 30 feet of you until the end of your turn. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. 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 />
<br />
<br />
'''Inhaling Maw'''<br />
<br />
'''Cost:''' 3+ Chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create a vortex of chakra from your palm or mouth. One creature within range must succeed an Intelligence saving throw. On a failure, they lose 2d4 chakra points or take 2d6 necrotic damage. You regain an half as many chakra points. You may increase the effect by 1 die or range by 10 feet for 3 chakra. <br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Shape Transformation Memorization'''<br />
<br />
'''Cost:''' 4+ Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a reaction, you absorb the shape of a jutsu or spell that deals damage, reducing its damage by 1d6. For this jutsu’s duration, you may cast the jutsu or spell, changing its damage type to bludgeoning. Spells cost 3 times their spell level chakra. You may increase the amount of damage reduced by 1d6 for every other additional chakra point spent.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Judgement'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 30 foot line<br />
<br />
You expel a blast of pure chakra. Creatures within range must make an Intelligence saving throw. On a failure, they take 4d6 bludgeoning damage. On a success, they take half as much. <br />
<br />
<br />
'''Nature Absorption'''<br />
<br />
'''Cost:''' 2+ chakra<br />
<br />
As a reaction when you take damage, you may reduce said damage by 1d6. When you use Judgement of use a jutsu or spell memorized by Shape Transformation Memorization, it deals the same damage type as the damage you used this jutsu on most recently. You may increase the amount of damage reduced by 1d6 for every other additional chakra point spent.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Gozu Tennō'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You channel your shade style chakra into another being. If they are not willing, they must succeed a Charisma saving throw. On a failure, they can only use their action to attempt to deal damage. They also take half as much damage as they dealt. You store half as much chakra as the damage they dealt to themselves inside inside a tattoo made of shade style chakra. You only spend this chakra on a single jutsu of your choice. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Chimera Technique'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You touch a living creature, absorbing their ability into your body. You gain 3 features, spells, or jutsu of your choice that they have. If a feature relies on another, such as how each {{inpage|Path of Hatred}} relies on the previous one, you can not take it unless you have the feature it relies on.<br />
<br />
===Acid Style===<br />
The Acid Style Kekkei Genkai brings the psychological torment of Yin Style into the physical medium of Water Style chakra to create mixtures often considered offensive to all senses. <br />
<br />
<br />
'''Basic Acid Style Technique'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As an action, you can convert up to 1 galon of water into putrid, green acid. This acid can completely dissolve an object that is completely submerged in it in 1 minute. This does not effect magical objects or living creatures. <br />
<br />
<br />
'''Tongue Tooth Sticky Acid'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You spit a thick, gel-like glob of acid. One creature within range must succeed a Wisdom saving throw. On a failure, they take 2d6 acid damage and are {{5c|blinded}} for 1 minute. On a success, they take half as much damage and are not blinded. They may retry this saving throw at the end of each of their turns. <br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Acidic Bolster'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You infuse a creature with a healthy dose of Acid Style chakra. They become immune to Acid damage for this jutsu’s duration. <br />
<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Acidic Sludge'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You create a purple ball of acid. One creature within range must succeed a Wisdom saving throw. On a failure, they take 2d8 acid damage and are {{5c|poisoned}}. On a success, they take half as much damage and are not poisoned. They may retry this saving throw at the end of each of their turns.<br />
<br />
<br />
'''Acid Permeation'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Range:''' 30 feet<br />
<br />
You release a flurry of acidic bubbles. Make 5 ranged attacks at the same or different targets. On a hit, the target takes 1d6 acid damage. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Leach Gap'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you exude a white, glue-like Acid across your entire body. If a creature attempts to grapple you or restrain you with an object, they or the object take 1d8 acid damage. Your unarmed strikes deal acid damage, and reduce the target’s AC by 2 for 1 minute. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Wisdom Wolf Decay'''<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 />
===Crystal Style===<br />
The Crystal Style Kekkei Genkai hearnesses the geometric nature of Lightning Style and enhances it with the physical permanence of Yang Style chakra to create crystalline structures.<br />
<br />
<br />
'''Basic Crystal Style Technique'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As an action, you can create 1 crystal no larger than would fit in the palm of your hand. It can act as any gemstone of any value. A creature must succeed a DC 12 + your Intelligence modifier Intelligence (Investigation) check to determine that it is artificial, reducing its price to 10 gp. <br />
<br />
<br />
'''Crystal Wheel'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
You cover your body in a ring of crystals. Until the beginning of your next turn, you gain +30 feet of movement speed, opportunity attacks against you have disadvantage, you can not take actions or bonus actions, passing through another creature’s space does not cost additional movement, and if you occupy the same space as another creature, they take 1d6 + your Dexterity modifier magical slashing damage. You may spend 1 chakra at the beginning of each of your turns to maintain these effects. <br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Gods’s Crossing'''<br />
<br />
'''Cost:''' 2+ Chakra<br />
<br />
'''Range:''' 15 foot line<br />
<br />
As an action, you create a stream of jagged crystals. As a ranged attack, every creature takes 2d8 magical piercing or slashing damage, your choice. This only effects creatures in every other 5 foot area of this jutsu’s range. You may spend 2 additional chakra to increase this jutsu’s range by 10 feet. <br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Crimson Fruit'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You create a 15 foot radius dome of crystals. Each wall has 20 AC and 25 hit points. <br />
<br />
<br />
'''Jade Crystal Mirror'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Range:''' 30 feet<br />
<br />
You erect a wall of perfectly reflective crystal that occupies a 5 foot area. It has 15 AC and 15 hit points. Creatures within 10 feet of it must succeed a Wisdom saving throw. On a failure, they have disadvantage on attack rolls against you. You may move it up to 15 feet up to 60 feet away from you as an action, bonus action, or reaction. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Giant Hexagonal Weapon'''<br />
<br />
'''Cost:''' 3 chakra per weapon<br />
<br />
As part of your action when you make a thrown weapon attack, you may convert the weapon into a large, hexagonal projectile. Its range becomes a line with a width of 15 feet. They revert to normal at the end of your turn. This can be used in conjunction with the Shuriken Jutsu. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''String of Glory'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You encase your body in a pyramid of crystals. Your movement speed becomes 0, and you gain a flying speed of 5 feet. You gain 35 temporary hit points and +3 AC. As either or both of your attacks, you may fire a beam from the tip of the pyramid as a ranged spell attack with a range of 30 feet. On a hit, it deals 4d6 force damage.<br />
<br />
===Blaze Style===<br />
Blaze Style is a the highest caliber of destructive jutsu, using Yang Style to manipulate the physical form of the strongest Fire Style jutsu. Alternatively, a DM may decide that this style can only be taken as the second feature of one who gains Amaterasu from the {{inpage|Mangekyō}} Sharingan feature.<br />
<br />
<br />
'''Basic Blaze Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration''' 1 hour<br />
<br />
As a bonus action, whenever you deal fire damage for the duration, you can treat any 1 on a damage die as a 2 and you ignore resistance to fire damage.<br />
<br />
<br />
'''Amaterasu'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you focus your chakra on a single point, creating black flames. Anything flammable near it will be engulfed in black flame. The flame cannot be put out unless you choose to, magical means, or it ends. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 + your Intelligence modifier fire damage and at the start of its turn, it takes 1d10 + your Intelligence modifier fire damage. Amaterasu can only affect one creature at a time.<br />
<br />
If you already have Amaterasu from the {{inpage|Mangekyō}} Sharingan feature, you may use this as part of another jutsu. Doing so changes its range to the other jutsu's.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Entenka'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As a bonus action, you wrap your body in a layer of black flames which. You gain a +3 bonus to AC and when a creature makes a melee attack against you, it takes 1d10 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Honoikazuchi'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
As a reaction, you surround yourselves with Amaterasu shaping it into spikes, impaling anything within the area. Each creature must make a Dexterity saving throw, taking 4d8 + your Intelligence modifier fire damage on a failure. Half as much on a success.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Flame Control'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
'''Range:''' 15 foot cone<br />
<br />
As a bonus action, after you make a melee weapon attack, you sweep black flame out in the area. Each creature in the area must make a Dexterity saving throw, taking 6d10 + your Intelligence modifier fire damage on a failure. Half as much on a success.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Great Dragon Fire Technique'''<br />
<br />
'''Cost:''' 26 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you make a dragon-shaped fireball of Amaterasu. The dragon is a 10 feet tall, 10 feet wide, and travels in a 20 foot line. Each creature in the area must make a Dexterity saving throw, taking 8d10 + your Intelligence modifier fire damage on a failure. Half as much on a success. As a bonus action, for the duration, you can more the dragon up to 30 feet with in the range. Each creature that is in the area after its moved, ends its turn in the area, or enters it for the first time on its turn must make a Dexterity saving throw, taking 4d10 + your Intelligence modifier fire damage on a failure. Half as much on a success. This ignores evasion.<br />
<br />
===Yin-Yang Style===<br />
Despite its name, Yin-Yang jutsu are more than a simply combination of Yin Style and Yang Style chakra, though mechanically these are the only requirements. It combines every chakra nature into the ultimate, purest form of chakra. Yin-Yang Style can not be taken until 14th level.<br />
<br />
'''Basic Yin-Yang Style Technique'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
You channel the raw power of all of existence into a creature, removing 1 condition of your choice, not including {{5c|restrained}}.<br />
<br />
<br />
'''Chakra Transfer Technique'''<br />
<br />
'''Cost:''' 1+ chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You give a creature within range any number of chakra points. This chakra can extend above their maximum, and you may grant them the ability to cast 3 jutsu that you know. At the end of this jutsu's duration, they lose these jutsu and chakra points.<br />
<br />
<br />
'''Sound Release'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Range:''' 30 foot cone<br />
<br />
As an action, each creature in the area must make a Constitution saving throw as they are bombarded with sound. On a failure, a creature has disadvantage on attack rolls and Dexterity saving throws until the end of its next turn.<br />
<br />
<br />
'''Yin-Yang Resonance'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' 1 hour<br />
<br />
You cause the target's body to become a variable center of gravity similarly to the Chibaku Tensei. The terrain within 60 feet of it becomes difficult terrain, and terrain within 30 feet is completely destroyed. Creatures within 60 feet must succeed a DC 15 Dexterity saving throw or fall {{5c|prone}}. Creatures within 10 feet that fail this saving throw take 2d12 force damage, and are pushed 10 feet away from the target regardless of the result. <br />
<br />
The target must succeed a Strength saving throw or become {{5c|restrained}}. Regardless of if they fail or succeed, a hard, 10 foot radius sphere of rock is formed around them. The sphere has an AC of 26 and has 30 hit points. It is immune to Psychic damage but vulnerable to force damage.<br />
<br />
<br />
'''Amenominaka'''<br />
<br />
'''Cost:''' 35 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
You open and enter a portal to another dimension of your choice. This can be a portal of your own design a preexisting dimension. Any creatures of your choice within range must succeed a Dexterity saving throw. On a failure, they are drawn into the portal with you. The portal ends at the beginning of your next turn.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Creation of All Things Jutsu'''<br />
<br />
'''Cost: 45 chakra'''<br />
<br />
The strongest jutsu ever created, comprised of all other natures, the Creation of All Things jutsu has been used by the least amount of shinobi the fewest amount of times. You may use this jutsu to produce the effects of any other jutsu with a lower cost that does not require any form of dojutsu that you do not have or is a Yin-Yang Style jutsu, or one unique effect in a similar manner to the Wish spell.<br />
<br />
= Unique Jutsu =<br />
Unique jutsu can be found in "Forbidden" scrolls throughout the world, bought at seedy locations, and stolen off of other ninja. These scrolls contain knowledge of techniques not commonly used or meant to be protected by a certain village.<br />
<br />
{{Design Note|Jutsu not sourced from the original series or its related official works (i.e. light novels, games, etc.) have an asterisk (*) before and after its name.}}<br />
<br />
===Basic Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Basic Ninjutsu}}, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Shuriken Shadow Clone Jutsu'''<br />
<br />
'''Cost:''' +1 chakra per weapon<br />
<br />
When you use the shuriken jutsu, you may spend chakra to instantly create a copy of the weapon thrown. This weapon disappears at the end of your turn. <br />
<br />
<br />
'''Mutually Multiplying Explosive Tags''' <br />
<br />
'''Requirements:''' Explosive Seal <br />
<br />
'''Cost:''' 2 chakra<br />
<br />
One creature of your choice that is controlled or {{5c|charmed}} by you, including yourself, has their movement speed halved as they begin to exude explosive tag formulas. At the beginning of each of their turn until the creature is reduced to 0 hit points or ends this effect as an action, all creatures in a 10 foot radius of the creature, including the creature themselves, must attempt a Dexterity saving throw. On a failure, they take 3d6 + your {{5a|int}} modifier fire damage. On a success, they take half as much damage.<br />
<br />
<br />
'''Giant Rasengan'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 12+ chakra<br />
<br />
'''Range:''' 10 foot radius<br />
<br />
The edge of this jutsu's range is 5 feet from you. As an action, you make a melee spell attack against every creature in range. On a hit, they take 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The targets must make a Strength saving throw or be pushed 20 feet away. You may spend 5 additional chakra to increase this jutsu's range by 5 feet.<br />
<br />
<br />
'''Planetary Rasengan'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
On your next turn, as an action, you make a ranged spell attack with a large Rasengan surrounded by 3 smaller Rasengan. On a hit, you deal 10d10 + your Intelligence modifier force damage. The target must make a Strength saving throw or be pushed away 60 feet away.<br />
<br />
<br />
'''Compression Rasengan'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 12+ chakra<br />
<br />
'''Range:''' Touch<br />
<br />
Creating a Rasengan in one hand, the user covers it with their other hand, compressing it into a fraction of the size with the same level of force. As an action, you thrusts your hand into the target. Make a melee spell attack. The target takes 4d10 + your Intelligence modifier force damage. This jutsu has a +2 bonus to its attack roll that increases by +1 for every 2 additional chakra spent. The target must make a Strength saving throw or be pushed 20 feet away. <br />
<br />
<br />
'''Twin Rasengan'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 10+ chakra<br />
<br />
'''Range:''' Touch<br />
<br />
With intense training, a shinobi is capable of forming a rasengan in each of their hands. As an action, you thrusts your hand into the target. Make a melee spell attack. The target takes 3d10 + your Intelligence modifier force damage and they are pushed 5 ft. from you. For every 5 additional chakra spent, you may make 1 additional attack up to the number of hands you have.<br />
<br />
<br />
'''Amenomihashira'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
'''Range:''' 30 ft.<br />
<br />
The predecessor of the Rasengan, the user creates a barrier filled with swirling spheres of chakra. Make 4 ranged spell attacks. On a hit, the target takes 2d10 + your Intelligence modifier bludgeoning + 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. If all attacks hit, the target is paralyzed for 1 minute. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
<br />
'''Wild Lion's Mane'''<br />
<br />
'''Duration:''' 1 hour<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
You are immune to one instance of the {{5c|restrained}} condition that is not from genjutsu each round.<br />
<br />
<br />
'''Needle Jizō'''<br />
<br />
'''Requirements:''' Wild Lion's Mane<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
As a reaction when you are injured by a creature within 5 ft. of you while Wild Lion's Mane is active, they take 1d6 slashing damage.<br />
<br />
<br />
'''Transparent Escape Jutsu'''<br />
<br />
'''Cost:''' 7 Chakra<br />
<br />
As an action, you cover yourself in a layer of chakra that appears as anything on the other side of you, becoming {{5c|invisible}} until the beginning of your next turn.<br />
<br />
<br />
'''Clone Great Explosion'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
When you create a shadow clone, you may grant it a short timer, after which it explodes. This clone can exist for up to 4 rounds, as determined when you create it. It is most suggested to keep track of this with a d4. At the end of this clone's final turn, or when it is destroyed by any means other than being dispelled, every creature within 5 ft. of the clone must attempt a Dexterity saving throw. On a failure, they takes 2d8 fire damage. On a success, they take half as much damage. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''Body Elimination Jutsu'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you touch a creature that has 1 or fewer hit points, enveloping their body in blue, fire-like chakra. If the creature was alive, they are killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.<br />
<br />
<br />
'''Hidden Jutsu: Stone Needles'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Requirements:''' Shuriken Jutsu<br />
<br />
As a bonus action after you hit a creature with an attack from the Shuriken Jutsu, the target must attempt a {{5a|wis}} saving throw. On a failure, they take the weapon's damage an additional time and are paralyzed. On a success, they take half as much damage and are not paralyzed.<br />
<br />
<br />
'''Revolving Flying Raijin'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Requirements:''' Flying Raijin Jutsu<br />
<br />
As part of teleporting to a Flying Raijin seal if you have a Flying Raijin seal in your possession but not on you, you leave the seal behind and one creature within 5 ft. of the seal you move to must attempt a {{5a|dex}} saving throw. On a failure, they are teleported to the seal you left behind.<br />
<br />
<br />
'''Flying Raijin Strike.'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Requirements:''' Flying Raijin Jutsu<br />
<br />
As part of teleporting to a Flying Raijin seal, you slightly accelerate the teleportation, allowing you to make a non-jutsu attack of your choice with advantage.<br />
<br />
<br />
'''Flying Raijin — Second Step.'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Requirements:''' Flying Raijin Jutsu<br />
<br />
As part of teleporting to a Flying Raijin seal, you greatly accelerate the teleportation, allowing you to use one jutsu of your choice. You may spend an additional 3 chakra to grant yourself advantage on the jutsu's attack roll, or grant the target disadvantage on its saving throw.<br />
<br />
<br />
'''Flying Raijin: Guiding Thunder.'''<br />
<br />
'''Cost:''' +5 chakra to place, +13 activate seal<br />
<br />
'''Requirements:''' Flying Raijin Jutsu<br />
<br />
As part of placing a Flying Raijin seal, you may increase the complexity of its seal. When this seal would be within a jutsu, you may teleport it as a reaction, causing it to appear with its source at one Flying Raijin seal of your choice.<br />
<br />
<br />
'''*Flying Raijin Cloud*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Duration:''' 1 hour (concentration)<br />
<br />
'''Requirements:''' Flying Raijin Jutsu<br />
<br />
As an action, you focus your chakra on two Flying Raijin seals, causing any liquid or gas within a 10 ft. radius of one seal to be moved to the other for this jutsu's duration, causing an inhospitable, but very dry area. Any creatures within this area must [[5e SRD:Suffocating|hold their breath]].<br />
<br />
<br />
'''*Flying Raijin Double Sided Barrier*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Duration:''' 1 hour (concentration)<br />
<br />
'''Requirements:''' Flying Raijin Cloud<br />
<br />
As an action, you focus a vast amount of chakra on two Flying Raijin seals, causing any substance short of buildings and creatures within a 5 ft. radius of one seal to be moved to the other for this jutsu's duration. Any creatures within this area must [[5e SRD:Suffocating|hold their breath]], take 2d4 necrotic damage at the beginning of each of their turns, and can not be targeted by jutsu with a range other than touch.<br />
<br />
===Taijutsu Unique Jutsu===<br />
The following require use of {{inpage|Taijutsu}} and benefit from the user having affinity in it.<br />
<br />
'''Cloud-Style Crescent Moon Beheading'''<br />
<br />
'''Range:''' 15 foot cone<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As an action or bonus action, the user slashes in a massive arc. Every creature within range must attempt a Dexterity saving throw. On a failure, creatures take twice the user's weapon damage. On a success, they take half as much.<br />
<br />
<br />
'''Cloud-Style Deception Beheading'''<br />
<br />
'''Cost:''' 4 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
The user feigns an attack before using the body flicker technique to appear behind the target, making an attack with the weapon with advantage.<br />
<br />
<br />
'''Cloud-Style Reverse Beheading'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
As a reaction, the user makes a weapon attack against a creature. On a hit, they take half as much damage.<br />
<br />
<br />
'''Dance of the Crescent Moon'''<br />
<br />
'''Cost:''' 8 minimum, 16 maximum<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you combine the body flicker and your skill in kenjutsu, making your movements easier to read, but far more deadly, moving up to this jutsu's range and making a melee spell attack. If you do not have a dojutsu active, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. On a hit, it takes your weapon's damage and 4d4 + your Intelligence modifier damage of the same type. You can expend additional chakra to deal an extra 1d4 damage of increase this jutsu's range by +5 ft. for every 2 additional chakra points.<br />
<br />
<br />
'''Black Tornado.'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action, you and up to 4 other friendly creatures, including shadow clones and Rinne Six Paths corpses, stack on top of one another. Every creature involved occupies the same 10 ft. by 10ft. space using the highest movement speed among the creatures -10 feet. Once per turn, each creature can make a melee attack against a creature without using an action or reaction. <br />
<br />
<br />
'''Leaf Great Flash'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, make an unarmed strike. On a hit, you plant your foot firmly in the target's abdomen with a lateral kick, sending them 30 feet in any direction of your choice instead of dealing damage.<br />
<br />
<br />
'''Leaf Rock-Destroying Rise'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As a bonus action, you position your hands together, preparing to strike with your elbows and knees. Your unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of your next turn.<br />
<br />
<br />
'''Bloody Mist Sword Art: Bone Mutilation'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
The user impales numerous chakra spikes into a target's body. They must attempt a Constitution saving throw. On a failure, they take 2d8 magical piercing damage and lose 1d4 chakra or maximum hit points at the end of their turn, their choice. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early.<br />
<br />
<br />
'''Tenketsu of Harm and Death'''<br />
<br />
As an action, you release two tenketsu that greatly increase both your physical strength and chakra consumption. This jutsu in similar in both execution and appearance to the 6th Gate of the {{inpage|Path of Youth}}. While these tenketsu are released, you gain the following until you have no chakra or end this effect as an action: <br />
*You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.<br />
*At the start of your turn, you regain 5 hit points.<br />
*You gain a +5 bonus to attack and damage rolls.<br />
*You lose 5 chakra at the end of each of your turns.<br />
<br />
<br />
'''Seven Heavens Breathing Method.'''<br />
<br />
After training your lungs to be able to hold more than four times the average human’s air, you may inhale a large amount quickly to bolster your body as an action. You may stack this jutsu’s benefits up to three times. You may end the effects of 1 use of this jutsu’s benfits as an action or bonus action. You may benefit from this and the {{inpage|Path of Youth}}’s Gates at the same time. While in this form, you gain the following:<br />
*You gain 5 temporary hit points. <br />
*You gain a +1 bonus to AC.<br />
*You gain a +5 bonus to your movement speed.<br />
*You gain a +2 bonus to attack and damage rolls.<br />
*You lose 1d4 hit points at the end of each of your turns. <br />
<br />
<br />
'''Drunken Fist'''<br />
<br />
'''Cost:''' 10 Chakra, 1 bottle of alcohol<br />
<br />
'''Duration:''' 1 minute<br />
<br />
On top of the normal effects of alcohol, a master of Taijutsu can channel their intoxication into their movements. Your melee attacks have disadvantage, you can not use jutsu that are not Taijutsu, attacks against you have disadvantage, and your unarmed strikes deal twice as much damage. <br />
<br />
<br />
'''Early Sacrifice'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you grab a creature's shoulder, flipping around them before slamming them into the ground. You may move to any space that would leave the creature in range. The target must attempt a Dexterity saving throw. On a failure, they are knocked prone and take your unarmed strike's damage.<br />
<br />
<br />
'''Little Toe Attack'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As part of an unarmed strike, you focus your kicks at the targets shins, ankles, and feet. On a hit, the target both takes damage and must succeed a {{5a|str}} ({{5s|Athletics}}) or {{5a|dex}} ({{5s|Acrobatics}}) check with a DC equal to your attack roll. On a failure, you may choose to either knock them {{5c|Prone}} or push them 5 feet away from you if they are at no more than 1 size category larger than you.<br />
<br />
<br />
'''Night Phoenix'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you thrust your entire body forward with all your might, cloaking your body in flames. You gain a flying speed equal to twice your movement speed, and your unarmed strikes and taijutsu deal an additional 3d4 fire damage.<br />
<br />
<br />
'''Rumored Endeavor Star'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you rush toward your opponent, building momentum with each step. For every 10 ft. you move, your next unarmed strike deals an additional 1d4 damage.<br />
<br />
<br />
'''Welcoming Approach: Thousand-Armed Murder.'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
As a bonus action, you create an angelic, thousand-armed being from your chakra. Until the beginning of your next turn, when you take the attack action, you can not make ranged or weapon attacks, but your unarmed strikes gain an additional 15 feet of reach and you may attack 3 additional times. <br />
<br />
<br />
'''*Arriving Life: Thousand-Armed Preservation*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
The user creates several hands made of a unique form of chakra only known to certain groups of hermits that react automatically to physical threats. While concentration on this jutsu, attack rolls automatically fail and they may not take actions. <br />
<br />
<br />
'''*Looking Down: Embracing Thousand Arms*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
The user summons a ring of hands made of a unique form of chakra only known to certain groups of hermits rumored to be an ultimate defense. While the user is concentrating on this jutsu, any effects of their choice made by creatures outside of this jutsu's range that require a saving throw do not effect creatures inside the range. While concentrating on this jutsu, the user can not take actions.<br />
<br />
<br />
'''*Welcoming Approach: Chakra Mode*'''<br />
<br />
'''Requirements:''' Looking Down: Embracing Thousand Arms, Arriving Life: Thousand-Armed Preservation<br />
<br />
'''Cost:''' 35 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Having become a master of manipulating the hermetic chakra, the user becomes its avatar. Their size increases by 1 category to a minimum of large, they are immune to all attacks and effects of their choice, and they can not cast jutsu. At the end of each of their turns, they must succeed a DC 18 Charisma saving throw. On a failure, this jutsu ends early. and they gain 1 level of exhaustion.<br />
<br />
<br />
'''*Taijutsu Style: Rush Rasengan*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you run up to 20 ft. and thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier piercing plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away.<br />
<br />
===Earth Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Earth Style}} jutsu, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Mud Wall'''<br />
<br />
'''Cost: 4 chakra'''<br />
<br />
As a reaction to being attacked with a range attack, you quickly unearth a wall of loose dirt, granting you three-quarters cover until the end of your next turn. <br />
<br />
<br />
'''Mud Wolves'''<br />
<br />
'''Requirements:''' Water Style<br />
<br />
'''Cost: 3 chakra'''<br />
<br />
'''Duration: 1 hour<br />
<br />
You weave your chakra into a 10 ft. radius area of earth. For this jutsu’s duration, if a creature enters this area, you become aware of it, but not the specifics of the creature, and you may choose to create a [[5e SRD:Wolf|wolf]] anywhere within this area. It can not leave a 20 ft. radius area centered on the original radius’s area. <br />
<br />
<br />
'''Earth and Stone Dragon'''<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from the earth below you that is medium or larger. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<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. While grappled in this manner, a creature can not breath.<br />
*'''Earth Dragon Bullet (Recharge 5-6).''' The dragon exhales 3 globs of mud, each with a range of 60 feet. Each targeted creature must succeed a DC 17 Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage and are restrained until the end of their next turn. <br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage on a successful hit.<br />
<br />
<br />
'''Rock Armor'''<br />
<br />
'''Cost: 8 chakra'''<br />
<br />
As a reaction or bonus action, you form your chakra into a sleek, transparent covering of stones. You gain +5 AC until the end of your next turn. <br />
<br />
<br />
'''Rock Weapon'''<br />
<br />
'''Cost: 3 chakra'''<br />
<br />
As a bonus action, you cover your weapon or fists in sturdy rocks. Until the end of your next turn, your attacks deal an additional 1d4 bludgeoning damage.<br />
<br />
<br />
'''Weighted Boulder'''<br />
<br />
'''Cost:''' 7+ Chakra<br />
<br />
The user increases the amount of gravity a creature or object is subject to for 1 minute. They become 2 + half the additional amount of chakra times heavier. If the target is a creature, their movement speed becomes 0 and their melee attacks deal twice as much damage.<br />
<br />
<br />
'''Rock Gun'''<br />
<br />
'''Cost:''' 4-12 chakra<br />
<br />
'''Range:''' 30ft<br />
<br />
You fire a bullet-sized piece of rock out of your mouth. Every creature within a 10 foot radius of where you fired the bullet must attempt a Dexterity saving throw as the bullet expands into a boulder. On a failure, they take 4d6 bludgeoning damage and are restrained. On a success, nothing happens. You may spend 2 additional chakra to increase this jutsu and the boulder‘s range by 5 feet. <br />
<br />
<br />
'''Earth Style Shadow Clone Jutsu'''<br />
<br />
'''Requirements:''' Shadow Clone <br />
<br />
'''Cost:''' 2 chakra<br />
<br />
When creating shadow clones, you may imbue each of them with Earth Style chakra. Clones under this effect have 15 hit points. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''Headhunter Jutsu'''<br />
<br />
'''Cost:''' 6 Chakra<br />
<br />
You gain a burrowing speed equal to your movement speed +5 feet until the beginning of your next turn. If you hit a creature with an unarmed strike while burrowing, you may forgo damage to pull them underground, causing the target to become {{5c|restrained}} and {{5c|prone}} for 1 hour. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early in a success.<br />
<br />
<br />
'''Earth Golem'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration: 6 hours<br />
<br />
You create a massive [[5e SRD:Clay Golem|golem]] out of stone and infuse it with your chakra, changing its size to small and removing the Berserk feature. It acts on your turn and is controlled by you. You may use this jutsu again or increase its cost by 7 to increase the golem’s size category by 1.<br />
<br />
<br />
'''Dust Storm'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 25 foot cone <br />
<br />
As an action, you create a torrent of soil from the ground. Each creature in the cone must make a Dexterity saving throw. On a failure, each creature takes 2d6 + your Intelligence modifier bludgeoning damage. On a success, they take half as much damage.<br />
<br />
<br />
'''Toad Oil Bullet'''<br />
<br />
'''Cost:''' 9 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 40 ft. line<br />
<br />
As an action, you transform chakra in your mouth into a form of chakra-infused liquid earth, typically petroleum, and spew it in a torrent of vile-smelling fluid. All creatures within range must attempt a Dexterity saving throw. On a failure, they are drenched in petroleum. Any effect that can deal fire damage can target creatures under this effect at twice its range for this jutsu's duration. <br />
<br />
<br />
'''*Earth Style: Twisting Rasengan*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 120 foot radius<br />
<br />
As an action, you form a rasengan out of earth style chakra and plunge it into the ground. Every creature within range must succeed a DC 18 + your Constitution modifier Dexterity saving throw. On a failure, the ground twists around them and they are {{5c|Restrained}}. They may reattempt this saving throw at the end of their turn. As an action, a creature can assist them, granting them advantage. They may also escape if the earth around them is moved or destroyed, such as with the Earth Style basic jutsu. As an action, you can force a creature affected by this jutsu to take 2d10 + your Intelligence modifier force damage, or as a bonus action for 1 chakra point.<br />
<br />
===Fire Style Unique Jutsu===<br />
<br />
'''Burning Ash'''<br />
<br />
'''Cost: 14 chakra'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you exhale a 20 foot sphere of ash. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, you can move the cloud 15 feet in any direction. <br />
<br />
If the cloud comes in contact with fire, it ignites. The cloud is destroyed, and very creature within the cloud must attempt a Dexterity saving throw, taking 8d10 fire damage on a failure.<br />
<br />
<br />
'''Celestial Prison'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a spell attack, you attempt to sever a creature’s chakra network with precision, rather than blunt force. On a hit, they can not cast spells or jutsu for 1 minute. One creature that can use chakra within 5 ft. of them may attempt an Intelligence saving throw as an action, ending this effect early on a success.<br />
<br />
<br />
'''Five Fire Gods' Fan Flames'''<br />
<br />
'''Cost: 14 chakra'''<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you summon a massive wall of fire. Each creature in the area must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of your next turn.<br />
<br />
<br />
'''Uchiha Style: Dance of the Sun Halo'''<br />
<br />
'''Range:''' 15 ft.<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you coat your weapon in flame and move this jutsu's range, making a melee spell attack at one creature within your reach. On a hit, you deal your weapon's damage along with an additional 4d6 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''Flint Yagura'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you lace a 1000 ft. tall, 15 ft. radius cylinder of air with volatile, dormant Fire Style chakra. If even a spark or ember of fire comes in contact with this area must make a {{5a|dex}} saving throw. On a failure, they take 10d6 + your {{5a|int}} modifier fire damage, or half as much on a success. After this occurs, the Fire Style chakra is destroyed.<br />
<br />
<br />
'''*Fire Style: Bursting Rasengan*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 ft cone<br />
<br />
As an action, you form a rasengan out of fire style chakra and burst it into dozens of much smaller rasengans. You make a ranged spell attack against every creature within range, dealing 2d8 + your Intelligence modifier fire. The target must succeed a Dexterity saving throw or [[Additional Status Conditions (5e Variant Rule)#Burning|burn]].<br />
<br />
<br />
'''*Heated Aura*'''<br />
<br />
'''Cost:''' 2 chakra + 1 chakra per round after the first.<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Conc. Up to 1 minute.<br />
<br />
As an action, you exude an extraordinary amount of heat and fire in a 15-foot radius. The heat and fire feels comforting and soothing to allies, but they cause great pain and anguish for your enemies. If creatures of your choice end their turn within range, they must make a Constitution saving throw. On a failure, they take 3d6 + your Intelligence modifier fire damage and must leave the AOE in the most direct manner as soon as possible. On a success, they take half as much damage and don’t have to run.<br />
<br />
<br />
'''*Flame Incarnation*'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute.<br />
<br />
You wreathe yourself in flames as an action. You become immune to fire damage and resistant to cold damage. Creatures that make successful melee attacks against you take 2d8 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''*Flame-Burst Shot*'''<br />
<br />
'''Cost:''' 5 or 6 chakra<br />
<br />
'''Range:''' 60-foot line.<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
You summon a beam of incredibly hot fire out of your palm. All creatures within this line must make a Dexterity Saving Throw. On a failure, they take 8d6 + your Intelligence modifier fire damage. On a success, they take half as much damage. You may spend 1 additional chakra point once to increase this jutsu’s damage by 2d6.<br />
<br />
<br />
'''*Fire-Storm Shuriken*'''<br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
As an action, you create a storm of shuriken made of fire within 120 feet centered on a point you can see. The flame-shuriken shower down in a 20-foot radius cylinder that reaches 120 feet high. All creatures within the AOE has to make a Dexterity Saving Throw. If it fails, it takes 8d6 + your Intelligence modifier fire damage, +1d6 for every additional chakra expended. On a successful save, they take half as much damage.<br />
<br />
<br />
'''*Phoenix Form*'''<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Conc. Up to 10 minutes<br />
<br />
As an action, you enter a form and trance that’s connected to the Great Phoenix. Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the Justu's duration. The flames don't harm you. Until the Justu ends, you gain the following benefits:<br />
<br />
*You are immune to fire damage and have resistance to cold damage.<br />
<br />
*Any creatures of your choice that moves within 5 feet of you (once per turn) or ends its turn there takes 1d10 fire damage.<br />
*As an action, you can create a 15 foot line of Fire that persists until then end of your next turn. Every creature in the line must make a Dexterity saving throw. They take 8d8 fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
<br />
'''*Phoenix's Regeneration*'''<br />
<br />
''Prerequisites:'' Sage Mode, Elemental; Fire Chakra Nature <br />
<br />
''Cost:'' 16+ Chakra Points<br />
<br />
''Range:'' Touch<br />
<br />
''Duration:'' One minute.<br />
<br />
You touch a willing creature within 10 feet and engulf them in flames. You momentarily grow wings made of fire as you cast this Justu. The target heals 8d6 + your Intelligence modifier. For the next minute, the target heals 1d6 + your Intelligence modifier at the start of their turn. By spending additional chakra points, you can increase the initial healing by 1d6 per 2 chakra points used.<br />
<br />
<br />
'''*Spiraling-Death Flare*'''<br />
<br />
'''Cost:''' 6-14 chakra<br />
<br />
'''Range:''' 30-foot cone<br />
<br />
As an action, you send a group of swirling bright white flames from your hands. Each creature of your choice in a 30-foot cone must make a Constitution Saving Throw. On a failure, they take 6d6 + your Intelligence modifier fire damage and are blinded. On a success, they take half as much damage and aren’t blinded for 1 minute. They can make another Constitution Saving throw at the end of their turn to end this effect early. This jutsu’s damage increases by 1d6 for every additional chakra point spent For every 4 additional chakra spent, this jutsu’s range increases by +30 feet.<br />
<br />
<br />
'''*Incendiary Cloud Recreated*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 150 feet.<br />
<br />
'''Duration:''' Conc, up to 1 minute<br />
<br />
As an action, a swirling cloud of smoke and white-hot embers appear in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 + your Intelligence modifier fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the Justu's area for the first time on a turn or ends its turn there.<br />
<br />
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns<br />
<br />
<br />
'''*Heat Metal Recreated*'''<br />
<br />
'''Cost:''' 4-10 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Conc, up to 1 minute<br />
<br />
As an action, choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 + your Intelligence modifier of fire damage when you cast the Justu. Until the Justu ends, you can use a bonus action on each of your subsequent turns to cause this damage again.<br />
<br />
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.<br />
<br />
The damage increases by 1d8 for every other chakra point spent above 4.<br />
<br />
<br />
'''*Flaming Sphere Recreated*'''<br />
<br />
'''Cost:''' 4-10 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Conc, Up to 1 Minute<br />
<br />
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 + your Intelligence modifier of fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw as above, and the sphere stops moving.<br />
<br />
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
The damage increases by 1d6 for each additional chakra point spent. <br />
<br />
<br />
'''*Flame Blade Recreated*'''<br />
<br />
'''Cost:''' 4-9 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Conc, up to 10 minutes<br />
<br />
As an action, you evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade during its duration, it disappears, but you can evoke the blade again as a bonus action.<br />
<br />
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 + your Intelligence modifier of fire damage.<br />
<br />
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.<br />
<br />
The damage increases by 1d6 for each additional chakra point spent.<br />
<br />
===Lightning Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Lightning Style}} jutsu, and benefit from the user having affinity in it.<br />
<br />
'''Vanishing Rasengan'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 4+ Chakra<br />
<br />
'''Range:''' 150 feet<br />
<br />
You focus your chakra into a tiny spinning ball and add your lightning affinity to it, this causes the Rasengan to fade from sight and appear to have dissipated when thrown. This gives the Jutsu a special and unorthodox property.<br />
<br />
As an action, you make a ranged spell attack that does not suffer from disadvantage at 5 feet. If the roll is higher than the target's passive perception, then you gain a bonus to the attack roll equal to the amount of chakra spent.<br />
<br />
On a hit, the target takes 3d6 force damage and must roll a strength saving throw or be pushed back 10 feet away and knocked prone. You can increase the damage by 1d6 per chakra point spent.<br />
<br />
Alternatively, you can throw the Vanishing Rasengan to track its target. In that mode, the Vanishing Rasengan has no limit in its range but travels at a speed of 40 feet and moves at the initiative count of 20. The Rasengan takes the fastest route to its target, but cannot dodge obstacles.<br />
<br />
<br />
'''Lightning Transmission.'''<br />
<br />
'''Requirements:''' Chidori<br />
<br />
'''Range:''' 40 ft. line maximum beginning and ending at each creature<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
You and another creature capable of using the Chidori, which can include a shadow clone, must be within 5 feet of each other. As an action, you create a cable of electricity between each other. While this is active, both creatures move on the earliest initiative count between the two and are unable to use one hand. Any creature who crosses or is crossed by this line must succeed a Dexterity saving throw. On a failure, they take 10d6 + the highest between the two creature’s Intelligence modifier lightning damage. If a creature succeeds this saving throw, they cannot be subject to it until the beginning of your next turn. You must spend 2 additional chakra to keep this active, otherwise it dissipates at the beginning of your next turn. If you do not have a dojutsu active, any attacks of opportunity made against you during this jutsu's duration have advantage, otherwise they have disadvantage.<br />
<br />
<br />
'''Chidori Senbon'''<br />
<br />
'''Requirements:''' Chidori<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Range:''' 20 foot cone <br />
<br />
As a bonus action, you transform your chidori into a flurry of needles. The target must make a Dexterity saving throw, taking 3d4 + your Intelligence modifier lightning damage on a failure, or half as much damage on a success.<br />
<br />
<br />
'''Chidori Spear'''<br />
<br />
'''Requirements:''' Chidori<br />
<br />
'''Cost:'' 10+<br />
<br />
'''Range:''' 40-120 foot line<br />
<br />
As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. Holding your hand out to point it, the beam shoots and forward at a terrifying speed. All creatures in the lines path needs to make a Dexterity Saving Throw or take it takes 3d6 piercing and 5d8 + your Intelligence modifier lightning damage, half on a success. You can expended 3 chakra to increase the range by 40 feet and can do up to 120 feet. Any creature that is within 15ft must make the saving throw at disadvantage. Any creatures within 5 feet you, can make a melee spell attack and have the line go through them.<br />
<br />
<br />
'''Chidori Current.'''<br />
<br />
'''Requirements:''' Chidori<br />
<br />
'''Range:''' 20 ft. radius<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
All creatures within range must attempt a Constitution saving throw. On a failure, they take 2d8 + your Intelligence modifier lightning damage and are pushed 15 feet away from you. On a success, they take half as much damage and are not moved. You may spend 9 additional chakra to use this as a reaction.<br />
<br />
<br />
'''Chidori Katana.'''<br />
<br />
'''Requirements:''' Chidori Current<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
You imbue one melee weapon you are holding with chidori current. If you do not have a dojutsu active, any attacks of opportunity made against you during this jutsu's duration have advantage, otherwise they have disadvantage. On a hit, they take an additional 2d6 + your Intelligence modifier lightning damage. This lasts for 1 minute.<br />
<br />
<br />
'''Lightning Beast Tracking Fang'''<br />
<br />
'''Requirements:''' Chidori<br />
<br />
'''Cost:''' 18 minimum, 26 maximum<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you gather lightning into your hand; launching it toward your target in the shape of a wolf. Make a ranged spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.<br />
<br />
<br />
'''Kamui Lightning Cutter'''<br />
<br />
'''Cost:''' 30 Chakra<br />
<br />
'''Requirements:''' [[#Mangekyō|Kamui]], {{inpage|Susanoo}}, Chidori<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you imbue your chidori with the power of Kamui. If you do not have a dojutsu active, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. Make a melee spell attack. On a hit, they take 4d6 magical piercing damage and they must attempt two Dexterity saving throws. If they fail both, they heart or other incredibly vital organ is transported to the Kamui dimension, killing them instantly. If they only succeed one, their maximum hit points are halved.<br />
<br />
<br />
'''Purple Lightning'''<br />
<br />
'''Cost:''' 18+ chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you create a more stable, less risky variant of the chidori. Make a ranged spell attack, or move this jutsu's range and make a melee spell attack. On a hit, it takes 5d6 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d6 lightning damage or increase its range by 5 ft. for every 2 additional chakra points.<br />
<br />
<br />
'''Lightning Water Dragon Bullet'''<br />
<br />
'''Requirements:''' Water Style<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
You expel a dragon made of water and imbue it with lightning. You make a ranged spell attack against 1 creature within 15 feet, {{5c|paralyzing}} them until the end of their next turn on a successful hit.<br />
<br />
<br />
'''Lightning Ball'''<br />
<br />
'''Cost: 9+ chakra'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create 3 balls of cracking electricity. Each ball can be directed at a creature dealing 1d4 lightning damage and pushing the target 5 feet in a direction of your choice per ball. You may spend 3 chakra to fire 1 additional bullet.<br />
<br />
<br />
'''Lightning Dragon Tornado'''<br />
<br />
'''Cost: 15 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from your own lightning chakra. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to thunder damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Grapple.''' The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 lightning damage on a successful hit.<br />
<br />
<br />
'''Lariat'''<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
You supercharge your muscles and charge at 15-45 feet in a straight line and slam your extended arm into their neck and upper chest. They must succeed a Dexterity saving throw. On a failure, they take 4d12 + your {{5a|str}} or {{5a|dex}} modifier magical bludgeoning damage.<br />
<br />
<br />
'''Liger Bomb'''<br />
<br />
'''Cost: 15 chakra'''<br />
<br />
'''Requirements:''' Lightning Cloak<br />
<br />
While you are Grappling a creature while in Lightning Cloak, you lift them into the air and slam them into the ground. Both you and the target become {{5c|prone}} and they must attempt a Constitution saving throw. On a failure, they take 8d6 + your Strength or Dexterity modifier force damage. On a success, they take half as much damage. <br />
<br />
<br />
'''Lightning Style Shadow Clone'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost: 1 chakra'''<br />
<br />
When you create a shadow clone, you may imbue it with lightning Style chakra. When it is destroyed by any means other than being dispelled, it deals 2d8 lightning damage to the source of the damage. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''Lightning Chakra Mode'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost: 32 chakra'''<br />
<br />
As a bonus action while in Lightning Cloak, you push your lightning chakra to the limit. While Lightning Cloak is active, you may take an additional turn on your initiative count and you gain advantage on Dexterity saving throws.<br />
<br />
<br />
'''Jigokuzuki'''<br />
<br />
'''Cost: 5+ chakra'''<br />
<br />
This technique has been compared to the Chidori in that the user cloaks their hand in lightning and thrusts it into a creature. Unlike the Chidori, however, it puts a strain on the body, rather than the mind, and can be used with a varying number of fingers. As a spell attack, you deal 5d6 + your Constitution modifier lightning damage. You may spend 2 additional chakra to deal an additional 1d6 damage. You may decrease damage by 1d6 to add 1d4 to your attack roll. After using this, the user takes 10 lightning damage.<br />
<br />
<br />
'''Thunderbolt'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 20 foot radius<br />
<br />
Focusing an immense amount of chakra in both of your hands, you release a wave of lightning. All creatures within range must attempt a Constitution saving throw. On a failure, they take 2d4 lightning damage.<br />
<br />
<br />
'''Lightning Blade Jutsu: Thunderbolt'''<br />
<br />
'''Cost:''' 4 Chakra<br />
<br />
'''Range:''' 10 foot radius<br />
<br />
'''Requirements:''' [[#Deadly Blade|Kiba]]<br />
<br />
Holding both Kiba blaces weapons above your head, you create a shockwave of lightning in your immediate vicinity. All creatures within range must attempt a Constitution saving throw, taking 2d4 lightning damage and being pushed outside of this jutsu's range on a failure, or taking half as much damage on a success.<br />
<br />
<br />
'''Depth Charge'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
As a reaction to being hit with a melee attack, you channel lightning chakra through your body harmlessly into their's, very harmfully. They must attempt a Constitution saving throw, being thrown 20 feet from you and taking 2d8 lightning damage on a failure, or moving half as far and taking half as much damage on a success.<br />
<br />
<br />
'''Black Panther'''<br />
<br />
'''Cost:''' 30 Chakra<br />
<br />
You fire forward a blast of black lightning that takes the form of a black panther. Each creature in a 20 ft. by 80 ft. line must make a Dexterity saving throw, taking 6d12 force damage, or half as much damage on a success.<br />
<br />
<br />
'''Indra’s Arrow'''<br />
<br />
'''Requirements:''' {{inpage|Indra Susano’o}}<br />
<br />
'''Range:''' 90 ft. x 15 ft. line<br />
<br />
'''Cost: 35 chakra'''<br />
<br />
You focus all of your supreme visual prowess into a single chidori through your susano’o’s weapon, firing a bolt of lightning. All creatures within range must succeed a Constitution saving throw. On a failure, they take 30d12 lightning damage. On a success, they take half as much.<br />
<br />
<br />
'''*Kagutsuchi: Onyx Chidori Lament*'''<br />
<br />
'''Requirements:''' Amaterasu, Chidori, {{inpage|Susanoo}}, {{inpage|Hawk's Curse}}<br />
<br />
'''Cost:''' 16+ chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you focus all of your visual prowess into a single chidori. You rush to the target, attempting to shove your hand into the target’s chest. If you do not have a dojutsu active, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. Make a melee spell attack. On a hit, it takes 1d10 piercing damage, 4d10 + your Intelligence modifier lightning damage, and 1d10 + your Intelligence modifier fire damage; and they take 2d10 + your Intelligence modifier fire damage at the beginning of each of their turns. You can expend additional chakra to deal an extra 1d10 lightning damage for every 1 additional chakra points. This jutsu ignores immunity, resistance, and vulnerability.<br />
<br />
<br />
'''*Raijū Art*'''<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You imbue your body with a unique type of golden lightning chakra. You become immune to lightning damage. When you would take lightning damage, you instead regain a number of chakra points equal to 1/4 of the damage dealt. This effect does not happen on lightning damage with an effect that negates immunity, such as the onyx chidori. <br />
<br />
<br />
'''*Negative Emotion Raijū Mode*'''<br />
<br />
'''Requirements:''' Raijū Art<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You imbue your body with raijū lightning chakra which is then passively focuses through your majority negative emotions, granting you a golden aura. This can not be used with Positive Emotion Raijū Mode. While in this form, you gain the following:<br />
*Your unarmed strikes deal lightning damage.<br />
*Your movement speed increases by 5 feet. <br />
*You may add your proficiency bonus an additional time to Dexterity saving throws.<br />
<br />
<br />
'''*Positive Emotion Raijū Mode*'''<br />
<br />
'''Requirements:''' Raijū Art<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You imbue your body with raijū lightning chakra which is then passively focuses through your majority positive emotions, granting you a calm blue aura. While this jutsu is active, as an action or bonus action, you can convert your body into lighting. While in this form, you can not cast spells or jutsu, your unarmed strikes deal lightning damage, you can squeeze through any sized opening, and your movement speed increases by 15 feet. <br />
<br />
<br />
'''*Lightning Style: Zeus's Gauntlet*'''<br />
<br />
'''Cost:''' 4-8 Chakra<br />
<br />
As a bonus action, you cloak your entire in a large, super-concentrated mass of lightning chakra for 4 chakra. You may either make 1 additional attack when you take the attack action, or your unarmed strike gains +10 additional feet of reach, and your unarmed strikes or weapon attacks with metal weapons deal lightning damage. You may use this as a reaction for 8 chakra to gain advantage on a saving throw or grant an attack disadvantage if it deals lightning damage.<br />
<br />
<br />
'''*Lightning Style: Yata Wall*'''<br />
<br />
'''Cost:''' 35 Chakra<br />
<br />
As a reaction when you are targeted by a jutsu or spell that deals damage, you slam your palm into the ground, erect a wall of lightning with a red stone in its center. The jutsu or spell has no effect, and you cast the jutsu or spell in the direction of the caster using your own spell save DC or spell attack bonus and it deals lighting damage.<br />
<br />
<br />
'''*Railgun*'''<br />
<br />
'''Cost:''' 4-12 Chakra<br />
<br />
As part of one thrown weapon attack with a metal attack, you channel electromagnetic force behind your weapon. Its damage is increased by 1d6 and its range is increased by 15 feet. You may add an additional 1d6 damage and and its range by 15 feet for every 2 additional chakra. At 8 chakra, the attack has advantage. At 12 chakra, you may make the attack deal half damage to become an automatic hit.<br />
<br />
<br />
'''*Field of Raijin*'''<br />
<br />
'''Cost:''' 12 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
All creatures in a 15 foot radius must succeed a Constitution saving throw. On a failure, they are {{5c|restrained}} for 1 minute and take 2d8 lightning damage. On a success, they take half as much damage and are not restrained. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success.<br />
<br />
<br />
'''*Art of Lightning*'''<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You gain advantage on Dexterity and Constitution saving throws and attack rolls. If your lower roll would miss, you take 2d6 lightning damage. Additionally, when you cast a lightning style jutsu, you do not need to weave hand signs.<br />
<br />
===Water Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Water Style}} jutsu, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Hidden Mist Jutsu'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration:''' 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You create a 40 ft. radius cloud of mist around you. For any creature that doesn't levels in the {{inpage|Path of the Assassin}}, this area is considered heavily obscured beyond 5 ft.<br />
<br />
<br />
'''Water Style Shadow Clone'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
When you create a shadow clone, you may imbue it with Water Style chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of you. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''Hydrification Jutsu'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you gain the ability to transform into or out of a liquid form at will once per turn. In this form, you gain immunity to bludgeoning, slashing, and piercing damage, but vulnerability to to lightning and fire damage and can squeeze through any space, no matter how small. After 1 minute of this being active, you return to your solid form. <br />
<br />
<br />
'''Great Exploding Water Colliding Wave'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
As an action, you create an absurd amount of water out of your chakra, creating a 60 foot sphere of water. This sphere follows your movements.<br />
<br />
<br />
'''Water Style Bullet: Orca'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
As an action, you create an absurd amount of water out of your chakra, covering a 60 foot radius area around you in 1 foot of water.<br />
<br />
<br />
'''Feeding Shark'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
While in at least 3 feet of water, you may create 1 [[5e SRD:Reef Shark|shark]] out of chakra. You may double this jutsu’s cost to make it a [[Bull Shark (5e Creature)|bull shark]], or triple it to create a [[5e SRD:Giant Shark|giant shark]]. This shark acts on your turn and is controlled by you. You may use this multiple times on the same turn. <br />
<br />
<br />
'''Great Shark Bullet'''<br />
<br />
'''Cost: 8 chakra'''<br />
<br />
As a reaction, you create a massive shark out of chakra. If a creature was casting a spell or jutsu, they must succeed a Dexterity saving throw using their spellcasting modifier. On a failure, they do not use the jutsu and you regain a number of chakra equal to the amount of chakra spent or twice the level the spell was cast. <br />
<br />
<br />
'''Instant Water'''<br />
<br />
'''Cost: 3 chakra'''<br />
<br />
As a bonus action or reaction, you convert your chakra into high speed water propelled from your feet. You move 15 feet in any direction, including straight up. You may double its cost to make an unarmed strike immediately after.<br />
<br />
<br />
'''Water Dragon'''<br />
<br />
'''Cost: 15 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from water. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Grapple.''' The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 cold damage on a successful hit.<br />
<br />
<br />
'''Heavenly Weeping'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
The user kneads Water Style chakra in their mouth into senbon and spits them at a creature within range as two ranged spell attacks. On a hit, they each deal 1d6 magical piercing damage. This jutsu can be used even if the user is {{5c|restrained}} or {{5c|incapacitated}}, but not {{5c|unconscious}}<br />
<br />
<br />
'''Falling Rain Needles'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
You convert pre-existing rain into a rain of unavoidable needles. Any creature that ends their turn touhcing the rain takes 20 - their AC slashing damage.<br />
<br />
<br />
'''Soap Bubble Ninjutsu'''<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
You exhale a 15 foot radius cloud of bubbles. Once per turn per creature when a creature spends more than 10 ft. of movement while with this area, they must succeed a Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage as they rupture a slew bubbles with explosive force. If you have {{inpage|Acid Style}}, you may make this an Acid Style jutsu, making it deal acid damage.<br />
<br />
<br />
'''Bubble Jutsu Drift'''<br />
<br />
'''Requirements:''' Soap Bubble Ninjutsu<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
You encase every creature within 5 ft. of you inside a large bubble. This bubble has a 45 ft. flying speed, and this jutsu ends if it takes any damage.<br />
<br />
<br />
'''Water Spikes'''<br />
<br />
'''Range:''' 15 feet, 90 feet in water<br />
<br />
'''Cost:''' 7 Chakra<br />
<br />
You form a set of spikes made of water. If you can touch a water source, including rainfall, you may extend this jutsu's range. One creature within range must succeed a Dexterity saving throw or take 3d6 magical piercing damage.<br />
<br />
<br />
'''Giant Vortex Jutsu'''<br />
<br />
'''Range:''' 20 ft. x 120 ft. line<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
You unleash a torrent of water. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 3d12 cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone. This jutsu is also known as the Great Waterfall Jutsu.<br />
<br />
<br />
'''Steaming Danger Tyranny.'''<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
The user creates a unique shadow clone that has twice the user's movement speed that constantly generates heat that is Small. Every time it moves at least 30 ft. on one of its turns, its size increases by 1 category. It may only use its action to detonate. Upon doing so, all creatures in a certain radius must succeed a Dexterity saving throw, taking the following damage on a failure or half as much on a success. This also causes you to not regain the base chakra spent to create the clone.<br />
*If the clone is Small, all creatures within 10 feet take 2d6 acid damage.<br />
*If the clone is Medium, all creatures within 10 feet take 2d8 acid damage.<br />
*If the clone is Large, all creatures within 15 feet take 2d10 acid damage.<br />
*If the clone is Huge, all creatures within 20 feet take 2d12 acid damage.<br />
*If the clone is Gargantuan, all creatures within 20 feet take 4d6 acid damage.<br />
<br />
<br />
'''Rapid Thunder Whip Jutsu'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
As an action, you create a whip out of water. If counts as a simple weapon that you are proficient in, has the light property, deals an equal amount of slashing damage as your unarmed strikes, and dissipates immediately after it leaves your hand. While wielding this weapon, your unarmed strikes gain an additional +5 ft. of reach '''''or''''' you may make 1 additional attack with this weapon when you take the attack action.<br />
<br />
<br />
'''Water Mirror Jutsu'''<br />
<br />
'''Requirements:''' Water Style Shadow Clone<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As a reaction when you are targeted by a creature, you may make a Water Style Shadow Clone (requiring the chakra necessary for that jutsu) that acts as a perfect replica of the creature, still using your statistics. The creature and clone automatically target each other with the same action. The clone acts on the creature's turn, and perfectly replicates their actions and movement. If the creature is casting a jutsu, the clone will as well, but must have as much chakra as the jutsu's cost. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''Medical Water Style: Jellyfish'''<br />
<br />
'''Requirements:''' Path of the Healer<br />
<br />
'''Duration:''' 24 hours<br />
<br />
'''Cost: 1-15 chakra'''<br />
<br />
You attach a jellyfish made of chakra to a creature of your choice. They heal 1d4 hit points at the end of each of their turns (once every six seconds) a number of times equal to the amount of chakra stored. <br />
<br />
<br />
'''Medical Water Style: Water Mosquito'''<br />
<br />
'''Requirements:''' Path of the Healer<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
You create a swarm of water mosquitoes that swarm a creature of your choice within 5 feet. They lose the {{5c|poisoned}} condition and any other effects gained from poison in their bloodstream.<br />
<br />
<br />
'''*Water Style: Raging Rasengan*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 x 25 foot line<br />
<br />
As an action, you convert a rasengan formed from water style chakra into a torrential cyclone. Every creature within range must succeed a Dexterity saving throw, taking 3d10 cold + 3d10 slashing 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 />
===Wind Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Wind Style}} jutsu, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Vacuum Sphere'''<br />
<br />
'''Cost:''' 5+ Chakra<br />
<br />
'''Range:''' 120 feet line, 5 foot wide<br />
<br />
You take a deep breath and then shoot a small sphere of wind that's condensed enough to shoot through targets and objects. You make a ranged spell attack a target within range, ignoring cover. This pierces through targets and object that are not adamantine coated, and on a hit they take 1d12 + your Intelligence modifier magical piercing damage. You may make multiple attacks with this jutsu for additional 5 chakra for each attack with this jutsu.<br />
<br />
<br />
'''Vaccuum Blade'''<br />
<br />
'''Cost:''' 4 Chakra<br />
<br />
'''Range:''' 10 foot wide, 30 foot line<br />
<br />
You cut the air with a melee weapon or knife hand as an action or reaction, sending a blade of wind outward to damage enemies and block attacks. Make a melee weapon attack against the closest creature within range, dealing an extra 2d4 slashing damage on a hit, or making an attack against the next closest creature within range on a miss. If you use this as a reaction, you can reduce damage against projectiles used against you by the damage you roll with the jutsu, stopping the projectile and destroying it if the damage is reduced to 0.<br />
<br />
<!--<br />
'''Wind Style: Whirlwind Fist'''<br />
<br />
'''Cost:''' 5<br />
<br />
You channel chakra into your fist, making a mini typhoon around it to punch with the force of a hurricane. You make a melee spell attack, adding an extra 2d6 bludgeoning damage, which the target needs to make a Strength Saving Throw or be pushed 30 feet away, half on a success.<br />
--><br />
<br />
'''Gale Palm'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 25 foot line<br />
<br />
You create a blast of wind in your palm that travels in a forceful line. You may also use this jutsu as an action to double a creature's jump distance, and allow them to jump a single time as part of your action, or as a bonus action to double the ranges of any thrown weapons you attack with until the end of your turn.<br />
<br />
<br />
'''Nadeshiko-Style Hardliner Gale Fist'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
Rather than transforming Wind Style chakra into a proper jutsu, you shape the raw energy into a cloak covering your extremities. For this jutsu's duration, your unarmed strikes deal thunder damage and deal half as much damage on a miss.<br />
<br />
<br />
'''Beast Tearing Palm'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 10-20 chakra<br />
<br />
You infuse your palms with Wind Style chakra, releasing a blast with each strike. For this jutsu's duration, your unarmed strikes deal thunder damage, their range increases by +5 ft., and they deal an additional 1d4 thunder damage. This range increases by 5 feet for every 5 additional chakra spent. <br />
<br />
<br />
'''Spiraling Wind Sphere'''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action or bonus action, the user hastily exhales a ball of air and hurls it at a creature within range as a ranged spell attack. On a hit, they take 1d4 thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.<br />
<br />
<br />
'''Decapitating Airwaves'''<br />
<br />
'''Cost:''' 1 Chakra<br />
<br />
At part of an unarmed strike, you may increase its reach by 5 feet and change its damage type to thunder damage. <br />
<br />
<br />
'''Blade of Wind'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 10 feet<br />
<br />
The user creates a razor-sharp air current with their fingers. On a hit, this spell attack deals 2d6 thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.<br />
<br />
<br />
'''Great Sickle Weasle'''<br />
<br />
'''Requirements:''' Blade of Wind<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 25 foot cone<br />
<br />
The user creates numerous blades of wind. If a creature fails a Dexterity saving throw, they take 2d8 thunder damage and 2d8 magical slashing damage. Creatures without chakra detection, blindsight, or truesight have disadvantage. <br />
<br />
<br />
'''Great Cast Net'''<br />
<br />
'''Requirements:''' Great Sickle Weasel<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 15 foot wide, 45 foot line<br />
<br />
The user creates a lattice of wind blades. If a creature fails a Constitution saving throw, they take 3d8 thunder damage and 3d8 magical slashing damage, and are restrained for 1 minute. If they succeed the saving throw, they take half damage and are not restrained. They may retry this saving throw at the end of each of their turns. Creatures without chakra detection, blindsight, or truesight have disadvantage.<br />
<br />
<br />
'''Pressure Damage'''<br />
<br />
'''Cost: 12 chakra'''<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
You create a massive dome of swirling wind. Every creature within range must succeed a Dexteirty saving throw. On a failure, they 6d10 thunder damage and become prone. On a success, they take half as much and are not prone. <br />
<br />
<br />
'''Sand Buckshot'''<br />
<br />
'''Cost: 6+ chakra'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create 3 bullets of sand and launch them at high speeds. Each bullet can be directed at a creature dealing 1d4 magical piercing damage per bullet. You may spend 2 chakra to fire 1 additional bullet.<br />
<br />
<br />
'''Shield of the Wind Count'''<br />
<br />
'''Cost: 12+ chakra'''<br />
<br />
As a reaction, when you are targeted by a spell or Jutsu that deals damage, you erect a wall of swirling chakra that redirects it at the caster. 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 2 additional chakra spent.<br />
<br />
<br />
'''Haze Clone Jutsu'''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
When you create shadow clones, you may reduce all clones created’s base cost by 1. In return, they become intangible, unable to be damaged and unable to deal damage. They remain indistinguishable from you.<br />
<br />
<br />
'''Passing Typhoon'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As a [[More Actions (5e Variant Rule)|full turn action]], you amass a grand, but non-lethal amount of Wind Style chakra. Any non-permanent weather is cleared, including from jutsu like the Hidden Mist Jutsu and Jewel of the Dragon Head. Permanent weather consists of edge cases, such as a planet completely covered in storms, or an island that has actively produces hurricane-strength wind.<br />
<br />
<br />
'''Whirlwind Fist'''<br />
<br />
'''Cost:''' 8 minimum, 16 maximum<br />
<br />
'''Range:''' 15 feet<br />
<br />
This jutsu was developed in a similar manner as the chidori, by shaping the form of the rasengan around one's hand to make it easier to control and add a nature transformation to. As an action, you move this jutsu's range and make an attack against a creature within your reach. If you do not have a dojutsu active, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. Make a melee spell attack. On a hit, it takes 6d6 + your Intelligence modifier thunder damage. You can expend additional chakra to deal an extra 1d6 thunder damage for every 2 additional chakra points.<br />
<br />
<br />
'''*Sage Art: Truth-Seeking Tailed Beast Rasenshuriken*'''<br />
<br />
'''Requirements:''' {{inpage|Sage Art}}, {{inpage|Truth-Seeking Jutsu}}, {{inpage|Tailed Beast Ball Enhancement}}, {{inpage|Overwhelming Rasenshuriken}}<br />
<br />
'''Range:''' 45 ft. x 10 ft. line<br />
<br />
'''Cost:''' 35 chakra<br />
<br />
You focus all of your physical ability into a single rasenshuriken. All creatures within range must succeed a Dexterity saving throw. On a failure, they take 42d4 + your Intelligence modifier thunder damage and 7d10 force damage. On a success, they take half damage. This negates effects that reduce damage from Dexterity saving throws such as {{inpage|Evasion}}. You may double the range or damage of, or grant a creature disadvantage against this jutsu, but doing so shortens the duration of Sage Mode by 1 minute. You may spend multiple uses on multiple effects on the same jutsu.<br />
<br />
<br />
'''*Divine Wind*'''<br />
<br />
'''Cost:''' 8+ Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
You can create a tornado of wind as an action to cut through and damage all who stand near. The tornado is 5 feet wide and 8 feet tall, which is summoned within 20 feet of you. You can move the tornado up to 30 ft. as a bonus action or 60 ft. as an action. Any creature within a 5 foot radius of the tornado at the start of their turn must attempt a Dexterity saving throw or take 2d8 + your Intelligence modifier slashing damage from the tornado. You can make up to 3 tornados with each of them costing 8 chakra, controlling all of them at the same time with a single bonus action or action.<br />
<br />
<br />
'''*Wrath of the Sky Gods*'''<br />
<br />
'''Requirements:''' {{inpage|Storm Style}}, {{inpage|Wind Style}}<br />
<br />
'''Range:''' Sight<br />
<br />
'''Cost:''' 60 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
The user creates a 360 foot radius, 5,000 feet tall tornado. At the beginning of each of their turns, they must attempt a Dexterity saving throw. On a failure, they are {{5c|deafened}}, take 3d8 thunder damage, and are moved 20 feet in a direction of the caster's choice. On a success, they take half as much damage, are moved half as far, and are not deafened. Additionally, 1 foot of water rises within the tornado's radius at the beginning of each of their turns.<br />
<br />
===Yin Style Unique Jutsu===<br />
<br />
'''Living Corpse Reincarnation.'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
Your body dies instantly as your mind invades another humanoid within 15 feet’s. They must succeed a DC 20 + your Charisma modifier Charisma saving throw. On a failure, you take control of their body. On a success, your mind lays dormant within theirs. You loose any racial features related to your old body’s physique, such as Powerful Build, and gain your hosts. You lose any Dōjutsu your old body had, and gain any your new body has. During a long rest, you can attempt a DC 10 saving throw to retain any proficiencies or Jutsu your host had. You must succeed a separate save for each proficiency or Jutsu. This can only be used once, regaining use after 3 years. After 3 years of using this Jutsu, you permanently loose 10 maximum hit points. If your hit point maximum is 0, you die instantly. After moving to a new body, your maximum hit points return to normal.<br />
<br />
<br />
'''Resonating Echo Drill'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 45 feet<br />
<br />
As a ranged spell attack, you assault a creature’s senses with sound. On a hit, they spend their next action violently vomiting. This attack has disadvantage against creatures that are larger than Medium. This attack has advantage against creatures within 5 feet. <br />
<br />
<br />
'''Sound Wave Jutsu'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 30 ft. radius<br />
<br />
As an action, you release a blast of sound designed to make escaping and destroying secret laboratories easy. Make a single jutsu attack with a -2 penalty. The attack roll is contested with the creature's jutsu DC (or 8 + their proficiency bonus + their Intelligence modifier if they don't have one). If the creature can not cast jutsu, this DC is decreased by 2. On a hit, they become {{5c|paralyzed}} until the end of your next turn. Any objects within range take an amount of thunder damage equal to the attack roll.<br />
<br />
<br />
'''Calling Upon Tears Jutsu'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 60 foot radius<br />
<br />
As an action, all creatures within range must attempt a Wisdom saving throw. On a failure, they take 1d4 thunder damage and 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 {{inpage|Basic Ninjutsu}}.<br />
<br />
<br />
'''Spiritualization Jutsu'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action, you can detach your soul from your body. The material body you leave behind is {{5c|Unconscious}}, but continues to age, require food and water, and reduce your hit points if you take damage.<br />
<br />
Your soul resembles your mortal form in every way, replicating your game statistics and possessions, and gaining a flying speed equal to your movement speed. It can not take damage, and can only be targeted by fuinjutsu or jutsu that absorbs chakra, or similar effects. If you drop to 0 chakra while in this form, you die instantly. You can not interact with physical objects, passing through them instead, excluding chakra constructs or chakra-imbued objects. You may end this effect as an action, returning your soul to your body instantly over any distance, if neither your soul or body are obstructed by chakra constructs or chakra-imbued objects. You may spend 1 minute in this form without consequence, after which you gain 1 level of exhaustion at the end of each of your turns (once every 6 seconds) as your body begins to slowly rot.<br />
<br />
As an action while your soul is within a non-construct creature's space, you may force them to attempt a Charisma saving throw. On a failure, they take 2d4 necrotic damage and 2d4 psychic damage as you suppress and collapse their soul. On a success, '''you''' take half as much damage.<br />
<br />
<br />
'''*Yin Style: Dominating Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you imbue your rasengan with purple, genjutsu-laden chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier psychic plus 2d10 force damage, and they become {{5c|charmed}} by you. The target must make a Strength saving throw or be pushed 20 feet away. The target may attempt a Wisdom saving throw at the end of each of their turns, no longer being charmed on a success.<br />
<br />
===Yang Style Unique Jutsu===<br />
<br />
'''Fission Technique'''<br />
<br />
'''Requirements:''' Shadow Clone Jutsu<br />
<br />
'''Cost:''' 0 Chakra<br />
<br />
When you create shadow clones, instead of spending chakra, you instead divide your chakra and hit point maximums evenly. They can not be dispelled, and they are not destroyed when you fall unconscious. When a clone is destroyed, its maximums are divided evenly among the remaining clones at the end of their next long rest.<br />
<br />
<br />
'''Dead Soul Jutsu'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As an action, you force the heart of a corpse within 15 ft. of you to start beating again and control their body with your chakra. You can control this corpse at will. It acts on your turn and use your actions and movement speed. The corpses do not benefit from any dojutsu or {{inpage|Path of Suffering}} features you may have.<br />
<br />
<br />
'''Arm Growth Technique'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As an action, you grow an additional pair of muscular arms from your shoulders. You gain a climbing speed equal to your movement speed, and your melee attacks gain a +1 bonus to damage rolls.<br />
<br />
<br />
'''Scattering Thousand Crows Jutsu'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you cover a 15 ft. radius area with crow-like Yang Style chakra constructs that swarm and nip at anything within range. The area becomes heavily obscured, and any creature that moves 5 ft. within this area takes 1 piercing damage.<br />
<br />
<br />
'''Crow Style Shadow Clone Jutsu'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Requirements:''' Shadow Clone Jutsu, Scattering Thousand Crows Jutsu<br />
<br />
When you create a shadow clone, you may imbue it with Yang Style chakra. When it is destroyed by any means other than being dispelled, the area it was destroyed in becomes the center for a casting of Scattering Thousand Crows Jutsu. This also causes you to not regain the chakra spent to create the clone.<br />
<br />
<br />
'''Repulsion Shockwave Jutsu'''<br />
<br />
'''Cost:''' 4+ chakra<br />
<br />
'''Range:''' 5 foot radius<br />
<br />
As an action, each creature within range must succeed a Strength saving throw or take 1d8 force damage and be pushed to the edge of this jutsu’s range. You can add an additional 1d8 damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. You may spend 4 additional chakra separate from the previous effects to use this as a reaction, causing the ranged attacks it may be made in response to to miss in addition to its normal effects. <!--technically this is based on 2 jutsu, Menma Uzumaki's Repulsion Technique and the Tailed Beasts' Tailed Beast Shockwave--><br />
<br />
<br />
'''*Yang 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 dense Yang Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage, and they must attempt a Constitution saving throw as the rotating chakra of the rasengan conducts their physical energy, ripping it from their body. On a failure, they gain 1 level of exhaustion and are pushed 20 ft. away. On a success, they do not gain exhaustion and are not pushed.<br />
<br />
===Explosive Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Explosive Style}}, and benefit from the user having affinity in it.<br />
<br />
'''C4'''<br />
<br />
'''Cost:''' 4 Chakra <br />
<br />
'''Range:''' 45 feet<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
The user creates a massive explosive clay clone of themselves that explodes into a cloud of microscopic bombs. Any creatures of their choice in a 30 foot radius must attempt a Wisdom or Dexterity saving throw. On a failure, they take 2d8 Force damage. All creatures within the area must hold their breath or take 2d8 at the beginning of each of their turns.<br />
<br />
<br />
'''C3'''<br />
<br />
'''Cost:''' 20 Chakra <br />
<br />
'''Range:''' 180 foot radius<br />
<br />
The user creates a statue of explosive clay and drops it. All creatures within range from the closest surface directly below them must succeed a Constitution saving throw. On a failure, they take 15d8 force damage. On a success, they take half as much. This deals twice as much damage to objects.<br />
<br />
<br />
'''C2'''<br />
<br />
'''Cost:''' 8 Chakra <br />
<br />
'''Range:''' 5 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
The user creates a [[5e SRD:Silver Dragon Wyrmling|dragon]] made of explosive clay that acts on their turn. It has 15 hit points, can't speak, and has no actions. At will, the user can detonate it. All creatures within 15 feet of the dragon must succeed a Dexterity saving throw. On a failure, they take 4d6 force damage. On a success, they take half as much.<br />
<br />
<br />
'''C1'''<br />
<br />
'''Cost:''' 1 Chakra<br />
<br />
'''Range:''' 30/60 feet<br />
<br />
As a ranged attack roll, the user creates a small, somewhat-living object out of explosive clay. On a hit, the target takes 2d4 fire damage.<br />
<br />
<br />
'''C0'''<br />
<br />
'''Range:''' 180 foot radius<br />
<br />
The user transforms their entire body into a bomb. All creatures within range must succeed a Constitution saving throw. On a failure, they take force damage equal to your maximum hit points. On a success, they take half as much. This deals twice as much damage to objects. After using this jutsu, you are killed instantly.<br />
<br />
<br />
'''Explosive Clay Doll'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost: 1 chakra'''<br />
<br />
When you create a shadow clone, you may shape it out of explosive clay made out of your chakra. When it is destroyed by any means other than being dispelled, it deals 2d8 fire damage to the source of the damage. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''*Grenade Belt*'''<br />
<br />
'''Cost:''' 3+ Chakra<br />
<br />
'''Requirements:''' Explosive Style<br />
<br />
As an action, you create a whip of clay. It does no additional damage, but the wielder can use a bonus action to make a grapple check against a creature within 5-10 ft. using your jutsu save DC against the opponent's {{5a|str}} ({{5s|athletics}}), or {{5a|dex}} ({{5s|acrobatics}}). If successful, the whip is attached to the target, but it does not inflict the restrained status on either creature. Instead, the whip wraps around them like a belt. At the start of each of the target's turns, they take 1d6 force damage. This lasts for a number of turns equal to the amount of additional chakra spent. The target may contest the grapple check at the beginning of each of their turns. If successfully removed, the belt is destroyed.<br />
<br />
<br />
'''*Explosive Style: Blasting Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you pack a rasengan with Explosive Style chakra. Make a melee spell attack. The target takes 6d10 + your Intelligence modifier fire damage, and you must attempt a Wisdom saving throw. On a failure, you fail to properly disconnect the rasengan from your chakra network, causing you to take half the damage the target took. On a success, you do not take any damage.<br />
<br />
===Ice Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Ice Style}}, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Black Dragon Blizzard'''<br />
<br />
'''Cost:''' 18 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 40 feet<br />
<br />
As an action, you create a black ice dragon out of the ambient water molecules. The dragon has 40 hit points and 18 AC. You can form and control up to 3 dragons at a time. Beyond being large, immune to cold damage and heal for 1/2 the damage, resistant to fire and vulnerable to bludgeoning, it has the same statistics as you. 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 />
<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks.<br />
**'''Bite''' deals 1d8 cold damage.<br />
**'''Claw''' deals 1d6 cold damage.<br />
*'''Grapple.''' The dragon uses the grapple attack.<br />
*'''Freezing Breath (5-6 recharge).''' The dragon exhales frost biting cold in a 20-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, the creature takes 3d10 Cold damage and their movement speed is 0 or half as much damage on a success and half movement speed.<br />
*'''Self Destruct.''' The black ice dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft into any direction and takes 2d8 cold damage. Once this feature is used, the dragon is destroyed.<br />
<br />
<br />
'''Ice-Breaking Sledgehammer'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Duration''' Concentration, 1 minute<br />
<br />
As an action or reaction when targeted by a melee attack or Taijutsu technique, you can summon ice gauntlets to block the technique. You gain a +3 bonus to AC against melee attack and Taijutsu techniques and a +3 bonus to saving throws for taijutsu techniques and melee attacks for this jutsu's duration. When hitting with a unarmed attack for this jutsu's duration, you deal an additional 1d6 cold damage.<br />
<br />
<br />
'''Frozen Capturing Field'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you create ice to wrap around the feet of a creature within range to trap them, who must succeed a Strength saving throw or be {{5c|restrained}} for this jutsu's duration. At the end of each of the creature's turns, they can retry the saving throw, ending this effect on a success. You may choose additional targets within 15 ft. of the target for 5 chakra each. A 15 ft radius of ice surrounds any effected createures, which counts as difficult terrain.<br />
<br />
<br />
'''Ice Rock Dome of Magnificent Nothingness'''<br />
<br />
'''Cost:''' 10+ chakra<br />
<br />
'''Duration:''' Concentration, lasts until dropped <br />
<br />
'''Range:''' Self or up to 10 foot radius<br />
<br />
As an action or reaction, you create a rock hard ice barrier up to a 10 foot radius in size around you to protect yourself and allies. The Ice Dome has an 18 AC and 50 hit points and is solid, with it being immune to cold damage, resistant to fire damage and vulnerable to bludgeoning damage. Attacks and effects targeting creatures inside the barrier from outside the barrier effect the barrier instead, and genjutsu that must have eye contact or touch cast from outside the barrier fail against creatures inside the barrier. <br />
<br />
If the the dome breaks, the creature closest to the effect or damage that broke the barrier is hit first with the left over damage. You can spend an extra 4 chakra to increase the barrier's hit points by 15. You mmust spend 6 chakra at the beginning of your turn to maintain this jutsu.<br />
<br />
<br />
'''Swallow Snow Storm'''<br />
<br />
'''Cost:''' 3-9 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
You form ice needles out of the water in the air, creating up to 3 swallow-like ice needles, each needle costing 3 chakra. You make a ranged spell attack for each needle you make with advantage, dealing 1d6 cold damage with each needle. You have complete control of the needles after you fire them, allowing them to alter course in any way so they reach a target. This jutsu ignores cover if there is a way to get past the cover within the range (i.e. a small wall, a barrier that blocks from the front and not the back, etc).<br />
<br />
If this comes within 10 feet of any fire or heat based technique, the needles will melt and disappear into nothingness.<br />
<br />
<br />
'''Yuki-onna Whirlwind'''<br />
<br />
'''Cost:''' 15+ chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 40 feet<br />
<br />
You summon a whirlwind of ice and wind to surround a creature within range in a 10 foot radius around them. Creatures in the whirlwind must make a Constitution saving throw when this technique is used and at the start of the creatures turn when inside the whirlwind, taking 2d8 cold damage and 2d8 slashing and having their movement speeds reduced to 0 on a fail. On a success, their movement is halved and they take half damage.<br />
<br />
When creatures fails 2 saving throws in a row, ice begins to encapsulate them, making them {{5c|restrained}} for this jutsu's duration. They can use their action to make a Strength saving throw, no longer being {{5c|restrained}} on a success. If they are restrained and fail 2 saving throws from this jutsu in a row, they are {{5c|paralyzed}} for 1 hour, even if the technique ends, now frozen, encased in a layer of ice. Time spent next to a heat source counts for 60 times as much for the sake of ending the paralysis.<br />
<br />
This technique cancels out the basic scorch and basic fire style techniques due to the coldness and wind sapping any heat created. You must spend 5 chakra at the beginning of your turns to maintain this jutsu.<br />
<br />
<br />
'''Certain-Kill Ice Spears'''<br />
<br />
'''Cost:''' 24 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you create massive spikes of ice capable of crushing buildings. All creatures within range must attempt a Strength saving throw. On a failure, they take 2d8 + your Intelligence modifier cold damage and 2d8 piercing damage, are pushed out of this jutsu's range, and the area targeted by this jutsu becomes full cover with 13 AC and 15 hit points for every 5 ft. cubic area. This technique deals double damage to buildings and structures.<br />
<br />
<br />
'''*Ice Style Shadow Clone*'''<br />
<br />
'''Requirements:''' {{inpage|Ice Style}}, Shadow Clone<br />
<br />
'''Cost: 1 chakra'''<br />
<br />
When you create a shadow clone, you may imbue it with Ice Style chakra. When a creature successfully hits it with a melee weapon attack, they must succeed a Dexterity saving throw or take 1d4 cold damage. When it is destroyed by any means other than being dispelled, the creature that does so becomes {{5c|stunned}} until the beginning of their next turn. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''*Secret Technique: Winter Wonderland*'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Prerequisite:''' [[Naruto:_Shinobi_(5e_Class)#Yin_Style|Yin Style]]; Ice Style<br />
<br />
'''Duration:''' Concentration, 1 Minute<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
Channeling your Ice Style with Genjutsu, you blend reality and fiction to a point it's near indistinguishable from each other as snow lightly falls. While this is active, you have immunity to cold damage and Ice Style jutsu, and resistance to fire damage. If hit with any cold damage, or damage from Ice Style or Water Style jutsu, you instead regain 1/2 of the damage in Hit Points. <br />
<br />
All creatures within range while this is active must make a Wisdom Saving Throw at the end of each of their turns, being affected by genjutsu until the end of their next turn. This genjutsu causes the creature to perceive the entirety of the area they see as "winter", taking 3d6 psychic damage at the end of each of their turns due to the supposed cold.<br />
<br />
Once per turn when you make an attack roll, you may make a clone out of the ice that makes the same attack against a creature under this genjutsu, dealing cold damage for all damage, with the clone disappearing after this effect ends.<br />
<br />
All creatures, besides the user and other Ice Style users, have their movement speed halved and the area is [[5e_SRD:Vision_and_Light|Heavily Obscured]].<br />
<br />
<br />
'''*Ice Style: Freezing Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you imbue your rasengan with Ice Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier cold plus 2d10 force damage, and they must attempt a Strength saving throw as thick sheets of ice begin to cover their body. On a failure, they become [[Additional Status Conditions (5e Variant Rule)#Frozen|frozen]]. They may retry this saving throw at the end of each of their turns, ending the effect on a success.<br />
<br />
===Lava Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Lava Style}}, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Flower–Fruit Mountain'''<br />
<br />
'''Prerequisite:''' [[Naruto: Shinobi (5e Class)#Lava Style Unique Jutsu|Lava Style Chakra Mode]]<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 20 feet<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action while Lava Style Chakra Mode is active, you summon a 20 ft. radius, 40 ft. tall volcano, making the earth rise and having lava bubble inside of it. The volcano spews a flower of molten rocks in a 60 foot radius, causing all creatures within range to make a Constitution saving throw, taking 5d12 + your Intelligence modifier fire damage on a failure, or half as much on a success. You can choose up to your Intelligence modifier creatures to not be affected by this saving throw, causing the earth to temporarily shield them from the eruption. The volcano and the area of effect are considered difficult terrain to all but you. <br />
<br />
For this jutsu's duration, you can use your bonus action to shoot out a small amount of molten rock from the volcano as a ranged spell attack roll to deal 1d8 bludgeoning damage and 1d8 fire damage.<br />
<br />
<br />
'''Acidic Mud'''<br />
<br />
'''Cost:''' 8-16 chakra<br />
<br />
'''Range:''' 15 foot cone<br />
<br />
You spew out acidic mud, akin to lava in many ways to melt the flesh and bones of your foes. All creatures must make a Dexterity saving throw or take 1d12 + your Intelligence modifier acid damage and 1d12 fire damage. If a creature fails by 5 or more, they do not benefit from the Evasion feature against this jutsu and are {{5c|restrained}}.<br />
<br />
You can spend 4 extra chakra to double the cone's range and deal an additional 1d12 acid or fire damage, or an additional 8 chakra to triple the cone's range and deak an additional 2d12 acid or fire damage.<br />
<br />
<br />
'''Rubber Rope'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
As a bonus action or reaction, you create and throw a whip to wrap around a target within range and pull them into range of you. If the target is willing, they are wrapped in a rubber rope and pulled in the most direct way possible towards you in a space within 5 ft of you. If the target is unwilling, you must succeed a {{5e|Grappling}} contest against them to do so. If there is an obstruction in the way of this technique, the target stops and the jutsu ends.<br />
<br />
<br />
'''Rubber Sphere'''<br />
<br />
'''Cost:''' 5 Chakra <br />
<br />
'''Range:''' 30 foot line<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You form a ball of rubber in your hand and throw it, making a ranged spell attack against any creatures in range, taking 2d4 bludgeoning damage on a hit. At the beginning of your next turn, if it hit a solid surface, it reflects against it in a direction determined by rolling 1d4, reroll 4s. On a 1, it reflects in a 45 degree angle to the left. On a 2, it reflects in the opposite direction it was traveling. On a 3, it reflects in a 45 degree angle to the right. It travels in a line with its remaining range +15 feet. One ball can bounce multiple times. <br />
<br />
<br />
'''Lava Style Chakra Mode'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You envelope your body in molten, glowing rock. Your unarmed attack dice increase by 1 die tier. If you miss an unarmed strike, you still deal half as much damage. If a creature hits you with a melee attack, you make an unarmed strike, dealing half as much on a hit, and one fourth as much on a miss.<br />
<br />
<br />
'''Planet-Branding Blast'''<br />
<br />
'''Cost:''' 2 Chakra + 2 for every additional damage die<br />
<br />
'''Range:''' 20 foot radius<br />
<br />
'''Duration:''' 1 minute + 1 for every additional chakra spent (stacks with damage cost)<br />
<br />
As an action, you fill the ground below you with a massive amount of Lava Style chakra. The reservoir explodes after 1 minute of being placed, unless triggered by you as a bonus action. The reservoir can also be given a vague condition (such as being touched) after which it will explode.<br />
<br />
Any creature within range must pass a Dexterity saving throw and take 2d8 fire damage plus 1d8 for every 2 chakra spent, and is pushed back 10 feet; on a successful save, a creature takes half damage and isn't pushed back. A creature touching the seal as it detonates must make a Constitution saving throw at disadvantage.<br />
<br />
<br />
'''*Volcanic Ash*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
You transform the smoke in the air near you or around you, pumping it with chakra as it becomes thicker and more toxic. If a creature does not need to breath, this jutsu does not affect them. All creatures within the radius of this technique must make a Constitution Saving Throw, taking 2d12 poison damage on a failure, or half as much on a success. Any creature that starts its turn within the range must make the Constitution Saving Throw. Creatures do not gain the benefit of [[Naruto: Shinobi (5e Class)#Ninja Feats|Endurance]] and this ignores immunity and resistance to poison damage.<br />
<br />
If a creature fails by 5 or more, they are considered {{5c|poisoned}}. They may attempt a Constitution saving throw at the end of each of their turns, ending the condition on a success. If a creature fails by 10 or more, then are considered poisoned for 1 hour and they automatically lose concentration on any jutsu or spells they were concentrating on.<br />
<br />
<br />
'''*Igneous Blast*'''<br />
<br />
'''Cost:''' 4+ chakra<br />
<br />
'''Range:''' 30 feet.<br />
<br />
Creating lava that you shoot out from your mouth, it quickly hardens into an igneous rock. Roll a ranged spell attack roll against a target within range, and on hit, it deals 1d4 + your Intelligence modifier piercing damage and 1d4 fire damage and every creature within 10 ft. of the target, including themself, must attempt a Dexterity Saving Throw. On a failure, they take 4d4 piercing damage. If it misses, it travels the rest of distance and explodes when it reaches the 30 feet or when it hits a solid surface.<br />
<br />
You may spend increments of 4 chakra to either increase the base damage by 1d4 for both damage types, increase the range by 15 ft., or increase the explosion damage by 4d4.<br />
<br />
<br />
'''*Lava Style: Enduring Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you circulate lava within the rotation of your rasengan. Make a melee spell attack. The target takes The target takes 2d10 + your Intelligence modifier fire plus 2d10 force damage begin to [[Additional Status Conditions (5e Variant Rule)#Burning|burn]]. This burn can not be put out by normal means as superheated rock sticks to their clothing. The creature thay can touch the target may attempt a Strength saving throw as an action, ending this effect on a success.<br />
<br />
===Magnet Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Magnet Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Iron Sand Marking'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
One creature must attempt a Strength saving throw. On a failure, you leave a portion of iron sand on a creature's back, they have disadvantage on any saving throws incurred by Magnet Style jutsu, and attack rolls against them from Magnet Style jutsu have advantage against them. On a success, nothing happens. The target may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
<br />
'''Lightning God Self'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you absorb a large amount of matter using Magnet Style chakra, gaining the following effects:<br />
*Your size increases by 1 size category to a minimum of Large.<br />
*Your unarmed strikes deal an additional 1d4 lightning damage.<br />
*You gain a +2 bonus to your AC<br />
*Your movement speed increases by 10 feet.<br />
*When you move at least 5 ft., all creatures within 5 ft. of you take 1d4 lightning damage.<br />
*You must spend 4 chakra at the end of each of your turns to maintain this jutsu.<br />
<br />
<br />
'''Conserving Bee Twin Blades'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
As a bonus action, you imbue up to 3 metal thrown weapons of your choice with Magnet Style chakra, which lasts until the end of your next turn. On a hit with one of these imbued weapons, the target becomes magnetized. You may move a magnetized creature up to 15 ft. as part of each of your turns. The target may attempt an Intelligence saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
<br />
'''*Magnet Style: Imprisoning Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with an iron sand-like chakra construct. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage, and they must attempt a Constitution saving throw as the Magnet Style chakra attempts to wrap itself around them. On a failure, 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.<br />
<br />
===Scorch Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Scorch Style}}, and benefit from the user having affinity in it.<br />
<br />
'''*Scorch Style Chakra Mode*'''<br />
<br />
'''Requirements:''' Scorch Style<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You envelope your body in scorch style chakra. You have advantage in saving throws against gaining exhaustion as the chakra constantly relaxes and revitalizes, but does not heal, your body. Additionally, when you use a jutsu that requires you to be able to use fire style jutsu, you may add your unarmed die to the damage dealt an additional time. <br />
<br />
<br />
'''*Sun God Method*'''<br />
<br />
'''Requirements:''' Scorch Style Chakra Mode, Cursed Mark<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, your cursed mark and scorch style chakra mode resonate into a terrifying power. While in this form, you gain the following: <br />
*You gain a +2 bonus to AC.<br />
*You gain a +20 bonus to your movement speed.<br />
*You gain a +5 bonus to attack and damage rolls.<br />
<br />
<br />
'''*Scorch Style: Evaporating Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with terrifyingly powerful flames. Make a melee spell attack. The target takes 4d10 + your Intelligence modifier fire damage, and they must attempt a Constitution saving throw as various parts of the effected area are instantly sublimated. If they fail by at least 10, they gain the [[Additional Status Conditions (5e Variant Rule)#Burned|Third Degree Burn]] condition. If they fail by at least 5, they gain the [[Additional Status Conditions (5e Variant Rule)#Burned|Second Degree Burn]] condition. If they fail by less than 5, they gain the [[Additional Status Conditions (5e Variant Rule)#Burned|First Degree Burn]] condition.<br />
<br />
===Swift Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Swift Style}}, and benefit from the user having affinity in it.<br />
<br />
'''*Heavenly Dragon Flash*'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
While Surge is active, you attack with such speed that you create sonic blasts. As long as Surge remains active, your unarmed strikes deal thunder damage and deal half as much damage on a miss.<br />
<br />
<br />
'''*10,000 Step Combo*'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
While Surge is active, you move at blinding speeds, kicking off of walls and striking your opponents at any given time. As long as Surge remains active, you may make 1 additional reaction, may make attacks of opportunity as a bonus action during or outside of your turn, and may make attacks of opportunity when your movement causes a creature to move outside of your reach.<br />
<br />
<br />
'''*Blade Dance*'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
While Surge is active, your attack speed increases dramatically, but their effectiveness decreases. As long as Surge remains active, you may make extra attacks as part of attacks of opportunity, but all non-jutsu attacks you make deal half as much damage.<br />
<br />
<br />
'''*Vanishing Rasenshuriken*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
This altered rasengan combines the principles as Wind Release: Rasenshuriken with the advantages of Vanishing Rasengan.<br />
<br />
As an action, you make a ranged spell attack that does not suffer from disadvantage at 5 feet. If the roll is higher than the target's passive perception, then you gain a bonus to the attack roll equal to the amount of chakra spent.<br />
<br />
On a hit, the target takes 15d4 + your intelligence modifier Force damage from the impact of the Rasengan and 10d4 thunder damage from the following explosion. Anyone within 10 feet of the impact must make a Constitution saving throw against the explosion. On a failed save, they take 2d8 lightning damage and lower their intelligence and dexterity scores by the resulting damage as lightning courses through them, shutting down their nerves as it makes its way through their central nervous system.<br />
<br />
Creatures immune to lightning damage and/or who have an intelligence score of 1 automatically pass the saving throw. Creatures with resistance to lightning damage have advantage on the saving throw.<br />
<br />
This effect is cured by Greater Restoration.<br />
<br />
<br />
'''*Swift Style: Blitzing Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue both your body and rasengan with Swift Style chakra, becoming an unavoidable blur of destruction. The target takes 4d10 + your Intelligence modifier bludgeoning damage.<br />
<br />
===Storm Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Storm Style}}, and benefit from the user having affinity in it.<br />
<br />
'''*Thunder God Bomb*'''<br />
<br />
'''Cost:''' 10+ chakra<br />
<br />
As an action, you create a spherical storm cloud coursing with electricity 45 feet in diameter, centered 45 feet above you. As a 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 lightning damage. 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 damage (rounded up). You can spend 3 additional chakra points to increase the diameter of the ball by 5 feet, increase the radius of its explosion by 5 feet, or increase its damage by 1d8. 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 />
<br />
'''*Tempest Dragon Awakening*'''<br />
<br />
'''Cost:''' 18 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from your own lightning and water chakra. You can form and control up to 3 dragons at a time. Beyond being large, immune to non-magical damage, resistant to cold, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Grapple.''' The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 4d8 cold and 4d8 lightning damage on a successful hit.<br />
<br />
When self destructing, these dragons may make an attack roll with a -2 penalty against another creature within 30ft. You may do this any number of times, but for each additional creature the penalty increases by 2.<br />
<br />
<br />
'''*Jewel of the Dragon Head*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, the area within 1 mile of you is covered in a thunder storm for this jutsu's duration.<br />
<br />
<br />
'''*Three Marks of Existence*'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 20 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you create three "fangs" of light chakra connected by "chains" of Storm Style chakra, launching it at one creature within range. This creature must attempt a Dexterity saving throw, becoming {{5c|paralyzed}} and taking 1d6 lightning damage on a failure. They may retry this saving throw at the end of each of their turns, no longer being {{5c|paralyzed}} on a success, or taking 1d6 lightning damage on a failure.<br />
<br />
<br />
'''*Storm Style: Leaping Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with ever-uncontrollable Lightning Style chakra, made manipulatable by fusing it with Water Style chakra. Make a melee spell attack. The target takes 3d10 + your Intelligence modifier lightning damage, and you may make an attack roll with a -2 penalty against another creature within 15 ft. You may do this any number of times, but for each additional creature the penalty increases by 2.<br />
<br />
===Vapor Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Vapor Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Smoke Dragon'''<br />
<br />
'''Cost: 15 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you can form a dragon from smoke-like chakra that emanates from your wrists. You can form and control up to 3 dragons at a time, but all dragons must stay within 30 ft. of you. Beyond being Large, vulnerable to cold damage, immune to non-magical damage, not being able to move except in relation to you, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
<br />
<br />
'''Unrivaled Strength'''<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
As a bonus action, you heat your chakra to the boiling point. You must spend at least 3 chakra at the beginning of each consecutive turn to maintain the following benefits, gaining a second stack of them for every 3 additional chakra spent:<br />
*You deal an additional 2d4 fire damage from all sources.<br />
*Your movement speed increases by 10 feet.<br />
<br />
<br />
'''*Vapor Style: Orbital Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 ft. radius<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with Vapor Style chakra, causing its rotations to create violent air currents, creating a galaxy-like apparition. All creatures within range must attempt a Dexterity or Constitution saving throw. On a failure, the target takes 4d10 + your Intelligence modifier slashing damage. On a success, they take half as much damage.<br />
<br />
===Wood Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Wood Style}} jutsu, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Sage Art: Wood Style: Shinsu Senju'''<br />
<br />
'''Requirements:''' Sage Mode<br />
<br />
'''Cost: 40 chakra'''<br />
<br />
As a full turn action, you create the [[Shinsu Senju (5e Creature)|Shinsu Senju]] within 180 feet of you. For 20 chakra cost, you may make it make a pummel attack.<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 your unarmed strikes gain 10 feet of reach and you may grapple creatures an additional 10 feet away. Additionally, your unarmed strikes 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 />
'''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 a DC 18 Investigation check to find it.<br />
<br />
<br />
'''Mayfly'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action or reaction, you make your body and all items you are carrying able to pass through objects. This does not stop you from being able to deal or take damage. Additionally, while completely submerged in an object, you gain 15 feet of movement speed. You may end this effect early as a bonus action.<br />
<br />
<br />
'''Spontaneous Tree Summoning'''<br />
<br />
'''Cost:''' 3 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 1/2 cover until you move at least 5 feet.<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 />
<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 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|BCM]] or [[#Tailed Beast Mode|TBM]], +4 for Avatar).<br />
<br />
<br />
'''*Kakuan’s Fifth Edict of Enlightenment*'''<br />
<br />
'''Requirements:''' Wood Style or Perfected Hashirama’s Cells<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
'''Range:''' 120 foot radius<br />
<br />
'''Duration:''' 1 hour<br />
<br />
You enter the mind of a creature with a [[#Path of the Beast|bijuu sealed inside them]]. This can include yourself. Their bijuu must attempt a Charisma saving throw. On a failure, they are pinned down with large gates, allowing their Jinchuriki to use features as if they beat their bijuu in combat. <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 />
===Mud Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Mud Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Corpse Soil'''<br />
<br />
'''Cost:''' 10+ chakra<br />
<br />
'''Range:''' 10 ft. radius<br />
<br />
As an action, you course an immense amount of Mud Style chakra through the ground, imbuing corpses with forbidden, false life. All dead creatures within range become {{5e|zombie}}s and are restored to their maximum hit points. Zombies are hostile to any non-zombie creatures.<br />
<br />
<br />
'''*Mud Armor*'''<br />
<br />
'''Cost:''' 2+ chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, you cover yourself in a thick, static layer of mud capable of slowing down physical attacks. You gain a bludgeoning, slashing, piercing, and thunder damage threshold equal to half the chakra spent. <br />
<br />
<br />
'''*Black Mud*'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action, you infuse your chakra with a forbidden form of chakra told in legend to be the embodiment of the earth's wrath. The next Mud Style jutsu until the end of your next turn has its range and damage doubled, and any damage it deals becomes necrotic damage. If it does not deal damage, its duration is doubled.<br />
<br />
<br />
'''*Mud Style: Suffocating Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, you imbue your rasengan with Mud Style chakra that manipulates the ground around the target into restraining and suffocating them. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning damage, and they become [[Additional Status Conditions (5e Variant Rule)#Slowed|slowed]] and must hold their breath. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
===Plasma Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Plasma Style}}, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Antlion Ninja Arts: Ephemeral'''<br />
<br />
As a bonus action, you sprout four firefly wings made of Plasma Style chakra. You may end this effect as a bonus action. While in this form, you gain the following:<br />
*You gain a +3 bonus to attack and damage rolls.<br />
*As your movement happens instantaneously, you do not provoke opportunity attack or activate traps while you move.<br />
*You lose 3 chakra points or gain 1 level of exhaustion at the end of each of your turns. <br />
<br />
<br />
'''Chakra Needle'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
As an action, you fire a bolt of chakra from your finger tip that moves at undodgeable speeds. One creature within range takes 1d4+1 radiant damage. You may use this jutsu up to 3 times on a single action.<br />
<br />
<br />
'''*Secret Art: Blood Destruction*'''<br />
<br />
'''Cost:''' 45 chakra<br />
<br />
'''Range:''' reach<br />
<br />
'''Duration:''' 24 hours<br />
<br />
This jutsu can not target undead, constructs, or elementals. As an action, you pump a massive amount of chakra through your palm that instantly binds itself to the target's blood. At any point during this jutsu's duration, the target must attempt a Constitution saving throw as their chakra-bound blood vaporizes. On a failure, the target dies instantly. On a success, they take 10d10 radiant damage.<br />
<br />
<br />
'''*Plasma Style: Gelel Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with Plasma Style chakra capable of obliterating any obstacle in your path. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 lightning damage. This deals twice as much damage to objects. <br />
<br />
===Steel Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Steel Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Quarantine Wall'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
As an action, you erect a massive 1 inch thick, 5-60 feet wide, 5-60 feet tall wall that has your AC and 10 hit points. You must spend your action and 1 chakra to maintain this, and you can not move while this jutsu is active. You may increase the wall's hit point by spending half as many of chakra points. If the wall is reduced to 0 hit points, it shatters, dealing any remaining damage to you. The wall can be seen through, but jutsu who's range is not based on sight or hearing cannot be cast through it. If you end this jutsu before the wall reaches 0 hit points, you regain a number of chakra points equal to 1/4 the wall's number of hit points.<br />
<br />
<br />
'''*Shed*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a reaction while Impervious Armor is active when you take damage, you may shed your armor, ending the jutsu immediately and ignoring the damage you would have taken.<br />
<br />
<br />
'''*Demonic Flesh*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert the surface of your armor is converted into jagged, tooth-like hooks. For as long as Impervious Armor remains active, creatures have disadvantage on checks to escape any grapple you are a part of, and when a creature attempts a check to escape a grapple you are a part of, they take 1d6 slashing damage.<br />
<br />
<br />
'''*Missile Fist*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert your fists into piston-like appendages. For as long as Impervious Armor remains active, you may reroll your unarmed strikes' damage rolls, taking the higher of the two results.<br />
<br />
<br />
'''*Steel Style: Shattering Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 ft.<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with shards of Steel Style chakra before throwing it. All creatures within a 10 ft. radius of the rasengan's location must attempt a Constitution saving throw at the beginning of each of their turns as a metallic sandstorm rips them apart. On a failure, a creature takes 2d4 + your Intelligence modifier magical bludgeoning damage, and gains the [[Additional Status Conditions (5e Variant Rule)#Rasped|rasped]] and [[Additional Status Conditions (5e Variant Rule)#Slowed|slowed]] conditions. On a success, none of these effects occur.<br />
<br />
===Shade Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Shade Style}}, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Darkness Wave.'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 90 foot cone<br />
<br />
With a wave of your hand, you send a shockwave of dark chakra across the battlefield. All creatures within range must succeed a Constitution saving throw. On a failure, they take 1d4 damage. This damage can not be reduced by any means.<br />
<br />
<br />
'''Revival Fist.'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
You create a wall of chakra in front of you, gaining full cover in one direction of your choice. Until the beginning of your next turn, you can not take reactions. At the beginning of your next turn, you release a 15 foot cone of chakra, forcing every creature in range to attempt a Dexterity saving throw. On a failure, they take 3d8 necrotic damage.<br />
<br />
<br />
'''Body Revival.'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 7 Chakra<br />
<br />
Technically categorized under medical ninjutsu, this jutsu allows the user to manipulate the process of "destruction and rebirth" in muscles. You regain 4 hit points at the end of each of your turns, gain +3 damage reduction, and your unarmed strikes deal 1d4 additional damage.<br />
<br />
<br />
'''*Shade Style: Dominating Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you imbue your rasengan with pitch black, genjutsu-laden chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier psycic plus 2d10 force damage, and they become {{5c|frightened}} by you. The target must make a Strength saving throw or be pushed 20 feet away. The target may attempt a Wisdom saving throw at the end of each of their turns, no longer being frightened on a success.<br />
<br />
===Acid Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Acid Style}}, and benefit from the user having affinity in it.<br />
<br />
'''*Acid Vein Jutsu*'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you imbue a portion of your body's liquids with Acid Style chakra. You take 1d6 acid damage at the beginning of each of your turns. When a creature hits you with a melee attack, they take 1d6 acid damage. You may end this jutsu as a bonus action.<br />
<br />
<br />
'''*Bile Cremation Attack*'''<br />
<br />
'''Cost:''' 9 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you eject a massive amount of Acid Style chakra from your mouth that covers a 15 ft. radius area up to 60 ft. away from you. A creature takes 1d6 acid damage if they end their turn inside this area, and every time they move 5 ft. inside the area.<br />
<br />
<br />
'''*Shennong Medium—God Sculpting Technique*'''<br />
<br />
'''Cost:''' 9 chakra<br />
<br />
As an action, you may create and attach 1 mundane body part made of a non-flesh substance to a creature, imbuing it with chakra-imbued bodily acids capable of returning a creature to life, to one creature you can touch that has 0 hit points or has been dead for no longer than 1 minute, restoring them to 1 hit point and bringing them back to life. If the creature was missing a body part, you may restore 1 in a non-magical manner (i.e. can not create dojutsu).<br />
<br />
<br />
'''*Acid Style: Consuming Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with corrosive Acid Style chakra. Make a melee spell attack. The target takes 4d10 + your Intelligence modifier acid damage, and at the end of each of their turns they must attempt a Constitution saving throw as the Acid Style chakra begins to eat away at their flesh. On a failure, they can not regain hit points until the end of their next turn. On a success, this effect ends.<br />
<br />
===Crystal Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Crystal Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Tearing Crystal Falling Dragon'''<br />
<br />
'''Cost: 25 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from a mass of Crystal Style chakra. You can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to lightning damage, having a flying speed of 60 ft., not being able to leave a 60 ft. radius of you, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<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 />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft. away and takes 4d8 bludgeoning damage on a successful hit.<br />
<br />
<br />
'''Jade Crystal Clone Technique'''<br />
<br />
'''Requirements:''' Jade Crystal Mirror, Shadow Clone<br />
<br />
While Jade Crystal Mirror is within 10 ft. of you, any clones you create have an additional 5 hit points and a +1 bonus to their AC.<br />
<br />
<br />
'''Crystal Lance'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action, you cover one part of your body with a massive crystalline spike, making 1 unarmed strike with an additional 20 ft. of reach.<br />
<br />
<br />
'''Growing Crystal Thorns'''<br />
<br />
'''Cost:''' 5-20 chakra<br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
'''Range:''' 10 ft. cone<br />
<br />
As an action, you create pink, thorn-like crystals that slowly advance on a target. At the end of each of your turns that you concentrate on this jutsu, its range increases by +10 feet. Every creature that moves in or ends their turn in this area must attempt a Dexterity saving throw, taking 3d8 piercing damage on a failure, or half as much damage on a success. The area of this jutsu counts as difficult terrain while you are concentrating on this jutsu. For every 5 chakra spent, this jutsu's base range and end-of-turn range increase increases by +5 ft.<br />
<br />
<br />
'''Jade Crystal Hexagonal Pillars'''<br />
<br />
'''Cost:''' 35 chakra<br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you create crystal formations that amplify chakra in a 10 ft. radius. Any jutsu cast within this area has their cost reduced by 5 chakra to a minimum of 1. <br />
<br />
<br />
'''Crystal Encampment Wall'''<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' 20 ft.<br />
<br />
'''Duration:''' 1 hour (concentration)<br />
<br />
As an action, you create a 20 ft. long, 5 ft. wide, 40 ft. high line of crystals. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d4 slashing damage to the creatures on either side of the wall, as well as the amount of damage remaining that the wall would have taken to creatures on the side of the wall opposite to the side the jutsu was cast. The wall regains 20 hit points at the end of each of your turns.<br />
<br />
<br />
'''*Crystal Style: Reflecting Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, you imbue your rasengan with Crystal Style chakra of various colors. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier slashing plus 2d10 force damage, and they become {{5c|blinded}} as crystal growths cover their eyes. A creature that can touch the target may make a Strength saving throw as an action. On a success, they successfully remove most of the crystals, becoming and [[Additional Status Conditions (5e Variant Rule)#Confused|confused]] instead of blinded as a their vision is distorted. The target may attempt a Strength or Wisdom saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
===Blaze Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Blaze Style: Kagutsuchi}}, and benefit from the user having affinity in it.<br />
<br />
'''Flying Flame'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you focus your Blaze Style chakra into your attacks. Until the beginning of your next turn, on a hit with any non-jutsu attack you make, the target takes 1d4 fire damage and takes an additional 2d6 + your Intelligence modifier fire damage at the start of each of their turns. The flame cannot be put out unless you choose to, magical means, or it ends. Amaterasu or Flying Flame can only affect one creature at a time.<br />
<br />
<br />
'''*Kitsunebi*'''<br />
<br />
'''Cost:''' 11 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you focus not only your Blaze Style chakra but your negative emotions as well on a single point, creating black flames. Anything flammable near it is engulfed in black flame. The flame cannot be put out unless you choose to, magical means, or it ends. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d8 fire damage and becomes {{5c|frightened}} or {{5c|stunned}}. At the start of the target's turn, they must attempt a Charisma saving throw, taking 2d8 fire damage and remaining frightened or stunned on a failure, or ending this effect on a success. Amaterasu or Kitsunebi can only affect one creature at a time.<br />
<br />
<br />
'''*Kurohitsugi*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 10 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you create a 30 ft. cube of Blaze Style chakra. If a creature passes through this barrier without any form of teleportation, they take 2d10 + your Intelligence modifier fire damage, and takes 1d10 + your Intelligence modifier fire damage at the end of each of their turns. This counts as Amaterasu for the sake of ending the flames, and if you cast a Blaze Style jutsu restricted to effecting one creature all effects of this jutsu end.<br />
<br />
<br />
'''*Naibukorosu*'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you focus and condense your chakra on a single point, creating an explosive blast of temporary black flames. Anything flammable within 5 ft. of the area is engulfed in black flame. The flame cannot be put out unless you choose to, magical means, or it ends. Any creatures in this area must make a Dexterity saving throw. If they fails, they take 5d8 + your Intelligence modifier fire damage. Casting this jutsu ends the effects of any Blaze Style jutsu restricted to effecting one creature.<br />
<br />
<br />
'''*Blaze Style: Kagutsuchi Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with the ever-burning flames of Kagutsuchi, immortalizing its rotation as well. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier fire plus 2d10 force damage, and takes an additional 2d10 + your Intelligence modifier fire damage at the start of each of their turns. The flame cannot be put out unless you choose to, magical means, or it ends. Amaterasu or Blaze Style:Kagutsuchi Rasengan can only affect one creature at a time.<br />
<br />
===Yin-Yang Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Yin-Yang Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Replication Chakra: Release''' <!--based off of Three Tails Chakra: Release--><br />
<br />
'''Cost:''' twice the creature's CR chakra points<br />
<br />
'''Duration:''' 1 minute <br />
<br />
As an action, you completely transform into another creature. You keep the same percentage of your hit points and chakra points, but otherwise all of your statistics, including features and actions, are replaced by those of the creature you become. You may end this jutsu as an action.<br />
<br />
<br />
'''*Yin-Yang Chakra Mode*'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
As an action, the very nature of creation courses through your body, cloaking you in a glowing, black and white chakra robe. You gain the following effects until you can not maintain this jutsu or end this jutsu as an action:<br />
*Your unarmed strikes deal an additional 2d4 force damage. <br />
*Your movement speeds increase by an additional 5 x your {{5a|dex}} modifier feet. <br />
*You regain a number of hit points equal to twice your {{5a|con}} modifier at the start of each of your turns.<br />
*You gain 20 temporary hit points.<br />
*You lose 5 chakra at the beginning of each of your turns.<br />
<br />
<br />
'''*Yin-Yang Style Shroud*'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
As an action, the very nature of creation shapes itself into a massive suit of armor. You gain the following effects until you can not maintain this jutsu or end this jutsu as an action:<br />
*Your size increases by 1 category to a minimum of Large.<br />
*You gain a +2 bonus to AC.<br />
*Your unarmed strikes deal an additional 1d10 magical bludgeoning damage and have their reach increased by 10 ft.<br />
*If you hit with a melee weapon attack, you can use a bonus action to attempt to grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Constitution saving throw. On a failure, they take 2d6 magical bludgeoning damage and become {{5c|restrained}} until the beginning of your next turn.<br />
*You lose 5 chakra at the beginning of each of your turns.<br />
<br />
<br />
'''*Omoikane*'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
As an action, the very nature of creation connects your eyes to all of reality, granting them a black and white sheen. You gain the following effects until you can not maintain this jutsu or end this jutsu as an action:<br />
*You can see in 360 degrees, and your sight is not hindered by highly obscured areas, including spells such as darkness.<br />
*You gain 360 ft. of darkvision.<br />
*You can see through walls unless your vision is blocked by more than 4 feet of stone, 12 inches of metal, or 12 feet of wood or dirt. There is no color beside the chakra network inside of living creatures. Everything else is black and white.<br />
*You lose 5 chakra at the beginning of each of your turns.<br />
<br />
<br />
'''*Yin-Yang Style: Six Paths Rasengan*'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you form the fundamental aspects of the dichotomous halves of reality in each of your hands. Make a melee spell attack. The target takes 4d10 + your Intelligence modifier force damage and they can not cast jutsu or spells. This effect is cured by Greater Restoration.<br />
<br />
=== Unique Chakra Absorbing Jutsu ===<br />
The following jutsu absorb chakra. If a creature has no chakra points remaining, they instead take an equal number of necrotic damage.<br />
<!--<br />
'''*Basic Absorption Technique*'''<br />
<br />
'''Duration:''' End of your turn<br />
<br />
As a bonus action, your melee attacks for the turn generate chakra on a hit you regain 1/4th the attacks damage on chakra as you steal the ambient chakra from contact with the opponent. This jutsu only works through weapons considered 'Chakra Infused Weapons' and unarmed attacks.<br />
<br />
'''*Advanced Absorption Technique*'''<br />
<br />
'''Cost:''' 10<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Your melee attacks absorb 1/4 the damage dealt by your melee attacks from the opponent. This jutsu only works through weapons considered 'Chakra Infused Weapons' and unarmed attacks.--><br />
<br />
'''Bloody Mist Absorption Technique'''<br />
<br />
'''Cost:''' 6 Chakra and 2d6 hit points<br />
<br />
'''Requirements:''' Samehada<br />
<br />
While Hidden Mist Jutsu is active, even if you weren't the one to cast it, you diffuse your own blood into the cloud using Samehada. So long as the Hidden Mist Jutsu is active, all creatures except you lose 1 chakra at the beginning of each of their turns and when they use a jutsu, and you regain an equal number of hit points.<br />
<br />
<br />
'''Chakra Absorbing Snakes'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
One creature must attempt a Dexterity saving throw, becoming {{5c|restrained}} on a failure. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success. On a failure and when they use jutsu, they lose 1d4 chakra, 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 />
'''Chakra Draining Seal'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Sealing Seal<br />
<br />
When you create a sealing seal, you may inscribe this effect in addition to its normal effects. At the end of each turn they are effected by the sealing seal, they lose 1d4 chakra points.<br />
<br />
<br />
'''Dharma Sealing Jutsu: Sen no Rikyu'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 45 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
One creature within range must attempt a Constitution saving throw. On a failure, a chakra chain latches onto their tenketsu causing them and any creature that touches the chain to lose 2d2 chakra at the end of each of your turns. They must repeat this saving throw at the end of each of their turns for this jutsu's duration. If they are a [[Naruto: Shinobi (5e Class)#Path of the Beast|jinchūriki]], they lose their red chakra first, after which if they critically fail this saving throw their Tailed Beast is removed as per {{inpage|Jinchūriki Creation}}. If they lose the ability to cast jutsu, such as with Chakra Disruption or Tenketsu Needle, you become the target of this jutsu.<br />
<br />
<br />
'''Execution by Kiss'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
One creature must attempt a Charisma saving throw. On a failure, they lose 4d4 chakra, and you regain an equal number of chakra points.<br />
<br />
<br />
'''Grudge Rain'''<br />
<br />
'''Cost:''' 50 Chakra<br />
<br />
'''Range:''' 60 ft. radius<br />
<br />
'''Duration:''' 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
This jutsu counts as a Water Style jutsu. You and any amount of creatures that can use Water Style jutsu within 5 ft. of you or a creature within 5 ft. of you contribute any amount of this jutsu's cost, so long as it reaches its requirement, as your action and the reactions of all other creatures involved, darkening the sky and causing a massive downpour. For this jutsu's duration, any creatures that start their turn touching the rain lose 1d4 chakra points.<br />
<br />
<br />
'''Infinite Embrace'''<br />
<br />
'''Cost:''' 40 Chakra<br />
<br />
'''Range:''' 5 ft.<br />
<br />
'''Duration:''' 1 minute (concentration).<br />
<br />
You and any amount of creatures that can use chakra within 5 ft. of the target contribute any amount of this jutsu's cost, so long as it reaches its requirement, as your action and the reactions of all other creatures involved, erecting a purple barrier around them. They must attempt a Strength saving throw, becoming {{5c|restrained}} and {{5c|incapacitated}}, and they lose 3d6 chakra points at the end of each of their turns. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
===Unique Fūinjutsu===<br />
Also known as Sealing Jutsu, the following jutsu regard advanced styles of containment, either within extradimensional space, physical barriers, or one's own soul.<br />
<br />
<br />
'''Flying Raijin Jutsu'''<br />
<br />
'''Cost:''' 15 chakra to place a seal, 2 chakra to teleport<br />
<br />
To use this Jutsu, you must first create a seal for 30 gp. This seal can then be placed on any creature or object for 10 chakra. As a bonus action or a reaction to being targeted by an attack, spell effect, or mild annoyance, you can teleport to a target bearing this seal.<br />
<br />
Teleporting with this Jutsu requires no hand seals.<br />
<br />
<br />
'''String Light Formation'''<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
'''Range:''' 15 ft.<br />
<br />
Weaving hand seals, you release scrolling jutsu formulas around a creature within range. This creature can not leave a 5 ft. radius area. If they attempt to, they must attempt a DC 5 {{5a|str}} saving throw. On a failure, they take 1d4 psychic damage from the physical strain. You may increase this DC by 2 for every 5 chakra spent. Creatures within this jutsu's range may spend their action, or their next turn's action as a reaction, to spend any amount of their chakra to increase the chakra contributed to this jutsu, even if they do not know this jutsu. Any creatures that add chakra to this jutsu must spend 1 chakra at the beginning of each of their turns and not move to maintain their added bonus.<br />
<br />
<br />
'''Eight Trigrams Sealing Style'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 15 ft.<br />
<br />
As an action, you must first write a seal on a humanoid using ink. This seal lasts for 12 days or until it is removed as an action. When you use this jutsu as an action, you target one non-humanoid, construct, undead, or plant creature and the humanoid the seal. You must then succeed a DC 25 Constitution saving throw. On a failure, you gain three levels of exhaustion. On a success, you gain one level of exhaustion and the creature is sealed inside the humanoid, which is unconscious for 1d10 hours. After a creature has been sealed, the only way to remove the seal is with this Jutsu.<br />
<br />
<br />
'''Five Elements Seal'''<br />
<br />
'''Cost:''' 25 Chakra<br />
<br />
You burn a five-pointed seal into a {{5c|restrained}} or willing creature's body. Their chakra point maximum is decreased by 12 points or they lose access to their highest unlocked feature in one non-dojutsu implantable subclass of your choice. This jutsu may be cast on the same creature multiple times, but can only be affected by each effect one. This can only be undone by a cast of this jutsu or the Creation of All Things jutsu.<br />
<br />
<br />
'''Five-Seal Barrier'''<br />
<br />
'''Cost:''' 20/40 Chakra per tag<br />
<br />
You place a large chakra tag to a surface. Individually, each tag is useless, but when two or more tags are placed, they create an indestructible wall extending from tag to tag. Each tag's wall can only extend to one tag in a straight line. The user may spend 40 chakra to have the tags create a clone of of the creature that removed the tag upon doing so. <br />
<br />
<br />
'''Four-Corner Sealing Barrier'''<br />
<br />
'''Cost:''' 60 Chakra<br />
<br />
'''Range:''' 60 ft. radius<br />
<br />
Up to four creatures within a 10 ft. radius fuel any amount of their chakra into a single seal, so long as the total amount matches its cost. After focusing their chakra for 1 minute, the seal extends to its full size, where they four creatures select a single creature. The creature must succeed three Dexterity saving throws using the highest spell save DC among the creatures or they are teleported to a pocket dimension.<br />
<br />
<br />
'''Red Yang Formation.'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 20 chakra/Wall<br />
<br />
The user produces a blast of red light that is then shaped into a massive barrier of transparent red light. The wall is between 10 and 60 feet wide and up to 200 feet tall. They have 300 hit points and an AC of 20. You must touch the wall to concentrate on it. If you have {{inpage|Truth-Seeking Orbs}}, you can sacrifice one to allow yourself to concentrate on 6 walls at a time so long as the walls touch and reduce each wall’s cost by 5 chakra. If you have Black Receivers from the {{inpage|Outer Path}}, you may concentrate on 1 wall per reciever so long as the walls touch and reduce each wall’s cost by 3 chakra.<br />
<br />
<br />
'''Adamantine Sealing Chains'''<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
'''Range:''' 100 feet<br />
<br />
'''Duration:''' 1 minute (Concentration)<br />
<br />
You summon radiant chains from the small of your back and launch them at a creature in 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 Subclass features for as long as they're under the effect of this Justu. Likewise, Tailed Beasts that are affected by this Jutsu are Paralyzed for the duration. On each of your turns for the duration, you can use your action to 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 contested by your Spellsave DC. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage.<br />
<br />
Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.<br />
<br />
<br />
'''Gate of the Great God'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute (Concentration)<br />
<br />
As an action, you materialize and slam a massive tori gate onto a nearby creature. They must succeed a DC 3 Strength saving throw or become {{5c|restrained}} for this jutsu's duration. This jutsu may be used multiple times on the same action, increasing the DC by 3 for every additional use. If this is used as a {{inpage|Sage Art}} to grant the creature disadvantage, the disadvantage remains for this jutsu's entire duration.<br />
<br />
<br />
'''Bubblegum Ninjutsu'''<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
'''Range:''' 100 feet<br />
<br />
'''Duration:''' 1 minute (Concentration)<br />
<br />
You blow a chakra-infused bubble of gum and launch it at a creature in range. Make a ranged spell attack, on a hit the target takes 4d8 bludgeoning damage and is {{5c|restrained}} by you. You may end this effect early as a bonus action, dealing an additional 4d8 fire damage.<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 contested by your Spellsave DC. <br />
<br />
Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.<br />
<br />
<br />
'''Reaper Death Seal'''<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
You call upon the power of the reaper of souls, creating a ghostly apparition of the being behind you, which then removes your soul. Both you and the target become {{5c|paralyzed}}, and they must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, you die instantly and they lose their ability to cast spells and jutsu. At the end of a long rest, they may attempt a Wisdom or Intelligence saving throw. After 3 successes, they regain their ability to cast spells and jutsu. Creatures killed by this jutsu must have their souls freed from a mask bound to the reaper’s soul, of which only one exists, before they can be resurrected by any means. <br />
<br />
<br />
'''Twin Snakes Mutual Death'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
You weave hand signs using both you and the opponent's hands, wrapping the two of you in layer after layer of snake. They must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, you die instantly and they have disadvantage on Strength and Dexterity checks. At the end of a long rest, they may attempt a Constitution or Intelligence saving throw. After 3 successes, they regain their ability to cast spells and jutsu.<br />
<br />
<br />
'''Cursed Tongue Eradication Seal'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' Until you deactivate it as an action or die<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action, you apply a seal to a creature's tongue, choosing a specific type of information that the creature can not speak. Should they try, they become {{5c|paralyzed}} until the beginning of their next turn, failing to say what they tried to say.<br />
<br />
<br />
'''Curse Sealing'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Casting time:''' 1 minute<br />
<br />
You surround a creature's [[Naruto: Shinobi (5e Class)#Cursed Mark|Cursed Mark]], a [[Naruto: Shinobi (5e Class)#Clan Boon|Kurama Clan Prodigy's Kekkei Genkai mark]], or a similar feature (with the key elements being awakening on a failed saving throw and the feature only affecting the user for potentially more than 1 turn) with a barrier of chakra only accessible by the creature themself. They can activate said feature as a bonus action, they gain a +2 bonus to saving throws incurred by their use of the feature, and it no longer activates automatically. This jutsu is also known as the Evil Sealing Method.<br />
<br />
<br />
'''Six Paths Ten-Tails Coffin Seal'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' {{inpage|Rinnegan Mastered}}<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|Jinchuriki]]. You may un-absorb the beast as an action with no negative consequences.<br />
<br />
===Super Tailed Beast Rasenshuriken===<br />
Almost undoubtably the most powerful techniques a Jinchuriki can master is the Super Tailed Beast Rasenshuriken. Each Tailed Beast has a unique Rasenshuriken. A Jinchuriki of the [[Datara, Initial Form (5e Creature)|Ten-Tails]] gains all of the following. If used while in Sage Mode, the following Jutsu gain a range of 60 feet, and you automatically succeed the Constitution saving throw. <br />
<br />
'''Magnet Style Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku’s Jinchuriki]] or {{inpage|Magnet Style}}<br />
<br />
'''Range:''' Touch<br />
<br />
You cover the ball of your Rasenshuriken with black markings made of metallic dust. On a hit, the target takes 14d4 + your Intelligence modifier magical bludgeoning damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this 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. <br />
<br />
<br />
'''Blue Fire Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi’s Junchuriki]] or {{inpage|Fire Style}} affinity<br />
<br />
'''Range:''' Touch<br />
<br />
The ball of your Rasenshuriken become a spherical tornado of blue flames. On a hit, the target takes 20d4 + your Intelligence modifier fire damage as their body bursts into flames. You and the target must make a Constitution saving throw, taking 2d8 fire damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. <br />
<br />
<br />
'''Deep-Sea Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu’s Jinchuriki]] or {{inpage|Water Style}} affinity<br />
<br />
'''Range:''' Touch<br />
<br />
The ball of your Rasenshuriken becomes a stable ball of water. On a hit, the target takes 20d4 + your Intelligence modifier cold damage. You and the target must make a Constitution saving throw, becoming {{5c|stunned}} until the end of their next turn and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. <br />
<br />
<br />
'''Lava Style Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū’s Jinchuriki]] or {{inpage|Lava Style}} affinity<br />
<br />
'''Range:''' Touch<br />
<br />
The ball of your Rasenshuriken becomes molten rock as plumes or smoke billow around it, becoming swept up in the blades. On a hit, the target loses 20d4 + your Intelligence modifier maximum hit points. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.<br />
<br />
<br />
'''Vapor Style Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō’s Jinchuriki]] or {{inpage|Vapor Style}} affinity<br />
<br />
'''Range:''' Touch<br />
<br />
Your Rasenshuriken becomes a massive, twisting ball of burning steam. On a hit, the target takes 20d4 + your Intelligence modifier Fire damage as the water inside their body instantly evaporates. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails, they take 4d4 additional 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. <br />
<br />
<br />
'''Bubbling Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken’s Jinchuriki]] or {{inpage|Acid Style}} affinity<br />
<br />
'''Range:''' Touch<br />
<br />
You spread bubbles of acid across your Rasenshuriken. On a hit, the target takes 20d4 + your Intelligence modifier acid damage as the bubbles burst, corroding anything they come in contact with. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this saving throw, their AC is decreased by -2 for 1 minute. They may retry this saving throw at the end of each of their turns to end this effect early. <br />
<br />
<br />
'''Insectoid Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei’s Jinchuriki]]<br />
<br />
'''Range:''' Touch<br />
<br />
You spread various natural poisons throughout your Rasenshuriken, with blue, liquid poisons swirling atop and below the blades while brown, dusty poisons concentrate in the middle. On a hit, the target takes 20d4 + your Intelligence modifier Poison damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this saving throw, they become {{5c|poisoned}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. <br />
<br />
<br />
'''Inky Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki’s Jinchuriki]]<br />
<br />
'''Range:''' Touch<br />
<br />
The ball of your Rasenshuriken becomes a ball of black ink, with occasional bands of ink escaping and swirling around the jutsu. On a hit, the target takes 18d4 + your Intelligence modifier Thunder damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this saving throw, they become {{5c|blinded}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
<br />
'''Overwhelming Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama’s Jinchuriki]]<br />
<br />
'''Range:''' Touch<br />
<br />
You supercharge your Rasenshuriken with the immense chakra of the strongest tailed beast. On a hit, the target takes 28d4 + your Intelligence modifier Thunder damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.<br />
<br />
===Other Unique Jutsu===<br />
<br />
<br />
'''Particle Style'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' Earth, Wind, and Fire chakra natures. <br />
<br />
In exchange for your movement, action, and bonus action, you launch chakra in a 60 foot line. Every creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated on a molecular level. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.<br />
<br />
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.<br />
<br />
<br />
'''Super Beast Imitating Drawing.'''<br />
<br />
'''Cost:''' CR + 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Components:''' A scroll, an ink well, a quill or other writing utensil.<br />
<br />
You draw a creature with a CR no greater than your level and infuse it with your chakra, bringing the creature to life. These creatures must be beasts or monstrosities and can not have legendary actions. Creatures summoned are charmed by you, and dissipate after the duration ends. Summoning 2 medium or larger creatures, 4 small creatures, or 8 tiny creatures empties an ink well.<br />
<br />
<br />
'''Infinite Tsukuyomi'''<br />
<br />
'''Requirements:''' [[#Ninja Epic Boons|Rinne Sharingan]]<br />
<br />
'''Cost: 60 chakra'''<br />
<br />
This can only be used during the full moon. As a full turn action, you cast Tsukuyomi using your Rinne Sharingan on the moon, reflecting its appearance onto it for as long as it is active. Every creature on the planet that is not Undead, bears the Rinnegan, or is shielded in the {{inpage|Susano’o}} of someone who bears the Rinnegan is {{5c|Paralyzed}} and experiences a dream in which the world is perfect by their individual standards. A creature can only be freed if, as an action or bonus action, a creature within 5 feet that can use both {{inpage|Yin Style}} and {{inpage|Yang Style}}. While a planet is under the effects of Infinite Tsukuyomi, your chakra point maximum increases by 155, and you regain 20 chakra points at the end of your turn. <br />
<br />
<br />
'''Impure World Reincarnation'''<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Cost:''' 15+ chakra per target.<br />
<br />
Among the most forbidden techniques, this jutsu is also known as Edo Tensei. This jutsu can not have its cost reduced by casting it out of initiative. As an action, you target an amount of living humanoids that are {{5c|paralyzed}}, {{5c|restrained}}, or {{5c|unconscious}}. Using chakra, you channel the soul of a dead humanoid who’s DNA you have into the body, reshaping it to resemble them in any point of their life of your choosing. The body becomes the resurrected creature entirely and is restored to its maximum hit points. This counts as casting true resurrection for the sake of overcoming limitations. After being resurrected in this manner, their type becomes Undead, they regain 10 hit points at the end of each of their turns even if they are at 0 hit points, their maximum chakra points are reduced by 1/4, any non-jutsu damage they deal is reduced by 1d4, if you are using the {{inpage|Chakra Exhaustion}} variant rule they can not spend jutsu below 0 chakra points, and they can not benefit from {{inpage|Rinnegan Mastered}}. They can only be killed if they are killed instantly or if you undo any instance of this jutsu under your control of your choice as an action. Once killed, any part of their body is reduced to ash.<br />
<br />
You may choose to either allow creatures under the effect of this jutsu to act on their own initiative count independently, or control them directly on your initiative count. Switching between levels of control requires an action. A creature who is under the effect of this jutsu may break your control as an action for twice the amount of chakra you spent. A creature that knows this jutsu must spend an equal amount. <br />
<br />
<br />
'''Healing Bite Jutsu'''<br />
<br />
'''Cost: 2+ chakra'''<br />
<br />
As an action, you can line a part of your body with a creature’s mouth, allowing them to bite you. Alternatively, a creature that knows about this jutsu can use their action to bite you. You take 1d4+ their Strength modifier piercing damage. A friendly creature deals half as much damage. After this, they may force you to lose any number of chakra points, healing them for a number of d4 equal to chakra points lost.<br />
<br />
<br />
'''One's Own Life Reincarnation'''<br />
<br />
'''Cost: 45 chakra<br />
<br />
The caster weaves a massive amount of chakra into a creature that has been dead for no longer than 72 hours. The creature is no longer dead and is returned to their maximum hit points. The caster may replace this jutsu's chakra cost with dying instantly after the jutsu is cast.<br />
<br />
<br />
'''Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
The user forms a seal on another creature it can touch. Once per hour, that creature gains 2 chakra points, even if they can not use chakra. This can extend above a creature’s chakra point maximum, and they are not lost at the end of a long rest. This chakra can’t be used by the creature it is sealed in, but the creature that used this jutsu may cast jutsu from the seal using both the sealed creature’s chakra and their own.<br />
<br />
<br />
'''Fury'''<br />
<br />
'''Range:''' 5 mile radius<br />
<br />
'''Cost:''' 100 chakra<br />
<br />
This jutsu can only be used from a Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth seal. The creature releases a massive blast of pure chakra. Every creature within range must succeed a Constitution saving throw with disadvantage. On a failure, they take 20d10 force damage. On a success, they take half as much. <br />
<br />
<br />
'''All-Killing Ash Bones'''<br />
<br />
'''Requirements:''' 20th level, {{inpage|Path of Suffering}}<br />
<br />
'''Range:''' 15/30 feet<br />
<br />
'''Cost:''' 80 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 500 magical piercing 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 />
'''Yomotsu Hirasaka'''<br />
<br />
'''Requirements:''' 20th level, {{inpage|Path of Suffering}}, {{inpage|Path of Sight}}, {{inpage|Path of the Exalted}}<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 />
<br />
'''Amenosubaruboshinomikoto'''<br />
<br />
'''Requirements:''' [[Amanohabaya Fishing Rod (5e Equipment)|Amanohabaya Fishing Rod]]<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.<br />
<br />
<br />
'''Fūjin and Raijin Jutsu.'''<br />
<br />
'''Requirements:''' See Below<br />
<br />
'''Range:''' 30 ft. <br />
<br />
'''Duration :''' concentration (1 minute)<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
You and another creature, which can include a shadow clone, must be within range of each other. As an action, one creature who can use Wind Style creates a massive tornado with a radius of 15 feet. As a reaction upon this happening, the other creature who can use Lightning style channels electricity into it. These creatures can no longer move or take actions, but can control the tornado, which moves at a speed of 60 feet. Once per turn, if the tornado passes through a creature or vice-versa, they take 3d6 thundering damage and 3d6 lightning damage. If either creature loses concentration, the tornado dissipates and this jutsu ends. <br />
<br />
<br />
'''Scale Powder.'''<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 />
<br />
'''Jashin Ritual.'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
You must create a 10 foot radius symbol on the ground using blood. Then, as a bonus action on the same turn as dealing damage to a creature using a melee attack, you can consume their blood. This does not work against Constructs or Undead. For this Jutsu’s duration, any damage dealt to you deals equal damage to the creature who’s blood you consumed, exiting the radius in anyway ends the jutsu.<br />
<br />
<br />
'''Talk no Jutsu'''<br />
<br />
'''Requirements:''' Charisma 20<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Cost: 20 chakra'''<br />
<br />
As a full turn action, you transpose yourself into the mind of another creature that is hostile to you. You set forward your beliefs, and they set forward theirs. They must attempt Charisma saving throws. If they fail, their alignment changed to your, and they become an ally.<br />
<br />
===Shadow Imitation Technique===<br />
This style can only be learned at 5th level or later. Users of this technique learn how to manipulate their shadows into deadly tools for their use. A user may use their shadow to paralyze a creature in place and force them to copy the user's movements. If you gain the following jutsu, you may gain affinity in them in the same manner as a chakra nature. <br />
<br />
'''Shadow Possession Jutsu''' <br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' Concentration, up to 10 minutes <br />
<br />
'''Range:''' 30 ft in bright light, 60 ft in dim light<br />
<br />
As an action, your shadow stretches out from your own as a straight line running along the ground to a distance within range. You decide where the shadow moves to and which direction it takes during your turn. If your shadow stretches into another creature's or object's shadow, you can bind your shadow to that creature as a bonus action, allowing you extend the range by an additional 30 ft in bright light or 60 ft in dim light from their shadow's edge. Your shadow follows the creature's movement, allowing your shadow to stay with an extended range as long as the creature is within your initial range. <br />
<br />
By using your own shadow to touch the shadow of another creature you can spend an additional 5 chakra points to attempt to restrain the creature by possessing their shadow, freezing it in place and causing them to mimic your actions. The target is restrained. To break out, the restrained target can make a Strength saving throw at the end of its turn. On a success, the target escapes and is no longer restrained.<br />
<br />
<br />
'''Shadow Strangle Jutsu'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Duration:''' Equal to active Shadow Possession Jutsu<br />
<br />
'''Requirements:''' Shadow Possession Jutsu<br />
<br />
As an bonus action, while a creature is under the effects of Shadow Possession Jutsu, you can create an additional shadow that forms into a hand and creeps up to the target’s neck, beginning to strangle it. At the start of its turn, it takes 1d12 + your Intelligence modifier force damage. The technique ends if shadow possession ends.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Shadow Piercing Jutsu'''<br />
<br />
'''Cost:''' 2 chakra <br />
<br />
'''Range:''' 30 ft in bright light, 60 ft in dim light<br />
<br />
'''Requirements:''' Shadow Possession Jutsu<br />
<br />
As a reaction, while Shadow Possession Jutsu is active. Any creature who enters the range of this technique must make a Dexterity saving throw. On a failure, black spikes emerge from your shadow dealing 1d10 + your Intelligence modifier necrotic damage.<br />
<br />
<br />
'''Moon Shadow Technique'''<br />
<br />
'''Cost:''' 2 chakra <br />
<br />
'''Requirements:''' Shadow Clone, Shadow Possession Jutsu<br />
<br />
When you create a shadow clone while within your reach of another humanoid creature, you may imbue the clone with the Shadow Imitation Technique. The creature must attempt a {{5a|dex}} saving throw. On a failure, the shadow clone is a clone of them, using their statistics instead of your own. The clone can not speak, is visibly made of shadows, can still only use jutsu you know, and has 60 ft. of darkvision. In bright light, the shadow clone loses 3 hit points at the end of each of its turns, in dim light it acts normally, and in darkness it regains 3 hit points at the end of each of its turns. This also causes you to not regain the base chakra spent to create the clone.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Shadow Imitation Field Technique'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Duration:''' Concentration, up to 5 minutes <br />
<br />
'''Range:''' 30 ft radius in bright light, 60 ft radius in dim light<br />
<br />
'''Requirements:''' Shadow Possession Jutsu<br />
<br />
As an action, you expand your shadow in a wide radius around you, ensnaring all creatures surrounding you by possessing their shadows. All creatures that start their turn or enter the affected range are placed under the effect of your Shadow Possession Jutsu for the duration or until they leave the affected range.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Shadow Gathering Technique'''<br />
<br />
'''Cost:''' 2 minimum, 20 maximum <br />
<br />
'''Duration:''' Up to 10 minutes<br />
<br />
'''Range:''' 30 ft in bright light, 60 ft in dim light<br />
<br />
'''Requirements:''' Shadow Possession Jutsu<br />
<br />
Your weave your shadow into a materialized black tendril that emerge from the ground, this tendril follows your command. For every 2 chakra points spent beyond the initial cost, a new tendril materializes, to a max of 10 tendrils. All the tendrils act in unison during your initiative count.<br />
<br />
The tendrils can stretch out to a range of 10 ft from their source and move anywhere within your shadows on your turn, including the shadows of creatures under your Shadow Possession Jutsu. Small objects may be carried and manipulated as though the tendrils had half your Strength score, with fine manipulations, such as lock-picking or untying knots, possible at disadvantage to the roll in question. When you take the attack action, you can choose to have one of the tendrils deliver the attack in your stead, make a spell melee attack with reach of 10 ft, on a hit the target takes 1d10 + your Intelligence modifier piercing damage. A target hit this way must also succeed in a Dexterity saving throw or be placed under the effect of your Shadow Possession Jutsu.<br />
<br />
As an action, for 5 chakra points, you can control all of your tendrils in unison to place a coordinated attack onto a creature within range, the creature must succeed on a Dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage per tendril on a failed save and half as much on a success. Alternatively, you can arm your tendril with several items, such as kunais or paper bombs in order to deal a more lethal or strategic attack. In the instance of a weapon being used, the damage die for the coordinated attack is the same as the weapon's. In the instance of a specific item being used, each tendril holding said item activates the effect individually, if several of the same type of saving throws are required, the target makes only one per type of saving throw.<br />
<br />
===Mysterious Peacock Method Jutsu===<br />
This style can only be learned at 5th level or later, and require the Mysterious Peacock Method Epic Boon. Users of these jutsu can manipulate harmful radiation from within their body in a number of ways. If you gain the following jutsu, you may gain affinity in them in the same manner as a chakra nature. <br />
<br />
'''Mysterious Peacock: Beast'''<br />
<br />
'''Requirements:''' Mysterious Peacock Method<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
This jutsu can only be used while your feathers are active. As a reaction, your feathers shape into the head of a beast. Until the end of your next turn, you gain +3 AC. <br />
<br />
<br />
'''Mysterious Peacock: Destroy'''<br />
<br />
'''Requirements:''' Mysterious Peacock Method<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
This jutsu can only be used while your feathers are active. As a bonus action, your unarmed strikes deal necrotic damage and have 10 additional feet of reach until the end of your next turn. You may spend 3 additional chakra points to regain your bonus action. <br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Mysterious Peacock: Wings'''<br />
<br />
'''Requirements:''' Mysterious Peacock Method<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
This jutsu can only be used while your feathers are active. Your flying speed increases by 15 feet. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Mysterious Peacock: Chakra Rope'''<br />
<br />
'''Requirements:''' Mysterious Peacock Method<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
This jutsu can only be used while your feathers are active. You make a ranged spell attack. On a hit, the creature becomes {{5c|restrained}}. The target can attempt a DC 20 Strength saving throw. On a failure, they remain restrained. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Mysterious Peacock: Chakra Predation'''<br />
<br />
'''Requirements:''' Mysterious Peacock Method<br />
<br />
'''Range:''' 10 feet<br />
<br />
This jutsu can only be used while your feathers are active. You make a ranged spell attack against a creature with chakra. On a hit, they lose 2d4 chakra points, and you regain an equal amount. If the target has the Mysterious Peacock Method, you instead increase your chakra point maximum and amount of spent chakra necessary for your feathers to recede by 10 points, as well as regaining 4d4 chakra points.<br />
<br />
===Path of Sight Unique Justu===<br />
The following jutsu can only be used by a character that has the {{inpage|Path of Sight}}. <br />
<br />
'''Eight Trigrams One Hundred Twenty-Eight Palms'''<br />
<br />
'''Requirements:''' 20th level<br />
<br />
'''Range:''' 30 ft. radius<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
As an action, you make four unarmed strikes against one or multiple creatures within range. The target takes 4d10 force damage, and the opponent must make a Constitution saving throw. On a failure, it is paralyzed for 1 minute and can not cast spells or jutsu for 1 hour. It can remake the saving throw at the end of its turn, no longer being paralyzed on one success, and being able to cast spells and jutsu on a second.<br />
<br />
<br />
'''Protecting Eight Trigrams Sixty-Four Palms'''<br />
<br />
'''Requirements:''' 20th level<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you form a 10 ft. radius barrier of arching chakra blades. When a creature passes through this barrier, they must attempt a Constitution saving throw. On a failure, they take 2d6 force damage. On a success, they take half as much damage. This deals twice as much damage to swarms. <br />
<br />
<br />
'''Eight Trigrams Twin Lions Crumbling Attack'''<br />
<br />
'''Requirements:''' 12th level<br />
<br />
'''Cost:''' 22 chakra<br />
<br />
'''Range:''' Unarmed strike reach<br />
<br />
As a spell attack, you strike your opponent along their chakra network. It takes 4d8 + your Dexterity or Wisdom modifier force damage and must succeed a Constitution saving throw. On a failure, it loses 1d6 of its lowest spell slots, 1d8 ki, or 2d8 chakra points.<br />
<br />
<br />
'''Gentle Step Spiralling Twin Lion Fists'''<br />
<br />
'''Requirements:''' 12th level, Rasengan<br />
<br />
'''Cost:''' 26 chakra<br />
<br />
'''Range:''' Unarmed strike reach<br />
<br />
As a spell attack, you strike your opponent along their chakra network while simultaneously assaulting them with a rasengan. It takes 4d10 + your Dexterity or Wisdom modifier force damage and must succeed a Constitution saving throw. On a failure, it loses 1d6 of its lowest spell slots, 1d8 ki, or 2d8 chakra points, and is forced 15 ft. away from you.<br />
<br />
<br />
'''Gentle Step: Tenketsu Needle'''<br />
<br />
'''Requirements:''' 10th level<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a spell attack, you attempt to sever a creature’s chakra network with precision, rather than blunt force. On a hit, they can not cast spells or jutsu for 1 minute. They may attempt a Constitution saving throw at the end of each of their turns, ending this effect early on a success. <br />
<br />
<br />
'''Eight Trigrams Mountain Crusher'''<br />
<br />
'''Requirements:''' 10th level<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
'''Range:''' 60 ft. x 10 ft. line<br />
<br />
As a ranged spell attack, you send a massive blast of wind through your palm. The target takes 2d12 thunder damage on a hit. Whether or not it hits, all creatures in range must make a Strength saving throw. On a failure, it is pushed back 30 ft. If they collide with a sturdy surface such as a wall or large rock, they take an additional 3d4 bludgeoning damage. <br />
<br />
<br />
'''Eight Trigrams Grid Palm'''<br />
<br />
'''Requirements:''' 15th level<br />
<br />
'''Cost:''' 24 chakra<br />
<br />
'''Duration:''' 3 turns (18 seconds)<br />
<br />
'''Range:''' 120 ft. radius<br />
<br />
You slam your palm into the ground, slowly creating a large jutsu formula across the floor. At the end of this jutsu’s duration, any creatures of your choice within range must attempt a Wisdom saving throw, taking 4d6 psychic damage on a failure, or half as much on a success.<br />
<br />
<br />
'''Eighty Gods Vacuum Attack'''<br />
<br />
'''Requirements:''' 20th level<br />
<br />
'''Cost:''' 50 chakra<br />
<br />
'''Range:''' 60 ft. x 90 ft. line. <br />
<br />
All creatures within range must attempt a Constitution saving throw. On a failure, they take 244 (36d12 + 10) magical bludgeoning damage. On a success, they take half as much damage.<br />
<br />
<!--if Isshiki's dojutsu gets more content, this will be moved to there--><br />
<br />
'''Sukunahikona'''<br />
<br />
'''Cost:''' 6 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, but doing so divides your movement speeds by 24 inches. <br />
<br />
<br />
'''Daikokuten'''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Requirements:''' Sukunahikona<br />
<br />
When you use Sukunahikona, you also store the shrunk item within an extradimensional space where time doesn't flow. 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 />
===Path of the Future Unique Jutsu===<br />
The following jutsu can only be used by a character that has the {{inpage|Path of the Future}}.<br />
<br />
<br />
'''*Future Onslaught*'''<br />
<br />
'''Cost:''' 8-12 chakra<br />
<br />
'''Range:''' 40 feet<br />
<br />
You are able to use your Dōjutsu to focus on a within target and summon its future and past echoes in time to harm the creature. Make 2 unarmed attack rolls and an echo of the creature appears for each attack. For each hit the creature takes their unarmed strike in damage. You may spend 2 chakra to make an additional attack.<br />
<br />
<br />
'''*Danger Sense*'''<br />
<br />
'''Cost:''' 4-8 chakra<br />
<br />
'''Duration:'''10 minutes, additional chakra 1 hour<br />
<br />
'''Range:''' 120 feet<br />
<br />
You are able to see a possible future of you or your allies encountering a trap and you are able to see when it happens. THis allows you to be alerted to the trap in the vacinity. You sense the presence of any trap within range. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. If you add 4 extra chakra this jutsu last for 1 hour<br />
<br />
<br />
'''*Precognition*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Duration:''' 1 Minute (Concentration)<br />
<br />
You focus your haraigan on a hostile creature, seeing it's future to know where to strike. The target makes a Charisma Saving Throw, on a fail they are affected by 2 of these effects. On a success, they are only affected by 1 effect.<br />
* Hostile creature it subtracts your int mod on all attack rolls against you.<br />
* All attacks against the Hostile Creature adds your int mod onto the hit.<br />
* Additionally any saving throw you cast towards the affected creature the creature deducts your half int mod from its saving throws (max of 5) can do this a number of times equal to your int modifier.<br />
<br />
<br />
'''*Future Barrier*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Duration:''' 10 minutes (Concentration)<br />
<br />
You focus your haraigan on a allied creature, seeing it's future to tell when bad outcomes would happen or when to strike an enemy. Choose 2 of the 3 effects.<br />
* Anything that targets the affected creature has a minus to hit equal to half your int mod as you call out incoming strikes before they happen.<br />
* They add 1d4 onto their initiative as your forsight allows them to ract quickly to threats.<br />
* They add your intelligence modifier onto their saving throws for 10 minutes or a number of instances equal to your int mod as your ability for diving is limited.<br />
<br />
===Path of Hatred Unique Justu===<br />
The following jutsu can only be used by a character that has the {{inpage|Path of Hatred}}. <br />
<br />
'''Uchiha Return'''<br />
<br />
'''Cost:''' 9 chakra<br />
<br />
'''Range:''' 5 feet<br />
<br />
'''Requirements:''' [[War Fan (5e Equipment)|War Fan]], Wind Style<br />
<br />
This jutsu counts as a Wind Style jutsu. As a reaction while your sharingan is active when a creature uses a jutsu within 5 feet, you must make a Jutsu Spell Casting check (Proficency Bonus + Intelligence Modifier) versus your Opponents Jutsu Save DC. On a success, you use your sharingan to analyze it, block it with your war fan, reconstitute the chakra into Wind Style, and redirect it in their direction. They must attempt a Dexterity saving throw, taking full damage of the jutsu, or half as much on a success.<br />
<br />
<br />
'''Izanagi'''<br />
<br />
'''Requirements:''' 7th level<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
You apply a Kinjutsu, or forbidden Jutsu, to yourself known as the Izanagi. As a reaction when you would die, you retroactively shape reality into a genjutsu, reappearing anywhere within 15 feet of your original position at full hit points with any previously missing limbs or organs. This causes the used Sharingan to go blind (i.e. If you used your left Sharingan, your left eye becomes blind).<br />
<br />
Having the [[Naruto:_Shinobi_(5e_Class)#Wood_Style|Wood Style]] or the [[Naruto:_Shinobi_(5e_Class)#Ninja_Feats|Hashirama's Cells]] feat allows you to use this as an action, making it automatically activate if you are reduced to 0 hit points within 10 minutes. <br />
<br />
<br />
'''Izanami'''<br />
<br />
'''Requirements:''' 7th level<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:'''1 minute<br />
<br />
As an action, you apply the Izanagi's sister jutsu to a creature of your choice, hereafter referred to as T. Within this duration, you must designate one event on three turns. This does not require any kind of action, but must be as complex as "T attacks with X weapon to Y effect in Z space" or "You say x to T as Y comes into view in Z space". You must then replicate each event in order within the duration. If this is done successfully, the used Sharingan to go blind, and T is {{5c|Paralyzed}} as they relive the looping events established in genjutsu in real time. The only way they can be released is if you release them or if they fulfill a preset, achievable circumstance you set.<br />
<br />
<br />
'''Ephemeral'''<br />
<br />
'''Requirements:''' 7th level<br />
<br />
'''Range:''' Unarmed strike reach<br />
<br />
While your sharingan is active, you may attempt to trap a creature in genjutsu. The target must make a Wisdom saving throw with disadvantage against your Jutsu save DC. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice, resulting in one of the following for 1 minute (concentration):<br />
*The target is blinded. Costs 7 chakra.<br />
*The target is deafened. Costs 5 chakra.<br />
*The target is frightened. Costs 6 chakra.<br />
*The target is affected by the confusion spell. Costs 8 chakra.<br />
*The target is restrained. Costs 8 chakra.<br />
*The target is paralyzed. Costs 12 chakra.<br />
<br />
<br />
'''Demonic Illusion: Shackling Stakes'''<br />
<br />
'''Requirements:''' 7th level<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
This jutsu is an effect for Genjutsu and Ephemeral. The target takes 3d8 psychic damage.<br />
<br />
<br />
'''Demonic Illusion: Mirror Heaven and Earth'''<br />
<br />
'''Requirements:''' 7th level<br />
<br />
'''Range:''' 40 feet<br />
<br />
'''Cost:''' 9 chakra<br />
<br />
As a reaction when you are targeted by genjutsu or an illusion spell, you decipher it with your sharingan and reflect it back on them. They are subject to the spell or genjutsu's effect using the same save DC or attack roll.<br />
<br />
<br />
'''Yasaka Magatama'''<br />
<br />
'''Requirements:''' {{inpage|Susanoo}}<br />
<br />
'''Range:''' 60 ft.<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
You create a bundle of tomoe-shaped chakra beads in your Susanoo's hands. You may make up to 3 ranged spell attacks. On a hit, they take 3d8 force damage. On a miss, they take half as much damage. This effect is treated as a Dexterity or Constitution saving throw for the sake of Evasion and Endurance.<br />
<br />
<br />
'''Kamui Synchronization'''<br />
<br />
'''Requirements:''' Kamui ability from the 15th level {{inpage|Mangekyō}} feature<br />
<br />
'''Cost:''' 5 chakra (as reaction), 30 chakra (to create a portal)<br />
<br />
As a reaction to someone casting a space-time Ninjutsu, an inter-planar travelling spell or ability, you synchronise your Kamui with their Jutsu and teleport alongside them to their destination, be it on the current Plane of Existence or another.<br />
<br />
Additionally, as an action for 30 chakra you create an opening to a Plane of Existence that you have visited before. This rip in space opens instantly and stays open until the end of your next turn or for 6 seconds if outside of combat, allowing you and any other creatures to travel across existence itself.<br />
<br />
===Path of the Celestial Unique Justu===<br />
The following jutsu can only be used by a character that has the {{inpage|Path of the Celestial}}. <br />
<br />
'''Puppet-Cursing Sphere'''<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
One creature must attempt a Constitution saving throw. On a success, they are unconscious until the end of their next turn. On a failure, they are controlled by you for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. <br />
<br />
<br />
'''Kugutsu Tensei'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
As a bonus action, you absorb one [[Naruto: Shinobi (5e Class)#Path of Sight|Byakugan]] you are touching that is not already inside another creature. Your chakra and hit point maximums increase by 5 points. This can be used up to your Constitution score number of times, after which you lose 2d6 chakra points or take an equal number of necrotic damage damage at the end of each of your turns in initiative.<br />
<br />
===Path of the Cursed Unique Jutsu=== <br />
The following jutsu can only be used by a character that has the {{inpage|Path of the Cursed}}.<br />
<br />
'''Cellular Regeneration Ejection'''<br />
<br />
''Cost:''' 2 chakra<br />
<br />
As a bonus action, one creature regains an equal number of hit points as you choose to lose.<br />
<br />
<br />
'''Cellular Regeneration Absorption'''<br />
<br />
''Cost:''' 5 chakra<br />
<br />
As a bonus action, your unarmed strikes cause you to regain a number of hit points equal to the number of damage dealt. <br />
<br />
<br />
'''Transportation Jutsu Formula: Underworld Turnover'''<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' 20 ft.<br />
<br />
As an action, you create a 20 ft. radius eyeball-like sphere around you. All creatures inside the sphere become {{5c|unconsious}} until they are targetted by the basic {{inpage|Yin Style}} technique. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it. <br />
<br />
<br />
'''Body Oxidization Technique'''<br />
<br />
'''Requirements:''' Smoke's Curse<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action while in your smoke form, one creature within 5 feet must make a Dexterity saving throw. On a failure, you invade their body. While you are in their body, they are {{5c|stunned}} and take 2d6 necrotic damage, and you can not be killed by the wind or take actions. They may attempt a Constitution saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
===Path of the Healer Unique Jutsu===<br />
The following jutsu can only be used by a character that has the {{inpage|Path of the Healer}}.<br />
<br />
'''Cell Activation'''<br />
<br />
'''Requirements:''' {{inpage|Path of the Healer}}<br />
<br />
'''Cost:''' 16 Chakra <br />
<br />
You simultaneously activate every cell in a creature you can touch’s body. You either reduce their levels of exhaustion by 1, remove 1 condition of your choice, one curse (including attunement to cursed items), 1 ability score reduction, or 1 effect reducing their maximum chakra or hit point maximum. <br />
<br />
<br />
'''Yin Healing Wound Destruction'''<br />
<br />
'''Requirements:''' {{inpage|Path of the Healer}}<br />
<br />
'''Cost:''' 8 Chakra <br />
<br />
You predict where your opponent will strike, preemptively healing it before it is injured. As a reaction when you are targeted by an attack by a creature you are aware of, you take half as much damage from that attack.<br />
<br />
<br />
===Path of Companionship Unique Jutsu===<br />
The following jutsu can only be used by a character that has the {{inpage|Path of Companionship}}. <br />
<br />
'''Secret Technique: Insect Gathering'''<br />
<br />
'''Requirements:''' {{inpage|Hive Body}}<br />
<br />
''Cost:''' 9 chakra<br />
<br />
As an action, you attract the insects in your general surroundings, allowing them to communicate with your swarms, and your swarms with you. You become aware of the location and general movement direction, but not description, of any creatures within 1 mile of you, as well as any other time-relevant unusual happenings.<br />
<br />
= Optional Rules =<br />
In this section, you will find optional rules that alter the way the class is played. This section is meant for additional rules that alter the class, without forcing these rules on everyone (hence they are optional).<br />
<br />
=== Random Natures and Kekkei Genkai Limit ===<br />
<br />
This class offers freedom of choice regarding some abilities the same way spellcasting classes offer freedom to decide which spells you pick (limited by your class' spells list). However, you and/or the DM may want a more realistic approach in character creation where the character gets a random set of abilities at birth instead of ones chosen by the player. Here is an optional rule if this is what you're after:<br />
<br />
* In character creation, roll a d8. The results will determine your Chakra Nature at 2nd level.<br />
<br />
{| class="wikitable"<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8<br />
|-<br />
| Earth Style || Fire Style || Lightning Style || Water Style || Wind Style || Yin Style || Yang Style || Kekkei Genkai<br />
|}<br />
<br />
Getting an 8 means you are born with a Kekkei Genkai. Roll a d20, the result will be your Kekkei Genkai. On a roll of 16-20 you roll again, you do not get two Kekkei Genkai.<br />
<br />
{| class="wikitable"<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16-20<br />
|-<br />
| Explosive Style || Ice Style || Lava Style || Magnet Style || Scorch Style || Storm Style || Vapor Style || Wood Style/Mud Style || Swift Style || Plasma Style || Steel Style || Shade Style || Acid Style || Crystal Style || Blaze Style || Re-Roll<br />
|}<br />
<br />
If you roll an 8 and you are not using the Wood Style variant in which you must have the Hashirama's Cells feat to use it, you must roll a d2, getting Wood Style on a 1, or Mud Style on a 2.<br />
<br />
=== Fewer Kekkei Genkai ===<br />
<br />
This optional rule brings the tragic, unbalanced nature of Kekkei Genkai in the canon material of Naruto. In order to gain Kekkei Genkai jutsu, you must either have rolled it using the {{inpage|Random Natures and Kekkei Genkai Limit}} variant rule, or gain the ability to use a specific Kekkei Genkai as an Epic Boon or Clan Boon.<br />
<br />
=== Non-Linear Jutsu ===<br />
<br />
This optional rule fulfills the same purpose as Fewer Kekkei Genkai, but for jutsu as a whole. Individual jutsu no longer have level requirements. When you gain a new {{inpage|Chakra Nature}}, you only gain its Basic Jutsu and one jutsu of your choice. Every time you gain a chakra nature, you gain its basic technique. Every time you gain a level in this class, you gain 1 jutsu of a nature you can use. In the case of Basic Ninjutsu, you instead gain 2 jutsu. This number is doubled on even levels.<br />
<br />
This results in the 30 jutsu (halving Basic Ninjutsu) that a player would get otherwise, while stretching out how often they get them, integrating unique jutsu, and allowing high-chakra characters to become one-use cannons.<br />
<br />
=== Chakra Regeneration ===<br />
<br />
This optional rule explores the idea of the Shinobi being better at chakra control and buffs their ability to regain their chakra in a way more akin to the official source. This rule renders the '''Zen Master''' feat irrelevant, but makes the class a bit more fun to play.<br />
<br />
Every time you finish a short rest, you regenerate an amount of chakra equal to Your Level + Intelligence Modifier. This stacks with the '''Overflowing Chakra''' Feat.<br />
<br />
=== Chakra Exhaustion ===<br />
<br />
This optional rule is intended to make playing a Shinobi much more tactical and accurate to the canon. While you have 0 chakra, except while at 1st level, you gain 1 level of exhaustion. Additionally, your chakra point minimum is decreased from 0 to negative your maximum. You gain 1 point of exhaustion for every fifth of your chakra maximum you spend below 0 points. You still only regain your chakra point maximum at the end of a long rest (i.e. a creature with a 25 chakra maximum with -24 chakra points has 1 at the end of a long rest).<br />
<br />
=== One Currency System ===<br />
<br />
While chakra acts in a vacuum mechanically in 5e, in canon it is something of a universal lifeforce. This variant rule is intended to bring that concept into reality. 1 ki or [[Reishi (5e Class)#Reiki|reiki]] point is equal to twice as many chakra points. Spell slots are equal to a number of chakra equal to 3 times their level. Psi points and [[Nen User (5e Class)#Nen|aura points]] are worth half as many chakra points.<br />
<br />
=== Classic Unarmed Die ===<br />
This variant rule is intended for DMs running the [[Shinobi World (5e Campaign Setting)|Shinobi World]] campaign setting, or who just want their players to hit a little harder without using jutsu at higher levels. Whenever your {{inpage|Martial Arts}} die increases, instead of changing the size of the die used, you instead roll 1 additional d4.<br />
<br />
===Cooperation Ninjutsu===<br />
<br />
With this variant rule, two creatures can cast a single jutsu. One creature uses their action, and the other creature uses their reaction. Both creatures must spend 2/3 of the jutsu’s cost. This additional cost does not apply to jutsu that already have rules for being cast by multiple creatures. This enables a jutsu with multiple chakra nature requirements to be cast, even if each user does not have both requirements, so long as the requirements are met across both players.<br />
<br />
=== Gestalt Subclasses ===<br />
<br />
Certain characters can not be completely encompassed in a single subclass, such as a Jinchuriki who also wields sand possessed by a lost loved one. This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer D&D players with an abundance of options, and works best in smaller parties. A DM should take caution in using this variant rule, as only a handful of missteps can result in a Kāma wielding Jinchuriki with a Tensei Byakugan in one eye and a Rinne Sharingan in the other that is possessed by a loved one and can unlock the Eight Gates who just so happens to be a samurai. <br />
<br />
At 4th level, players choose a second subclass. The level requirements for this subclass are increased by 1, save for their final feature which remains 20.<br />
<br />
===Birth of the Ten-Tails' Jinchuriki===<br />
In canon, the [[Datara, Third Form (5e Creature)|Ten-Tails]] is of nigh-immeasurable and unhearnessable power. In RAW, it's a few more uses of '''''a''''' feature, but to make it anything else would be a mistake for day-to-day balance. This variant rule is intended to rectify both of these issues. <br />
<br />
;Becoming the Ten-Tails' Jinchuriki<br />
<br />
In order to become the Ten-Tails' Jinchuriki, [[Datara, Initial Form (5e Creature)|the newborn Ten-Tails]], which is formed from the [[Gedo Mazo (5e Creature)|Gedo Mazo]] after it absorbs all 9 [[Tailed Beasts (5e Creature)|Tailed Beasts]], must progress to its [[Datara, Third Form (5e Creature)|true form]]. Once it has, you must cast [[#Unique Fūinjutsu|Six Paths Ten-Tails Coffin Seal]] on it, after which you become the Ten-Tails' Jinchuriki. <br />
<br />
;Effects of being the Ten-Tails' Jinchuriki<br />
<br />
Immediately upon becoming the Ten-Tails' Jinchuriki, you must make 1 saving throw for each of the following ability scores. Your total roll determines certain effects:<br />
<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
! Roll !! {{5a|con}} !! {{5a|int}} !! {{5a|wis}} !! {{5a|cha}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| <14 || You are killed instantly || You are killed instantly || You are killed instantly || You are killed instantly<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| <19 || You can not use any features from non-dojutsu implanted subclasses || You can not cast jutsu || You can not use any features from non-implantable subclasses || You can not use any features from dojutsu subclasses<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| <24 || You can use any features from the {{inpage|Path of the Beast}} as if you were 10th level || You can use any features from the {{inpage|Path of Totality}} as if you were 10th level || You can use any features from the {{inpage|Path of the Sage}} as if you were 10th level, and your meditation timer is always at maximum || You can use any of your dojutsu's features as if you were 10th level, but you can not use {{inpage|Susano'o}}, and you can not gain exhaustion or gradual blindness from using dojutsu features.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| <29 || You can use any features from the {{inpage|Path of the Beast}} as if you were 20th level and had defeated your Bijuu, maintaining forms from it does not cause you to lose chakra, and red chakra does not incur the saving throw || You can use any features from the {{inpage|Path of Totality}} as if you were 20th level || You can use any features from the {{inpage|Path of the Sage}} as if you were 20th level, and your meditation timer is always at maximum || You can use any of your dojutsu's features as if you were 20th level, but you can not use {{inpage|Susano'o}}, and you can not gain exhaustion or gradual blindness from using dojutsu features.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29+ || You permanently benefit from the Outer Paths Sage Mode boon|| You gain the Ōtsutsuki {{inpage|Clan Boon}} || You permanently benefit from the Six Paths Sage Mode boon || You gain the Rinne Sharingan boon<br />
|}<br />
<br />
===Beyond 20th Level===<br />
The following table is adapted from [[Past Level 20 (5e Variant Rule)]] with its own respective class-based changes. <br />
<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
!Level<br />
!Proficiency Bonus<br />
!Features<br />
!Chakra<br />
!Martial Arts<br />
!Unarmed Movement<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 21 || +7 || Epic Boon || 42 + Con || 1d12 || +30<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 22 || +7 || {{inpage|Ability Score Increase}} || 44 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 23 || +7 || {{inpage|Ninja Path}} || 46 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 24 || +7 || {{inpage|Additional Chakra Nature}} || 48 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 25 || +8 || Epic Boon || 50 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 26 || +8 || {{inpage|Ability Score Increase}} || 52 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 27 || +8 || {{inpage|Ninja Path}} || 54 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 28 || +8 || || 56 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 29 || +9 || Epic Boon || 58 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 30 || +9 || {{inpage|Ability Score Increase}}, {{inpage|Ninja Path}} || 60 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 31 || +9 || || 62 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 32 || +9 || {{inpage|Nindo}} (2) || 64 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 33 || +10 || Epic Boon || 66 + Con || 2d10 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 34 || +10 || {{inpage|Ability Score Increase}} || 68 + Con || 2d10 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 35 || +10 || {{inpage|Ninja Path}} || 70 + Con || 2d10 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 36 || +10 || {{inpage|Extra Attack}} || 72 + Con || 2d10 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 37 || +11 || Epic Boon || 74 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 38 || +11 || {{inpage|Ability Score Increase}} || 76 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 39 || +11 || {{inpage|Additional Chakra Nature}} || 78 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 40 || +11 || {{inpage|Ninja Path}} || 80 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 41 || +12 || Epic Boon || 82 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 42 || +12 || {{inpage|Ability Score Increase}} || 84 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 43 || +12 || Advanced trining || 86 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 44 || +12 || Advanced training || 88 + Con || 3d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 45 || +13 || Epic Boon || 90 + Con || 3d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 46 || +13 || {{inpage|Ability Score Increase}} || 92 + Con || 3d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 47 || +13 || {{inpage|Extra Attack}} || 94 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 48 || +13 || {{inpage|Additional Chakra Nature}} || 96 + Con || 3d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 49 || +14 || Epic Boon || 98 + Con || 3d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 50 || +14 || {{inpage|Ability Score Increase}} || 100 + Con || 3d8 || +35<br />
|}<br />
<br />
====Additional Chakra Natures====<br />
At 24th, 39th, and 48th level, you gain 1 additional chakra nature.<br />
<br />
====Extra Attack====<br />
At 36th level, when you take the attack action, you may make 1 additional attack (4). This increases to 5 attacks at 47th level.<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 Naruto Shinobi class, you must meet these prerequisites: Intelligence of 14 and Dexterity of 14<br />
<br />
----<br />
<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Naruto|owner=Viz Media}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1454506Talk:Naruto: Shinobi (5e Class)2021-03-28T01:26:51Z<p>FrickyDiBoop: /* Requests */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Sage Mode/Kama Rewrite==<br />
Hi, all, sorry for the delay in responding, between real life responsibility and reworking [[Shinobi World (5e Campaign Setting)]] there wasn't much time to do so. As I was creating the various Naruto variants, I realized that the Paths of the Sage and Succession, like the Path of the Cursed had previously, is counterintuitive to the rest of this class. This class is centered around chakra, so slapping timers on features somewhat dilutes this class (not including dojutsu for obvious reasons). Would people be okay with introducing senjutsu chakra and some sort of "white chakra" to Sage Mode and Kama transformations respectively? Also, check out the below discussion, I'd still love to hear more thoughts on that. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]])<br />
<br />
<br />
The curse mark revamp that happened recently was absolutely great, me and the guys over here that play on this setting absolutely fell in love with it right away even though it slightly changed how we did stuff. But it changed it for the better, we're excited to see more like that.<br />
So me and the guys over here tell you "Go for it!!"<br />
<br />
<br />
About sage mode, we've realized something. The wisdom score limit to senjutsu chakra and the requirement to have senjutsu chakra equal to your normal chakra for partial sage mode make it so that if your chakra is higher than your wisdom score, you can't use sage mode.<br />
Which will almost be always the case at later levels, or is it meant that for the user to expend their normal chakra, until it's within their wisdom score?<br />
<br />
:I am aware of the current problems of it. It was saved in a place that I could get a general idea of what I'm going for, not necessarily in its complete state. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 28 February 2021 (MST)<br />
::Hopefully the problem has been resolved. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
<br />
Yeah it has, thanks.<br />
<br />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
<br />
I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
<br />
:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (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 />
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<br />
What differentiates the normal Path of Hatred “Genjutsu” ability to its unique Jutsu “Ephemeral”<br />
<br />
:First of all, it doesn't require the target to look at the user. It only requires the user to touch the chosen target. And then, the target rolls the saving throw with disadvantage. --FrickyDiBoop([[User talk:FrickyDiBoop|talk]]) 04:01, 25 February 2021 (MST)<br />
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I have a question. Does Truesight see through the "disguise" feature of Path of Mutation? If yes then I think it might be underpowered to be gained at level 10 as most dojutsu and sage mode have truesight at level 3<br />
<br />
And also about path of specialization when I cast my signature jutsu can I choose to forego the improved Technique feature? Otherwise it makes a heavy drawback to characters with low save DCs as their signature jutsu's damage will be almost always halved due to the saving throw [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
:As you can not be distinguished "by chakra sense", which is the source of dojutsu/Sage Mode truesight, they would not be able to distinguish. The saving throw to reduce damage from Improved Technique only applies to the additional damage, not the jutsu's base damage. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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<br />
Does chakra exhaustion work exactly like normal exhaustion? In regards to needing to have multiple long rests to get rid of the exhaustion. Because since the moment I laid my eyes on that optional rule, I thought that in the next rest, once you have a positive number in your chakra points, all the exhaustion is gone. Mainly since it would be so annoying to have time skips left and right just so our characters won't have any detrimental effects before the next mission. And I mean ''only'' through rest. Indra's Susanoo and Cursed Mark chakra can't get rid of exhaustion.<br />
<br />
:While I couldn't write it in a satisfying way, the intent was for regaining chakra points to reduce your exhaustion. With this in mind, while Cursed Mark certainly shouldn't be able to reduce chakra exhaustion for the same reason red chakra can't, I don't see why Indra Susano'o shouldn't be able to. Exhaustion can also be cured by chakra pills (or greater restoration if you aren't doing a shinobi only campaign), so it's not exactly your ''only'' option. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Regarding Cooperation Jutsu, if the requirement to perform the jutsu has to be achieved by either one or both and they perform a kekkei genial jutsu, does that mean that in order to do it one of them would have to choose that kekkei genkai? Effectively disabling them from having other kekkei genkais.<br />
<br />
:I gotta be real, the Cooperation Jutsu variant rule was written a while ago and I'm still not positive I like how any of it is worded, so I full on might completely rewrite it. The intent was to allow writing it that way was to allow things like Scorch Style: Nimbus Tempest, in which neither Naruto nor Sasuke knew Scorch Style, but could individually use Fire and Wind Style. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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And what happens in a case that an Uchiha fulfills the requirement of the mangekyo, which is witnessing the death of a close entity, but they have yet to reach level 15?<br />
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:It would be a similar effect to Sasuke unlocking his first tomoe, they would technically "have" Mangekyo, but the repressed trauma would keep them from using it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Question about the cursed mark: it says if I can use black chakra as if it were normal chakra but if I do so I have to spend an equal amount of normal chakra.. so in the case that my normal chakra is lower than my black chakra. Or my chakra is 0, or -0 or i don't have any chakra remaining at all. How will that be managed? Or is that all just meant to if I use black chakra and normal chakra at the same time?<br />
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:That piece of wording was intended to only apply to using black chakra and normal chakra on the same jutsu. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Is there a way for a third party to unseal a seal? I looked around the page and didn't find it... --<br />
[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:31, 28 February 2021 (MST)<br />
<br />
I noticed Path of Beast, Path of Hatred, and the path of exalted now include level 22, 27 and 30 milestones. Is this intentional? And if so, what made you desire this change? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 07:50, 2 March 2021 (MST)<br />
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:These features have been on the page for ages, but their place has always been pretty nebulous as Beyond 20th Level also grants boons. This way, path features are with path features, their place is better clarified within the extended ruleset, and honestly they're just easier to find and edit. As detailed under the Ninja Paths header, if you aren't using that variant rule they are simply epic boons with a 20th level requirement.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:51, 2 March 2021 (MST)<br />
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Seems like my question was glanced over. I think you just didn't notice it, so I'll ask again. Is there a way for a third party to unseal a seal? I looked around the page and didn't find anything about it. Maybe I just missed it or something. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 11:54, 2 March 2021 (MST)<br />
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:Sorry about that! At the moment there is not, but I will add one in the near future.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
:My bad, it appears we both overlooked it. Rules for removing and highjacking a seal is listed immediately under the unique jutsu header.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:41, 2 March 2021 (MST)<br />
<br />
::What? Where? I can't see it. Maybe I'm blind.... --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:59, 2 March 2021 (MST)<br />
<br />
:::My bad, immediately under the REGULAR BASIC NINJUTSU header, "Seals can be created on any surface, however special material (such as Chakra Tags and Elemental Ink) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra point spent on the seals." Apparently I couldn't type at noon. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:04, 2 March 2021 (MST)<br />
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Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth<br />
Cost: 10 Chakra<br />
The user forms a seal on another creature it can touch. Once per hour, that creature gains 2 chakra points, even if they can not use chakra. This can extend above a creature’s chakra point maximum, and they are not lost at the end of a long rest. This chakra can’t be used by the creature it is sealed in, but the creature that used this jutsu may cast jutsu from the seal using both the sealed creature’s chakra and their own.<br />
<br />
Can this jutsu be done on yourself? Cuz it does fall into touch category, but maybe RAI it's a no-go. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:41, 3 March 2021 (MST)<br />
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:This jutsu can not be used on the caster.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:25, 3 March 2021 (MST)<br />
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<br />
Would the Painkiller feat enable you to bypass Baryon Mode’s permanent HP decrease (At least for a few turns + Con mod)?.<br />
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:Painkiller only decreases hit point reduction, not maximum hit points, so while it is still useful for bypassing its current hit point reduction, the answer is no. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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It says that you had some sort of secondary subclass (Dojutsu implants,Kama,Soul Containment,etc) you can only reach it’s 10th or 15th level feature unless you have some feats, but can you use Advanced Training to simply get the next and final features?<br />
<br />
:I hadn't considered that when making Advanced Training, but I suppose so. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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Path of Totality Manipulation, does it require an action or? If it's a free action it's unstoppable. If it's a bonus action it's manageable.<br />
<br />
Also if you have affinity in basic do you add your unarmed damage to shadow clone attacks? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 11:24, 5 March 2021 (MST)<br />
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:Manipulation's rules were vague, so I have clarified it as well as giving it a sleight nerf. Affinity only increases damage that a jutsu deals when cast, not damage a jutsu's construct deals, so shadow clones and summons do not deal additional unarmed die damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:07, 5 March 2021 (MST)<br />
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The Tenseigan can only be achieved through implantation. So is it safe to assume that the Tenseigan doesn't follow implantation rules?<br />
And can Kirin be used while being in a closed room, unable at all to see the sky? I assume it is because the jutsu doesn't say otherwise, but I like to make sure. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:12, 5 March 2021 (MST)<br />
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:The Tenseigan still follows implantation rules if you gain it after 3rd level, because while naturally gaining the Tenseigan at 3rd level isn't justified in canon, either of the previous being false makes it kinda weird balance-wise. As for Kirin, it does say that the lightning comes from the cloud, so while you should be able to use it indoors, it should be harder, which I will try to make clearer. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:20, 5 March 2021 (MST)<br />
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How does Masterful Chakra Control works exactly? The ability of lowering chakra cost, to be specific. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:15, 6 March 2021 (MST)<br />
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:You decrease the amount of chakra you need to spend by your Intelligence modifier to a minimum of 1. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So how exactly does Red Chakra work? Does it mean that 1 red Chakra is enough to use a single Jutsu or do you need to have an amount of chakra equal to the jutsu’s chakra cost?<br />
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:As described in the feature, red chakra can be spent in the same way as normal chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So if a Jutsu needs 5 Chakra, I need 5 red chakra to do it? Alright, thanks for the clarification.<br />
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<br />
There’s been a things I’ve been wondering about Path of Hatred lately so here are my questions,<br />
<br />
Wouldn’t each eye’s gradual blindness be separate except maybe for using Susanno? For example, I use my right eye more often to use Tsukuyomi but rarely use my left eye to cast Kotoamatsakumi so wouldn’t that mean only the right eye’s vision would deteriorate? (Idk how to deal with this since the Gradual Blindness variant rule isn’t made for this)<br />
<br />
:Technically each eye would go blind individually, but defining that mechanically would be an absolute nightmare, and using such mechanics even more so.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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I remember seeing in an archive that you can take the same MS ability multiple times, but what benefit does it give you if you chose the same ability 2 or more times since CBS was the only one that clarifies this?<br />
(Basically what do you get from having multiple Amaterasus,Tsukuyomi,Totsuka Blade,Yata Mirror,etc)<br />
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:Amaterasu, Tsukuyomi, and Yata Mirror wouldn't benefit from being taken multiple times. The main ones that benefit are Telekinesis (each take allowing the user to manipulate an additional 100 pounds), Totsuka Blade (I've been meaning to rewrite it to be more inclusive to all Susanoo weapons, thus taking it twice would apply it to both Susanoo weapons), and Kotoamatsukami (with each take granting an additional use).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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Would we ever get a Partial Susanno feat/boon (Like how Sasuke and Madara summon ribcages and limbs)?<br />
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:A partial susanoo feat is in the works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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If you permanently lose a path, like with baryon mode or with your extracting your jinchuriki, can you gain another path in it's place? And can path of the cursed be permanently lost, like with Sasuke when itachi freed him from it?<br />
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Second question: with path of the puppet master it says "you can create threads of chakra" but doesn't clarify if it requires an action, does that mean it's a free action? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
:Hopefully the most recent edit has clarified these. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:47, 8 March 2021 (MST)<br />
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<br />
If you end Baryon Mode, what would be the PC and the Tailed Beast’s maximum HP since it only says PC would lose 20 current and maximum HP but it never said what it would mean for its tailed beast or even how to divide the HP back after ending it<br />
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<br />
Question about Basic Ketsuryūgan, it says if I "make" an unarmed attack, I can expend a chakra point to force them a Con save and make them stunned on a failure.<br />
The "make" has me a bit confused, do I need to actually "hit" them to force them the save or can I do that even if I missed?<br />
I have the same question about Byakugan's heavy palm.<br />
And a similiar question about lightning cloak, do they take the damage just if they hit me, or if they attempt to do so?<br />
<br />
<br />
And does my curse mark stay active even if I'm knocked unconscious? That would spell death, since it'll keep reducing maximum hp until the user reaches 0 and they can't do anything about it. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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<br />
Does the loss of HP from Path of Youth abilities considered damage? Can Painkiller reduce it? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:56, 11 March 2021 (MST)<br />
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:Hopefully the above have been edited into clarity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Can the cell activation Jutsu take away the curse mark feature? Is it counted as a curse for cell activation and greater restoration? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Mechanically, cursed mark is a class feature, not a curse, so it would not be affected.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Is there a shark-shifting-thingy for Hoshigaki people? Like Kisame can do. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:29, 12 March 2021 (MST)<br />
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:Assuming you're talking about the form he used against Guy, Kisame's shark form was a function of Samehada, not necessarily the Hoshigaki clan. I might add it some time in the future, but I wouldn't count on it since there really isn't a huge difference between that and using Samehada as a Hoshigaki. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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<br />
My earlier message about the curse mark wasn't answered so in case you didn't see it.<br />
Does the curse mark stay active even when the user is unconscious?<br />
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<br />
For people who want to break out of Edo Tensei, if it was cast not in initiative (so it's cost is halved), does the amount of chakra to break out counts as 7/8 or still 15? Disregarding the doubling for people that don't know the jutsu. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:42, 13 March 2021 (MST)<br />
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:They weren't unanswered, just one of the few that were answered in a main page edit rather than on this page. All path features that require upkeep end if you become unconscious as stated under the Paths header, and Edo Tensei is no longer affected by out-of-initiative cost reduction.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:26, 13 March 2021 (MST)<br />
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Would a jutsu count more as a spell or a cantrip because your only able to cast 1 spell per turn but a infinite amount of cantrips as long as you have enough extra attacks or bonus actions?<br />
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:I have no idea where you're getting that you can cast an infinite amount of cantrips, or that you can only cast 1 spell per turn. Spell level doesn't determine how you can cast it at all, casting time does, and almost every official cantrip has a casting time of 1 action. This is also why cantrips that deal damage deal more damage based on character level, if they didn't DPR casters wouldn't be able to keep up with DPR non-casters with multiattack. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:59, 15 March 2021 (MDT)<br />
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<br />
Just a few Path of the Puppet Master questions:<br />
<br />
Can you place seals on puppets?<br />
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Can a puppet be used as a vessel for Creation of Heaven and Earth and Fury?<br />
<br />
Can puppets (specifically Human Puppets) cast jutsus?<br />
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<br />
The curse Mark's 15th level feature contains "You gain one additional Diversified Second Stage effect."<br />
When I do that, is it always the same effect that I chose the first time everytime? Or do I choose whichever effect I want whenever I use that? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Hopefully the most recent edit has put these to rest. As a general rule, seals can be placed on literally anything. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Where does one come across a White Kama?<br />
Is this planned for future updates? Or is this just up to the DM? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 16:11, 16 March 2021 (MDT)<br />
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:Honestly, there's not any real difference between Kama and White Kama in play beyond how the player role plays it, so I don't currently have any plans to add it, though this may change. It's only stated in Ōtsutsuki Demi-God for the sake of canon accuracy and flavor text. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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Since you can cast jutsus with puppets, does that mean feats like Multi-Shadow Clone Jutsu Master work on puppets?<br />
<br />
:Controlled puppets can cast clone jutsu, but as the page was this would be massively overpowered as it was. Hopefully this has been balanced. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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What would be the stats of the 4th and 5th puppets in “Master Strategist” as shown in the newest revision for Path of the Puppet Master?<br />
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:Master strategist does not grant additional puppets, only the ability to control two additional puppets. It's really only a good option if you took human puppeteer or have a very generous DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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If someone gets a kekkei genkai, they can also use the two natures that construct it. But my friends think that being granted the ability to take jutsus from those lists grant them with the extra jutsu you get from gaining a new nature. Please tell me this is wrong. It just feels so unbalanced for me, since not only do their get the ability to use jutsus from multiple natures, but they can also take up more jutsus than any other ninja would. I get that Kekkei Genkai is cool and unique and all, but the system can't just favor someone based on a single dice roll. That's basically my case lol. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:41, 17 March 2021 (MDT)<br />
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:I'm going to be completely honest, if you're worried about balance DO NOT use the Random Natures variant rule, it is easily the most busted variant rule on this page. Every time I've even considered using it, I've also considered making a variant rule to restrict component natures, most often by requiring a player to unlock them, but there should definitely be some sort of benefit for rolling well if you use it in the first place. What your friends say is correct, and there's really no good way around it without throwing out nature rolls as a whole.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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on page 202 of the PHB under the bonus action heading of the casting time section: If you cast a spell with your bonus action, You can't cast another spell during the same turn, except for a cantrip with a casting time of I action.<br />
So if i were to use the kamui ability intangible witch costs a bonus action what jutsu would i be able to use after if any. Hopefully this helps i kinda worded it weirdly last time.<br />
<br />
:Jutsu are similar to spells, but are not spells. If a jutsu can be cast as an action or bonus action, the only limitation is if you have a usable action or bonus action.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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Also in the Beyond 20th Level chart i noticed that at level 37 the martial arts goes from 3d6 (average of 10.5) to 2d10 (average of 11) barely increasing the average damage and decreasing the minimum damage from 3 to 2 making it less of a bonus and more of a disadvantage.<br />
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:While what you say is technically true, 4d6 is a jump of 4, when the typical increase is +1, making +0.5 a better alternative. As far as I can tell, there's really no better alternative, though you're welcome to suggest anything I might have missed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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What if you replace the 3d6 with 2d10, the 2d10 with 2d12, and the 2d12 with 3d8 then all the jumps would be +1 except for the last one that would only give a +0.5 to the average as well as increasing the minimum damage from 2 to 3.<br />
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:While I still kinda take issue with that, I suppose it's just as big of a jump as 1d12 to 2d8, it should make more sense now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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How do clones and subclass features like dojutsu, sage mode, curse mark, and the path of beast releases work? There's been a lot of arguments about this in our campaign that clones became a pain to even use, so I've decided not to use them until everything is clarified.<br />
So please clarify shadow clone jutsu. Including if effects but not conditions, like weighted boulder carry over. And also when you answer the subclass feature question. If you had any of those features activated and made a clone, will they automatically be activated for them? <br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:39, 19 March 2021 (MDT)<br />
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<br />
What happens if a clone uses Gedo Art of Rinne Rebirth? This question kind of seconds the dude above me with the confusion.<br />
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:Effects carry over when clones are dispelled, including Rinne Rebirth's instant death, and any features effecting you are carried over to any clones.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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<br />
Alright but what about extra chakra reserves, like black chakra and senjutsu? Do they get those as well?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 10:42, 19 March 2021 (MDT)<br />
<br />
:If the chakra you spent was black chakra or senjutsu, the chakra they have is black chakra or senjutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:05, 19 March 2021 (MDT)<br />
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<br />
Would jutsus like “Truth Seeking Execution” count as an extra feature when using Advanced Training or does it apart of getting the 20th Level Feature as a whole?<br />
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:As stated within Mastered Truth-Seeking Orbs "You also gain the Truth-Seeking Orb Execution jutsu". Generally, features with smaller headers are part of the feature they are immediately under, such as Onyx Jutsu, Unison Jutsu, and the Rinnegan's various paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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Could you add more than 1 Truth Seeking Orb to a jutsu?<br />
<br />
:Technically yes, though not probably not in the way you're thinking. Truth-Seeking Jutsu has been revised to be more clear.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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<br />
Wouldn’t Butterfly Mode be counted as a Boon/Beyond 20th Level Feature for Path of the Body?<br />
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:While I don't like the idea of reducing the number of available unique jutsu, that's a fair point. Changes will be made accordingly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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Does the restrained condition make you incapable of casting Jutsu? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:40, 22 March 2021 (MDT)<br />
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:Being restrained doesn't change whether or not you can cast jutsu unless the method is flavored in a way that would the ability to weave hand signs.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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And does the bonus damage from Affinity and path of permanence include the modifiers? Since it says unarmed damage, I want to be sure whether it's just the dice or the modifiers too.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:17, 22 March 2021 (MDT)<br />
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:One should only add dice. Hopefully this has been clarified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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I have a small question, would it make sense that someone with Hashirama Cells, conly has the cells living inside of them with the help of chakra, so that if you get cut and bleed you aren't giving the world access to the cells, because they are supposed to be this super rare and powerful thing. <br />
So what I guess what im asking, is do the cells only survive as long as there is a chakra sorce for them?<br />
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:There's really no evidence for what you're saying, but I also don't see the problem. In canon, 3 groups are shown being able to create and implant Hashirama cells: Orochimaru (the most scientifically advanced shinobi in the world), the post-war Hidden Leaf Village (the village with the biggest number and most skilled medical nin in the world), and Madara (who could only do so through the Gedo Mazo), so you're really not giving the world anything. Even then, I doubt a wound would offer enough material to be useful, and any blood would soak into pretty much any material, making it completely useless.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:42, 24 March 2021 (MDT)<br />
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If I use Storm Style Unique Jutsu: Jewel of the Dragon Head, and I use Kirin. Does the storm dissipate? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 20:26, 24 March 2021 (MDT)<br />
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:Yes. Kirin dispels any storms it is used under.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:12, 25 March 2021 (MDT)<br />
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In the Multi Summoning Jutsu Master Feat, it says that you can summon any number of creatures in one turn but doesn’t the whole “collective CR” part already undermine the feat? Or will you revise the feat regarding the CR rules?<br />
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:The original limit was incredibly restrictive, especially given Summoning Jutsu's already high cost. Hopefully the most recent edit not only makes MSJM usable, but makes this class less SAD.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:12, 25 March 2021 (MDT)<br />
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Can you still benefit from the effects of Human Bullet Tank and Multi Expansion along with Butterfly mode?<br />
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It says in Advanced Training that we can lear 3 jutsus from a chakra nature, does that count Unique Jutsu as well?<br />
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On the Boons/Jutsus that require Sage Mode, I'm presuming they mean Perfected Sage Mode? Or can you still have those features with Imperfect Sage Mode?<br />
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Will there be anything in the Path of The Exalted column regarding the use of the Gedo Mazo? Or do you just gain complete control over it as long as you have a Rinnegan?<br />
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Is there gonna be a variant rule regarding more restrictions about implanted dojutsu such as Sharingan’s extreme chakra drain, Obito supposedly not being able to handle more than 1 Rinnegan and whether or not you can actually implant a Tenseigan seeing as how it just devolves the second you take it from an Otsutsuki.<br />
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I don’t know about any side effects with the other implanted dojutsus so I’ll just leave it at that I guess<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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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Could you make the sage art and other benefits like it stack with weapon attacks as well? I don't think it would break balence too much (Ive found a way to one-round kaguya), and it makes sense because sage mode and tailed beast mode didn't just make naruto better at punching, they made him stronger overall. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:I've seen the whole "one-shotting Kaguya" thing before, would you mind giving me the specific calculation? The main point of only adding damage to unarmed strikes, rather than all melee attacks, is to control general damage output. For instance, 7 (1d4 + 1d10) damage per attack is perfectly manageable as a temporary boost at lower levels, as is 7 (2d6), but 12 (2d6 + 1d10) is a bit too much. While this becomes less of a problem once you're rolling 13 (3d4 + 1d10) damage per attack with Sage Mode, at that point using a weapon is obsolete. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:35, 4 January 2021 (MST)<br />
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The reason why I wanted it for weapons is because susanoo benefited from curse mark, which is essetially the same thing. it would make sense. and one-shotting kaguya is an expoint that no sane player or dm would allow, thats baically multi-shadow clone master with ten tails jinchuriki, and you bassically have to roll a 24+ on the con save. get the no chakra cost path of the tailed beast feature. Clone (Make sure to take fighter 2) action surge, transform. your clones reapeat this, and whenever you're ready to fire, tailed beast bomb. kaguya and basically all of your cloned tailed beasts would die.[[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:Susanoo benefitting from Curse Mark is meant to parallel Tailed Beast Mode benefitting from Sage Mode, they are not the same thing. Also, your reasoning on why something wouldn't break balance is that a player could theoretically collect and seals all 9 tailed beasts inside them (which would be a campaign in and of itself), roll exceptionally well, and multiclass. You're also missing that every clone would need 20 chakra (~3 rounds of prep that Kaguya could easily obliterate all of your clones during), and that becoming the Ten-Tails' jinchuriki fundamentally means that Kaguya can not exist at the same time. Is it mechanically possible? Sure. Is it worth taking into any consideration? No. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:07, 5 January 2021 (MST)<br />
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1. the ten tails has a tailed beast bomb ability that makes it free and stronger.<br />
2. sage mode and curse mark are senjustu enhancements, and they have very similar properties in the anime<br />
3. you can actually pull this off easily by transforming first, then using clone action surge tailed beast bomb on the kyuubi or really any tailed beast. they would deal enough to kill kaguya, especially if using hidden chakra or asura's reincarnation. if your dm is allowing you to have a tailed beast, you can pull this combooff in one round. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:The only thing that changes in Tailed Beast Mode is ability scores and size; you keep your own features. While I may change this, it would come alongside giving the tailed beasts their own chakra, thus making their TBB cost 20 chakra anyway. While Curse Mark and Sage Mode both use senjutsu, they are shown to be WILDLY different (compare Jiraiya and Jugo). One-shotting Kaguya with TBB would cost 685 chakra (2057/60x20), so it really doesn't matter if you're using hidden chakra or are asura's reincarnation. Trust me, this combo isn't even worth considering. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 5 January 2021 (MST)<br />
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These are basically feat versuons of Indra and Asura’s reincarnation boons except you don’t have to be a reincarnation of the sons of a literal God<br />
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Prodigy:<br />
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You have the choice of either automatically taking your Ninja Path’s 7th level feature and decreasing your 10th Level Feature’s level requirements by 1 or halving 3 jutsus of your choice’s Chakra requirements <br />
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Hard Work Pays Off:<br />
Prerequisites:16th Level or higher<br />
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You gain 1 extra use of the “Advanced Training” Class Feature and have the choice to either learn a unique jutsu (Discuss with your DM), create a custom one (Obviously discuss) or learn 2 new jutsus from any nature element (Excluding Kekkai Genkai), On top of that you also gain affinity with Basic Ninjutsu/Taijutsu depending on what you chose on 2nd level.<br />
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Note: I think I made the “Hard Work Pays Off” feat a bit better compared to the the “Prodigy” feat but ey, that’s why the prerequisite is 16th level<br />
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:Any character could be a prodigy or work hard for their talent, that kind of thing applies to any class and is 100% a part of a character's traits and personality, rather than anything mechanical. The only times either of these would be mechanical is if it was something supernatural, such as being a reincarnation. Beyond that, both of these are incredibly powerful, and easily constitute boons instead of feats. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:00, 6 January 2021 (MST)<br />
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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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Barely any info on this, but how about Will Materialization? Basically what Kaguya did to create Black Zetsu, So far these are the only stats I can think of and it’s still kinda rough<br />
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Will Materialization Epic Boon:<br />
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Prerequisites: Charisma and Wisdom/Intelligence 20,<br />
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- You manifest a portion of yourself in a LV1 “Path of Mutation” (I’d say Black Zetsu lines up with the Path of Adequacy since only thing he and White Zetsu have in common is Body Coating) Shinobi that’s immortal (Probably Jashin Immortality Rules for “Dying”) as long as your chakra somewhat still exists (Stored in a seal even if you’re dead or some sort). This creature is in realistic terms, essentially a 2nd PC but it cannot cast any jutsus (save for Dojutsu abilities) and their chakra point maximum is always halved.<br />
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:This looks interesting, but I'll probably add it as a unique jutsu following the same rules as other Kekkei Mora given that Kaguya is the only one to use it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 13 February 2021 (MST)<br />
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I like how the evil sealing Jutsu isn't a stop gag to prevent activation like in the show. But a method to use the cursed mark. I suggest adding a stipulation to the black frog jutsu under cursed mark. Change it so they can get to the level 7th ability, and make it so once they hit their diversified second stage, they can activate it on their own without the evil sealing jutsu. Or just make a note saying once they gain access to the second diversified stage they can activate it on their own. Yo more closely match with the show. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:18, 25 February 2021 (MST)<br />
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:I completely disagree that would make it more accurate to canon, as the Four Black Fogs jutsu is explicitly used to counter the Mind Awakening Pills that kill the person who ingests them in order to progress their Cursed Mark to be able to use Second Stage. Additionally, Sasuke is the only person to both use a Cursed Mark and be able to activate it at will instead of when they get "worked up". That being said, Kabuto is able to use Sage Transformation effectively all the time, so I have added an Evil Sealing Jutsu-like effect to the 15th level feature. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:19, 25 February 2021 (MST)<br />
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I don't really know how to post on this, but I just wanted to mention some of my feelings on swift style since I'm playing a character who uses it as his main thing. The recently added unique jutsu are cool but feel a bit weird to use in practice. Its very awkward to walk back forth in and out of a creatures range, it feels odd and kind of of missed the point of opportunity attacks. I like the concepts behind the jutsu but i feel as if they could be changed a bit and i have a few ideas for them.<br />
*Heavenly dragon flash: is good as is and really nice to have.<br />
*10,000 step combo: i think giving the user more bonus actions would be more useful and practical than reactions. Not sure if it should be one or 2 more bonus actions but either way i think the effect being "While Surge is active, you move at blinding speeds, kicking off of walls and striking your opponents at any given time. As long as Surge remains active, you may make 1 additional Bonus action, and may take the attack action as a bonus action, and may make attacks of opportunity when your movement causes a creature to move outside of your reach." may be a nice and powerful change.<br />
*Blade Dance: i think this could also be changed and simplified to make it better to use and better overall. the effect could be "While Surge is active, your attack speed increases dramatically, but their effectiveness decreases. As long as Surge remains active, you may make 2 extra, extra attacks as a part of the attack action on your turn, but each of your attacks deal half damage.<br />
*The rasengan ones are great as is i think.<br />
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Anyways, these ideas may not be great, but i felt i could try to offer some change as swift style is kinda obscure so i understand having to make ideas out of no source material. anyways i hope youll consider them if you get the chance.<br />
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:The point of 10,000 Step Combo and Blade Dance being worded like that is to make them synergize by making attacks of opportunity both more common and making them make more attacks. While I'll think about rewording them some time in the future, I'd have to dwell on them longer.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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I understand the point and idea of the wording, i was just saying that they are a bit hard to read and understand, aswell as feeling weird to use in real combat.<br />
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Yes, you were correct. However iirc the sound four were also able to use the cursed mark freely. Though this could easily be eluded to specific conditions or a unique method of training. <br />
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:I mean, I literally rewatched every episode that a character enters Second Stage to come to my decision, and excluding maybe Kimimaro, they all activate after getting worked up. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Add an optional rule where being targeted by a curse mark has but a 10% survival rate. It would be fitting~ [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:29, 26 February 2021 (MST)<br />
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That would probably be a D18 Con Save if a creature chooses to give you a curse mark I think. It’d also be pretty cool if we also have some sort of saving throw for Kama Seals --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:25, 26 February 2021 (MST) Bobert<br />
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:The 10% survival rate wasn't added because of just how disappointing it would be as a player to have a 90% chance to die instantly, but I'll try to find some way to squeeze it in. As for Kama, I have some plans that probably won't be put in place for a while. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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I did the same, at least that specific arc. And yes. You are ccorrect. I wont press the matter any further. My apologies if I made it seem like a bigger deal than it was.<br />
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The changes to Sage Mode are great. Though the classes utility is low, considering utilizing the capstone is near impossible. Since you drain 2 senjutsu chakra every turn when you're not meditating, keeping it at a point where it's equal to your own chakra longer than a single turn is incredibly difficult. Even with clone meditating. As going over the amount you can sustain immediately paralyzes and transforms you. And the benefits for the capstone is a huge step down from what it was. Losing advantage on attacks. Losing yin yang usage or affinity. It's definitely drove a lot of my players off from being interested in said class. That being said. I like it. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:02, 28 February 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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I think Shade Style: Chimera Technique is slightly overpowered. Gaining 3 features is pretty unbalanced. I think if you make it so they can take only 1 feature, it'll be better. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:18, 7 March 2021 (MST)<br />
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:Chimera Technique was intended to be an analogue to replication, specifically with the major downsides that it only lasts for 1 minute and costs about half of a 20th level character's chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:52, 7 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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For the zetsu class, I think it would be cool if when using the possession you can choose which of the stats to use a person could mix and match the stats to really give that support aspect the finishing touch and then maybe put a size limitation on it, like you can't capture anything bigger than large because otherwise a powerful character with luck could take over a tailed beast.<br />
<br />
:Good idea, sounds fun to use.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
<br />
:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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<br />
I have a character focused on lightning and speed.<br />
He's a cursed mark, specialization on lightning, and implanted Ketsuryūgan Namikaze.<br />
He's kind of laid back and a bit emo, though he's like Sasuke in that he doesn't like to talk much and he's focused on killing a specific person, I'm really having trouble with Nindo as I can't find any or think up any that I think fit.<br />
If any of you can help me with that by making one, giving me ideas, or pointing out one of the Nindos that fit with this guy, I'd really appreciate it. Thanks. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:18, 18 March 2021 (MDT)<br />
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It really depends on your PC's backstory and other stuff, I think checking out the Shinobi backgrounds that were made for this class would be a good start--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 05:24, 18 March 2021 (MDT)<br />
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<br />
So I've got an idea about the Nindo but I'm not good at making custom Nindos lol, so I might need some help how would a Nindo about speed work? Like for example "I'm/I will be the fastest there is". "No one can catch the flash". "My speed is everything." Something like that, now how do you think a Nindo like that would work?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 13:41, 21 March 2021 (MDT)<br />
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:My immediate thought is that "No one can catch the flash" would be really interesting if it worked along the lines of "while you are at your maximum hit points, your movement speed increases by +10 ft.", so it offers both a solid bonus and changes how you play in an interesting way.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:51, 21 March 2021 (MDT)<br />
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<br />
That Nindo is absolutely perfect, it surprises me that you get such ideas from the first try. I don't see a reason to modify anything in it so I'm just going to take it as is. Thanks a lot!<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 14:28, 21 March 2021 (MDT)<br />
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<br />
Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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I think Edo Tensei should take a saving throw or ability check to set yourself free. Maybe in addition to the chakra, maybe as a replacement. But as is, it just makes it impossible to keep anyone worth keeping under control without them freeing themselves like it's nothing. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:55, 22 March 2021 (MDT)<br />
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:I mean, ignoring the fact that the minimum cost requires a creature with {{5a|con}} +0 to spend their entire chakra pool (40x0.75=15x2), Kabuto and Orochimaru couldn't even hope to control characters like Hashirama (without his mega-nerf which I absolutely am not skilled enough to implement) or Madara.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
<br />
::The thing is that in my campaign we use Chakra exhaustion. So what's a few points of exhaustion against eternal servitude? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:33, 22 March 2021 (MDT)<br />
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:::That makes a lot more sense. Hopefully the issue has been resolved with a much more simple fix.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
<br />
<br />
The lightning unique Jutsu are kind of bothering in that almost all of them cost way too much chakra, making lightning Unique Jutsu totally not worth taking unlike it's regular Jutsu. I don't see a problem with the high damage or powerful ones using too much chakra. What I'm basing this on is the Chidori variants. For example Chidori senbon costs 6 chakra. But it's just like the regular Jutsu thunder. It's average damage is also the same and thunder has 5 more feet of range than it, but it only costs 1 chakra.<br />
I don't see a problem with Chidori spear at all, it's good as it is.<br />
And so is Chidori katana, and lightning transmission.<br />
But Chidori current is also bothering me with the high amount of chakra to use, the extra 9 for being used as a reaction doesn't bother me but the base 16 does, with how Chidori current is why not make it's cost the base 8 for chidori, or 10?<br />
And thunderbolt costing 5 is a bit much considering what it does don't you think?<br />
I might be wrong, so if I am please tell me.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:31, 23 March 2021 (MDT)<br />
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:Chidori current costs so much because it hits every creature in a 20 ft. radius, unlike chidori that only hits one target. You'd be dealing an equal amount of total damage if you hit one or two creatures, with hitting even more creatures being very likely. The increase in versatility is just too much to have an equal cost.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:22, 23 March 2021 (MDT)<br />
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So currently myself, and a couple friends are about to start a new campaign, and i plan on playing a path of sealing character using the animal coverings primarily. I love the subclass but have a few things we are confused about, so ill just list them and i hope you can answer them whenever possible.<br />
1. with the animal covering feature, the wording is a bit confusing and so i am confused as to how its meant to work. Is the feature meant to work identically to the Druids wild shape feature? it seems like thats what its trying to say, but its a bit confusing? if not, what exact things do you take on and which dont you take on?<br />
2. With the feature scroll specialist, is the limit to the amount of scrolls you can draw referring to animal scrolls or normal scrolls? If it means you can use animal coverings as much as you want, that seems a bit extreme, but i doubt thats what it means.<br />
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<br />
Just a thought... A crazy one, at that, but a thought.<br />
Maybe add the God Tree. Like, add it as an actual thing that people could use in their campaign. Maybe not as a jutsu or a beast (even though it's technically the 10-tails), but as an object.<br />
I think it could be a really interesting concept. I would do it myself, but I tend to go a bit bananas when it comes to this kinda world-breaking, reality-shattering, brain-exploding... Stuff. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:26, 27 March 2021 (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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<br />
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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<br />
I'm loving the look of it so far, and I'm glad to see my items have been added to it too.<br />
<br />
- [[User:Voided Essence|Voided Essence, The Void Walker]] ([[User talk:Voided Essence|talk]]) 18:52, 13 November 2019 (MST)<br />
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<br />
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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<br />
In my opinion they should probably be around CR 10-15 depending on the Character. <br />
<br />
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 />
<br />
Having Akatsuki members' abilities synergise with their respective partners could also be a fun idea.<br />
<br />
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 />
<br />
: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 />
<br />
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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<br />
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 />
<br />
== Quality Article Nomination ==<br />
<br />
{{Quality Article Nominee|01:02, 12 February 2021 (MST)}}<br />
<br />
'''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 />
<br />
'''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 />
<br />
'''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 />
<br />
== baryon mode ==<br />
<br />
I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
<br />
:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1453820Talk:Naruto: Shinobi (5e Class)2021-03-25T19:40:32Z<p>FrickyDiBoop: /* Clarifications */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Sage Mode/Kama Rewrite==<br />
Hi, all, sorry for the delay in responding, between real life responsibility and reworking [[Shinobi World (5e Campaign Setting)]] there wasn't much time to do so. As I was creating the various Naruto variants, I realized that the Paths of the Sage and Succession, like the Path of the Cursed had previously, is counterintuitive to the rest of this class. This class is centered around chakra, so slapping timers on features somewhat dilutes this class (not including dojutsu for obvious reasons). Would people be okay with introducing senjutsu chakra and some sort of "white chakra" to Sage Mode and Kama transformations respectively? Also, check out the below discussion, I'd still love to hear more thoughts on that. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]])<br />
<br />
<br />
The curse mark revamp that happened recently was absolutely great, me and the guys over here that play on this setting absolutely fell in love with it right away even though it slightly changed how we did stuff. But it changed it for the better, we're excited to see more like that.<br />
So me and the guys over here tell you "Go for it!!"<br />
<br />
<br />
About sage mode, we've realized something. The wisdom score limit to senjutsu chakra and the requirement to have senjutsu chakra equal to your normal chakra for partial sage mode make it so that if your chakra is higher than your wisdom score, you can't use sage mode.<br />
Which will almost be always the case at later levels, or is it meant that for the user to expend their normal chakra, until it's within their wisdom score?<br />
<br />
:I am aware of the current problems of it. It was saved in a place that I could get a general idea of what I'm going for, not necessarily in its complete state. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 28 February 2021 (MST)<br />
::Hopefully the problem has been resolved. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Yeah it has, thanks.<br />
<br />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
<br />
:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (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 />
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<br />
What differentiates the normal Path of Hatred “Genjutsu” ability to its unique Jutsu “Ephemeral”<br />
<br />
:First of all, it doesn't require the target to look at the user. It only requires the user to touch the chosen target. And then, the target rolls the saving throw with disadvantage. --FrickyDiBoop([[User talk:FrickyDiBoop|talk]]) 04:01, 25 February 2021 (MST)<br />
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I have a question. Does Truesight see through the "disguise" feature of Path of Mutation? If yes then I think it might be underpowered to be gained at level 10 as most dojutsu and sage mode have truesight at level 3<br />
<br />
And also about path of specialization when I cast my signature jutsu can I choose to forego the improved Technique feature? Otherwise it makes a heavy drawback to characters with low save DCs as their signature jutsu's damage will be almost always halved due to the saving throw [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
:As you can not be distinguished "by chakra sense", which is the source of dojutsu/Sage Mode truesight, they would not be able to distinguish. The saving throw to reduce damage from Improved Technique only applies to the additional damage, not the jutsu's base damage. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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<br />
Does chakra exhaustion work exactly like normal exhaustion? In regards to needing to have multiple long rests to get rid of the exhaustion. Because since the moment I laid my eyes on that optional rule, I thought that in the next rest, once you have a positive number in your chakra points, all the exhaustion is gone. Mainly since it would be so annoying to have time skips left and right just so our characters won't have any detrimental effects before the next mission. And I mean ''only'' through rest. Indra's Susanoo and Cursed Mark chakra can't get rid of exhaustion.<br />
<br />
:While I couldn't write it in a satisfying way, the intent was for regaining chakra points to reduce your exhaustion. With this in mind, while Cursed Mark certainly shouldn't be able to reduce chakra exhaustion for the same reason red chakra can't, I don't see why Indra Susano'o shouldn't be able to. Exhaustion can also be cured by chakra pills (or greater restoration if you aren't doing a shinobi only campaign), so it's not exactly your ''only'' option. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Regarding Cooperation Jutsu, if the requirement to perform the jutsu has to be achieved by either one or both and they perform a kekkei genial jutsu, does that mean that in order to do it one of them would have to choose that kekkei genkai? Effectively disabling them from having other kekkei genkais.<br />
<br />
:I gotta be real, the Cooperation Jutsu variant rule was written a while ago and I'm still not positive I like how any of it is worded, so I full on might completely rewrite it. The intent was to allow writing it that way was to allow things like Scorch Style: Nimbus Tempest, in which neither Naruto nor Sasuke knew Scorch Style, but could individually use Fire and Wind Style. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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And what happens in a case that an Uchiha fulfills the requirement of the mangekyo, which is witnessing the death of a close entity, but they have yet to reach level 15?<br />
<br />
:It would be a similar effect to Sasuke unlocking his first tomoe, they would technically "have" Mangekyo, but the repressed trauma would keep them from using it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Question about the cursed mark: it says if I can use black chakra as if it were normal chakra but if I do so I have to spend an equal amount of normal chakra.. so in the case that my normal chakra is lower than my black chakra. Or my chakra is 0, or -0 or i don't have any chakra remaining at all. How will that be managed? Or is that all just meant to if I use black chakra and normal chakra at the same time?<br />
<br />
:That piece of wording was intended to only apply to using black chakra and normal chakra on the same jutsu. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Is there a way for a third party to unseal a seal? I looked around the page and didn't find it... --<br />
[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:31, 28 February 2021 (MST)<br />
<br />
I noticed Path of Beast, Path of Hatred, and the path of exalted now include level 22, 27 and 30 milestones. Is this intentional? And if so, what made you desire this change? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 07:50, 2 March 2021 (MST)<br />
<br />
:These features have been on the page for ages, but their place has always been pretty nebulous as Beyond 20th Level also grants boons. This way, path features are with path features, their place is better clarified within the extended ruleset, and honestly they're just easier to find and edit. As detailed under the Ninja Paths header, if you aren't using that variant rule they are simply epic boons with a 20th level requirement.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:51, 2 March 2021 (MST)<br />
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Seems like my question was glanced over. I think you just didn't notice it, so I'll ask again. Is there a way for a third party to unseal a seal? I looked around the page and didn't find anything about it. Maybe I just missed it or something. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 11:54, 2 March 2021 (MST)<br />
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:Sorry about that! At the moment there is not, but I will add one in the near future.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
:My bad, it appears we both overlooked it. Rules for removing and highjacking a seal is listed immediately under the unique jutsu header.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:41, 2 March 2021 (MST)<br />
<br />
::What? Where? I can't see it. Maybe I'm blind.... --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:59, 2 March 2021 (MST)<br />
<br />
:::My bad, immediately under the REGULAR BASIC NINJUTSU header, "Seals can be created on any surface, however special material (such as Chakra Tags and Elemental Ink) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra point spent on the seals." Apparently I couldn't type at noon. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:04, 2 March 2021 (MST)<br />
<br />
Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth<br />
Cost: 10 Chakra<br />
The user forms a seal on another creature it can touch. Once per hour, that creature gains 2 chakra points, even if they can not use chakra. This can extend above a creature’s chakra point maximum, and they are not lost at the end of a long rest. This chakra can’t be used by the creature it is sealed in, but the creature that used this jutsu may cast jutsu from the seal using both the sealed creature’s chakra and their own.<br />
<br />
Can this jutsu be done on yourself? Cuz it does fall into touch category, but maybe RAI it's a no-go. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:41, 3 March 2021 (MST)<br />
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:This jutsu can not be used on the caster.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:25, 3 March 2021 (MST)<br />
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<br />
Would the Painkiller feat enable you to bypass Baryon Mode’s permanent HP decrease (At least for a few turns + Con mod)?.<br />
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:Painkiller only decreases hit point reduction, not maximum hit points, so while it is still useful for bypassing its current hit point reduction, the answer is no. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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It says that you had some sort of secondary subclass (Dojutsu implants,Kama,Soul Containment,etc) you can only reach it’s 10th or 15th level feature unless you have some feats, but can you use Advanced Training to simply get the next and final features?<br />
<br />
:I hadn't considered that when making Advanced Training, but I suppose so. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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Path of Totality Manipulation, does it require an action or? If it's a free action it's unstoppable. If it's a bonus action it's manageable.<br />
<br />
Also if you have affinity in basic do you add your unarmed damage to shadow clone attacks? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 11:24, 5 March 2021 (MST)<br />
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:Manipulation's rules were vague, so I have clarified it as well as giving it a sleight nerf. Affinity only increases damage that a jutsu deals when cast, not damage a jutsu's construct deals, so shadow clones and summons do not deal additional unarmed die damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:07, 5 March 2021 (MST)<br />
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The Tenseigan can only be achieved through implantation. So is it safe to assume that the Tenseigan doesn't follow implantation rules?<br />
And can Kirin be used while being in a closed room, unable at all to see the sky? I assume it is because the jutsu doesn't say otherwise, but I like to make sure. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:12, 5 March 2021 (MST)<br />
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:The Tenseigan still follows implantation rules if you gain it after 3rd level, because while naturally gaining the Tenseigan at 3rd level isn't justified in canon, either of the previous being false makes it kinda weird balance-wise. As for Kirin, it does say that the lightning comes from the cloud, so while you should be able to use it indoors, it should be harder, which I will try to make clearer. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:20, 5 March 2021 (MST)<br />
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How does Masterful Chakra Control works exactly? The ability of lowering chakra cost, to be specific. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:15, 6 March 2021 (MST)<br />
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:You decrease the amount of chakra you need to spend by your Intelligence modifier to a minimum of 1. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So how exactly does Red Chakra work? Does it mean that 1 red Chakra is enough to use a single Jutsu or do you need to have an amount of chakra equal to the jutsu’s chakra cost?<br />
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:As described in the feature, red chakra can be spent in the same way as normal chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So if a Jutsu needs 5 Chakra, I need 5 red chakra to do it? Alright, thanks for the clarification.<br />
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<br />
There’s been a things I’ve been wondering about Path of Hatred lately so here are my questions,<br />
<br />
Wouldn’t each eye’s gradual blindness be separate except maybe for using Susanno? For example, I use my right eye more often to use Tsukuyomi but rarely use my left eye to cast Kotoamatsakumi so wouldn’t that mean only the right eye’s vision would deteriorate? (Idk how to deal with this since the Gradual Blindness variant rule isn’t made for this)<br />
<br />
:Technically each eye would go blind individually, but defining that mechanically would be an absolute nightmare, and using such mechanics even more so.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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I remember seeing in an archive that you can take the same MS ability multiple times, but what benefit does it give you if you chose the same ability 2 or more times since CBS was the only one that clarifies this?<br />
(Basically what do you get from having multiple Amaterasus,Tsukuyomi,Totsuka Blade,Yata Mirror,etc)<br />
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:Amaterasu, Tsukuyomi, and Yata Mirror wouldn't benefit from being taken multiple times. The main ones that benefit are Telekinesis (each take allowing the user to manipulate an additional 100 pounds), Totsuka Blade (I've been meaning to rewrite it to be more inclusive to all Susanoo weapons, thus taking it twice would apply it to both Susanoo weapons), and Kotoamatsukami (with each take granting an additional use).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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Would we ever get a Partial Susanno feat/boon (Like how Sasuke and Madara summon ribcages and limbs)?<br />
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:A partial susanoo feat is in the works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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If you permanently lose a path, like with baryon mode or with your extracting your jinchuriki, can you gain another path in it's place? And can path of the cursed be permanently lost, like with Sasuke when itachi freed him from it?<br />
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Second question: with path of the puppet master it says "you can create threads of chakra" but doesn't clarify if it requires an action, does that mean it's a free action? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
:Hopefully the most recent edit has clarified these. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:47, 8 March 2021 (MST)<br />
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<br />
If you end Baryon Mode, what would be the PC and the Tailed Beast’s maximum HP since it only says PC would lose 20 current and maximum HP but it never said what it would mean for its tailed beast or even how to divide the HP back after ending it<br />
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<br />
Question about Basic Ketsuryūgan, it says if I "make" an unarmed attack, I can expend a chakra point to force them a Con save and make them stunned on a failure.<br />
The "make" has me a bit confused, do I need to actually "hit" them to force them the save or can I do that even if I missed?<br />
I have the same question about Byakugan's heavy palm.<br />
And a similiar question about lightning cloak, do they take the damage just if they hit me, or if they attempt to do so?<br />
<br />
<br />
And does my curse mark stay active even if I'm knocked unconscious? That would spell death, since it'll keep reducing maximum hp until the user reaches 0 and they can't do anything about it. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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<br />
Does the loss of HP from Path of Youth abilities considered damage? Can Painkiller reduce it? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:56, 11 March 2021 (MST)<br />
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:Hopefully the above have been edited into clarity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Can the cell activation Jutsu take away the curse mark feature? Is it counted as a curse for cell activation and greater restoration? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Mechanically, cursed mark is a class feature, not a curse, so it would not be affected.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Is there a shark-shifting-thingy for Hoshigaki people? Like Kisame can do. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:29, 12 March 2021 (MST)<br />
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:Assuming you're talking about the form he used against Guy, Kisame's shark form was a function of Samehada, not necessarily the Hoshigaki clan. I might add it some time in the future, but I wouldn't count on it since there really isn't a huge difference between that and using Samehada as a Hoshigaki. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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<br />
My earlier message about the curse mark wasn't answered so in case you didn't see it.<br />
Does the curse mark stay active even when the user is unconscious?<br />
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<br />
For people who want to break out of Edo Tensei, if it was cast not in initiative (so it's cost is halved), does the amount of chakra to break out counts as 7/8 or still 15? Disregarding the doubling for people that don't know the jutsu. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:42, 13 March 2021 (MST)<br />
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:They weren't unanswered, just one of the few that were answered in a main page edit rather than on this page. All path features that require upkeep end if you become unconscious as stated under the Paths header, and Edo Tensei is no longer affected by out-of-initiative cost reduction.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:26, 13 March 2021 (MST)<br />
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Would a jutsu count more as a spell or a cantrip because your only able to cast 1 spell per turn but a infinite amount of cantrips as long as you have enough extra attacks or bonus actions?<br />
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:I have no idea where you're getting that you can cast an infinite amount of cantrips, or that you can only cast 1 spell per turn. Spell level doesn't determine how you can cast it at all, casting time does, and almost every official cantrip has a casting time of 1 action. This is also why cantrips that deal damage deal more damage based on character level, if they didn't DPR casters wouldn't be able to keep up with DPR non-casters with multiattack. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:59, 15 March 2021 (MDT)<br />
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<br />
Just a few Path of the Puppet Master questions:<br />
<br />
Can you place seals on puppets?<br />
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Can a puppet be used as a vessel for Creation of Heaven and Earth and Fury?<br />
<br />
Can puppets (specifically Human Puppets) cast jutsus?<br />
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<br />
The curse Mark's 15th level feature contains "You gain one additional Diversified Second Stage effect."<br />
When I do that, is it always the same effect that I chose the first time everytime? Or do I choose whichever effect I want whenever I use that? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Hopefully the most recent edit has put these to rest. As a general rule, seals can be placed on literally anything. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Where does one come across a White Kama?<br />
Is this planned for future updates? Or is this just up to the DM? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 16:11, 16 March 2021 (MDT)<br />
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:Honestly, there's not any real difference between Kama and White Kama in play beyond how the player role plays it, so I don't currently have any plans to add it, though this may change. It's only stated in Ōtsutsuki Demi-God for the sake of canon accuracy and flavor text. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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Since you can cast jutsus with puppets, does that mean feats like Multi-Shadow Clone Jutsu Master work on puppets?<br />
<br />
:Controlled puppets can cast clone jutsu, but as the page was this would be massively overpowered as it was. Hopefully this has been balanced. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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What would be the stats of the 4th and 5th puppets in “Master Strategist” as shown in the newest revision for Path of the Puppet Master?<br />
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:Master strategist does not grant additional puppets, only the ability to control two additional puppets. It's really only a good option if you took human puppeteer or have a very generous DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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If someone gets a kekkei genkai, they can also use the two natures that construct it. But my friends think that being granted the ability to take jutsus from those lists grant them with the extra jutsu you get from gaining a new nature. Please tell me this is wrong. It just feels so unbalanced for me, since not only do their get the ability to use jutsus from multiple natures, but they can also take up more jutsus than any other ninja would. I get that Kekkei Genkai is cool and unique and all, but the system can't just favor someone based on a single dice roll. That's basically my case lol. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:41, 17 March 2021 (MDT)<br />
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:I'm going to be completely honest, if you're worried about balance DO NOT use the Random Natures variant rule, it is easily the most busted variant rule on this page. Every time I've even considered using it, I've also considered making a variant rule to restrict component natures, most often by requiring a player to unlock them, but there should definitely be some sort of benefit for rolling well if you use it in the first place. What your friends say is correct, and there's really no good way around it without throwing out nature rolls as a whole.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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on page 202 of the PHB under the bonus action heading of the casting time section: If you cast a spell with your bonus action, You can't cast another spell during the same turn, except for a cantrip with a casting time of I action.<br />
So if i were to use the kamui ability intangible witch costs a bonus action what jutsu would i be able to use after if any. Hopefully this helps i kinda worded it weirdly last time.<br />
<br />
:Jutsu are similar to spells, but are not spells. If a jutsu can be cast as an action or bonus action, the only limitation is if you have a usable action or bonus action.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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Also in the Beyond 20th Level chart i noticed that at level 37 the martial arts goes from 3d6 (average of 10.5) to 2d10 (average of 11) barely increasing the average damage and decreasing the minimum damage from 3 to 2 making it less of a bonus and more of a disadvantage.<br />
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:While what you say is technically true, 4d6 is a jump of 4, when the typical increase is +1, making +0.5 a better alternative. As far as I can tell, there's really no better alternative, though you're welcome to suggest anything I might have missed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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What if you replace the 3d6 with 2d10, the 2d10 with 2d12, and the 2d12 with 3d8 then all the jumps would be +1 except for the last one that would only give a +0.5 to the average as well as increasing the minimum damage from 2 to 3.<br />
<br />
:While I still kinda take issue with that, I suppose it's just as big of a jump as 1d12 to 2d8, it should make more sense now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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How do clones and subclass features like dojutsu, sage mode, curse mark, and the path of beast releases work? There's been a lot of arguments about this in our campaign that clones became a pain to even use, so I've decided not to use them until everything is clarified.<br />
So please clarify shadow clone jutsu. Including if effects but not conditions, like weighted boulder carry over. And also when you answer the subclass feature question. If you had any of those features activated and made a clone, will they automatically be activated for them? <br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:39, 19 March 2021 (MDT)<br />
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<br />
What happens if a clone uses Gedo Art of Rinne Rebirth? This question kind of seconds the dude above me with the confusion.<br />
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:Effects carry over when clones are dispelled, including Rinne Rebirth's instant death, and any features effecting you are carried over to any clones.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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<br />
Alright but what about extra chakra reserves, like black chakra and senjutsu? Do they get those as well?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 10:42, 19 March 2021 (MDT)<br />
<br />
:If the chakra you spent was black chakra or senjutsu, the chakra they have is black chakra or senjutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:05, 19 March 2021 (MDT)<br />
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<br />
Would jutsus like “Truth Seeking Execution” count as an extra feature when using Advanced Training or does it apart of getting the 20th Level Feature as a whole?<br />
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:As stated within Mastered Truth-Seeking Orbs "You also gain the Truth-Seeking Orb Execution jutsu". Generally, features with smaller headers are part of the feature they are immediately under, such as Onyx Jutsu, Unison Jutsu, and the Rinnegan's various paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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Could you add more than 1 Truth Seeking Orb to a jutsu?<br />
<br />
:Technically yes, though not probably not in the way you're thinking. Truth-Seeking Jutsu has been revised to be more clear.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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<br />
Wouldn’t Butterfly Mode be counted as a Boon/Beyond 20th Level Feature for Path of the Body?<br />
<br />
:While I don't like the idea of reducing the number of available unique jutsu, that's a fair point. Changes will be made accordingly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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Does the restrained condition make you incapable of casting Jutsu? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:40, 22 March 2021 (MDT)<br />
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:Being restrained doesn't change whether or not you can cast jutsu unless the method is flavored in a way that would the ability to weave hand signs.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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And does the bonus damage from Affinity and path of permanence include the modifiers? Since it says unarmed damage, I want to be sure whether it's just the dice or the modifiers too.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:17, 22 March 2021 (MDT)<br />
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:One should only add dice. Hopefully this has been clarified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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I have a small question, would it make sense that someone with Hashirama Cells, conly has the cells living inside of them with the help of chakra, so that if you get cut and bleed you aren't giving the world access to the cells, because they are supposed to be this super rare and powerful thing. <br />
So what I guess what im asking, is do the cells only survive as long as there is a chakra sorce for them?<br />
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:There's really no evidence for what you're saying, but I also don't see the problem. In canon, 3 groups are shown being able to create and implant Hashirama cells: Orochimaru (the most scientifically advanced shinobi in the world), the post-war Hidden Leaf Village (the village with the biggest number and most skilled medical nin in the world), and Madara (who could only do so through the Gedo Mazo), so you're really not giving the world anything. Even then, I doubt a wound would offer enough material to be useful, and any blood would soak into pretty much any material, making it completely useless.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:42, 24 March 2021 (MDT)<br />
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If I use Storm Style Unique Jutsu: Jewel of the Dragon Head, and I use Kirin. Does the storm dissipate? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 20:26, 24 March 2021 (MDT)<br />
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:Yes. Kirin dispels any storms it is used under.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:12, 25 March 2021 (MDT)<br />
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In the Multi Summoning Jutsu Master Feat, it says that you can summon any number of creatures in one turn but doesn’t the whole “collective CR” part already undermine the feat? Or will you revise the feat regarding the CR rules?<br />
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:The original limit was incredibly restrictive, especially given Summoning Jutsu's already high cost. Hopefully the most recent edit not only makes MSJM usable, but makes this class less SAD.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:12, 25 March 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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Could you make the sage art and other benefits like it stack with weapon attacks as well? I don't think it would break balence too much (Ive found a way to one-round kaguya), and it makes sense because sage mode and tailed beast mode didn't just make naruto better at punching, they made him stronger overall. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:I've seen the whole "one-shotting Kaguya" thing before, would you mind giving me the specific calculation? The main point of only adding damage to unarmed strikes, rather than all melee attacks, is to control general damage output. For instance, 7 (1d4 + 1d10) damage per attack is perfectly manageable as a temporary boost at lower levels, as is 7 (2d6), but 12 (2d6 + 1d10) is a bit too much. While this becomes less of a problem once you're rolling 13 (3d4 + 1d10) damage per attack with Sage Mode, at that point using a weapon is obsolete. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:35, 4 January 2021 (MST)<br />
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The reason why I wanted it for weapons is because susanoo benefited from curse mark, which is essetially the same thing. it would make sense. and one-shotting kaguya is an expoint that no sane player or dm would allow, thats baically multi-shadow clone master with ten tails jinchuriki, and you bassically have to roll a 24+ on the con save. get the no chakra cost path of the tailed beast feature. Clone (Make sure to take fighter 2) action surge, transform. your clones reapeat this, and whenever you're ready to fire, tailed beast bomb. kaguya and basically all of your cloned tailed beasts would die.[[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:Susanoo benefitting from Curse Mark is meant to parallel Tailed Beast Mode benefitting from Sage Mode, they are not the same thing. Also, your reasoning on why something wouldn't break balance is that a player could theoretically collect and seals all 9 tailed beasts inside them (which would be a campaign in and of itself), roll exceptionally well, and multiclass. You're also missing that every clone would need 20 chakra (~3 rounds of prep that Kaguya could easily obliterate all of your clones during), and that becoming the Ten-Tails' jinchuriki fundamentally means that Kaguya can not exist at the same time. Is it mechanically possible? Sure. Is it worth taking into any consideration? No. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:07, 5 January 2021 (MST)<br />
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1. the ten tails has a tailed beast bomb ability that makes it free and stronger.<br />
2. sage mode and curse mark are senjustu enhancements, and they have very similar properties in the anime<br />
3. you can actually pull this off easily by transforming first, then using clone action surge tailed beast bomb on the kyuubi or really any tailed beast. they would deal enough to kill kaguya, especially if using hidden chakra or asura's reincarnation. if your dm is allowing you to have a tailed beast, you can pull this combooff in one round. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:The only thing that changes in Tailed Beast Mode is ability scores and size; you keep your own features. While I may change this, it would come alongside giving the tailed beasts their own chakra, thus making their TBB cost 20 chakra anyway. While Curse Mark and Sage Mode both use senjutsu, they are shown to be WILDLY different (compare Jiraiya and Jugo). One-shotting Kaguya with TBB would cost 685 chakra (2057/60x20), so it really doesn't matter if you're using hidden chakra or are asura's reincarnation. Trust me, this combo isn't even worth considering. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 5 January 2021 (MST)<br />
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These are basically feat versuons of Indra and Asura’s reincarnation boons except you don’t have to be a reincarnation of the sons of a literal God<br />
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Prodigy:<br />
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You have the choice of either automatically taking your Ninja Path’s 7th level feature and decreasing your 10th Level Feature’s level requirements by 1 or halving 3 jutsus of your choice’s Chakra requirements <br />
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Hard Work Pays Off:<br />
Prerequisites:16th Level or higher<br />
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You gain 1 extra use of the “Advanced Training” Class Feature and have the choice to either learn a unique jutsu (Discuss with your DM), create a custom one (Obviously discuss) or learn 2 new jutsus from any nature element (Excluding Kekkai Genkai), On top of that you also gain affinity with Basic Ninjutsu/Taijutsu depending on what you chose on 2nd level.<br />
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Note: I think I made the “Hard Work Pays Off” feat a bit better compared to the the “Prodigy” feat but ey, that’s why the prerequisite is 16th level<br />
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:Any character could be a prodigy or work hard for their talent, that kind of thing applies to any class and is 100% a part of a character's traits and personality, rather than anything mechanical. The only times either of these would be mechanical is if it was something supernatural, such as being a reincarnation. Beyond that, both of these are incredibly powerful, and easily constitute boons instead of feats. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:00, 6 January 2021 (MST)<br />
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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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Barely any info on this, but how about Will Materialization? Basically what Kaguya did to create Black Zetsu, So far these are the only stats I can think of and it’s still kinda rough<br />
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Will Materialization Epic Boon:<br />
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Prerequisites: Charisma and Wisdom/Intelligence 20,<br />
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- You manifest a portion of yourself in a LV1 “Path of Mutation” (I’d say Black Zetsu lines up with the Path of Adequacy since only thing he and White Zetsu have in common is Body Coating) Shinobi that’s immortal (Probably Jashin Immortality Rules for “Dying”) as long as your chakra somewhat still exists (Stored in a seal even if you’re dead or some sort). This creature is in realistic terms, essentially a 2nd PC but it cannot cast any jutsus (save for Dojutsu abilities) and their chakra point maximum is always halved.<br />
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:This looks interesting, but I'll probably add it as a unique jutsu following the same rules as other Kekkei Mora given that Kaguya is the only one to use it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 13 February 2021 (MST)<br />
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I like how the evil sealing Jutsu isn't a stop gag to prevent activation like in the show. But a method to use the cursed mark. I suggest adding a stipulation to the black frog jutsu under cursed mark. Change it so they can get to the level 7th ability, and make it so once they hit their diversified second stage, they can activate it on their own without the evil sealing jutsu. Or just make a note saying once they gain access to the second diversified stage they can activate it on their own. Yo more closely match with the show. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:18, 25 February 2021 (MST)<br />
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:I completely disagree that would make it more accurate to canon, as the Four Black Fogs jutsu is explicitly used to counter the Mind Awakening Pills that kill the person who ingests them in order to progress their Cursed Mark to be able to use Second Stage. Additionally, Sasuke is the only person to both use a Cursed Mark and be able to activate it at will instead of when they get "worked up". That being said, Kabuto is able to use Sage Transformation effectively all the time, so I have added an Evil Sealing Jutsu-like effect to the 15th level feature. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:19, 25 February 2021 (MST)<br />
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I don't really know how to post on this, but I just wanted to mention some of my feelings on swift style since I'm playing a character who uses it as his main thing. The recently added unique jutsu are cool but feel a bit weird to use in practice. Its very awkward to walk back forth in and out of a creatures range, it feels odd and kind of of missed the point of opportunity attacks. I like the concepts behind the jutsu but i feel as if they could be changed a bit and i have a few ideas for them.<br />
*Heavenly dragon flash: is good as is and really nice to have.<br />
*10,000 step combo: i think giving the user more bonus actions would be more useful and practical than reactions. Not sure if it should be one or 2 more bonus actions but either way i think the effect being "While Surge is active, you move at blinding speeds, kicking off of walls and striking your opponents at any given time. As long as Surge remains active, you may make 1 additional Bonus action, and may take the attack action as a bonus action, and may make attacks of opportunity when your movement causes a creature to move outside of your reach." may be a nice and powerful change.<br />
*Blade Dance: i think this could also be changed and simplified to make it better to use and better overall. the effect could be "While Surge is active, your attack speed increases dramatically, but their effectiveness decreases. As long as Surge remains active, you may make 2 extra, extra attacks as a part of the attack action on your turn, but each of your attacks deal half damage.<br />
*The rasengan ones are great as is i think.<br />
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Anyways, these ideas may not be great, but i felt i could try to offer some change as swift style is kinda obscure so i understand having to make ideas out of no source material. anyways i hope youll consider them if you get the chance.<br />
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:The point of 10,000 Step Combo and Blade Dance being worded like that is to make them synergize by making attacks of opportunity both more common and making them make more attacks. While I'll think about rewording them some time in the future, I'd have to dwell on them longer.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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I understand the point and idea of the wording, i was just saying that they are a bit hard to read and understand, aswell as feeling weird to use in real combat.<br />
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Yes, you were correct. However iirc the sound four were also able to use the cursed mark freely. Though this could easily be eluded to specific conditions or a unique method of training. <br />
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:I mean, I literally rewatched every episode that a character enters Second Stage to come to my decision, and excluding maybe Kimimaro, they all activate after getting worked up. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Add an optional rule where being targeted by a curse mark has but a 10% survival rate. It would be fitting~ [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:29, 26 February 2021 (MST)<br />
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That would probably be a D18 Con Save if a creature chooses to give you a curse mark I think. It’d also be pretty cool if we also have some sort of saving throw for Kama Seals --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:25, 26 February 2021 (MST) Bobert<br />
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:The 10% survival rate wasn't added because of just how disappointing it would be as a player to have a 90% chance to die instantly, but I'll try to find some way to squeeze it in. As for Kama, I have some plans that probably won't be put in place for a while. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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I did the same, at least that specific arc. And yes. You are ccorrect. I wont press the matter any further. My apologies if I made it seem like a bigger deal than it was.<br />
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The changes to Sage Mode are great. Though the classes utility is low, considering utilizing the capstone is near impossible. Since you drain 2 senjutsu chakra every turn when you're not meditating, keeping it at a point where it's equal to your own chakra longer than a single turn is incredibly difficult. Even with clone meditating. As going over the amount you can sustain immediately paralyzes and transforms you. And the benefits for the capstone is a huge step down from what it was. Losing advantage on attacks. Losing yin yang usage or affinity. It's definitely drove a lot of my players off from being interested in said class. That being said. I like it. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:02, 28 February 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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I think Shade Style: Chimera Technique is slightly overpowered. Gaining 3 features is pretty unbalanced. I think if you make it so they can take only 1 feature, it'll be better. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:18, 7 March 2021 (MST)<br />
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:Chimera Technique was intended to be an analogue to replication, specifically with the major downsides that it only lasts for 1 minute and costs about half of a 20th level character's chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:52, 7 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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For the zetsu class, I think it would be cool if when using the possession you can choose which of the stats to use a person could mix and match the stats to really give that support aspect the finishing touch and then maybe put a size limitation on it, like you can't capture anything bigger than large because otherwise a powerful character with luck could take over a tailed beast.<br />
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:Good idea, sounds fun to use.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
<br />
:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
<br />
<br />
I have a character focused on lightning and speed.<br />
He's a cursed mark, specialization on lightning, and implanted Ketsuryūgan Namikaze.<br />
He's kind of laid back and a bit emo, though he's like Sasuke in that he doesn't like to talk much and he's focused on killing a specific person, I'm really having trouble with Nindo as I can't find any or think up any that I think fit.<br />
If any of you can help me with that by making one, giving me ideas, or pointing out one of the Nindos that fit with this guy, I'd really appreciate it. Thanks. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:18, 18 March 2021 (MDT)<br />
<br />
It really depends on your PC's backstory and other stuff, I think checking out the Shinobi backgrounds that were made for this class would be a good start--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 05:24, 18 March 2021 (MDT)<br />
<br />
<br />
So I've got an idea about the Nindo but I'm not good at making custom Nindos lol, so I might need some help how would a Nindo about speed work? Like for example "I'm/I will be the fastest there is". "No one can catch the flash". "My speed is everything." Something like that, now how do you think a Nindo like that would work?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 13:41, 21 March 2021 (MDT)<br />
<br />
:My immediate thought is that "No one can catch the flash" would be really interesting if it worked along the lines of "while you are at your maximum hit points, your movement speed increases by +10 ft.", so it offers both a solid bonus and changes how you play in an interesting way.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:51, 21 March 2021 (MDT)<br />
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<br />
That Nindo is absolutely perfect, it surprises me that you get such ideas from the first try. I don't see a reason to modify anything in it so I'm just going to take it as is. Thanks a lot!<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 14:28, 21 March 2021 (MDT)<br />
<br />
<br />
Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
<br />
:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
<br />
::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
<br />
:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
<br />
::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
<br />
I think Edo Tensei should take a saving throw or ability check to set yourself free. Maybe in addition to the chakra, maybe as a replacement. But as is, it just makes it impossible to keep anyone worth keeping under control without them freeing themselves like it's nothing. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:55, 22 March 2021 (MDT)<br />
<br />
:I mean, ignoring the fact that the minimum cost requires a creature with {{5a|con}} +0 to spend their entire chakra pool (40x0.75=15x2), Kabuto and Orochimaru couldn't even hope to control characters like Hashirama (without his mega-nerf which I absolutely am not skilled enough to implement) or Madara.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
<br />
::The thing is that in my campaign we use Chakra exhaustion. So what's a few points of exhaustion against eternal servitude? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:33, 22 March 2021 (MDT)<br />
<br />
:::That makes a lot more sense. Hopefully the issue has been resolved with a much more simple fix.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
<br />
<br />
The lightning unique Jutsu are kind of bothering in that almost all of them cost way too much chakra, making lightning Unique Jutsu totally not worth taking unlike it's regular Jutsu. I don't see a problem with the high damage or powerful ones using too much chakra. What I'm basing this on is the Chidori variants. For example Chidori senbon costs 6 chakra. But it's just like the regular Jutsu thunder. It's average damage is also the same and thunder has 5 more feet of range than it, but it only costs 1 chakra.<br />
I don't see a problem with Chidori spear at all, it's good as it is.<br />
And so is Chidori katana, and lightning transmission.<br />
But Chidori current is also bothering me with the high amount of chakra to use, the extra 9 for being used as a reaction doesn't bother me but the base 16 does, with how Chidori current is why not make it's cost the base 8 for chidori, or 10?<br />
And thunderbolt costing 5 is a bit much considering what it does don't you think?<br />
I might be wrong, so if I am please tell me.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:31, 23 March 2021 (MDT)<br />
<br />
:Chidori current costs so much because it hits every creature in a 20 ft. radius, unlike chidori that only hits one target. You'd be dealing an equal amount of total damage if you hit one or two creatures, with hitting even more creatures being very likely. The increase in versatility is just too much to have an equal cost.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:22, 23 March 2021 (MDT)<br />
<br />
== [[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 />
<br />
<br />
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 />
<br />
I honestly think creating a setting on its own for it would be optimal. <br />
<br />
-[[User:Kiralokiin|Kiralokiin]] ([[User talk:Kiralokiin|talk]]) 06:24, 13 November 2019 (MST)<br />
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<br />
Wonderful! I’ll get to working on it right away. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:31, 13 November 2019 (MST)<br />
<br />
<br />
I'm loving the look of it so far, and I'm glad to see my items have been added to it too.<br />
<br />
- [[User:Voided Essence|Voided Essence, The Void Walker]] ([[User talk:Voided Essence|talk]]) 18:52, 13 November 2019 (MST)<br />
<br />
<br />
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 />
<br />
<br />
In my opinion they should probably be around CR 10-15 depending on the Character. <br />
<br />
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 />
<br />
Having Akatsuki members' abilities synergise with their respective partners could also be a fun idea.<br />
<br />
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 />
<br />
-[[User:Kiralokiin|Kiralokiin]] ([[User talk:Kiralokiin|talk]]) 11:44, 20 November 2019 (MST)<br />
<br />
Is it possible to add movie creatures like the zero tails<br />
<br />
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 />
<br />
: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 />
<br />
I would love to help but I am pretty new to DND. But sounds great and thanks for everything. -D<br />
<br />
: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 />
<br />
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 />
<br />
Hey man under the Jinchuriki Overview you have nine tailed jinchuriki listed twice [[user: RenBimu | RenBimu]]<br />
<br />
:Thanks for catching that. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:42, 18 April 2020 (MDT)<br />
<br />
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 />
<br />
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 />
<br />
: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 />
<br />
I have a question my man. Are you going to make a campaign or set up different missions? [[User: RenBimu| RenBimu]]<br />
<br />
: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 />
<br />
'''''Rogue Requests:'''''<br />
<br />
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 />
<br />
: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 />
<br />
Whats on our to do list today boss? [[User: RenBimu|RenBimu]]<br />
<br />
: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 />
<br />
: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 />
<br />
: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 />
<br />
But I do have questions do you plan on making the sound 4 or kaguya or naruto and sasuke as creatures?<br />
<br />
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 />
<br />
: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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<br />
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 />
<br />
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 />
<br />
: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 />
<br />
== Quality Article Nomination ==<br />
<br />
{{Quality Article Nominee|01:02, 12 February 2021 (MST)}}<br />
<br />
'''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 />
<br />
'''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 />
<br />
'''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 />
<br />
== baryon mode ==<br />
<br />
I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
<br />
:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1453811Talk:Naruto: Shinobi (5e Class)2021-03-25T18:57:33Z<p>FrickyDiBoop: /* Clarifications */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Sage Mode/Kama Rewrite==<br />
Hi, all, sorry for the delay in responding, between real life responsibility and reworking [[Shinobi World (5e Campaign Setting)]] there wasn't much time to do so. As I was creating the various Naruto variants, I realized that the Paths of the Sage and Succession, like the Path of the Cursed had previously, is counterintuitive to the rest of this class. This class is centered around chakra, so slapping timers on features somewhat dilutes this class (not including dojutsu for obvious reasons). Would people be okay with introducing senjutsu chakra and some sort of "white chakra" to Sage Mode and Kama transformations respectively? Also, check out the below discussion, I'd still love to hear more thoughts on that. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]])<br />
<br />
<br />
The curse mark revamp that happened recently was absolutely great, me and the guys over here that play on this setting absolutely fell in love with it right away even though it slightly changed how we did stuff. But it changed it for the better, we're excited to see more like that.<br />
So me and the guys over here tell you "Go for it!!"<br />
<br />
<br />
About sage mode, we've realized something. The wisdom score limit to senjutsu chakra and the requirement to have senjutsu chakra equal to your normal chakra for partial sage mode make it so that if your chakra is higher than your wisdom score, you can't use sage mode.<br />
Which will almost be always the case at later levels, or is it meant that for the user to expend their normal chakra, until it's within their wisdom score?<br />
<br />
:I am aware of the current problems of it. It was saved in a place that I could get a general idea of what I'm going for, not necessarily in its complete state. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 28 February 2021 (MST)<br />
::Hopefully the problem has been resolved. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
<br />
Yeah it has, thanks.<br />
<br />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
<br />
I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
<br />
:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (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 />
<br />
What differentiates the normal Path of Hatred “Genjutsu” ability to its unique Jutsu “Ephemeral”<br />
<br />
:First of all, it doesn't require the target to look at the user. It only requires the user to touch the chosen target. And then, the target rolls the saving throw with disadvantage. --FrickyDiBoop([[User talk:FrickyDiBoop|talk]]) 04:01, 25 February 2021 (MST)<br />
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I have a question. Does Truesight see through the "disguise" feature of Path of Mutation? If yes then I think it might be underpowered to be gained at level 10 as most dojutsu and sage mode have truesight at level 3<br />
<br />
And also about path of specialization when I cast my signature jutsu can I choose to forego the improved Technique feature? Otherwise it makes a heavy drawback to characters with low save DCs as their signature jutsu's damage will be almost always halved due to the saving throw [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
:As you can not be distinguished "by chakra sense", which is the source of dojutsu/Sage Mode truesight, they would not be able to distinguish. The saving throw to reduce damage from Improved Technique only applies to the additional damage, not the jutsu's base damage. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
<br />
<br />
Does chakra exhaustion work exactly like normal exhaustion? In regards to needing to have multiple long rests to get rid of the exhaustion. Because since the moment I laid my eyes on that optional rule, I thought that in the next rest, once you have a positive number in your chakra points, all the exhaustion is gone. Mainly since it would be so annoying to have time skips left and right just so our characters won't have any detrimental effects before the next mission. And I mean ''only'' through rest. Indra's Susanoo and Cursed Mark chakra can't get rid of exhaustion.<br />
<br />
:While I couldn't write it in a satisfying way, the intent was for regaining chakra points to reduce your exhaustion. With this in mind, while Cursed Mark certainly shouldn't be able to reduce chakra exhaustion for the same reason red chakra can't, I don't see why Indra Susano'o shouldn't be able to. Exhaustion can also be cured by chakra pills (or greater restoration if you aren't doing a shinobi only campaign), so it's not exactly your ''only'' option. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Regarding Cooperation Jutsu, if the requirement to perform the jutsu has to be achieved by either one or both and they perform a kekkei genial jutsu, does that mean that in order to do it one of them would have to choose that kekkei genkai? Effectively disabling them from having other kekkei genkais.<br />
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:I gotta be real, the Cooperation Jutsu variant rule was written a while ago and I'm still not positive I like how any of it is worded, so I full on might completely rewrite it. The intent was to allow writing it that way was to allow things like Scorch Style: Nimbus Tempest, in which neither Naruto nor Sasuke knew Scorch Style, but could individually use Fire and Wind Style. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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And what happens in a case that an Uchiha fulfills the requirement of the mangekyo, which is witnessing the death of a close entity, but they have yet to reach level 15?<br />
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:It would be a similar effect to Sasuke unlocking his first tomoe, they would technically "have" Mangekyo, but the repressed trauma would keep them from using it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Question about the cursed mark: it says if I can use black chakra as if it were normal chakra but if I do so I have to spend an equal amount of normal chakra.. so in the case that my normal chakra is lower than my black chakra. Or my chakra is 0, or -0 or i don't have any chakra remaining at all. How will that be managed? Or is that all just meant to if I use black chakra and normal chakra at the same time?<br />
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:That piece of wording was intended to only apply to using black chakra and normal chakra on the same jutsu. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Is there a way for a third party to unseal a seal? I looked around the page and didn't find it... --<br />
[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:31, 28 February 2021 (MST)<br />
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I noticed Path of Beast, Path of Hatred, and the path of exalted now include level 22, 27 and 30 milestones. Is this intentional? And if so, what made you desire this change? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 07:50, 2 March 2021 (MST)<br />
<br />
:These features have been on the page for ages, but their place has always been pretty nebulous as Beyond 20th Level also grants boons. This way, path features are with path features, their place is better clarified within the extended ruleset, and honestly they're just easier to find and edit. As detailed under the Ninja Paths header, if you aren't using that variant rule they are simply epic boons with a 20th level requirement.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:51, 2 March 2021 (MST)<br />
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Seems like my question was glanced over. I think you just didn't notice it, so I'll ask again. Is there a way for a third party to unseal a seal? I looked around the page and didn't find anything about it. Maybe I just missed it or something. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 11:54, 2 March 2021 (MST)<br />
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:Sorry about that! At the moment there is not, but I will add one in the near future.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
:My bad, it appears we both overlooked it. Rules for removing and highjacking a seal is listed immediately under the unique jutsu header.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:41, 2 March 2021 (MST)<br />
<br />
::What? Where? I can't see it. Maybe I'm blind.... --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:59, 2 March 2021 (MST)<br />
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:::My bad, immediately under the REGULAR BASIC NINJUTSU header, "Seals can be created on any surface, however special material (such as Chakra Tags and Elemental Ink) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra point spent on the seals." Apparently I couldn't type at noon. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:04, 2 March 2021 (MST)<br />
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Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth<br />
Cost: 10 Chakra<br />
The user forms a seal on another creature it can touch. Once per hour, that creature gains 2 chakra points, even if they can not use chakra. This can extend above a creature’s chakra point maximum, and they are not lost at the end of a long rest. This chakra can’t be used by the creature it is sealed in, but the creature that used this jutsu may cast jutsu from the seal using both the sealed creature’s chakra and their own.<br />
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Can this jutsu be done on yourself? Cuz it does fall into touch category, but maybe RAI it's a no-go. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:41, 3 March 2021 (MST)<br />
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:This jutsu can not be used on the caster.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:25, 3 March 2021 (MST)<br />
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<br />
Would the Painkiller feat enable you to bypass Baryon Mode’s permanent HP decrease (At least for a few turns + Con mod)?.<br />
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:Painkiller only decreases hit point reduction, not maximum hit points, so while it is still useful for bypassing its current hit point reduction, the answer is no. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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It says that you had some sort of secondary subclass (Dojutsu implants,Kama,Soul Containment,etc) you can only reach it’s 10th or 15th level feature unless you have some feats, but can you use Advanced Training to simply get the next and final features?<br />
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:I hadn't considered that when making Advanced Training, but I suppose so. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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Path of Totality Manipulation, does it require an action or? If it's a free action it's unstoppable. If it's a bonus action it's manageable.<br />
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Also if you have affinity in basic do you add your unarmed damage to shadow clone attacks? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 11:24, 5 March 2021 (MST)<br />
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:Manipulation's rules were vague, so I have clarified it as well as giving it a sleight nerf. Affinity only increases damage that a jutsu deals when cast, not damage a jutsu's construct deals, so shadow clones and summons do not deal additional unarmed die damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:07, 5 March 2021 (MST)<br />
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The Tenseigan can only be achieved through implantation. So is it safe to assume that the Tenseigan doesn't follow implantation rules?<br />
And can Kirin be used while being in a closed room, unable at all to see the sky? I assume it is because the jutsu doesn't say otherwise, but I like to make sure. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:12, 5 March 2021 (MST)<br />
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:The Tenseigan still follows implantation rules if you gain it after 3rd level, because while naturally gaining the Tenseigan at 3rd level isn't justified in canon, either of the previous being false makes it kinda weird balance-wise. As for Kirin, it does say that the lightning comes from the cloud, so while you should be able to use it indoors, it should be harder, which I will try to make clearer. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:20, 5 March 2021 (MST)<br />
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How does Masterful Chakra Control works exactly? The ability of lowering chakra cost, to be specific. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:15, 6 March 2021 (MST)<br />
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:You decrease the amount of chakra you need to spend by your Intelligence modifier to a minimum of 1. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So how exactly does Red Chakra work? Does it mean that 1 red Chakra is enough to use a single Jutsu or do you need to have an amount of chakra equal to the jutsu’s chakra cost?<br />
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:As described in the feature, red chakra can be spent in the same way as normal chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So if a Jutsu needs 5 Chakra, I need 5 red chakra to do it? Alright, thanks for the clarification.<br />
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<br />
There’s been a things I’ve been wondering about Path of Hatred lately so here are my questions,<br />
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Wouldn’t each eye’s gradual blindness be separate except maybe for using Susanno? For example, I use my right eye more often to use Tsukuyomi but rarely use my left eye to cast Kotoamatsakumi so wouldn’t that mean only the right eye’s vision would deteriorate? (Idk how to deal with this since the Gradual Blindness variant rule isn’t made for this)<br />
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:Technically each eye would go blind individually, but defining that mechanically would be an absolute nightmare, and using such mechanics even more so.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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I remember seeing in an archive that you can take the same MS ability multiple times, but what benefit does it give you if you chose the same ability 2 or more times since CBS was the only one that clarifies this?<br />
(Basically what do you get from having multiple Amaterasus,Tsukuyomi,Totsuka Blade,Yata Mirror,etc)<br />
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:Amaterasu, Tsukuyomi, and Yata Mirror wouldn't benefit from being taken multiple times. The main ones that benefit are Telekinesis (each take allowing the user to manipulate an additional 100 pounds), Totsuka Blade (I've been meaning to rewrite it to be more inclusive to all Susanoo weapons, thus taking it twice would apply it to both Susanoo weapons), and Kotoamatsukami (with each take granting an additional use).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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Would we ever get a Partial Susanno feat/boon (Like how Sasuke and Madara summon ribcages and limbs)?<br />
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:A partial susanoo feat is in the works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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If you permanently lose a path, like with baryon mode or with your extracting your jinchuriki, can you gain another path in it's place? And can path of the cursed be permanently lost, like with Sasuke when itachi freed him from it?<br />
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Second question: with path of the puppet master it says "you can create threads of chakra" but doesn't clarify if it requires an action, does that mean it's a free action? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Hopefully the most recent edit has clarified these. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:47, 8 March 2021 (MST)<br />
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<br />
If you end Baryon Mode, what would be the PC and the Tailed Beast’s maximum HP since it only says PC would lose 20 current and maximum HP but it never said what it would mean for its tailed beast or even how to divide the HP back after ending it<br />
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<br />
Question about Basic Ketsuryūgan, it says if I "make" an unarmed attack, I can expend a chakra point to force them a Con save and make them stunned on a failure.<br />
The "make" has me a bit confused, do I need to actually "hit" them to force them the save or can I do that even if I missed?<br />
I have the same question about Byakugan's heavy palm.<br />
And a similiar question about lightning cloak, do they take the damage just if they hit me, or if they attempt to do so?<br />
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<br />
And does my curse mark stay active even if I'm knocked unconscious? That would spell death, since it'll keep reducing maximum hp until the user reaches 0 and they can't do anything about it. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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Does the loss of HP from Path of Youth abilities considered damage? Can Painkiller reduce it? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:56, 11 March 2021 (MST)<br />
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:Hopefully the above have been edited into clarity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Can the cell activation Jutsu take away the curse mark feature? Is it counted as a curse for cell activation and greater restoration? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Mechanically, cursed mark is a class feature, not a curse, so it would not be affected.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Is there a shark-shifting-thingy for Hoshigaki people? Like Kisame can do. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:29, 12 March 2021 (MST)<br />
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:Assuming you're talking about the form he used against Guy, Kisame's shark form was a function of Samehada, not necessarily the Hoshigaki clan. I might add it some time in the future, but I wouldn't count on it since there really isn't a huge difference between that and using Samehada as a Hoshigaki. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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<br />
My earlier message about the curse mark wasn't answered so in case you didn't see it.<br />
Does the curse mark stay active even when the user is unconscious?<br />
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For people who want to break out of Edo Tensei, if it was cast not in initiative (so it's cost is halved), does the amount of chakra to break out counts as 7/8 or still 15? Disregarding the doubling for people that don't know the jutsu. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:42, 13 March 2021 (MST)<br />
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:They weren't unanswered, just one of the few that were answered in a main page edit rather than on this page. All path features that require upkeep end if you become unconscious as stated under the Paths header, and Edo Tensei is no longer affected by out-of-initiative cost reduction.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:26, 13 March 2021 (MST)<br />
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Would a jutsu count more as a spell or a cantrip because your only able to cast 1 spell per turn but a infinite amount of cantrips as long as you have enough extra attacks or bonus actions?<br />
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:I have no idea where you're getting that you can cast an infinite amount of cantrips, or that you can only cast 1 spell per turn. Spell level doesn't determine how you can cast it at all, casting time does, and almost every official cantrip has a casting time of 1 action. This is also why cantrips that deal damage deal more damage based on character level, if they didn't DPR casters wouldn't be able to keep up with DPR non-casters with multiattack. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:59, 15 March 2021 (MDT)<br />
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Just a few Path of the Puppet Master questions:<br />
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Can you place seals on puppets?<br />
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Can a puppet be used as a vessel for Creation of Heaven and Earth and Fury?<br />
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Can puppets (specifically Human Puppets) cast jutsus?<br />
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<br />
The curse Mark's 15th level feature contains "You gain one additional Diversified Second Stage effect."<br />
When I do that, is it always the same effect that I chose the first time everytime? Or do I choose whichever effect I want whenever I use that? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Hopefully the most recent edit has put these to rest. As a general rule, seals can be placed on literally anything. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Where does one come across a White Kama?<br />
Is this planned for future updates? Or is this just up to the DM? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 16:11, 16 March 2021 (MDT)<br />
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:Honestly, there's not any real difference between Kama and White Kama in play beyond how the player role plays it, so I don't currently have any plans to add it, though this may change. It's only stated in Ōtsutsuki Demi-God for the sake of canon accuracy and flavor text. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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Since you can cast jutsus with puppets, does that mean feats like Multi-Shadow Clone Jutsu Master work on puppets?<br />
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:Controlled puppets can cast clone jutsu, but as the page was this would be massively overpowered as it was. Hopefully this has been balanced. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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What would be the stats of the 4th and 5th puppets in “Master Strategist” as shown in the newest revision for Path of the Puppet Master?<br />
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:Master strategist does not grant additional puppets, only the ability to control two additional puppets. It's really only a good option if you took human puppeteer or have a very generous DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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If someone gets a kekkei genkai, they can also use the two natures that construct it. But my friends think that being granted the ability to take jutsus from those lists grant them with the extra jutsu you get from gaining a new nature. Please tell me this is wrong. It just feels so unbalanced for me, since not only do their get the ability to use jutsus from multiple natures, but they can also take up more jutsus than any other ninja would. I get that Kekkei Genkai is cool and unique and all, but the system can't just favor someone based on a single dice roll. That's basically my case lol. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:41, 17 March 2021 (MDT)<br />
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:I'm going to be completely honest, if you're worried about balance DO NOT use the Random Natures variant rule, it is easily the most busted variant rule on this page. Every time I've even considered using it, I've also considered making a variant rule to restrict component natures, most often by requiring a player to unlock them, but there should definitely be some sort of benefit for rolling well if you use it in the first place. What your friends say is correct, and there's really no good way around it without throwing out nature rolls as a whole.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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on page 202 of the PHB under the bonus action heading of the casting time section: If you cast a spell with your bonus action, You can't cast another spell during the same turn, except for a cantrip with a casting time of I action.<br />
So if i were to use the kamui ability intangible witch costs a bonus action what jutsu would i be able to use after if any. Hopefully this helps i kinda worded it weirdly last time.<br />
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:Jutsu are similar to spells, but are not spells. If a jutsu can be cast as an action or bonus action, the only limitation is if you have a usable action or bonus action.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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Also in the Beyond 20th Level chart i noticed that at level 37 the martial arts goes from 3d6 (average of 10.5) to 2d10 (average of 11) barely increasing the average damage and decreasing the minimum damage from 3 to 2 making it less of a bonus and more of a disadvantage.<br />
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:While what you say is technically true, 4d6 is a jump of 4, when the typical increase is +1, making +0.5 a better alternative. As far as I can tell, there's really no better alternative, though you're welcome to suggest anything I might have missed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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What if you replace the 3d6 with 2d10, the 2d10 with 2d12, and the 2d12 with 3d8 then all the jumps would be +1 except for the last one that would only give a +0.5 to the average as well as increasing the minimum damage from 2 to 3.<br />
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:While I still kinda take issue with that, I suppose it's just as big of a jump as 1d12 to 2d8, it should make more sense now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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How do clones and subclass features like dojutsu, sage mode, curse mark, and the path of beast releases work? There's been a lot of arguments about this in our campaign that clones became a pain to even use, so I've decided not to use them until everything is clarified.<br />
So please clarify shadow clone jutsu. Including if effects but not conditions, like weighted boulder carry over. And also when you answer the subclass feature question. If you had any of those features activated and made a clone, will they automatically be activated for them? <br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:39, 19 March 2021 (MDT)<br />
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<br />
What happens if a clone uses Gedo Art of Rinne Rebirth? This question kind of seconds the dude above me with the confusion.<br />
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:Effects carry over when clones are dispelled, including Rinne Rebirth's instant death, and any features effecting you are carried over to any clones.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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<br />
Alright but what about extra chakra reserves, like black chakra and senjutsu? Do they get those as well?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 10:42, 19 March 2021 (MDT)<br />
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:If the chakra you spent was black chakra or senjutsu, the chakra they have is black chakra or senjutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:05, 19 March 2021 (MDT)<br />
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<br />
Would jutsus like “Truth Seeking Execution” count as an extra feature when using Advanced Training or does it apart of getting the 20th Level Feature as a whole?<br />
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:As stated within Mastered Truth-Seeking Orbs "You also gain the Truth-Seeking Orb Execution jutsu". Generally, features with smaller headers are part of the feature they are immediately under, such as Onyx Jutsu, Unison Jutsu, and the Rinnegan's various paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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Could you add more than 1 Truth Seeking Orb to a jutsu?<br />
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:Technically yes, though not probably not in the way you're thinking. Truth-Seeking Jutsu has been revised to be more clear.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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<br />
Wouldn’t Butterfly Mode be counted as a Boon/Beyond 20th Level Feature for Path of the Body?<br />
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:While I don't like the idea of reducing the number of available unique jutsu, that's a fair point. Changes will be made accordingly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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Does the restrained condition make you incapable of casting Jutsu? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:40, 22 March 2021 (MDT)<br />
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:Being restrained doesn't change whether or not you can cast jutsu unless the method is flavored in a way that would the ability to weave hand signs.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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And does the bonus damage from Affinity and path of permanence include the modifiers? Since it says unarmed damage, I want to be sure whether it's just the dice or the modifiers too.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:17, 22 March 2021 (MDT)<br />
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:One should only add dice. Hopefully this has been clarified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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<br />
I have a small question, would it make sense that someone with Hashirama Cells, conly has the cells living inside of them with the help of chakra, so that if you get cut and bleed you aren't giving the world access to the cells, because they are supposed to be this super rare and powerful thing. <br />
So what I guess what im asking, is do the cells only survive as long as there is a chakra sorce for them?<br />
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:There's really no evidence for what you're saying, but I also don't see the problem. In canon, 3 groups are shown being able to create and implant Hashirama cells: Orochimaru (the most scientifically advanced shinobi in the world), the post-war Hidden Leaf Village (the village with the biggest number and most skilled medical nin in the world), and Madara (who could only do so through the Gedo Mazo), so you're really not giving the world anything. Even then, I doubt a wound would offer enough material to be useful, and any blood would soak into pretty much any material, making it completely useless.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:42, 24 March 2021 (MDT)<br />
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<br />
If I use Storm Style Unique Jutsu: Jewel of the Dragon Head, and I use Kirin. Does the storm dissipate? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 20:26, 24 March 2021 (MDT)<br />
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:Yes. Kirin dispels any storms it is used under.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:12, 25 March 2021 (MDT)<br />
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In the Multi Summoning Jutsu Master Feat, it says that you can summon any number of creatures in one turn but doesn’t the whole “collective CR” part already undermine the feat? Or will you revise the feat regarding the CR rules?<br />
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:The original limit was incredibly restrictive, especially given Summoning Jutsu's already high cost. Hopefully the most recent edit not only makes MSJM usable, but makes this class less SAD.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:12, 25 March 2021 (MDT)<br />
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Then what's the point of Jewel of the Dragon Head? It's just a weather change, which is just situationally good. In general, it's just a waste of chakra. I thought, because the name and the chakra cost matched with Kirin's stuff that maybe it was specially designed for it. So basically, what I'm asking is, what did you have in mind when making it? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 12:57, 25 March 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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Could you make the sage art and other benefits like it stack with weapon attacks as well? I don't think it would break balence too much (Ive found a way to one-round kaguya), and it makes sense because sage mode and tailed beast mode didn't just make naruto better at punching, they made him stronger overall. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:I've seen the whole "one-shotting Kaguya" thing before, would you mind giving me the specific calculation? The main point of only adding damage to unarmed strikes, rather than all melee attacks, is to control general damage output. For instance, 7 (1d4 + 1d10) damage per attack is perfectly manageable as a temporary boost at lower levels, as is 7 (2d6), but 12 (2d6 + 1d10) is a bit too much. While this becomes less of a problem once you're rolling 13 (3d4 + 1d10) damage per attack with Sage Mode, at that point using a weapon is obsolete. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:35, 4 January 2021 (MST)<br />
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The reason why I wanted it for weapons is because susanoo benefited from curse mark, which is essetially the same thing. it would make sense. and one-shotting kaguya is an expoint that no sane player or dm would allow, thats baically multi-shadow clone master with ten tails jinchuriki, and you bassically have to roll a 24+ on the con save. get the no chakra cost path of the tailed beast feature. Clone (Make sure to take fighter 2) action surge, transform. your clones reapeat this, and whenever you're ready to fire, tailed beast bomb. kaguya and basically all of your cloned tailed beasts would die.[[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:Susanoo benefitting from Curse Mark is meant to parallel Tailed Beast Mode benefitting from Sage Mode, they are not the same thing. Also, your reasoning on why something wouldn't break balance is that a player could theoretically collect and seals all 9 tailed beasts inside them (which would be a campaign in and of itself), roll exceptionally well, and multiclass. You're also missing that every clone would need 20 chakra (~3 rounds of prep that Kaguya could easily obliterate all of your clones during), and that becoming the Ten-Tails' jinchuriki fundamentally means that Kaguya can not exist at the same time. Is it mechanically possible? Sure. Is it worth taking into any consideration? No. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:07, 5 January 2021 (MST)<br />
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1. the ten tails has a tailed beast bomb ability that makes it free and stronger.<br />
2. sage mode and curse mark are senjustu enhancements, and they have very similar properties in the anime<br />
3. you can actually pull this off easily by transforming first, then using clone action surge tailed beast bomb on the kyuubi or really any tailed beast. they would deal enough to kill kaguya, especially if using hidden chakra or asura's reincarnation. if your dm is allowing you to have a tailed beast, you can pull this combooff in one round. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:The only thing that changes in Tailed Beast Mode is ability scores and size; you keep your own features. While I may change this, it would come alongside giving the tailed beasts their own chakra, thus making their TBB cost 20 chakra anyway. While Curse Mark and Sage Mode both use senjutsu, they are shown to be WILDLY different (compare Jiraiya and Jugo). One-shotting Kaguya with TBB would cost 685 chakra (2057/60x20), so it really doesn't matter if you're using hidden chakra or are asura's reincarnation. Trust me, this combo isn't even worth considering. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 5 January 2021 (MST)<br />
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These are basically feat versuons of Indra and Asura’s reincarnation boons except you don’t have to be a reincarnation of the sons of a literal God<br />
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Prodigy:<br />
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You have the choice of either automatically taking your Ninja Path’s 7th level feature and decreasing your 10th Level Feature’s level requirements by 1 or halving 3 jutsus of your choice’s Chakra requirements <br />
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Hard Work Pays Off:<br />
Prerequisites:16th Level or higher<br />
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You gain 1 extra use of the “Advanced Training” Class Feature and have the choice to either learn a unique jutsu (Discuss with your DM), create a custom one (Obviously discuss) or learn 2 new jutsus from any nature element (Excluding Kekkai Genkai), On top of that you also gain affinity with Basic Ninjutsu/Taijutsu depending on what you chose on 2nd level.<br />
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Note: I think I made the “Hard Work Pays Off” feat a bit better compared to the the “Prodigy” feat but ey, that’s why the prerequisite is 16th level<br />
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:Any character could be a prodigy or work hard for their talent, that kind of thing applies to any class and is 100% a part of a character's traits and personality, rather than anything mechanical. The only times either of these would be mechanical is if it was something supernatural, such as being a reincarnation. Beyond that, both of these are incredibly powerful, and easily constitute boons instead of feats. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:00, 6 January 2021 (MST)<br />
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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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Barely any info on this, but how about Will Materialization? Basically what Kaguya did to create Black Zetsu, So far these are the only stats I can think of and it’s still kinda rough<br />
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Will Materialization Epic Boon:<br />
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Prerequisites: Charisma and Wisdom/Intelligence 20,<br />
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- You manifest a portion of yourself in a LV1 “Path of Mutation” (I’d say Black Zetsu lines up with the Path of Adequacy since only thing he and White Zetsu have in common is Body Coating) Shinobi that’s immortal (Probably Jashin Immortality Rules for “Dying”) as long as your chakra somewhat still exists (Stored in a seal even if you’re dead or some sort). This creature is in realistic terms, essentially a 2nd PC but it cannot cast any jutsus (save for Dojutsu abilities) and their chakra point maximum is always halved.<br />
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:This looks interesting, but I'll probably add it as a unique jutsu following the same rules as other Kekkei Mora given that Kaguya is the only one to use it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 13 February 2021 (MST)<br />
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I like how the evil sealing Jutsu isn't a stop gag to prevent activation like in the show. But a method to use the cursed mark. I suggest adding a stipulation to the black frog jutsu under cursed mark. Change it so they can get to the level 7th ability, and make it so once they hit their diversified second stage, they can activate it on their own without the evil sealing jutsu. Or just make a note saying once they gain access to the second diversified stage they can activate it on their own. Yo more closely match with the show. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:18, 25 February 2021 (MST)<br />
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:I completely disagree that would make it more accurate to canon, as the Four Black Fogs jutsu is explicitly used to counter the Mind Awakening Pills that kill the person who ingests them in order to progress their Cursed Mark to be able to use Second Stage. Additionally, Sasuke is the only person to both use a Cursed Mark and be able to activate it at will instead of when they get "worked up". That being said, Kabuto is able to use Sage Transformation effectively all the time, so I have added an Evil Sealing Jutsu-like effect to the 15th level feature. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:19, 25 February 2021 (MST)<br />
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I don't really know how to post on this, but I just wanted to mention some of my feelings on swift style since I'm playing a character who uses it as his main thing. The recently added unique jutsu are cool but feel a bit weird to use in practice. Its very awkward to walk back forth in and out of a creatures range, it feels odd and kind of of missed the point of opportunity attacks. I like the concepts behind the jutsu but i feel as if they could be changed a bit and i have a few ideas for them.<br />
*Heavenly dragon flash: is good as is and really nice to have.<br />
*10,000 step combo: i think giving the user more bonus actions would be more useful and practical than reactions. Not sure if it should be one or 2 more bonus actions but either way i think the effect being "While Surge is active, you move at blinding speeds, kicking off of walls and striking your opponents at any given time. As long as Surge remains active, you may make 1 additional Bonus action, and may take the attack action as a bonus action, and may make attacks of opportunity when your movement causes a creature to move outside of your reach." may be a nice and powerful change.<br />
*Blade Dance: i think this could also be changed and simplified to make it better to use and better overall. the effect could be "While Surge is active, your attack speed increases dramatically, but their effectiveness decreases. As long as Surge remains active, you may make 2 extra, extra attacks as a part of the attack action on your turn, but each of your attacks deal half damage.<br />
*The rasengan ones are great as is i think.<br />
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Anyways, these ideas may not be great, but i felt i could try to offer some change as swift style is kinda obscure so i understand having to make ideas out of no source material. anyways i hope youll consider them if you get the chance.<br />
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:The point of 10,000 Step Combo and Blade Dance being worded like that is to make them synergize by making attacks of opportunity both more common and making them make more attacks. While I'll think about rewording them some time in the future, I'd have to dwell on them longer.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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I understand the point and idea of the wording, i was just saying that they are a bit hard to read and understand, aswell as feeling weird to use in real combat.<br />
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Yes, you were correct. However iirc the sound four were also able to use the cursed mark freely. Though this could easily be eluded to specific conditions or a unique method of training. <br />
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:I mean, I literally rewatched every episode that a character enters Second Stage to come to my decision, and excluding maybe Kimimaro, they all activate after getting worked up. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Add an optional rule where being targeted by a curse mark has but a 10% survival rate. It would be fitting~ [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:29, 26 February 2021 (MST)<br />
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That would probably be a D18 Con Save if a creature chooses to give you a curse mark I think. It’d also be pretty cool if we also have some sort of saving throw for Kama Seals --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:25, 26 February 2021 (MST) Bobert<br />
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:The 10% survival rate wasn't added because of just how disappointing it would be as a player to have a 90% chance to die instantly, but I'll try to find some way to squeeze it in. As for Kama, I have some plans that probably won't be put in place for a while. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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I did the same, at least that specific arc. And yes. You are ccorrect. I wont press the matter any further. My apologies if I made it seem like a bigger deal than it was.<br />
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The changes to Sage Mode are great. Though the classes utility is low, considering utilizing the capstone is near impossible. Since you drain 2 senjutsu chakra every turn when you're not meditating, keeping it at a point where it's equal to your own chakra longer than a single turn is incredibly difficult. Even with clone meditating. As going over the amount you can sustain immediately paralyzes and transforms you. And the benefits for the capstone is a huge step down from what it was. Losing advantage on attacks. Losing yin yang usage or affinity. It's definitely drove a lot of my players off from being interested in said class. That being said. I like it. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:02, 28 February 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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I think Shade Style: Chimera Technique is slightly overpowered. Gaining 3 features is pretty unbalanced. I think if you make it so they can take only 1 feature, it'll be better. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:18, 7 March 2021 (MST)<br />
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:Chimera Technique was intended to be an analogue to replication, specifically with the major downsides that it only lasts for 1 minute and costs about half of a 20th level character's chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:52, 7 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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For the zetsu class, I think it would be cool if when using the possession you can choose which of the stats to use a person could mix and match the stats to really give that support aspect the finishing touch and then maybe put a size limitation on it, like you can't capture anything bigger than large because otherwise a powerful character with luck could take over a tailed beast.<br />
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:Good idea, sounds fun to use.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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I have a character focused on lightning and speed.<br />
He's a cursed mark, specialization on lightning, and implanted Ketsuryūgan Namikaze.<br />
He's kind of laid back and a bit emo, though he's like Sasuke in that he doesn't like to talk much and he's focused on killing a specific person, I'm really having trouble with Nindo as I can't find any or think up any that I think fit.<br />
If any of you can help me with that by making one, giving me ideas, or pointing out one of the Nindos that fit with this guy, I'd really appreciate it. Thanks. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:18, 18 March 2021 (MDT)<br />
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It really depends on your PC's backstory and other stuff, I think checking out the Shinobi backgrounds that were made for this class would be a good start--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 05:24, 18 March 2021 (MDT)<br />
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So I've got an idea about the Nindo but I'm not good at making custom Nindos lol, so I might need some help how would a Nindo about speed work? Like for example "I'm/I will be the fastest there is". "No one can catch the flash". "My speed is everything." Something like that, now how do you think a Nindo like that would work?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 13:41, 21 March 2021 (MDT)<br />
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:My immediate thought is that "No one can catch the flash" would be really interesting if it worked along the lines of "while you are at your maximum hit points, your movement speed increases by +10 ft.", so it offers both a solid bonus and changes how you play in an interesting way.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:51, 21 March 2021 (MDT)<br />
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That Nindo is absolutely perfect, it surprises me that you get such ideas from the first try. I don't see a reason to modify anything in it so I'm just going to take it as is. Thanks a lot!<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 14:28, 21 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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I think Edo Tensei should take a saving throw or ability check to set yourself free. Maybe in addition to the chakra, maybe as a replacement. But as is, it just makes it impossible to keep anyone worth keeping under control without them freeing themselves like it's nothing. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:55, 22 March 2021 (MDT)<br />
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:I mean, ignoring the fact that the minimum cost requires a creature with {{5a|con}} +0 to spend their entire chakra pool (40x0.75=15x2), Kabuto and Orochimaru couldn't even hope to control characters like Hashirama (without his mega-nerf which I absolutely am not skilled enough to implement) or Madara.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::The thing is that in my campaign we use Chakra exhaustion. So what's a few points of exhaustion against eternal servitude? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:33, 22 March 2021 (MDT)<br />
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:::That makes a lot more sense. Hopefully the issue has been resolved with a much more simple fix.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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<br />
The lightning unique Jutsu are kind of bothering in that almost all of them cost way too much chakra, making lightning Unique Jutsu totally not worth taking unlike it's regular Jutsu. I don't see a problem with the high damage or powerful ones using too much chakra. What I'm basing this on is the Chidori variants. For example Chidori senbon costs 6 chakra. But it's just like the regular Jutsu thunder. It's average damage is also the same and thunder has 5 more feet of range than it, but it only costs 1 chakra.<br />
I don't see a problem with Chidori spear at all, it's good as it is.<br />
And so is Chidori katana, and lightning transmission.<br />
But Chidori current is also bothering me with the high amount of chakra to use, the extra 9 for being used as a reaction doesn't bother me but the base 16 does, with how Chidori current is why not make it's cost the base 8 for chidori, or 10?<br />
And thunderbolt costing 5 is a bit much considering what it does don't you think?<br />
I might be wrong, so if I am please tell me.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:31, 23 March 2021 (MDT)<br />
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:Chidori current costs so much because it hits every creature in a 20 ft. radius, unlike chidori that only hits one target. You'd be dealing an equal amount of total damage if you hit one or two creatures, with hitting even more creatures being very likely. The increase in versatility is just too much to have an equal cost.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:22, 23 March 2021 (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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<br />
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 />
<br />
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 />
<br />
== Quality Article Nomination ==<br />
<br />
{{Quality Article Nominee|01:02, 12 February 2021 (MST)}}<br />
<br />
'''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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== baryon mode ==<br />
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I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1453457Talk:Naruto: Shinobi (5e Class)2021-03-25T02:26:52Z<p>FrickyDiBoop: /* Clarifications */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Sage Mode/Kama Rewrite==<br />
Hi, all, sorry for the delay in responding, between real life responsibility and reworking [[Shinobi World (5e Campaign Setting)]] there wasn't much time to do so. As I was creating the various Naruto variants, I realized that the Paths of the Sage and Succession, like the Path of the Cursed had previously, is counterintuitive to the rest of this class. This class is centered around chakra, so slapping timers on features somewhat dilutes this class (not including dojutsu for obvious reasons). Would people be okay with introducing senjutsu chakra and some sort of "white chakra" to Sage Mode and Kama transformations respectively? Also, check out the below discussion, I'd still love to hear more thoughts on that. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]])<br />
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The curse mark revamp that happened recently was absolutely great, me and the guys over here that play on this setting absolutely fell in love with it right away even though it slightly changed how we did stuff. But it changed it for the better, we're excited to see more like that.<br />
So me and the guys over here tell you "Go for it!!"<br />
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<br />
About sage mode, we've realized something. The wisdom score limit to senjutsu chakra and the requirement to have senjutsu chakra equal to your normal chakra for partial sage mode make it so that if your chakra is higher than your wisdom score, you can't use sage mode.<br />
Which will almost be always the case at later levels, or is it meant that for the user to expend their normal chakra, until it's within their wisdom score?<br />
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:I am aware of the current problems of it. It was saved in a place that I could get a general idea of what I'm going for, not necessarily in its complete state. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 28 February 2021 (MST)<br />
::Hopefully the problem has been resolved. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Yeah it has, thanks.<br />
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==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (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 />
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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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<br />
What differentiates the normal Path of Hatred “Genjutsu” ability to its unique Jutsu “Ephemeral”<br />
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:First of all, it doesn't require the target to look at the user. It only requires the user to touch the chosen target. And then, the target rolls the saving throw with disadvantage. --FrickyDiBoop([[User talk:FrickyDiBoop|talk]]) 04:01, 25 February 2021 (MST)<br />
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I have a question. Does Truesight see through the "disguise" feature of Path of Mutation? If yes then I think it might be underpowered to be gained at level 10 as most dojutsu and sage mode have truesight at level 3<br />
<br />
And also about path of specialization when I cast my signature jutsu can I choose to forego the improved Technique feature? Otherwise it makes a heavy drawback to characters with low save DCs as their signature jutsu's damage will be almost always halved due to the saving throw [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:As you can not be distinguished "by chakra sense", which is the source of dojutsu/Sage Mode truesight, they would not be able to distinguish. The saving throw to reduce damage from Improved Technique only applies to the additional damage, not the jutsu's base damage. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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<br />
Does chakra exhaustion work exactly like normal exhaustion? In regards to needing to have multiple long rests to get rid of the exhaustion. Because since the moment I laid my eyes on that optional rule, I thought that in the next rest, once you have a positive number in your chakra points, all the exhaustion is gone. Mainly since it would be so annoying to have time skips left and right just so our characters won't have any detrimental effects before the next mission. And I mean ''only'' through rest. Indra's Susanoo and Cursed Mark chakra can't get rid of exhaustion.<br />
<br />
:While I couldn't write it in a satisfying way, the intent was for regaining chakra points to reduce your exhaustion. With this in mind, while Cursed Mark certainly shouldn't be able to reduce chakra exhaustion for the same reason red chakra can't, I don't see why Indra Susano'o shouldn't be able to. Exhaustion can also be cured by chakra pills (or greater restoration if you aren't doing a shinobi only campaign), so it's not exactly your ''only'' option. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Regarding Cooperation Jutsu, if the requirement to perform the jutsu has to be achieved by either one or both and they perform a kekkei genial jutsu, does that mean that in order to do it one of them would have to choose that kekkei genkai? Effectively disabling them from having other kekkei genkais.<br />
<br />
:I gotta be real, the Cooperation Jutsu variant rule was written a while ago and I'm still not positive I like how any of it is worded, so I full on might completely rewrite it. The intent was to allow writing it that way was to allow things like Scorch Style: Nimbus Tempest, in which neither Naruto nor Sasuke knew Scorch Style, but could individually use Fire and Wind Style. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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And what happens in a case that an Uchiha fulfills the requirement of the mangekyo, which is witnessing the death of a close entity, but they have yet to reach level 15?<br />
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:It would be a similar effect to Sasuke unlocking his first tomoe, they would technically "have" Mangekyo, but the repressed trauma would keep them from using it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Question about the cursed mark: it says if I can use black chakra as if it were normal chakra but if I do so I have to spend an equal amount of normal chakra.. so in the case that my normal chakra is lower than my black chakra. Or my chakra is 0, or -0 or i don't have any chakra remaining at all. How will that be managed? Or is that all just meant to if I use black chakra and normal chakra at the same time?<br />
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:That piece of wording was intended to only apply to using black chakra and normal chakra on the same jutsu. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Is there a way for a third party to unseal a seal? I looked around the page and didn't find it... --<br />
[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:31, 28 February 2021 (MST)<br />
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I noticed Path of Beast, Path of Hatred, and the path of exalted now include level 22, 27 and 30 milestones. Is this intentional? And if so, what made you desire this change? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 07:50, 2 March 2021 (MST)<br />
<br />
:These features have been on the page for ages, but their place has always been pretty nebulous as Beyond 20th Level also grants boons. This way, path features are with path features, their place is better clarified within the extended ruleset, and honestly they're just easier to find and edit. As detailed under the Ninja Paths header, if you aren't using that variant rule they are simply epic boons with a 20th level requirement.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:51, 2 March 2021 (MST)<br />
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Seems like my question was glanced over. I think you just didn't notice it, so I'll ask again. Is there a way for a third party to unseal a seal? I looked around the page and didn't find anything about it. Maybe I just missed it or something. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 11:54, 2 March 2021 (MST)<br />
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:Sorry about that! At the moment there is not, but I will add one in the near future.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
:My bad, it appears we both overlooked it. Rules for removing and highjacking a seal is listed immediately under the unique jutsu header.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:41, 2 March 2021 (MST)<br />
<br />
::What? Where? I can't see it. Maybe I'm blind.... --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:59, 2 March 2021 (MST)<br />
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:::My bad, immediately under the REGULAR BASIC NINJUTSU header, "Seals can be created on any surface, however special material (such as Chakra Tags and Elemental Ink) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra point spent on the seals." Apparently I couldn't type at noon. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:04, 2 March 2021 (MST)<br />
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Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth<br />
Cost: 10 Chakra<br />
The user forms a seal on another creature it can touch. Once per hour, that creature gains 2 chakra points, even if they can not use chakra. This can extend above a creature’s chakra point maximum, and they are not lost at the end of a long rest. This chakra can’t be used by the creature it is sealed in, but the creature that used this jutsu may cast jutsu from the seal using both the sealed creature’s chakra and their own.<br />
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Can this jutsu be done on yourself? Cuz it does fall into touch category, but maybe RAI it's a no-go. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:41, 3 March 2021 (MST)<br />
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:This jutsu can not be used on the caster.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:25, 3 March 2021 (MST)<br />
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<br />
Would the Painkiller feat enable you to bypass Baryon Mode’s permanent HP decrease (At least for a few turns + Con mod)?.<br />
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:Painkiller only decreases hit point reduction, not maximum hit points, so while it is still useful for bypassing its current hit point reduction, the answer is no. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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It says that you had some sort of secondary subclass (Dojutsu implants,Kama,Soul Containment,etc) you can only reach it’s 10th or 15th level feature unless you have some feats, but can you use Advanced Training to simply get the next and final features?<br />
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:I hadn't considered that when making Advanced Training, but I suppose so. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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Path of Totality Manipulation, does it require an action or? If it's a free action it's unstoppable. If it's a bonus action it's manageable.<br />
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Also if you have affinity in basic do you add your unarmed damage to shadow clone attacks? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 11:24, 5 March 2021 (MST)<br />
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:Manipulation's rules were vague, so I have clarified it as well as giving it a sleight nerf. Affinity only increases damage that a jutsu deals when cast, not damage a jutsu's construct deals, so shadow clones and summons do not deal additional unarmed die damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:07, 5 March 2021 (MST)<br />
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The Tenseigan can only be achieved through implantation. So is it safe to assume that the Tenseigan doesn't follow implantation rules?<br />
And can Kirin be used while being in a closed room, unable at all to see the sky? I assume it is because the jutsu doesn't say otherwise, but I like to make sure. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:12, 5 March 2021 (MST)<br />
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:The Tenseigan still follows implantation rules if you gain it after 3rd level, because while naturally gaining the Tenseigan at 3rd level isn't justified in canon, either of the previous being false makes it kinda weird balance-wise. As for Kirin, it does say that the lightning comes from the cloud, so while you should be able to use it indoors, it should be harder, which I will try to make clearer. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:20, 5 March 2021 (MST)<br />
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How does Masterful Chakra Control works exactly? The ability of lowering chakra cost, to be specific. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:15, 6 March 2021 (MST)<br />
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:You decrease the amount of chakra you need to spend by your Intelligence modifier to a minimum of 1. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So how exactly does Red Chakra work? Does it mean that 1 red Chakra is enough to use a single Jutsu or do you need to have an amount of chakra equal to the jutsu’s chakra cost?<br />
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:As described in the feature, red chakra can be spent in the same way as normal chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So if a Jutsu needs 5 Chakra, I need 5 red chakra to do it? Alright, thanks for the clarification.<br />
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<br />
There’s been a things I’ve been wondering about Path of Hatred lately so here are my questions,<br />
<br />
Wouldn’t each eye’s gradual blindness be separate except maybe for using Susanno? For example, I use my right eye more often to use Tsukuyomi but rarely use my left eye to cast Kotoamatsakumi so wouldn’t that mean only the right eye’s vision would deteriorate? (Idk how to deal with this since the Gradual Blindness variant rule isn’t made for this)<br />
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:Technically each eye would go blind individually, but defining that mechanically would be an absolute nightmare, and using such mechanics even more so.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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I remember seeing in an archive that you can take the same MS ability multiple times, but what benefit does it give you if you chose the same ability 2 or more times since CBS was the only one that clarifies this?<br />
(Basically what do you get from having multiple Amaterasus,Tsukuyomi,Totsuka Blade,Yata Mirror,etc)<br />
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:Amaterasu, Tsukuyomi, and Yata Mirror wouldn't benefit from being taken multiple times. The main ones that benefit are Telekinesis (each take allowing the user to manipulate an additional 100 pounds), Totsuka Blade (I've been meaning to rewrite it to be more inclusive to all Susanoo weapons, thus taking it twice would apply it to both Susanoo weapons), and Kotoamatsukami (with each take granting an additional use).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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Would we ever get a Partial Susanno feat/boon (Like how Sasuke and Madara summon ribcages and limbs)?<br />
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:A partial susanoo feat is in the works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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If you permanently lose a path, like with baryon mode or with your extracting your jinchuriki, can you gain another path in it's place? And can path of the cursed be permanently lost, like with Sasuke when itachi freed him from it?<br />
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Second question: with path of the puppet master it says "you can create threads of chakra" but doesn't clarify if it requires an action, does that mean it's a free action? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Hopefully the most recent edit has clarified these. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:47, 8 March 2021 (MST)<br />
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<br />
If you end Baryon Mode, what would be the PC and the Tailed Beast’s maximum HP since it only says PC would lose 20 current and maximum HP but it never said what it would mean for its tailed beast or even how to divide the HP back after ending it<br />
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Question about Basic Ketsuryūgan, it says if I "make" an unarmed attack, I can expend a chakra point to force them a Con save and make them stunned on a failure.<br />
The "make" has me a bit confused, do I need to actually "hit" them to force them the save or can I do that even if I missed?<br />
I have the same question about Byakugan's heavy palm.<br />
And a similiar question about lightning cloak, do they take the damage just if they hit me, or if they attempt to do so?<br />
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<br />
And does my curse mark stay active even if I'm knocked unconscious? That would spell death, since it'll keep reducing maximum hp until the user reaches 0 and they can't do anything about it. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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Does the loss of HP from Path of Youth abilities considered damage? Can Painkiller reduce it? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:56, 11 March 2021 (MST)<br />
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:Hopefully the above have been edited into clarity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Can the cell activation Jutsu take away the curse mark feature? Is it counted as a curse for cell activation and greater restoration? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Mechanically, cursed mark is a class feature, not a curse, so it would not be affected.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Is there a shark-shifting-thingy for Hoshigaki people? Like Kisame can do. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:29, 12 March 2021 (MST)<br />
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:Assuming you're talking about the form he used against Guy, Kisame's shark form was a function of Samehada, not necessarily the Hoshigaki clan. I might add it some time in the future, but I wouldn't count on it since there really isn't a huge difference between that and using Samehada as a Hoshigaki. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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My earlier message about the curse mark wasn't answered so in case you didn't see it.<br />
Does the curse mark stay active even when the user is unconscious?<br />
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For people who want to break out of Edo Tensei, if it was cast not in initiative (so it's cost is halved), does the amount of chakra to break out counts as 7/8 or still 15? Disregarding the doubling for people that don't know the jutsu. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:42, 13 March 2021 (MST)<br />
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:They weren't unanswered, just one of the few that were answered in a main page edit rather than on this page. All path features that require upkeep end if you become unconscious as stated under the Paths header, and Edo Tensei is no longer affected by out-of-initiative cost reduction.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:26, 13 March 2021 (MST)<br />
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Would a jutsu count more as a spell or a cantrip because your only able to cast 1 spell per turn but a infinite amount of cantrips as long as you have enough extra attacks or bonus actions?<br />
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:I have no idea where you're getting that you can cast an infinite amount of cantrips, or that you can only cast 1 spell per turn. Spell level doesn't determine how you can cast it at all, casting time does, and almost every official cantrip has a casting time of 1 action. This is also why cantrips that deal damage deal more damage based on character level, if they didn't DPR casters wouldn't be able to keep up with DPR non-casters with multiattack. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:59, 15 March 2021 (MDT)<br />
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Just a few Path of the Puppet Master questions:<br />
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Can you place seals on puppets?<br />
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Can a puppet be used as a vessel for Creation of Heaven and Earth and Fury?<br />
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Can puppets (specifically Human Puppets) cast jutsus?<br />
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<br />
The curse Mark's 15th level feature contains "You gain one additional Diversified Second Stage effect."<br />
When I do that, is it always the same effect that I chose the first time everytime? Or do I choose whichever effect I want whenever I use that? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Hopefully the most recent edit has put these to rest. As a general rule, seals can be placed on literally anything. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Where does one come across a White Kama?<br />
Is this planned for future updates? Or is this just up to the DM? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 16:11, 16 March 2021 (MDT)<br />
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:Honestly, there's not any real difference between Kama and White Kama in play beyond how the player role plays it, so I don't currently have any plans to add it, though this may change. It's only stated in Ōtsutsuki Demi-God for the sake of canon accuracy and flavor text. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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Since you can cast jutsus with puppets, does that mean feats like Multi-Shadow Clone Jutsu Master work on puppets?<br />
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:Controlled puppets can cast clone jutsu, but as the page was this would be massively overpowered as it was. Hopefully this has been balanced. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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What would be the stats of the 4th and 5th puppets in “Master Strategist” as shown in the newest revision for Path of the Puppet Master?<br />
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:Master strategist does not grant additional puppets, only the ability to control two additional puppets. It's really only a good option if you took human puppeteer or have a very generous DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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If someone gets a kekkei genkai, they can also use the two natures that construct it. But my friends think that being granted the ability to take jutsus from those lists grant them with the extra jutsu you get from gaining a new nature. Please tell me this is wrong. It just feels so unbalanced for me, since not only do their get the ability to use jutsus from multiple natures, but they can also take up more jutsus than any other ninja would. I get that Kekkei Genkai is cool and unique and all, but the system can't just favor someone based on a single dice roll. That's basically my case lol. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:41, 17 March 2021 (MDT)<br />
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:I'm going to be completely honest, if you're worried about balance DO NOT use the Random Natures variant rule, it is easily the most busted variant rule on this page. Every time I've even considered using it, I've also considered making a variant rule to restrict component natures, most often by requiring a player to unlock them, but there should definitely be some sort of benefit for rolling well if you use it in the first place. What your friends say is correct, and there's really no good way around it without throwing out nature rolls as a whole.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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on page 202 of the PHB under the bonus action heading of the casting time section: If you cast a spell with your bonus action, You can't cast another spell during the same turn, except for a cantrip with a casting time of I action.<br />
So if i were to use the kamui ability intangible witch costs a bonus action what jutsu would i be able to use after if any. Hopefully this helps i kinda worded it weirdly last time.<br />
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:Jutsu are similar to spells, but are not spells. If a jutsu can be cast as an action or bonus action, the only limitation is if you have a usable action or bonus action.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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Also in the Beyond 20th Level chart i noticed that at level 37 the martial arts goes from 3d6 (average of 10.5) to 2d10 (average of 11) barely increasing the average damage and decreasing the minimum damage from 3 to 2 making it less of a bonus and more of a disadvantage.<br />
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:While what you say is technically true, 4d6 is a jump of 4, when the typical increase is +1, making +0.5 a better alternative. As far as I can tell, there's really no better alternative, though you're welcome to suggest anything I might have missed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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What if you replace the 3d6 with 2d10, the 2d10 with 2d12, and the 2d12 with 3d8 then all the jumps would be +1 except for the last one that would only give a +0.5 to the average as well as increasing the minimum damage from 2 to 3.<br />
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:While I still kinda take issue with that, I suppose it's just as big of a jump as 1d12 to 2d8, it should make more sense now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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How do clones and subclass features like dojutsu, sage mode, curse mark, and the path of beast releases work? There's been a lot of arguments about this in our campaign that clones became a pain to even use, so I've decided not to use them until everything is clarified.<br />
So please clarify shadow clone jutsu. Including if effects but not conditions, like weighted boulder carry over. And also when you answer the subclass feature question. If you had any of those features activated and made a clone, will they automatically be activated for them? <br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:39, 19 March 2021 (MDT)<br />
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What happens if a clone uses Gedo Art of Rinne Rebirth? This question kind of seconds the dude above me with the confusion.<br />
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:Effects carry over when clones are dispelled, including Rinne Rebirth's instant death, and any features effecting you are carried over to any clones.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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<br />
Alright but what about extra chakra reserves, like black chakra and senjutsu? Do they get those as well?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 10:42, 19 March 2021 (MDT)<br />
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:If the chakra you spent was black chakra or senjutsu, the chakra they have is black chakra or senjutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:05, 19 March 2021 (MDT)<br />
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<br />
Would jutsus like “Truth Seeking Execution” count as an extra feature when using Advanced Training or does it apart of getting the 20th Level Feature as a whole?<br />
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:As stated within Mastered Truth-Seeking Orbs "You also gain the Truth-Seeking Orb Execution jutsu". Generally, features with smaller headers are part of the feature they are immediately under, such as Onyx Jutsu, Unison Jutsu, and the Rinnegan's various paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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Could you add more than 1 Truth Seeking Orb to a jutsu?<br />
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:Technically yes, though not probably not in the way you're thinking. Truth-Seeking Jutsu has been revised to be more clear.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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Wouldn’t Butterfly Mode be counted as a Boon/Beyond 20th Level Feature for Path of the Body?<br />
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:While I don't like the idea of reducing the number of available unique jutsu, that's a fair point. Changes will be made accordingly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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Does the restrained condition make you incapable of casting Jutsu? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:40, 22 March 2021 (MDT)<br />
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:Being restrained doesn't change whether or not you can cast jutsu unless the method is flavored in a way that would the ability to weave hand signs.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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And does the bonus damage from Affinity and path of permanence include the modifiers? Since it says unarmed damage, I want to be sure whether it's just the dice or the modifiers too.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:17, 22 March 2021 (MDT)<br />
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:One should only add dice. Hopefully this has been clarified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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<br />
I have a small question, would it make sense that someone with Hashirama Cells, conly has the cells living inside of them with the help of chakra, so that if you get cut and bleed you aren't giving the world access to the cells, because they are supposed to be this super rare and powerful thing. <br />
So what I guess what im asking, is do the cells only survive as long as there is a chakra sorce for them?<br />
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:There's really no evidence for what you're saying, but I also don't see the problem. In canon, 3 groups are shown being able to create and implant Hashirama cells: Orochimaru (the most scientifically advanced shinobi in the world), the post-war Hidden Leaf Village (the village with the biggest number and most skilled medical nin in the world), and Madara (who could only do so through the Gedo Mazo), so you're really not giving the world anything. Even then, I doubt a wound would offer enough material to be useful, and any blood would soak into pretty much any material, making it completely useless.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:42, 24 March 2021 (MDT)<br />
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<br />
If I use Storm Style Unique Jutsu: Jewel of the Dragon Head, and I use Kirin. Does the storm dissipate? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 20:26, 24 March 2021 (MDT)<br />
<br />
==Requests==<br />
<br />
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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<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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<br />
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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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<br />
*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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Could you make the sage art and other benefits like it stack with weapon attacks as well? I don't think it would break balence too much (Ive found a way to one-round kaguya), and it makes sense because sage mode and tailed beast mode didn't just make naruto better at punching, they made him stronger overall. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:I've seen the whole "one-shotting Kaguya" thing before, would you mind giving me the specific calculation? The main point of only adding damage to unarmed strikes, rather than all melee attacks, is to control general damage output. For instance, 7 (1d4 + 1d10) damage per attack is perfectly manageable as a temporary boost at lower levels, as is 7 (2d6), but 12 (2d6 + 1d10) is a bit too much. While this becomes less of a problem once you're rolling 13 (3d4 + 1d10) damage per attack with Sage Mode, at that point using a weapon is obsolete. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:35, 4 January 2021 (MST)<br />
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The reason why I wanted it for weapons is because susanoo benefited from curse mark, which is essetially the same thing. it would make sense. and one-shotting kaguya is an expoint that no sane player or dm would allow, thats baically multi-shadow clone master with ten tails jinchuriki, and you bassically have to roll a 24+ on the con save. get the no chakra cost path of the tailed beast feature. Clone (Make sure to take fighter 2) action surge, transform. your clones reapeat this, and whenever you're ready to fire, tailed beast bomb. kaguya and basically all of your cloned tailed beasts would die.[[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:Susanoo benefitting from Curse Mark is meant to parallel Tailed Beast Mode benefitting from Sage Mode, they are not the same thing. Also, your reasoning on why something wouldn't break balance is that a player could theoretically collect and seals all 9 tailed beasts inside them (which would be a campaign in and of itself), roll exceptionally well, and multiclass. You're also missing that every clone would need 20 chakra (~3 rounds of prep that Kaguya could easily obliterate all of your clones during), and that becoming the Ten-Tails' jinchuriki fundamentally means that Kaguya can not exist at the same time. Is it mechanically possible? Sure. Is it worth taking into any consideration? No. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:07, 5 January 2021 (MST)<br />
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1. the ten tails has a tailed beast bomb ability that makes it free and stronger.<br />
2. sage mode and curse mark are senjustu enhancements, and they have very similar properties in the anime<br />
3. you can actually pull this off easily by transforming first, then using clone action surge tailed beast bomb on the kyuubi or really any tailed beast. they would deal enough to kill kaguya, especially if using hidden chakra or asura's reincarnation. if your dm is allowing you to have a tailed beast, you can pull this combooff in one round. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:The only thing that changes in Tailed Beast Mode is ability scores and size; you keep your own features. While I may change this, it would come alongside giving the tailed beasts their own chakra, thus making their TBB cost 20 chakra anyway. While Curse Mark and Sage Mode both use senjutsu, they are shown to be WILDLY different (compare Jiraiya and Jugo). One-shotting Kaguya with TBB would cost 685 chakra (2057/60x20), so it really doesn't matter if you're using hidden chakra or are asura's reincarnation. Trust me, this combo isn't even worth considering. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 5 January 2021 (MST)<br />
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These are basically feat versuons of Indra and Asura’s reincarnation boons except you don’t have to be a reincarnation of the sons of a literal God<br />
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Prodigy:<br />
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You have the choice of either automatically taking your Ninja Path’s 7th level feature and decreasing your 10th Level Feature’s level requirements by 1 or halving 3 jutsus of your choice’s Chakra requirements <br />
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Hard Work Pays Off:<br />
Prerequisites:16th Level or higher<br />
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You gain 1 extra use of the “Advanced Training” Class Feature and have the choice to either learn a unique jutsu (Discuss with your DM), create a custom one (Obviously discuss) or learn 2 new jutsus from any nature element (Excluding Kekkai Genkai), On top of that you also gain affinity with Basic Ninjutsu/Taijutsu depending on what you chose on 2nd level.<br />
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Note: I think I made the “Hard Work Pays Off” feat a bit better compared to the the “Prodigy” feat but ey, that’s why the prerequisite is 16th level<br />
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:Any character could be a prodigy or work hard for their talent, that kind of thing applies to any class and is 100% a part of a character's traits and personality, rather than anything mechanical. The only times either of these would be mechanical is if it was something supernatural, such as being a reincarnation. Beyond that, both of these are incredibly powerful, and easily constitute boons instead of feats. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:00, 6 January 2021 (MST)<br />
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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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Barely any info on this, but how about Will Materialization? Basically what Kaguya did to create Black Zetsu, So far these are the only stats I can think of and it’s still kinda rough<br />
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Will Materialization Epic Boon:<br />
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Prerequisites: Charisma and Wisdom/Intelligence 20,<br />
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- You manifest a portion of yourself in a LV1 “Path of Mutation” (I’d say Black Zetsu lines up with the Path of Adequacy since only thing he and White Zetsu have in common is Body Coating) Shinobi that’s immortal (Probably Jashin Immortality Rules for “Dying”) as long as your chakra somewhat still exists (Stored in a seal even if you’re dead or some sort). This creature is in realistic terms, essentially a 2nd PC but it cannot cast any jutsus (save for Dojutsu abilities) and their chakra point maximum is always halved.<br />
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:This looks interesting, but I'll probably add it as a unique jutsu following the same rules as other Kekkei Mora given that Kaguya is the only one to use it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 13 February 2021 (MST)<br />
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I like how the evil sealing Jutsu isn't a stop gag to prevent activation like in the show. But a method to use the cursed mark. I suggest adding a stipulation to the black frog jutsu under cursed mark. Change it so they can get to the level 7th ability, and make it so once they hit their diversified second stage, they can activate it on their own without the evil sealing jutsu. Or just make a note saying once they gain access to the second diversified stage they can activate it on their own. Yo more closely match with the show. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:18, 25 February 2021 (MST)<br />
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:I completely disagree that would make it more accurate to canon, as the Four Black Fogs jutsu is explicitly used to counter the Mind Awakening Pills that kill the person who ingests them in order to progress their Cursed Mark to be able to use Second Stage. Additionally, Sasuke is the only person to both use a Cursed Mark and be able to activate it at will instead of when they get "worked up". That being said, Kabuto is able to use Sage Transformation effectively all the time, so I have added an Evil Sealing Jutsu-like effect to the 15th level feature. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:19, 25 February 2021 (MST)<br />
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I don't really know how to post on this, but I just wanted to mention some of my feelings on swift style since I'm playing a character who uses it as his main thing. The recently added unique jutsu are cool but feel a bit weird to use in practice. Its very awkward to walk back forth in and out of a creatures range, it feels odd and kind of of missed the point of opportunity attacks. I like the concepts behind the jutsu but i feel as if they could be changed a bit and i have a few ideas for them.<br />
*Heavenly dragon flash: is good as is and really nice to have.<br />
*10,000 step combo: i think giving the user more bonus actions would be more useful and practical than reactions. Not sure if it should be one or 2 more bonus actions but either way i think the effect being "While Surge is active, you move at blinding speeds, kicking off of walls and striking your opponents at any given time. As long as Surge remains active, you may make 1 additional Bonus action, and may take the attack action as a bonus action, and may make attacks of opportunity when your movement causes a creature to move outside of your reach." may be a nice and powerful change.<br />
*Blade Dance: i think this could also be changed and simplified to make it better to use and better overall. the effect could be "While Surge is active, your attack speed increases dramatically, but their effectiveness decreases. As long as Surge remains active, you may make 2 extra, extra attacks as a part of the attack action on your turn, but each of your attacks deal half damage.<br />
*The rasengan ones are great as is i think.<br />
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Anyways, these ideas may not be great, but i felt i could try to offer some change as swift style is kinda obscure so i understand having to make ideas out of no source material. anyways i hope youll consider them if you get the chance.<br />
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:The point of 10,000 Step Combo and Blade Dance being worded like that is to make them synergize by making attacks of opportunity both more common and making them make more attacks. While I'll think about rewording them some time in the future, I'd have to dwell on them longer.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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I understand the point and idea of the wording, i was just saying that they are a bit hard to read and understand, aswell as feeling weird to use in real combat.<br />
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Yes, you were correct. However iirc the sound four were also able to use the cursed mark freely. Though this could easily be eluded to specific conditions or a unique method of training. <br />
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:I mean, I literally rewatched every episode that a character enters Second Stage to come to my decision, and excluding maybe Kimimaro, they all activate after getting worked up. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Add an optional rule where being targeted by a curse mark has but a 10% survival rate. It would be fitting~ [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:29, 26 February 2021 (MST)<br />
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That would probably be a D18 Con Save if a creature chooses to give you a curse mark I think. It’d also be pretty cool if we also have some sort of saving throw for Kama Seals --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:25, 26 February 2021 (MST) Bobert<br />
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:The 10% survival rate wasn't added because of just how disappointing it would be as a player to have a 90% chance to die instantly, but I'll try to find some way to squeeze it in. As for Kama, I have some plans that probably won't be put in place for a while. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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I did the same, at least that specific arc. And yes. You are ccorrect. I wont press the matter any further. My apologies if I made it seem like a bigger deal than it was.<br />
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The changes to Sage Mode are great. Though the classes utility is low, considering utilizing the capstone is near impossible. Since you drain 2 senjutsu chakra every turn when you're not meditating, keeping it at a point where it's equal to your own chakra longer than a single turn is incredibly difficult. Even with clone meditating. As going over the amount you can sustain immediately paralyzes and transforms you. And the benefits for the capstone is a huge step down from what it was. Losing advantage on attacks. Losing yin yang usage or affinity. It's definitely drove a lot of my players off from being interested in said class. That being said. I like it. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:02, 28 February 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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I think Shade Style: Chimera Technique is slightly overpowered. Gaining 3 features is pretty unbalanced. I think if you make it so they can take only 1 feature, it'll be better. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:18, 7 March 2021 (MST)<br />
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:Chimera Technique was intended to be an analogue to replication, specifically with the major downsides that it only lasts for 1 minute and costs about half of a 20th level character's chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:52, 7 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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For the zetsu class, I think it would be cool if when using the possession you can choose which of the stats to use a person could mix and match the stats to really give that support aspect the finishing touch and then maybe put a size limitation on it, like you can't capture anything bigger than large because otherwise a powerful character with luck could take over a tailed beast.<br />
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:Good idea, sounds fun to use.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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I have a character focused on lightning and speed.<br />
He's a cursed mark, specialization on lightning, and implanted Ketsuryūgan Namikaze.<br />
He's kind of laid back and a bit emo, though he's like Sasuke in that he doesn't like to talk much and he's focused on killing a specific person, I'm really having trouble with Nindo as I can't find any or think up any that I think fit.<br />
If any of you can help me with that by making one, giving me ideas, or pointing out one of the Nindos that fit with this guy, I'd really appreciate it. Thanks. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:18, 18 March 2021 (MDT)<br />
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It really depends on your PC's backstory and other stuff, I think checking out the Shinobi backgrounds that were made for this class would be a good start--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 05:24, 18 March 2021 (MDT)<br />
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So I've got an idea about the Nindo but I'm not good at making custom Nindos lol, so I might need some help how would a Nindo about speed work? Like for example "I'm/I will be the fastest there is". "No one can catch the flash". "My speed is everything." Something like that, now how do you think a Nindo like that would work?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 13:41, 21 March 2021 (MDT)<br />
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:My immediate thought is that "No one can catch the flash" would be really interesting if it worked along the lines of "while you are at your maximum hit points, your movement speed increases by +10 ft.", so it offers both a solid bonus and changes how you play in an interesting way.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:51, 21 March 2021 (MDT)<br />
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That Nindo is absolutely perfect, it surprises me that you get such ideas from the first try. I don't see a reason to modify anything in it so I'm just going to take it as is. Thanks a lot!<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 14:28, 21 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::I see where the mis-understanding is coming from, I do. That just doesn’t fit her actually, I’ll tell you more about her; She is a very childish girl who only gets serious when her friends are in danger, she’s been friends with them for years, and if it helps she uses Basic, Water, and Wood Style, she’s also a medical sage. And she’s protects her friends in not the usual “I took the hit for you” kinda way. Thanks for the help, even if it’s just a idea. [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 18:37, 22 March 2021 (MDT)<br />
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:::I'll have to think on it for a minute, but I'm sure something will come to me.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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::::No problem, take as long as you need, there’s no rush, don’t worry [[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 12:06, 23 March 2021 (MDT)<br />
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I think Edo Tensei should take a saving throw or ability check to set yourself free. Maybe in addition to the chakra, maybe as a replacement. But as is, it just makes it impossible to keep anyone worth keeping under control without them freeing themselves like it's nothing. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:55, 22 March 2021 (MDT)<br />
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:I mean, ignoring the fact that the minimum cost requires a creature with {{5a|con}} +0 to spend their entire chakra pool (40x0.75=15x2), Kabuto and Orochimaru couldn't even hope to control characters like Hashirama (without his mega-nerf which I absolutely am not skilled enough to implement) or Madara.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::The thing is that in my campaign we use Chakra exhaustion. So what's a few points of exhaustion against eternal servitude? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:33, 22 March 2021 (MDT)<br />
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:::That makes a lot more sense. Hopefully the issue has been resolved with a much more simple fix.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 19:06, 22 March 2021 (MDT)<br />
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<br />
The lightning unique Jutsu are kind of bothering in that almost all of them cost way too much chakra, making lightning Unique Jutsu totally not worth taking unlike it's regular Jutsu. I don't see a problem with the high damage or powerful ones using too much chakra. What I'm basing this on is the Chidori variants. For example Chidori senbon costs 6 chakra. But it's just like the regular Jutsu thunder. It's average damage is also the same and thunder has 5 more feet of range than it, but it only costs 1 chakra.<br />
I don't see a problem with Chidori spear at all, it's good as it is.<br />
And so is Chidori katana, and lightning transmission.<br />
But Chidori current is also bothering me with the high amount of chakra to use, the extra 9 for being used as a reaction doesn't bother me but the base 16 does, with how Chidori current is why not make it's cost the base 8 for chidori, or 10?<br />
And thunderbolt costing 5 is a bit much considering what it does don't you think?<br />
I might be wrong, so if I am please tell me.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:31, 23 March 2021 (MDT)<br />
<br />
:Chidori current costs so much because it hits every creature in a 20 ft. radius, unlike chidori that only hits one target. You'd be dealing an equal amount of total damage if you hit one or two creatures, with hitting even more creatures being very likely. The increase in versatility is just too much to have an equal cost.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:22, 23 March 2021 (MDT)<br />
<br />
== [[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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<br />
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 />
<br />
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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<br />
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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<br />
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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<br />
In my opinion they should probably be around CR 10-15 depending on the Character. <br />
<br />
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 />
<br />
Having Akatsuki members' abilities synergise with their respective partners could also be a fun idea.<br />
<br />
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 />
<br />
: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 />
<br />
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 />
<br />
== Quality Article Nomination ==<br />
<br />
{{Quality Article Nominee|01:02, 12 February 2021 (MST)}}<br />
<br />
'''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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== baryon mode ==<br />
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I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1452595Talk:Naruto: Shinobi (5e Class)2021-03-23T00:33:12Z<p>FrickyDiBoop: /* Requests */</p>
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<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Sage Mode/Kama Rewrite==<br />
Hi, all, sorry for the delay in responding, between real life responsibility and reworking [[Shinobi World (5e Campaign Setting)]] there wasn't much time to do so. As I was creating the various Naruto variants, I realized that the Paths of the Sage and Succession, like the Path of the Cursed had previously, is counterintuitive to the rest of this class. This class is centered around chakra, so slapping timers on features somewhat dilutes this class (not including dojutsu for obvious reasons). Would people be okay with introducing senjutsu chakra and some sort of "white chakra" to Sage Mode and Kama transformations respectively? Also, check out the below discussion, I'd still love to hear more thoughts on that. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]])<br />
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The curse mark revamp that happened recently was absolutely great, me and the guys over here that play on this setting absolutely fell in love with it right away even though it slightly changed how we did stuff. But it changed it for the better, we're excited to see more like that.<br />
So me and the guys over here tell you "Go for it!!"<br />
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About sage mode, we've realized something. The wisdom score limit to senjutsu chakra and the requirement to have senjutsu chakra equal to your normal chakra for partial sage mode make it so that if your chakra is higher than your wisdom score, you can't use sage mode.<br />
Which will almost be always the case at later levels, or is it meant that for the user to expend their normal chakra, until it's within their wisdom score?<br />
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:I am aware of the current problems of it. It was saved in a place that I could get a general idea of what I'm going for, not necessarily in its complete state. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 28 February 2021 (MST)<br />
::Hopefully the problem has been resolved. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Yeah it has, thanks.<br />
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==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (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 />
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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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What differentiates the normal Path of Hatred “Genjutsu” ability to its unique Jutsu “Ephemeral”<br />
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:First of all, it doesn't require the target to look at the user. It only requires the user to touch the chosen target. And then, the target rolls the saving throw with disadvantage. --FrickyDiBoop([[User talk:FrickyDiBoop|talk]]) 04:01, 25 February 2021 (MST)<br />
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I have a question. Does Truesight see through the "disguise" feature of Path of Mutation? If yes then I think it might be underpowered to be gained at level 10 as most dojutsu and sage mode have truesight at level 3<br />
<br />
And also about path of specialization when I cast my signature jutsu can I choose to forego the improved Technique feature? Otherwise it makes a heavy drawback to characters with low save DCs as their signature jutsu's damage will be almost always halved due to the saving throw [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:As you can not be distinguished "by chakra sense", which is the source of dojutsu/Sage Mode truesight, they would not be able to distinguish. The saving throw to reduce damage from Improved Technique only applies to the additional damage, not the jutsu's base damage. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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<br />
Does chakra exhaustion work exactly like normal exhaustion? In regards to needing to have multiple long rests to get rid of the exhaustion. Because since the moment I laid my eyes on that optional rule, I thought that in the next rest, once you have a positive number in your chakra points, all the exhaustion is gone. Mainly since it would be so annoying to have time skips left and right just so our characters won't have any detrimental effects before the next mission. And I mean ''only'' through rest. Indra's Susanoo and Cursed Mark chakra can't get rid of exhaustion.<br />
<br />
:While I couldn't write it in a satisfying way, the intent was for regaining chakra points to reduce your exhaustion. With this in mind, while Cursed Mark certainly shouldn't be able to reduce chakra exhaustion for the same reason red chakra can't, I don't see why Indra Susano'o shouldn't be able to. Exhaustion can also be cured by chakra pills (or greater restoration if you aren't doing a shinobi only campaign), so it's not exactly your ''only'' option. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Regarding Cooperation Jutsu, if the requirement to perform the jutsu has to be achieved by either one or both and they perform a kekkei genial jutsu, does that mean that in order to do it one of them would have to choose that kekkei genkai? Effectively disabling them from having other kekkei genkais.<br />
<br />
:I gotta be real, the Cooperation Jutsu variant rule was written a while ago and I'm still not positive I like how any of it is worded, so I full on might completely rewrite it. The intent was to allow writing it that way was to allow things like Scorch Style: Nimbus Tempest, in which neither Naruto nor Sasuke knew Scorch Style, but could individually use Fire and Wind Style. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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And what happens in a case that an Uchiha fulfills the requirement of the mangekyo, which is witnessing the death of a close entity, but they have yet to reach level 15?<br />
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:It would be a similar effect to Sasuke unlocking his first tomoe, they would technically "have" Mangekyo, but the repressed trauma would keep them from using it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Question about the cursed mark: it says if I can use black chakra as if it were normal chakra but if I do so I have to spend an equal amount of normal chakra.. so in the case that my normal chakra is lower than my black chakra. Or my chakra is 0, or -0 or i don't have any chakra remaining at all. How will that be managed? Or is that all just meant to if I use black chakra and normal chakra at the same time?<br />
<br />
:That piece of wording was intended to only apply to using black chakra and normal chakra on the same jutsu. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Is there a way for a third party to unseal a seal? I looked around the page and didn't find it... --<br />
[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:31, 28 February 2021 (MST)<br />
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I noticed Path of Beast, Path of Hatred, and the path of exalted now include level 22, 27 and 30 milestones. Is this intentional? And if so, what made you desire this change? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 07:50, 2 March 2021 (MST)<br />
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:These features have been on the page for ages, but their place has always been pretty nebulous as Beyond 20th Level also grants boons. This way, path features are with path features, their place is better clarified within the extended ruleset, and honestly they're just easier to find and edit. As detailed under the Ninja Paths header, if you aren't using that variant rule they are simply epic boons with a 20th level requirement.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:51, 2 March 2021 (MST)<br />
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Seems like my question was glanced over. I think you just didn't notice it, so I'll ask again. Is there a way for a third party to unseal a seal? I looked around the page and didn't find anything about it. Maybe I just missed it or something. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 11:54, 2 March 2021 (MST)<br />
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:Sorry about that! At the moment there is not, but I will add one in the near future.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
:My bad, it appears we both overlooked it. Rules for removing and highjacking a seal is listed immediately under the unique jutsu header.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:41, 2 March 2021 (MST)<br />
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::What? Where? I can't see it. Maybe I'm blind.... --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:59, 2 March 2021 (MST)<br />
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:::My bad, immediately under the REGULAR BASIC NINJUTSU header, "Seals can be created on any surface, however special material (such as Chakra Tags and Elemental Ink) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra point spent on the seals." Apparently I couldn't type at noon. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:04, 2 March 2021 (MST)<br />
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Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth<br />
Cost: 10 Chakra<br />
The user forms a seal on another creature it can touch. Once per hour, that creature gains 2 chakra points, even if they can not use chakra. This can extend above a creature’s chakra point maximum, and they are not lost at the end of a long rest. This chakra can’t be used by the creature it is sealed in, but the creature that used this jutsu may cast jutsu from the seal using both the sealed creature’s chakra and their own.<br />
<br />
Can this jutsu be done on yourself? Cuz it does fall into touch category, but maybe RAI it's a no-go. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:41, 3 March 2021 (MST)<br />
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:This jutsu can not be used on the caster.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:25, 3 March 2021 (MST)<br />
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<br />
Would the Painkiller feat enable you to bypass Baryon Mode’s permanent HP decrease (At least for a few turns + Con mod)?.<br />
<br />
:Painkiller only decreases hit point reduction, not maximum hit points, so while it is still useful for bypassing its current hit point reduction, the answer is no. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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It says that you had some sort of secondary subclass (Dojutsu implants,Kama,Soul Containment,etc) you can only reach it’s 10th or 15th level feature unless you have some feats, but can you use Advanced Training to simply get the next and final features?<br />
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:I hadn't considered that when making Advanced Training, but I suppose so. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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Path of Totality Manipulation, does it require an action or? If it's a free action it's unstoppable. If it's a bonus action it's manageable.<br />
<br />
Also if you have affinity in basic do you add your unarmed damage to shadow clone attacks? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 11:24, 5 March 2021 (MST)<br />
<br />
:Manipulation's rules were vague, so I have clarified it as well as giving it a sleight nerf. Affinity only increases damage that a jutsu deals when cast, not damage a jutsu's construct deals, so shadow clones and summons do not deal additional unarmed die damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:07, 5 March 2021 (MST)<br />
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The Tenseigan can only be achieved through implantation. So is it safe to assume that the Tenseigan doesn't follow implantation rules?<br />
And can Kirin be used while being in a closed room, unable at all to see the sky? I assume it is because the jutsu doesn't say otherwise, but I like to make sure. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:12, 5 March 2021 (MST)<br />
<br />
:The Tenseigan still follows implantation rules if you gain it after 3rd level, because while naturally gaining the Tenseigan at 3rd level isn't justified in canon, either of the previous being false makes it kinda weird balance-wise. As for Kirin, it does say that the lightning comes from the cloud, so while you should be able to use it indoors, it should be harder, which I will try to make clearer. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:20, 5 March 2021 (MST)<br />
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How does Masterful Chakra Control works exactly? The ability of lowering chakra cost, to be specific. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:15, 6 March 2021 (MST)<br />
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:You decrease the amount of chakra you need to spend by your Intelligence modifier to a minimum of 1. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So how exactly does Red Chakra work? Does it mean that 1 red Chakra is enough to use a single Jutsu or do you need to have an amount of chakra equal to the jutsu’s chakra cost?<br />
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:As described in the feature, red chakra can be spent in the same way as normal chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So if a Jutsu needs 5 Chakra, I need 5 red chakra to do it? Alright, thanks for the clarification.<br />
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<br />
There’s been a things I’ve been wondering about Path of Hatred lately so here are my questions,<br />
<br />
Wouldn’t each eye’s gradual blindness be separate except maybe for using Susanno? For example, I use my right eye more often to use Tsukuyomi but rarely use my left eye to cast Kotoamatsakumi so wouldn’t that mean only the right eye’s vision would deteriorate? (Idk how to deal with this since the Gradual Blindness variant rule isn’t made for this)<br />
<br />
:Technically each eye would go blind individually, but defining that mechanically would be an absolute nightmare, and using such mechanics even more so.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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I remember seeing in an archive that you can take the same MS ability multiple times, but what benefit does it give you if you chose the same ability 2 or more times since CBS was the only one that clarifies this?<br />
(Basically what do you get from having multiple Amaterasus,Tsukuyomi,Totsuka Blade,Yata Mirror,etc)<br />
<br />
:Amaterasu, Tsukuyomi, and Yata Mirror wouldn't benefit from being taken multiple times. The main ones that benefit are Telekinesis (each take allowing the user to manipulate an additional 100 pounds), Totsuka Blade (I've been meaning to rewrite it to be more inclusive to all Susanoo weapons, thus taking it twice would apply it to both Susanoo weapons), and Kotoamatsukami (with each take granting an additional use).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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Would we ever get a Partial Susanno feat/boon (Like how Sasuke and Madara summon ribcages and limbs)?<br />
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:A partial susanoo feat is in the works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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If you permanently lose a path, like with baryon mode or with your extracting your jinchuriki, can you gain another path in it's place? And can path of the cursed be permanently lost, like with Sasuke when itachi freed him from it?<br />
<br />
Second question: with path of the puppet master it says "you can create threads of chakra" but doesn't clarify if it requires an action, does that mean it's a free action? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
:Hopefully the most recent edit has clarified these. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:47, 8 March 2021 (MST)<br />
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<br />
If you end Baryon Mode, what would be the PC and the Tailed Beast’s maximum HP since it only says PC would lose 20 current and maximum HP but it never said what it would mean for its tailed beast or even how to divide the HP back after ending it<br />
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<br />
Question about Basic Ketsuryūgan, it says if I "make" an unarmed attack, I can expend a chakra point to force them a Con save and make them stunned on a failure.<br />
The "make" has me a bit confused, do I need to actually "hit" them to force them the save or can I do that even if I missed?<br />
I have the same question about Byakugan's heavy palm.<br />
And a similiar question about lightning cloak, do they take the damage just if they hit me, or if they attempt to do so?<br />
<br />
<br />
And does my curse mark stay active even if I'm knocked unconscious? That would spell death, since it'll keep reducing maximum hp until the user reaches 0 and they can't do anything about it. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
<br />
Does the loss of HP from Path of Youth abilities considered damage? Can Painkiller reduce it? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:56, 11 March 2021 (MST)<br />
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:Hopefully the above have been edited into clarity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Can the cell activation Jutsu take away the curse mark feature? Is it counted as a curse for cell activation and greater restoration? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Mechanically, cursed mark is a class feature, not a curse, so it would not be affected.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Is there a shark-shifting-thingy for Hoshigaki people? Like Kisame can do. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:29, 12 March 2021 (MST)<br />
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:Assuming you're talking about the form he used against Guy, Kisame's shark form was a function of Samehada, not necessarily the Hoshigaki clan. I might add it some time in the future, but I wouldn't count on it since there really isn't a huge difference between that and using Samehada as a Hoshigaki. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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<br />
My earlier message about the curse mark wasn't answered so in case you didn't see it.<br />
Does the curse mark stay active even when the user is unconscious?<br />
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<br />
For people who want to break out of Edo Tensei, if it was cast not in initiative (so it's cost is halved), does the amount of chakra to break out counts as 7/8 or still 15? Disregarding the doubling for people that don't know the jutsu. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:42, 13 March 2021 (MST)<br />
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:They weren't unanswered, just one of the few that were answered in a main page edit rather than on this page. All path features that require upkeep end if you become unconscious as stated under the Paths header, and Edo Tensei is no longer affected by out-of-initiative cost reduction.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:26, 13 March 2021 (MST)<br />
<br />
Would a jutsu count more as a spell or a cantrip because your only able to cast 1 spell per turn but a infinite amount of cantrips as long as you have enough extra attacks or bonus actions?<br />
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:I have no idea where you're getting that you can cast an infinite amount of cantrips, or that you can only cast 1 spell per turn. Spell level doesn't determine how you can cast it at all, casting time does, and almost every official cantrip has a casting time of 1 action. This is also why cantrips that deal damage deal more damage based on character level, if they didn't DPR casters wouldn't be able to keep up with DPR non-casters with multiattack. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:59, 15 March 2021 (MDT)<br />
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<br />
Just a few Path of the Puppet Master questions:<br />
<br />
Can you place seals on puppets?<br />
<br />
Can a puppet be used as a vessel for Creation of Heaven and Earth and Fury?<br />
<br />
Can puppets (specifically Human Puppets) cast jutsus?<br />
<br />
<br />
The curse Mark's 15th level feature contains "You gain one additional Diversified Second Stage effect."<br />
When I do that, is it always the same effect that I chose the first time everytime? Or do I choose whichever effect I want whenever I use that? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Hopefully the most recent edit has put these to rest. As a general rule, seals can be placed on literally anything. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
<br />
Where does one come across a White Kama?<br />
Is this planned for future updates? Or is this just up to the DM? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 16:11, 16 March 2021 (MDT)<br />
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:Honestly, there's not any real difference between Kama and White Kama in play beyond how the player role plays it, so I don't currently have any plans to add it, though this may change. It's only stated in Ōtsutsuki Demi-God for the sake of canon accuracy and flavor text. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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Since you can cast jutsus with puppets, does that mean feats like Multi-Shadow Clone Jutsu Master work on puppets?<br />
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:Controlled puppets can cast clone jutsu, but as the page was this would be massively overpowered as it was. Hopefully this has been balanced. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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What would be the stats of the 4th and 5th puppets in “Master Strategist” as shown in the newest revision for Path of the Puppet Master?<br />
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:Master strategist does not grant additional puppets, only the ability to control two additional puppets. It's really only a good option if you took human puppeteer or have a very generous DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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If someone gets a kekkei genkai, they can also use the two natures that construct it. But my friends think that being granted the ability to take jutsus from those lists grant them with the extra jutsu you get from gaining a new nature. Please tell me this is wrong. It just feels so unbalanced for me, since not only do their get the ability to use jutsus from multiple natures, but they can also take up more jutsus than any other ninja would. I get that Kekkei Genkai is cool and unique and all, but the system can't just favor someone based on a single dice roll. That's basically my case lol. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:41, 17 March 2021 (MDT)<br />
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:I'm going to be completely honest, if you're worried about balance DO NOT use the Random Natures variant rule, it is easily the most busted variant rule on this page. Every time I've even considered using it, I've also considered making a variant rule to restrict component natures, most often by requiring a player to unlock them, but there should definitely be some sort of benefit for rolling well if you use it in the first place. What your friends say is correct, and there's really no good way around it without throwing out nature rolls as a whole.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
<br />
on page 202 of the PHB under the bonus action heading of the casting time section: If you cast a spell with your bonus action, You can't cast another spell during the same turn, except for a cantrip with a casting time of I action.<br />
So if i were to use the kamui ability intangible witch costs a bonus action what jutsu would i be able to use after if any. Hopefully this helps i kinda worded it weirdly last time.<br />
<br />
:Jutsu are similar to spells, but are not spells. If a jutsu can be cast as an action or bonus action, the only limitation is if you have a usable action or bonus action.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
<br />
Also in the Beyond 20th Level chart i noticed that at level 37 the martial arts goes from 3d6 (average of 10.5) to 2d10 (average of 11) barely increasing the average damage and decreasing the minimum damage from 3 to 2 making it less of a bonus and more of a disadvantage.<br />
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:While what you say is technically true, 4d6 is a jump of 4, when the typical increase is +1, making +0.5 a better alternative. As far as I can tell, there's really no better alternative, though you're welcome to suggest anything I might have missed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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What if you replace the 3d6 with 2d10, the 2d10 with 2d12, and the 2d12 with 3d8 then all the jumps would be +1 except for the last one that would only give a +0.5 to the average as well as increasing the minimum damage from 2 to 3.<br />
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:While I still kinda take issue with that, I suppose it's just as big of a jump as 1d12 to 2d8, it should make more sense now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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How do clones and subclass features like dojutsu, sage mode, curse mark, and the path of beast releases work? There's been a lot of arguments about this in our campaign that clones became a pain to even use, so I've decided not to use them until everything is clarified.<br />
So please clarify shadow clone jutsu. Including if effects but not conditions, like weighted boulder carry over. And also when you answer the subclass feature question. If you had any of those features activated and made a clone, will they automatically be activated for them? <br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:39, 19 March 2021 (MDT)<br />
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<br />
What happens if a clone uses Gedo Art of Rinne Rebirth? This question kind of seconds the dude above me with the confusion.<br />
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:Effects carry over when clones are dispelled, including Rinne Rebirth's instant death, and any features effecting you are carried over to any clones.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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<br />
Alright but what about extra chakra reserves, like black chakra and senjutsu? Do they get those as well?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 10:42, 19 March 2021 (MDT)<br />
<br />
:If the chakra you spent was black chakra or senjutsu, the chakra they have is black chakra or senjutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:05, 19 March 2021 (MDT)<br />
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<br />
Would jutsus like “Truth Seeking Execution” count as an extra feature when using Advanced Training or does it apart of getting the 20th Level Feature as a whole?<br />
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:As stated within Mastered Truth-Seeking Orbs "You also gain the Truth-Seeking Orb Execution jutsu". Generally, features with smaller headers are part of the feature they are immediately under, such as Onyx Jutsu, Unison Jutsu, and the Rinnegan's various paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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Could you add more than 1 Truth Seeking Orb to a jutsu?<br />
<br />
:Technically yes, though not probably not in the way you're thinking. Truth-Seeking Jutsu has been revised to be more clear.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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<br />
Wouldn’t Butterfly Mode be counted as a Boon/Beyond 20th Level Feature for Path of the Body?<br />
<br />
:While I don't like the idea of reducing the number of available unique jutsu, that's a fair point. Changes will be made accordingly.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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Does the restrained condition make you incapable of casting Jutsu? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:40, 22 March 2021 (MDT)<br />
<br />
:Being restrained doesn't change whether or not you can cast jutsu unless the method is flavored in a way that would the ability to weave hand signs.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
<br />
And does the bonus damage from Affinity and path of permanence include the modifiers? Since it says unarmed damage, I want to be sure whether it's just the dice or the modifiers too.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:17, 22 March 2021 (MDT)<br />
<br />
:One should only add dice. Hopefully this has been clarified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
<br />
==Requests==<br />
<br />
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 />
<br />
: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 />
<br />
: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 />
<br />
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 />
<br />
<br />
<br />
<br />
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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<br />
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 />
<br />
<br />
Double Human Bullet Tank, Water Release: Surfing Strike<br />
<br />
Surfing Strike has been incorporated into instant water. 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 />
<br />
<br />
Earth Release: Rock Shuriken<br />
<br />
:I’ve added a handful of the requested jutsu. Rock shuriken was not added as one can simply use shuriken shadow clone and simply call it rock shuriken. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:27, 4 March 2020 (MST)<br />
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<br />
Wind Release: Wind Cutter Technique, Medical Water Release: Water Scorpion, Medical Mode.<br />
<br />
:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:32, 7 March 2020 (MST)<br />
<br />
<br />
Sound release<br />
<br />
<br />
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 />
<br />
: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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<br />
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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<br />
Could you add twin lightning blades if that is canon, but something along those lines. If that makes sense lol-D<br />
<br />
: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 />
<br />
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 />
<br />
: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 />
<br />
<br />
*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
<br />
:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
<br />
Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
<br />
:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 2020 (MST)<br />
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<br />
[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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Could you make the sage art and other benefits like it stack with weapon attacks as well? I don't think it would break balence too much (Ive found a way to one-round kaguya), and it makes sense because sage mode and tailed beast mode didn't just make naruto better at punching, they made him stronger overall. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:I've seen the whole "one-shotting Kaguya" thing before, would you mind giving me the specific calculation? The main point of only adding damage to unarmed strikes, rather than all melee attacks, is to control general damage output. For instance, 7 (1d4 + 1d10) damage per attack is perfectly manageable as a temporary boost at lower levels, as is 7 (2d6), but 12 (2d6 + 1d10) is a bit too much. While this becomes less of a problem once you're rolling 13 (3d4 + 1d10) damage per attack with Sage Mode, at that point using a weapon is obsolete. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:35, 4 January 2021 (MST)<br />
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The reason why I wanted it for weapons is because susanoo benefited from curse mark, which is essetially the same thing. it would make sense. and one-shotting kaguya is an expoint that no sane player or dm would allow, thats baically multi-shadow clone master with ten tails jinchuriki, and you bassically have to roll a 24+ on the con save. get the no chakra cost path of the tailed beast feature. Clone (Make sure to take fighter 2) action surge, transform. your clones reapeat this, and whenever you're ready to fire, tailed beast bomb. kaguya and basically all of your cloned tailed beasts would die.[[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:Susanoo benefitting from Curse Mark is meant to parallel Tailed Beast Mode benefitting from Sage Mode, they are not the same thing. Also, your reasoning on why something wouldn't break balance is that a player could theoretically collect and seals all 9 tailed beasts inside them (which would be a campaign in and of itself), roll exceptionally well, and multiclass. You're also missing that every clone would need 20 chakra (~3 rounds of prep that Kaguya could easily obliterate all of your clones during), and that becoming the Ten-Tails' jinchuriki fundamentally means that Kaguya can not exist at the same time. Is it mechanically possible? Sure. Is it worth taking into any consideration? No. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:07, 5 January 2021 (MST)<br />
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1. the ten tails has a tailed beast bomb ability that makes it free and stronger.<br />
2. sage mode and curse mark are senjustu enhancements, and they have very similar properties in the anime<br />
3. you can actually pull this off easily by transforming first, then using clone action surge tailed beast bomb on the kyuubi or really any tailed beast. they would deal enough to kill kaguya, especially if using hidden chakra or asura's reincarnation. if your dm is allowing you to have a tailed beast, you can pull this combooff in one round. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:The only thing that changes in Tailed Beast Mode is ability scores and size; you keep your own features. While I may change this, it would come alongside giving the tailed beasts their own chakra, thus making their TBB cost 20 chakra anyway. While Curse Mark and Sage Mode both use senjutsu, they are shown to be WILDLY different (compare Jiraiya and Jugo). One-shotting Kaguya with TBB would cost 685 chakra (2057/60x20), so it really doesn't matter if you're using hidden chakra or are asura's reincarnation. Trust me, this combo isn't even worth considering. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 5 January 2021 (MST)<br />
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These are basically feat versuons of Indra and Asura’s reincarnation boons except you don’t have to be a reincarnation of the sons of a literal God<br />
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Prodigy:<br />
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You have the choice of either automatically taking your Ninja Path’s 7th level feature and decreasing your 10th Level Feature’s level requirements by 1 or halving 3 jutsus of your choice’s Chakra requirements <br />
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Hard Work Pays Off:<br />
Prerequisites:16th Level or higher<br />
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You gain 1 extra use of the “Advanced Training” Class Feature and have the choice to either learn a unique jutsu (Discuss with your DM), create a custom one (Obviously discuss) or learn 2 new jutsus from any nature element (Excluding Kekkai Genkai), On top of that you also gain affinity with Basic Ninjutsu/Taijutsu depending on what you chose on 2nd level.<br />
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Note: I think I made the “Hard Work Pays Off” feat a bit better compared to the the “Prodigy” feat but ey, that’s why the prerequisite is 16th level<br />
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:Any character could be a prodigy or work hard for their talent, that kind of thing applies to any class and is 100% a part of a character's traits and personality, rather than anything mechanical. The only times either of these would be mechanical is if it was something supernatural, such as being a reincarnation. Beyond that, both of these are incredibly powerful, and easily constitute boons instead of feats. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:00, 6 January 2021 (MST)<br />
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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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Barely any info on this, but how about Will Materialization? Basically what Kaguya did to create Black Zetsu, So far these are the only stats I can think of and it’s still kinda rough<br />
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Will Materialization Epic Boon:<br />
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Prerequisites: Charisma and Wisdom/Intelligence 20,<br />
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- You manifest a portion of yourself in a LV1 “Path of Mutation” (I’d say Black Zetsu lines up with the Path of Adequacy since only thing he and White Zetsu have in common is Body Coating) Shinobi that’s immortal (Probably Jashin Immortality Rules for “Dying”) as long as your chakra somewhat still exists (Stored in a seal even if you’re dead or some sort). This creature is in realistic terms, essentially a 2nd PC but it cannot cast any jutsus (save for Dojutsu abilities) and their chakra point maximum is always halved.<br />
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:This looks interesting, but I'll probably add it as a unique jutsu following the same rules as other Kekkei Mora given that Kaguya is the only one to use it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 13 February 2021 (MST)<br />
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I like how the evil sealing Jutsu isn't a stop gag to prevent activation like in the show. But a method to use the cursed mark. I suggest adding a stipulation to the black frog jutsu under cursed mark. Change it so they can get to the level 7th ability, and make it so once they hit their diversified second stage, they can activate it on their own without the evil sealing jutsu. Or just make a note saying once they gain access to the second diversified stage they can activate it on their own. Yo more closely match with the show. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:18, 25 February 2021 (MST)<br />
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:I completely disagree that would make it more accurate to canon, as the Four Black Fogs jutsu is explicitly used to counter the Mind Awakening Pills that kill the person who ingests them in order to progress their Cursed Mark to be able to use Second Stage. Additionally, Sasuke is the only person to both use a Cursed Mark and be able to activate it at will instead of when they get "worked up". That being said, Kabuto is able to use Sage Transformation effectively all the time, so I have added an Evil Sealing Jutsu-like effect to the 15th level feature. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:19, 25 February 2021 (MST)<br />
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I don't really know how to post on this, but I just wanted to mention some of my feelings on swift style since I'm playing a character who uses it as his main thing. The recently added unique jutsu are cool but feel a bit weird to use in practice. Its very awkward to walk back forth in and out of a creatures range, it feels odd and kind of of missed the point of opportunity attacks. I like the concepts behind the jutsu but i feel as if they could be changed a bit and i have a few ideas for them.<br />
*Heavenly dragon flash: is good as is and really nice to have.<br />
*10,000 step combo: i think giving the user more bonus actions would be more useful and practical than reactions. Not sure if it should be one or 2 more bonus actions but either way i think the effect being "While Surge is active, you move at blinding speeds, kicking off of walls and striking your opponents at any given time. As long as Surge remains active, you may make 1 additional Bonus action, and may take the attack action as a bonus action, and may make attacks of opportunity when your movement causes a creature to move outside of your reach." may be a nice and powerful change.<br />
*Blade Dance: i think this could also be changed and simplified to make it better to use and better overall. the effect could be "While Surge is active, your attack speed increases dramatically, but their effectiveness decreases. As long as Surge remains active, you may make 2 extra, extra attacks as a part of the attack action on your turn, but each of your attacks deal half damage.<br />
*The rasengan ones are great as is i think.<br />
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Anyways, these ideas may not be great, but i felt i could try to offer some change as swift style is kinda obscure so i understand having to make ideas out of no source material. anyways i hope youll consider them if you get the chance.<br />
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:The point of 10,000 Step Combo and Blade Dance being worded like that is to make them synergize by making attacks of opportunity both more common and making them make more attacks. While I'll think about rewording them some time in the future, I'd have to dwell on them longer.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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I understand the point and idea of the wording, i was just saying that they are a bit hard to read and understand, aswell as feeling weird to use in real combat.<br />
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Yes, you were correct. However iirc the sound four were also able to use the cursed mark freely. Though this could easily be eluded to specific conditions or a unique method of training. <br />
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:I mean, I literally rewatched every episode that a character enters Second Stage to come to my decision, and excluding maybe Kimimaro, they all activate after getting worked up. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Add an optional rule where being targeted by a curse mark has but a 10% survival rate. It would be fitting~ [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:29, 26 February 2021 (MST)<br />
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That would probably be a D18 Con Save if a creature chooses to give you a curse mark I think. It’d also be pretty cool if we also have some sort of saving throw for Kama Seals --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:25, 26 February 2021 (MST) Bobert<br />
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:The 10% survival rate wasn't added because of just how disappointing it would be as a player to have a 90% chance to die instantly, but I'll try to find some way to squeeze it in. As for Kama, I have some plans that probably won't be put in place for a while. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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I did the same, at least that specific arc. And yes. You are ccorrect. I wont press the matter any further. My apologies if I made it seem like a bigger deal than it was.<br />
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The changes to Sage Mode are great. Though the classes utility is low, considering utilizing the capstone is near impossible. Since you drain 2 senjutsu chakra every turn when you're not meditating, keeping it at a point where it's equal to your own chakra longer than a single turn is incredibly difficult. Even with clone meditating. As going over the amount you can sustain immediately paralyzes and transforms you. And the benefits for the capstone is a huge step down from what it was. Losing advantage on attacks. Losing yin yang usage or affinity. It's definitely drove a lot of my players off from being interested in said class. That being said. I like it. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:02, 28 February 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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I think Shade Style: Chimera Technique is slightly overpowered. Gaining 3 features is pretty unbalanced. I think if you make it so they can take only 1 feature, it'll be better. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:18, 7 March 2021 (MST)<br />
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:Chimera Technique was intended to be an analogue to replication, specifically with the major downsides that it only lasts for 1 minute and costs about half of a 20th level character's chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:52, 7 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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For the zetsu class, I think it would be cool if when using the possession you can choose which of the stats to use a person could mix and match the stats to really give that support aspect the finishing touch and then maybe put a size limitation on it, like you can't capture anything bigger than large because otherwise a powerful character with luck could take over a tailed beast.<br />
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:Good idea, sounds fun to use.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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I have a character focused on lightning and speed.<br />
He's a cursed mark, specialization on lightning, and implanted Ketsuryūgan Namikaze.<br />
He's kind of laid back and a bit emo, though he's like Sasuke in that he doesn't like to talk much and he's focused on killing a specific person, I'm really having trouble with Nindo as I can't find any or think up any that I think fit.<br />
If any of you can help me with that by making one, giving me ideas, or pointing out one of the Nindos that fit with this guy, I'd really appreciate it. Thanks. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:18, 18 March 2021 (MDT)<br />
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It really depends on your PC's backstory and other stuff, I think checking out the Shinobi backgrounds that were made for this class would be a good start--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 05:24, 18 March 2021 (MDT)<br />
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So I've got an idea about the Nindo but I'm not good at making custom Nindos lol, so I might need some help how would a Nindo about speed work? Like for example "I'm/I will be the fastest there is". "No one can catch the flash". "My speed is everything." Something like that, now how do you think a Nindo like that would work?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 13:41, 21 March 2021 (MDT)<br />
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:My immediate thought is that "No one can catch the flash" would be really interesting if it worked along the lines of "while you are at your maximum hit points, your movement speed increases by +10 ft.", so it offers both a solid bonus and changes how you play in an interesting way.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:51, 21 March 2021 (MDT)<br />
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That Nindo is absolutely perfect, it surprises me that you get such ideas from the first try. I don't see a reason to modify anything in it so I'm just going to take it as is. Thanks a lot!<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 14:28, 21 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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:Maybe this is me misunderstanding your request, but that sounds a lot like "I refuse to watch my ally die" or "I'll keep everyone alive".--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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I think Edo Tensei should take a saving throw or ability check to set yourself free. Maybe in addition to the chakra, maybe as a replacement. But as is, it just makes it impossible to keep anyone worth keeping under control without them freeing themselves like it's nothing. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:55, 22 March 2021 (MDT)<br />
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:I mean, ignoring the fact that the minimum cost requires a creature with {{5a|con}} +0 to spend their entire chakra pool (40x0.75=15x2), Kabuto and Orochimaru couldn't even hope to control characters like Hashirama (without his mega-nerf which I absolutely am not skilled enough to implement) or Madara.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 17:54, 22 March 2021 (MDT)<br />
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::The thing is that in my campaign we use Chakra exhaustion. So what's a few points of exhaustion against eternal servitude? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:33, 22 March 2021 (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 />
<br />
: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 />
<br />
'''''Rogue Requests:'''''<br />
<br />
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 />
<br />
: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 />
<br />
Whats on our to do list today boss? [[User: RenBimu|RenBimu]]<br />
<br />
: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 />
<br />
Should we make a naruto human race that gives clan and a slight buff tonthe class or no? ~killshot<br />
<br />
: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 />
<br />
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 />
<br />
: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 />
<br />
But I do have questions do you plan on making the sound 4 or kaguya or naruto and sasuke as creatures?<br />
<br />
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 />
<br />
: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 />
<br />
Alright ill give that a shot bro -Bimu<br />
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<br />
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 />
<br />
== Quality Article Nomination ==<br />
<br />
{{Quality Article Nominee|01:02, 12 February 2021 (MST)}}<br />
<br />
'''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 />
<br />
'''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 />
<br />
== baryon mode ==<br />
<br />
I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
<br />
:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1452545Talk:Naruto: Shinobi (5e Class)2021-03-22T21:55:45Z<p>FrickyDiBoop: /* Requests */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Sage Mode/Kama Rewrite==<br />
Hi, all, sorry for the delay in responding, between real life responsibility and reworking [[Shinobi World (5e Campaign Setting)]] there wasn't much time to do so. As I was creating the various Naruto variants, I realized that the Paths of the Sage and Succession, like the Path of the Cursed had previously, is counterintuitive to the rest of this class. This class is centered around chakra, so slapping timers on features somewhat dilutes this class (not including dojutsu for obvious reasons). Would people be okay with introducing senjutsu chakra and some sort of "white chakra" to Sage Mode and Kama transformations respectively? Also, check out the below discussion, I'd still love to hear more thoughts on that. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]])<br />
<br />
<br />
The curse mark revamp that happened recently was absolutely great, me and the guys over here that play on this setting absolutely fell in love with it right away even though it slightly changed how we did stuff. But it changed it for the better, we're excited to see more like that.<br />
So me and the guys over here tell you "Go for it!!"<br />
<br />
<br />
About sage mode, we've realized something. The wisdom score limit to senjutsu chakra and the requirement to have senjutsu chakra equal to your normal chakra for partial sage mode make it so that if your chakra is higher than your wisdom score, you can't use sage mode.<br />
Which will almost be always the case at later levels, or is it meant that for the user to expend their normal chakra, until it's within their wisdom score?<br />
<br />
:I am aware of the current problems of it. It was saved in a place that I could get a general idea of what I'm going for, not necessarily in its complete state. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 28 February 2021 (MST)<br />
::Hopefully the problem has been resolved. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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Yeah it has, thanks.<br />
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==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
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I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
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:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (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 />
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<br />
What differentiates the normal Path of Hatred “Genjutsu” ability to its unique Jutsu “Ephemeral”<br />
<br />
:First of all, it doesn't require the target to look at the user. It only requires the user to touch the chosen target. And then, the target rolls the saving throw with disadvantage. --FrickyDiBoop([[User talk:FrickyDiBoop|talk]]) 04:01, 25 February 2021 (MST)<br />
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I have a question. Does Truesight see through the "disguise" feature of Path of Mutation? If yes then I think it might be underpowered to be gained at level 10 as most dojutsu and sage mode have truesight at level 3<br />
<br />
And also about path of specialization when I cast my signature jutsu can I choose to forego the improved Technique feature? Otherwise it makes a heavy drawback to characters with low save DCs as their signature jutsu's damage will be almost always halved due to the saving throw [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
:As you can not be distinguished "by chakra sense", which is the source of dojutsu/Sage Mode truesight, they would not be able to distinguish. The saving throw to reduce damage from Improved Technique only applies to the additional damage, not the jutsu's base damage. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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<br />
Does chakra exhaustion work exactly like normal exhaustion? In regards to needing to have multiple long rests to get rid of the exhaustion. Because since the moment I laid my eyes on that optional rule, I thought that in the next rest, once you have a positive number in your chakra points, all the exhaustion is gone. Mainly since it would be so annoying to have time skips left and right just so our characters won't have any detrimental effects before the next mission. And I mean ''only'' through rest. Indra's Susanoo and Cursed Mark chakra can't get rid of exhaustion.<br />
<br />
:While I couldn't write it in a satisfying way, the intent was for regaining chakra points to reduce your exhaustion. With this in mind, while Cursed Mark certainly shouldn't be able to reduce chakra exhaustion for the same reason red chakra can't, I don't see why Indra Susano'o shouldn't be able to. Exhaustion can also be cured by chakra pills (or greater restoration if you aren't doing a shinobi only campaign), so it's not exactly your ''only'' option. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Regarding Cooperation Jutsu, if the requirement to perform the jutsu has to be achieved by either one or both and they perform a kekkei genial jutsu, does that mean that in order to do it one of them would have to choose that kekkei genkai? Effectively disabling them from having other kekkei genkais.<br />
<br />
:I gotta be real, the Cooperation Jutsu variant rule was written a while ago and I'm still not positive I like how any of it is worded, so I full on might completely rewrite it. The intent was to allow writing it that way was to allow things like Scorch Style: Nimbus Tempest, in which neither Naruto nor Sasuke knew Scorch Style, but could individually use Fire and Wind Style. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
<br />
And what happens in a case that an Uchiha fulfills the requirement of the mangekyo, which is witnessing the death of a close entity, but they have yet to reach level 15?<br />
<br />
:It would be a similar effect to Sasuke unlocking his first tomoe, they would technically "have" Mangekyo, but the repressed trauma would keep them from using it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Question about the cursed mark: it says if I can use black chakra as if it were normal chakra but if I do so I have to spend an equal amount of normal chakra.. so in the case that my normal chakra is lower than my black chakra. Or my chakra is 0, or -0 or i don't have any chakra remaining at all. How will that be managed? Or is that all just meant to if I use black chakra and normal chakra at the same time?<br />
<br />
:That piece of wording was intended to only apply to using black chakra and normal chakra on the same jutsu. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Is there a way for a third party to unseal a seal? I looked around the page and didn't find it... --<br />
[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:31, 28 February 2021 (MST)<br />
<br />
I noticed Path of Beast, Path of Hatred, and the path of exalted now include level 22, 27 and 30 milestones. Is this intentional? And if so, what made you desire this change? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 07:50, 2 March 2021 (MST)<br />
<br />
:These features have been on the page for ages, but their place has always been pretty nebulous as Beyond 20th Level also grants boons. This way, path features are with path features, their place is better clarified within the extended ruleset, and honestly they're just easier to find and edit. As detailed under the Ninja Paths header, if you aren't using that variant rule they are simply epic boons with a 20th level requirement.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:51, 2 March 2021 (MST)<br />
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Seems like my question was glanced over. I think you just didn't notice it, so I'll ask again. Is there a way for a third party to unseal a seal? I looked around the page and didn't find anything about it. Maybe I just missed it or something. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 11:54, 2 March 2021 (MST)<br />
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:Sorry about that! At the moment there is not, but I will add one in the near future.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
:My bad, it appears we both overlooked it. Rules for removing and highjacking a seal is listed immediately under the unique jutsu header.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:41, 2 March 2021 (MST)<br />
<br />
::What? Where? I can't see it. Maybe I'm blind.... --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:59, 2 March 2021 (MST)<br />
<br />
:::My bad, immediately under the REGULAR BASIC NINJUTSU header, "Seals can be created on any surface, however special material (such as Chakra Tags and Elemental Ink) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra point spent on the seals." Apparently I couldn't type at noon. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:04, 2 March 2021 (MST)<br />
<br />
Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth<br />
Cost: 10 Chakra<br />
The user forms a seal on another creature it can touch. Once per hour, that creature gains 2 chakra points, even if they can not use chakra. This can extend above a creature’s chakra point maximum, and they are not lost at the end of a long rest. This chakra can’t be used by the creature it is sealed in, but the creature that used this jutsu may cast jutsu from the seal using both the sealed creature’s chakra and their own.<br />
<br />
Can this jutsu be done on yourself? Cuz it does fall into touch category, but maybe RAI it's a no-go. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:41, 3 March 2021 (MST)<br />
<br />
:This jutsu can not be used on the caster.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:25, 3 March 2021 (MST)<br />
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<br />
Would the Painkiller feat enable you to bypass Baryon Mode’s permanent HP decrease (At least for a few turns + Con mod)?.<br />
<br />
:Painkiller only decreases hit point reduction, not maximum hit points, so while it is still useful for bypassing its current hit point reduction, the answer is no. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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It says that you had some sort of secondary subclass (Dojutsu implants,Kama,Soul Containment,etc) you can only reach it’s 10th or 15th level feature unless you have some feats, but can you use Advanced Training to simply get the next and final features?<br />
<br />
:I hadn't considered that when making Advanced Training, but I suppose so. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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Path of Totality Manipulation, does it require an action or? If it's a free action it's unstoppable. If it's a bonus action it's manageable.<br />
<br />
Also if you have affinity in basic do you add your unarmed damage to shadow clone attacks? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 11:24, 5 March 2021 (MST)<br />
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:Manipulation's rules were vague, so I have clarified it as well as giving it a sleight nerf. Affinity only increases damage that a jutsu deals when cast, not damage a jutsu's construct deals, so shadow clones and summons do not deal additional unarmed die damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:07, 5 March 2021 (MST)<br />
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The Tenseigan can only be achieved through implantation. So is it safe to assume that the Tenseigan doesn't follow implantation rules?<br />
And can Kirin be used while being in a closed room, unable at all to see the sky? I assume it is because the jutsu doesn't say otherwise, but I like to make sure. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:12, 5 March 2021 (MST)<br />
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:The Tenseigan still follows implantation rules if you gain it after 3rd level, because while naturally gaining the Tenseigan at 3rd level isn't justified in canon, either of the previous being false makes it kinda weird balance-wise. As for Kirin, it does say that the lightning comes from the cloud, so while you should be able to use it indoors, it should be harder, which I will try to make clearer. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:20, 5 March 2021 (MST)<br />
<br />
How does Masterful Chakra Control works exactly? The ability of lowering chakra cost, to be specific. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:15, 6 March 2021 (MST)<br />
<br />
:You decrease the amount of chakra you need to spend by your Intelligence modifier to a minimum of 1. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So how exactly does Red Chakra work? Does it mean that 1 red Chakra is enough to use a single Jutsu or do you need to have an amount of chakra equal to the jutsu’s chakra cost?<br />
<br />
:As described in the feature, red chakra can be spent in the same way as normal chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So if a Jutsu needs 5 Chakra, I need 5 red chakra to do it? Alright, thanks for the clarification.<br />
<br />
<br />
There’s been a things I’ve been wondering about Path of Hatred lately so here are my questions,<br />
<br />
Wouldn’t each eye’s gradual blindness be separate except maybe for using Susanno? For example, I use my right eye more often to use Tsukuyomi but rarely use my left eye to cast Kotoamatsakumi so wouldn’t that mean only the right eye’s vision would deteriorate? (Idk how to deal with this since the Gradual Blindness variant rule isn’t made for this)<br />
<br />
:Technically each eye would go blind individually, but defining that mechanically would be an absolute nightmare, and using such mechanics even more so.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
<br />
I remember seeing in an archive that you can take the same MS ability multiple times, but what benefit does it give you if you chose the same ability 2 or more times since CBS was the only one that clarifies this?<br />
(Basically what do you get from having multiple Amaterasus,Tsukuyomi,Totsuka Blade,Yata Mirror,etc)<br />
<br />
:Amaterasu, Tsukuyomi, and Yata Mirror wouldn't benefit from being taken multiple times. The main ones that benefit are Telekinesis (each take allowing the user to manipulate an additional 100 pounds), Totsuka Blade (I've been meaning to rewrite it to be more inclusive to all Susanoo weapons, thus taking it twice would apply it to both Susanoo weapons), and Kotoamatsukami (with each take granting an additional use).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
<br />
Would we ever get a Partial Susanno feat/boon (Like how Sasuke and Madara summon ribcages and limbs)?<br />
<br />
:A partial susanoo feat is in the works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
<br />
If you permanently lose a path, like with baryon mode or with your extracting your jinchuriki, can you gain another path in it's place? And can path of the cursed be permanently lost, like with Sasuke when itachi freed him from it?<br />
<br />
Second question: with path of the puppet master it says "you can create threads of chakra" but doesn't clarify if it requires an action, does that mean it's a free action? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
:Hopefully the most recent edit has clarified these. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:47, 8 March 2021 (MST)<br />
<br />
<br />
If you end Baryon Mode, what would be the PC and the Tailed Beast’s maximum HP since it only says PC would lose 20 current and maximum HP but it never said what it would mean for its tailed beast or even how to divide the HP back after ending it<br />
<br />
<br />
Question about Basic Ketsuryūgan, it says if I "make" an unarmed attack, I can expend a chakra point to force them a Con save and make them stunned on a failure.<br />
The "make" has me a bit confused, do I need to actually "hit" them to force them the save or can I do that even if I missed?<br />
I have the same question about Byakugan's heavy palm.<br />
And a similiar question about lightning cloak, do they take the damage just if they hit me, or if they attempt to do so?<br />
<br />
<br />
And does my curse mark stay active even if I'm knocked unconscious? That would spell death, since it'll keep reducing maximum hp until the user reaches 0 and they can't do anything about it. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
<br />
Does the loss of HP from Path of Youth abilities considered damage? Can Painkiller reduce it? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:56, 11 March 2021 (MST)<br />
<br />
:Hopefully the above have been edited into clarity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Can the cell activation Jutsu take away the curse mark feature? Is it counted as a curse for cell activation and greater restoration? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
:Mechanically, cursed mark is a class feature, not a curse, so it would not be affected.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
<br />
Is there a shark-shifting-thingy for Hoshigaki people? Like Kisame can do. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:29, 12 March 2021 (MST)<br />
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:Assuming you're talking about the form he used against Guy, Kisame's shark form was a function of Samehada, not necessarily the Hoshigaki clan. I might add it some time in the future, but I wouldn't count on it since there really isn't a huge difference between that and using Samehada as a Hoshigaki. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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<br />
My earlier message about the curse mark wasn't answered so in case you didn't see it.<br />
Does the curse mark stay active even when the user is unconscious?<br />
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<br />
For people who want to break out of Edo Tensei, if it was cast not in initiative (so it's cost is halved), does the amount of chakra to break out counts as 7/8 or still 15? Disregarding the doubling for people that don't know the jutsu. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:42, 13 March 2021 (MST)<br />
<br />
:They weren't unanswered, just one of the few that were answered in a main page edit rather than on this page. All path features that require upkeep end if you become unconscious as stated under the Paths header, and Edo Tensei is no longer affected by out-of-initiative cost reduction.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:26, 13 March 2021 (MST)<br />
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Would a jutsu count more as a spell or a cantrip because your only able to cast 1 spell per turn but a infinite amount of cantrips as long as you have enough extra attacks or bonus actions?<br />
<br />
:I have no idea where you're getting that you can cast an infinite amount of cantrips, or that you can only cast 1 spell per turn. Spell level doesn't determine how you can cast it at all, casting time does, and almost every official cantrip has a casting time of 1 action. This is also why cantrips that deal damage deal more damage based on character level, if they didn't DPR casters wouldn't be able to keep up with DPR non-casters with multiattack. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:59, 15 March 2021 (MDT)<br />
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<br />
Just a few Path of the Puppet Master questions:<br />
<br />
Can you place seals on puppets?<br />
<br />
Can a puppet be used as a vessel for Creation of Heaven and Earth and Fury?<br />
<br />
Can puppets (specifically Human Puppets) cast jutsus?<br />
<br />
<br />
The curse Mark's 15th level feature contains "You gain one additional Diversified Second Stage effect."<br />
When I do that, is it always the same effect that I chose the first time everytime? Or do I choose whichever effect I want whenever I use that? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Hopefully the most recent edit has put these to rest. As a general rule, seals can be placed on literally anything. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Where does one come across a White Kama?<br />
Is this planned for future updates? Or is this just up to the DM? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 16:11, 16 March 2021 (MDT)<br />
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:Honestly, there's not any real difference between Kama and White Kama in play beyond how the player role plays it, so I don't currently have any plans to add it, though this may change. It's only stated in Ōtsutsuki Demi-God for the sake of canon accuracy and flavor text. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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Since you can cast jutsus with puppets, does that mean feats like Multi-Shadow Clone Jutsu Master work on puppets?<br />
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:Controlled puppets can cast clone jutsu, but as the page was this would be massively overpowered as it was. Hopefully this has been balanced. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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What would be the stats of the 4th and 5th puppets in “Master Strategist” as shown in the newest revision for Path of the Puppet Master?<br />
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:Master strategist does not grant additional puppets, only the ability to control two additional puppets. It's really only a good option if you took human puppeteer or have a very generous DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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If someone gets a kekkei genkai, they can also use the two natures that construct it. But my friends think that being granted the ability to take jutsus from those lists grant them with the extra jutsu you get from gaining a new nature. Please tell me this is wrong. It just feels so unbalanced for me, since not only do their get the ability to use jutsus from multiple natures, but they can also take up more jutsus than any other ninja would. I get that Kekkei Genkai is cool and unique and all, but the system can't just favor someone based on a single dice roll. That's basically my case lol. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:41, 17 March 2021 (MDT)<br />
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:I'm going to be completely honest, if you're worried about balance DO NOT use the Random Natures variant rule, it is easily the most busted variant rule on this page. Every time I've even considered using it, I've also considered making a variant rule to restrict component natures, most often by requiring a player to unlock them, but there should definitely be some sort of benefit for rolling well if you use it in the first place. What your friends say is correct, and there's really no good way around it without throwing out nature rolls as a whole.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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on page 202 of the PHB under the bonus action heading of the casting time section: If you cast a spell with your bonus action, You can't cast another spell during the same turn, except for a cantrip with a casting time of I action.<br />
So if i were to use the kamui ability intangible witch costs a bonus action what jutsu would i be able to use after if any. Hopefully this helps i kinda worded it weirdly last time.<br />
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:Jutsu are similar to spells, but are not spells. If a jutsu can be cast as an action or bonus action, the only limitation is if you have a usable action or bonus action.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
<br />
Also in the Beyond 20th Level chart i noticed that at level 37 the martial arts goes from 3d6 (average of 10.5) to 2d10 (average of 11) barely increasing the average damage and decreasing the minimum damage from 3 to 2 making it less of a bonus and more of a disadvantage.<br />
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:While what you say is technically true, 4d6 is a jump of 4, when the typical increase is +1, making +0.5 a better alternative. As far as I can tell, there's really no better alternative, though you're welcome to suggest anything I might have missed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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What if you replace the 3d6 with 2d10, the 2d10 with 2d12, and the 2d12 with 3d8 then all the jumps would be +1 except for the last one that would only give a +0.5 to the average as well as increasing the minimum damage from 2 to 3.<br />
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:While I still kinda take issue with that, I suppose it's just as big of a jump as 1d12 to 2d8, it should make more sense now.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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How do clones and subclass features like dojutsu, sage mode, curse mark, and the path of beast releases work? There's been a lot of arguments about this in our campaign that clones became a pain to even use, so I've decided not to use them until everything is clarified.<br />
So please clarify shadow clone jutsu. Including if effects but not conditions, like weighted boulder carry over. And also when you answer the subclass feature question. If you had any of those features activated and made a clone, will they automatically be activated for them? <br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:39, 19 March 2021 (MDT)<br />
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What happens if a clone uses Gedo Art of Rinne Rebirth? This question kind of seconds the dude above me with the confusion.<br />
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:Effects carry over when clones are dispelled, including Rinne Rebirth's instant death, and any features effecting you are carried over to any clones.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:57, 19 March 2021 (MDT)<br />
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<br />
Alright but what about extra chakra reserves, like black chakra and senjutsu? Do they get those as well?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 10:42, 19 March 2021 (MDT)<br />
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:If the chakra you spent was black chakra or senjutsu, the chakra they have is black chakra or senjutsu.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:05, 19 March 2021 (MDT)<br />
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<br />
Would jutsus like “Truth Seeking Execution” count as an extra feature when using Advanced Training or does it apart of getting the 20th Level Feature as a whole?<br />
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:As stated within Mastered Truth-Seeking Orbs "You also gain the Truth-Seeking Orb Execution jutsu". Generally, features with smaller headers are part of the feature they are immediately under, such as Onyx Jutsu, Unison Jutsu, and the Rinnegan's various paths.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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Could you add more than 1 Truth Seeking Orb to a jutsu?<br />
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:Technically yes, though not probably not in the way you're thinking. Truth-Seeking Jutsu has been revised to be more clear.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:25, 20 March 2021 (MDT)<br />
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Wouldn’t Butterfly Mode be counted as a Boon/Beyond 20th Level Feature for Path of the Body?<br />
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Does the restrained condition make you incapable of casting Jutsu? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 06:40, 22 March 2021 (MDT)<br />
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<br />
And does the bonus damage from Affinity and path of permanence include the modifiers? Since it says unarmed damage, I want to be sure whether it's just the dice or the modifiers too.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:17, 22 March 2021 (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 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, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[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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*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
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:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
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Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
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:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 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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Could you make the sage art and other benefits like it stack with weapon attacks as well? I don't think it would break balence too much (Ive found a way to one-round kaguya), and it makes sense because sage mode and tailed beast mode didn't just make naruto better at punching, they made him stronger overall. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:I've seen the whole "one-shotting Kaguya" thing before, would you mind giving me the specific calculation? The main point of only adding damage to unarmed strikes, rather than all melee attacks, is to control general damage output. For instance, 7 (1d4 + 1d10) damage per attack is perfectly manageable as a temporary boost at lower levels, as is 7 (2d6), but 12 (2d6 + 1d10) is a bit too much. While this becomes less of a problem once you're rolling 13 (3d4 + 1d10) damage per attack with Sage Mode, at that point using a weapon is obsolete. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:35, 4 January 2021 (MST)<br />
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The reason why I wanted it for weapons is because susanoo benefited from curse mark, which is essetially the same thing. it would make sense. and one-shotting kaguya is an expoint that no sane player or dm would allow, thats baically multi-shadow clone master with ten tails jinchuriki, and you bassically have to roll a 24+ on the con save. get the no chakra cost path of the tailed beast feature. Clone (Make sure to take fighter 2) action surge, transform. your clones reapeat this, and whenever you're ready to fire, tailed beast bomb. kaguya and basically all of your cloned tailed beasts would die.[[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:Susanoo benefitting from Curse Mark is meant to parallel Tailed Beast Mode benefitting from Sage Mode, they are not the same thing. Also, your reasoning on why something wouldn't break balance is that a player could theoretically collect and seals all 9 tailed beasts inside them (which would be a campaign in and of itself), roll exceptionally well, and multiclass. You're also missing that every clone would need 20 chakra (~3 rounds of prep that Kaguya could easily obliterate all of your clones during), and that becoming the Ten-Tails' jinchuriki fundamentally means that Kaguya can not exist at the same time. Is it mechanically possible? Sure. Is it worth taking into any consideration? No. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:07, 5 January 2021 (MST)<br />
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1. the ten tails has a tailed beast bomb ability that makes it free and stronger.<br />
2. sage mode and curse mark are senjustu enhancements, and they have very similar properties in the anime<br />
3. you can actually pull this off easily by transforming first, then using clone action surge tailed beast bomb on the kyuubi or really any tailed beast. they would deal enough to kill kaguya, especially if using hidden chakra or asura's reincarnation. if your dm is allowing you to have a tailed beast, you can pull this combooff in one round. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:The only thing that changes in Tailed Beast Mode is ability scores and size; you keep your own features. While I may change this, it would come alongside giving the tailed beasts their own chakra, thus making their TBB cost 20 chakra anyway. While Curse Mark and Sage Mode both use senjutsu, they are shown to be WILDLY different (compare Jiraiya and Jugo). One-shotting Kaguya with TBB would cost 685 chakra (2057/60x20), so it really doesn't matter if you're using hidden chakra or are asura's reincarnation. Trust me, this combo isn't even worth considering. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 5 January 2021 (MST)<br />
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These are basically feat versuons of Indra and Asura’s reincarnation boons except you don’t have to be a reincarnation of the sons of a literal God<br />
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Prodigy:<br />
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You have the choice of either automatically taking your Ninja Path’s 7th level feature and decreasing your 10th Level Feature’s level requirements by 1 or halving 3 jutsus of your choice’s Chakra requirements <br />
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Hard Work Pays Off:<br />
Prerequisites:16th Level or higher<br />
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You gain 1 extra use of the “Advanced Training” Class Feature and have the choice to either learn a unique jutsu (Discuss with your DM), create a custom one (Obviously discuss) or learn 2 new jutsus from any nature element (Excluding Kekkai Genkai), On top of that you also gain affinity with Basic Ninjutsu/Taijutsu depending on what you chose on 2nd level.<br />
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Note: I think I made the “Hard Work Pays Off” feat a bit better compared to the the “Prodigy” feat but ey, that’s why the prerequisite is 16th level<br />
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:Any character could be a prodigy or work hard for their talent, that kind of thing applies to any class and is 100% a part of a character's traits and personality, rather than anything mechanical. The only times either of these would be mechanical is if it was something supernatural, such as being a reincarnation. Beyond that, both of these are incredibly powerful, and easily constitute boons instead of feats. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:00, 6 January 2021 (MST)<br />
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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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Barely any info on this, but how about Will Materialization? Basically what Kaguya did to create Black Zetsu, So far these are the only stats I can think of and it’s still kinda rough<br />
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Will Materialization Epic Boon:<br />
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Prerequisites: Charisma and Wisdom/Intelligence 20,<br />
<br />
- You manifest a portion of yourself in a LV1 “Path of Mutation” (I’d say Black Zetsu lines up with the Path of Adequacy since only thing he and White Zetsu have in common is Body Coating) Shinobi that’s immortal (Probably Jashin Immortality Rules for “Dying”) as long as your chakra somewhat still exists (Stored in a seal even if you’re dead or some sort). This creature is in realistic terms, essentially a 2nd PC but it cannot cast any jutsus (save for Dojutsu abilities) and their chakra point maximum is always halved.<br />
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:This looks interesting, but I'll probably add it as a unique jutsu following the same rules as other Kekkei Mora given that Kaguya is the only one to use it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 13 February 2021 (MST)<br />
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I like how the evil sealing Jutsu isn't a stop gag to prevent activation like in the show. But a method to use the cursed mark. I suggest adding a stipulation to the black frog jutsu under cursed mark. Change it so they can get to the level 7th ability, and make it so once they hit their diversified second stage, they can activate it on their own without the evil sealing jutsu. Or just make a note saying once they gain access to the second diversified stage they can activate it on their own. Yo more closely match with the show. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:18, 25 February 2021 (MST)<br />
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:I completely disagree that would make it more accurate to canon, as the Four Black Fogs jutsu is explicitly used to counter the Mind Awakening Pills that kill the person who ingests them in order to progress their Cursed Mark to be able to use Second Stage. Additionally, Sasuke is the only person to both use a Cursed Mark and be able to activate it at will instead of when they get "worked up". That being said, Kabuto is able to use Sage Transformation effectively all the time, so I have added an Evil Sealing Jutsu-like effect to the 15th level feature. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:19, 25 February 2021 (MST)<br />
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<br />
I don't really know how to post on this, but I just wanted to mention some of my feelings on swift style since I'm playing a character who uses it as his main thing. The recently added unique jutsu are cool but feel a bit weird to use in practice. Its very awkward to walk back forth in and out of a creatures range, it feels odd and kind of of missed the point of opportunity attacks. I like the concepts behind the jutsu but i feel as if they could be changed a bit and i have a few ideas for them.<br />
*Heavenly dragon flash: is good as is and really nice to have.<br />
*10,000 step combo: i think giving the user more bonus actions would be more useful and practical than reactions. Not sure if it should be one or 2 more bonus actions but either way i think the effect being "While Surge is active, you move at blinding speeds, kicking off of walls and striking your opponents at any given time. As long as Surge remains active, you may make 1 additional Bonus action, and may take the attack action as a bonus action, and may make attacks of opportunity when your movement causes a creature to move outside of your reach." may be a nice and powerful change.<br />
*Blade Dance: i think this could also be changed and simplified to make it better to use and better overall. the effect could be "While Surge is active, your attack speed increases dramatically, but their effectiveness decreases. As long as Surge remains active, you may make 2 extra, extra attacks as a part of the attack action on your turn, but each of your attacks deal half damage.<br />
*The rasengan ones are great as is i think.<br />
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Anyways, these ideas may not be great, but i felt i could try to offer some change as swift style is kinda obscure so i understand having to make ideas out of no source material. anyways i hope youll consider them if you get the chance.<br />
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:The point of 10,000 Step Combo and Blade Dance being worded like that is to make them synergize by making attacks of opportunity both more common and making them make more attacks. While I'll think about rewording them some time in the future, I'd have to dwell on them longer.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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I understand the point and idea of the wording, i was just saying that they are a bit hard to read and understand, aswell as feeling weird to use in real combat.<br />
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Yes, you were correct. However iirc the sound four were also able to use the cursed mark freely. Though this could easily be eluded to specific conditions or a unique method of training. <br />
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:I mean, I literally rewatched every episode that a character enters Second Stage to come to my decision, and excluding maybe Kimimaro, they all activate after getting worked up. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Add an optional rule where being targeted by a curse mark has but a 10% survival rate. It would be fitting~ [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:29, 26 February 2021 (MST)<br />
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That would probably be a D18 Con Save if a creature chooses to give you a curse mark I think. It’d also be pretty cool if we also have some sort of saving throw for Kama Seals --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:25, 26 February 2021 (MST) Bobert<br />
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:The 10% survival rate wasn't added because of just how disappointing it would be as a player to have a 90% chance to die instantly, but I'll try to find some way to squeeze it in. As for Kama, I have some plans that probably won't be put in place for a while. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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I did the same, at least that specific arc. And yes. You are ccorrect. I wont press the matter any further. My apologies if I made it seem like a bigger deal than it was.<br />
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The changes to Sage Mode are great. Though the classes utility is low, considering utilizing the capstone is near impossible. Since you drain 2 senjutsu chakra every turn when you're not meditating, keeping it at a point where it's equal to your own chakra longer than a single turn is incredibly difficult. Even with clone meditating. As going over the amount you can sustain immediately paralyzes and transforms you. And the benefits for the capstone is a huge step down from what it was. Losing advantage on attacks. Losing yin yang usage or affinity. It's definitely drove a lot of my players off from being interested in said class. That being said. I like it. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:02, 28 February 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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I think Shade Style: Chimera Technique is slightly overpowered. Gaining 3 features is pretty unbalanced. I think if you make it so they can take only 1 feature, it'll be better. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:18, 7 March 2021 (MST)<br />
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:Chimera Technique was intended to be an analogue to replication, specifically with the major downsides that it only lasts for 1 minute and costs about half of a 20th level character's chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:52, 7 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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For the zetsu class, I think it would be cool if when using the possession you can choose which of the stats to use a person could mix and match the stats to really give that support aspect the finishing touch and then maybe put a size limitation on it, like you can't capture anything bigger than large because otherwise a powerful character with luck could take over a tailed beast.<br />
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:Good idea, sounds fun to use.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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<br />
I have a character focused on lightning and speed.<br />
He's a cursed mark, specialization on lightning, and implanted Ketsuryūgan Namikaze.<br />
He's kind of laid back and a bit emo, though he's like Sasuke in that he doesn't like to talk much and he's focused on killing a specific person, I'm really having trouble with Nindo as I can't find any or think up any that I think fit.<br />
If any of you can help me with that by making one, giving me ideas, or pointing out one of the Nindos that fit with this guy, I'd really appreciate it. Thanks. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:18, 18 March 2021 (MDT)<br />
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It really depends on your PC's backstory and other stuff, I think checking out the Shinobi backgrounds that were made for this class would be a good start--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 05:24, 18 March 2021 (MDT)<br />
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<br />
So I've got an idea about the Nindo but I'm not good at making custom Nindos lol, so I might need some help how would a Nindo about speed work? Like for example "I'm/I will be the fastest there is". "No one can catch the flash". "My speed is everything." Something like that, now how do you think a Nindo like that would work?<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 13:41, 21 March 2021 (MDT)<br />
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:My immediate thought is that "No one can catch the flash" would be really interesting if it worked along the lines of "while you are at your maximum hit points, your movement speed increases by +10 ft.", so it offers both a solid bonus and changes how you play in an interesting way.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:51, 21 March 2021 (MDT)<br />
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That Nindo is absolutely perfect, it surprises me that you get such ideas from the first try. I don't see a reason to modify anything in it so I'm just going to take it as is. Thanks a lot!<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 14:28, 21 March 2021 (MDT)<br />
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Hey, I have a small problem aswell, It has to do with a custom Nindo too, I'm not good at making them either, so i was hoping you could help.<br />
I play a girl who is extremely childish, and only gets serious when her friends are in danger. So I was hoping for a nindo of something along the lines of "My friends are all that matter" if you could come up with something that would be amazing.<br />
[[User:MrxChamp|MrxChamp]] ([[User talk:MrxChamp|talk]]) 06:33, 22 March 2021 (MDT)<br />
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<br />
I think Edo Tensei should take a saving throw or ability check to set yourself free. Maybe in addition to the chakra, maybe as a replacement. But as is, it just makes it impossible to keep anyone worth keeping under control without them freeing themselves like it's nothing. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:55, 22 March 2021 (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 />
<br />
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 />
<br />
: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 />
<br />
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 />
<br />
== Quality Article Nomination ==<br />
<br />
{{Quality Article Nominee|01:02, 12 February 2021 (MST)}}<br />
<br />
'''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 />
<br />
== baryon mode ==<br />
<br />
I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Naruto:_Shinobi_(5e_Class)&diff=1452290Naruto: Shinobi (5e Class)2021-03-22T19:54:25Z<p>FrickyDiBoop: /* Yin Style Unique Jutsu */</p>
<hr />
<div>{{Protection Against IP Edits}}<br />
== Naruto: Shinobi ==<br />
<br />
Shinobi are specialized ninja whom have gained the power of Chakra, an energy created by combining the spiritual and physical energies inside every person. This allows them to do amazing feats such as walking up walls, walking on water, breathing fire, among other things. The clearest characteristic of a shinobi is their ability to manipulate chakra to create and use techniques known as Jutsu. Jutsu are separated into three groups: Genjutsu, which manipulate one's mind; Taijutsu, which manipulate chakra in the user's body to result in greater physical prowess; and Ninjutsu, which manifest chakra in various forms, the most common of which being elemental Jutsu in which the user transforming their chakra into a specific nature between Lightning, Earth, Fire, Wind, and Water. By combining two or more basic natures, one can achieve even more advanced natures such as Wood Style and Ice Style, though such things are often the result of genetic ability.<br />
<br />
=== Creating a Naruto: Shinobi ===<br />
{{5e Image|float:right|https://upload.wikimedia.org/wikipedia/en/c/cd/Naruto%2C_Original_Artwork.jpg|A group of shinobi in front of [[Kurama (5e Creature)|Kurama]], Masashi Kishimoto.}}<br />
When creating your character, think about why you became a ninja. Was it in preparation for a difficult task, or did you simply want to impress someone? Were you popular growing up, using the opportunity to grow your following, or was it simply to earn a little respect? During your training, did you succeed with flying colors, or did you have to retake the exam multiple times? As a result of this, are you cocky and overconfident, or cautious and pensive? <br />
<br />
;Quick Build<br />
You can make a Naruto: Shinobi quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, followed by Constitution. Finally, choose either the [[Professional_Assassin_(5e_Background)|Assassin]] or [[Genin_(5e_Background)|Genin/Chunin]] background. In addition, with your DM’s approval, you may choose [[Jinchuriki_(5e_Race)|Jinchuriki]] as your race. <br />
<br />
{{5e Class Features<br />
|name= Naruto Shinobi<br />
|summary= Shinobi are ninja capable of extraordinary feats and skills using chakra.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light<br />
|weapons= Simple weapons, shortsword<br />
|tools= Thieves' tools<br />
|saves= Dexterity, Intelligence<br />
|skills= Choose two from Acrobatics, History, Investigation, Nature, Perception and Stealth<br />
|item1a= [[5e SRD:Shortsword|a shortsword]]<br />
|item1b= 2 simple weapons <br />
|item1c= [[5e SRD:Leather (Armor)|leather armor]]<br />
|item2a= 10 [[5e SRD:Dart|darts]]<br />
|item2b= 8 [[Kunai (5e Equipment)|kunai]]<br />
|item2c= 12 [[Shuriken (5e Equipment)|shuriken]]<br />
|item3a= 3 blank scrolls <br />
|item3b= <br />
|item4a= a bottle of ink <br />
|item4b=<br />
|classfeatures1= {{inpage|Martial Arts}}, {{inpage|Unarmored Defense}}<br />
|classfeatures2= {{inpage|Chakra}}, {{inpage|Unarmored Movement}}<br />
|classfeatures3= {{inpage|Ninja Path}}<br />
|classfeatures4= {{inpage|Chakra Natures}}<br />
|classfeatures5= {{inpage|Extra Attack}}, {{inpage|Nindo}}<br />
|classfeatures6= {{inpage|Ninja Speed}} <br />
|classfeatures7= [[#Ninja Path|Ninja Path Enhancement]], {{inpage|Evasion}}<br />
|classfeatures8= <br />
|classfeatures9= {{inpage|Chakra-Infused Strikes}}, {{inpage|Ninja Speed Improvement}}<br />
|classfeatures10= [[#Ninja Path|Ninja Path Enhancement]]<br />
|classfeatures11= {{inpage|Extra Attack (2)}}<br />
|classfeatures12=<br />
|classfeatures13= {{inpage|Scroll Upgrade}} <br />
|classfeatures14= {{inpage|Chakra Natures}}<br />
|classfeatures15= [[#Ninja Path|Ninja Path Enhancement]] <br />
|classfeatures16= <br />
|classfeatures17= {{inpage|Advanced Training}}<br />
|classfeatures18= {{inpage|Advanced Training}} feature<br />
|classfeatures19= {{inpage|Advanced Training}} feature<br />
|classfeatures20= [[#Ninja Path|Ninja Path Enhancement]] <br />
<br />
|extrasonright= 3<br />
|extra1_name= Chakra <br />
|extra1_1= -<br />
|extra1_2= 4+Con<br />
|extra1_3= 6+Con<br />
|extra1_4= 8+Con<br />
|extra1_5= 10+Con<br />
|extra1_6= 12+Con<br />
|extra1_7= 14+Con<br />
|extra1_8= 16+Con<br />
|extra1_9= 18+Con<br />
|extra1_10= 20+Con<br />
|extra1_11= 22+Con<br />
|extra1_12= 24+Con<br />
|extra1_13= 26+Con<br />
|extra1_14= 28+Con<br />
|extra1_15= 30+Con<br />
|extra1_16= 32+Con<br />
|extra1_17= 34+Con<br />
|extra1_18= 36+Con<br />
|extra1_19= 38+Con<br />
|extra1_20= 40+Con<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=1d6<br />
|extra2_11=1d8<br />
|extra2_12=1d8<br />
|extra2_13=1d8<br />
|extra2_14=1d8<br />
|extra2_15=1d8<br />
|extra2_16=1d8<br />
|extra2_17=1d10<br />
|extra2_18=1d10<br />
|extra2_19=1d10<br />
|extra2_20=1d10<br />
|extra3_name= Unarmored Movement <br />
|extra3_1=-<br />
|extra3_2=+10<br />
|extra3_3=+10<br />
|extra3_4=+10<br />
|extra3_5=+10<br />
|extra3_6=+15<br />
|extra3_7=+15<br />
|extra3_8=+15<br />
|extra3_9=+15<br />
|extra3_10=+20<br />
|extra3_11=+20<br />
|extra3_12=+20<br />
|extra3_13=+20<br />
|extra3_14=+25<br />
|extra3_15=+25<br />
|extra3_16=+25<br />
|extra3_17=+25<br />
|extra3_18=+30<br />
|extra3_19=+30<br />
|extra3_20=+30<br />
}}<br />
<br />
====Martial Arts====<br />
<br />
At 1st level, you are trained in hand to hand combat.<br />
*You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons you are proficient with.<br />
*Your unarmed attacks deal 1d4 damage, this damage increases by 1d4 at 5th, 11th, and 17th levels.<br />
<br />
====Unarmored Defense====<br />
<br />
At 1st level, your finesse in dodging outweighs the benefit of being weighed down by armor. While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Proficiency bonus.<br />
<br />
====Unarmored Movement====<br />
<br />
At 2nd level, while not wearing armor or using a shield, your movement is increased by 10 feet. This bonus increases to 15 at 6th, 20 at 10th, 25 at 14th, and 30 at 18th levels.<br />
<br />
====Scrolls====<br />
<br />
At 2nd level, you have learned how to store objects of medium size or smaller into scrolls. An item cannot be stored in a blank scroll, it must have a seal drawn on it with ink. You can draw an amount of scroll seals equal to your proficiency bonus during a long rest. If you try to exceed your maximum number of scroll seals available, the oldest seal immediately ends, before the new one applies. The scrolls are not consumed on use, but seals must be redrawn after use. Non-shinobi must succeed a DC 17 Intelligence saving throw when attempting to open a seal, failing to do so on a failure. If a scroll or seal is destroyed, its contents are lost until the exact same seal is drawn on another scroll - giving you access to that same dimensional space.<br />
<br />
'''Small Scroll:''' Holds up to 3 small items (dagger, bedroll, 1 set of clothes, etc.) Costs 20 gp and weighs 2 lbs.<br />
<br />
'''Medium Scroll:''' Holds up to 7 Small items. Costs 45 gp and weighs 8 lbs.<br />
<br />
'''Large Scroll:''' Holds up to 12 small items or 1 medium item (Tent, folding chair longsword, bow) Costs 80 gp and weighs 15 lbs.<br />
<br />
'''Weapon Scroll:''' Holds up to 15 Shuriken or 15 Kunai,these scrolls can be summoned to hand as a bonus action. Costs 60 gp and weighs 10 lbs.<br />
<br />
Scrolls, Handy haversacks and bags of holding cannot be stored within scrolls, if attempted, the attempt fails and the scroll, and any of its contents, is destroyed.<br />
<br />
==== Chakra ====<br />
<br />
At 2nd level, you begin on your journey of mastering chakra. Chakra is a form of life energy with varying types that all individuals produce to some degree. This energy is often confused with ki, but the two are different in form and control. The energy circulates throughout the body in a network called the "Chakra Pathway System", which is similar to the cardiovascular system. Certain groups, such as shinobi, have learned to generate more chakra and release it outside their bodies through pressure points called Tenketsu in order to perform Jutsu. Kekkei Genkai are Jutsu that use multiple types of chakra at once, and are often connected to bloodlines. The maximum amount of chakra you have is dictated by your Shinobi level, as shown in the Chakra column of the Shinobi class table.<br />
<br />
The following rules apply to all Jutsu unless otherwise stated:<br />
<br />
* To use Jutsu, you must be able to move both of your hands. <br />
* All Jutsu take an action to use. <br />
* All Jutsu require chakra. <br />
* You have as much chakra as listed under the Chakra column,which is equal to your level times 2,plus your Constitution modifier. <br />
* You regain all your chakra after you finish a long rest. <br />
* Chakra and ki do not stack. <br />
* If only dice are listed for a Jutsu’s damage, you add your Dexterity modifier to the damage. <br />
<br />
At 2nd, 8th, and 14th level, you choose a chakra nature. You also gain access to either the Basic Ninjutsu or Taijutsu nature at 2nd level. You can forego learning a nature to gain affinity in one you already know, allowing you to add your unarmed damage to any damage rolls with its Jutsu. You may forgo learning a nature to increase your maximum hit dice by 2, increase your movement speed by 10 ft., or increase your chakra point maximum by 5. You gain a Kekkei Genkai nature after getting both required Chakra Natures.<br />
Jutsu cast outside of initiative cost half as much Chakra so long as the Jutsu is will not damage or otherwise directly negatively effect a creature . The purpose of Jutsu is to be used to the advantage of the party narratively, not just as a weapon.Such as lighting a campfire with fire Jutsu, or putting out a burning building with water Jutsu. <br />
<br />
<code><tt>Your spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Your Jutsu spell attack bonus = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
====Ninja Path====<br />
<br />
At 3rd level, you choose what path you would like to follow, all detailed under {{inpage|Ninja Paths}}. You gain a new feature for your archetype at 7th, 10th, 15th, and 20th level.<br />
<br />
==== Ability Score Improvement ====<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 />
==== Extra Attack ====<br />
<br />
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level.<br />
<br />
==== Nindo ====<br />
At 5th level, you choose your Nindo, in other words, your “ninja way”. Nindo are detailed beneath class features.<br />
<br />
==== Ninja Speed ====<br />
At 6th level, you can spend 2 chakra to take the Dash, Disengage, or Hide action as a bonus action on your turn, and your jump distance is doubled for the turn.<br />
<br />
At 9th level, you gain the ability to move along vertical surfaces during your movement, and this feature no longer costs chakra.<br />
<br />
==== Evasion ====<br />
At 7th level, when being attacked by an area effect that lets you to make a Dexterity saving throw to take only half damage, such as fireball, you instead take no damage if you succeed on the saving throw, and only half damage if you fail the save.<br />
<br />
====Chakra-Infused Strikes====<br />
At 9th level, you channel a small amount of chakra into your strikes. Your unarmed strikes count as magical for the purpose of overcoming resistances.<br />
<br />
====Scroll Upgrade====<br />
At 13th level, you gain access to the Giant Scroll. This scroll can store 2 large items that’s individual weights do not exceed 30 pounds or 1 medium or smaller creature, however after 10 minutes, the creature will begin to suffocate due to lack of oxygen. You may also have twice as many seals active at a time, and you may impart unto a non-shinobi creature the ability to effectively use scrolls, negating the need to make an Intelligence saving throw when attempting to open them.<br />
<br />
====Advanced Training====<br />
At 17th level, you pick an additional Ninja Path to gain the first feature of, individual weapon, armor or skill proficiency, or the ability to use and three jutsu from a chakra nature. Learning jutsu in this manner does not automatically grant kekkei genkai usage, but you can use consecutive instances of this feature to gain three kekkei genkai jutsu that you would have gotten if you chose the previous nature normally. You may choose a second and third Ninja Path or the next feature in your additional path at 18th and 19th level.<br />
<br />
=== Nindo ===<br />
Your Nindo, or ninja way is a guidelines you follow; your own personal mantra. This feature will add a small buff to your ninja. It is encouraged to make your own Nindo with your DM and add it to this section for others to use. If you fail to follow the spirit of your Nindo, you do not benefit from it for 1d4 days. You may change your Nindo at the end of this period.<br />
<br />
'''"I never go back on my word"'''<br />
<br />
You follow through, no matter what, and people have seen this. You get advantage or +2 on Persuasion checks and Intimidation checks.<br />
<br />
'''"I refuse to watch my ally die" '''<br />
<br />
No matter how dire the situation, you put your teammates lives above your own. As a reaction, if an ally gets hit by an attack, you move up to half your movement speed to throw yourself in the way of an attack. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.<br />
<br />
'''"Crushing my enemies is all that matters"'''<br />
<br />
Killing your enemy takes precedence over all else. If you reduce a creature to 0 hit points, you can an additional attack as part of the same action, on a different target if they are within reach of your weapon or throwing weapon. Pulling out a throwing weapon is a free action for this feature. You have three uses of this, you regain all use after you finish a long rest.<br />
<br />
'''"A long life is paved with wisdom"'''<br />
<br />
You try to find the greater meaning in elements of everyday life. You gain a +2 bonus to Insight and Investigation checks, and to your Passive Perception.<br />
<br />
'''"Life over Glory"'''<br />
<br />
You prioritize your own survival over all else. When you use the Disengage action, you gain temporary hit points equal to 1d4 + your Constitution modifier. You regain use of this feature when you roll initiative.<br />
<br />
'''"Hot blooded Spirit"'''<br />
<br />
When something matters, planning goes straight out the window in favor of a full frontal assault. At the start of your turn, you can chose to make a charge, for the rest of the turn, you gain a +10 ft. bonus to movement, +4 to hit, and -2 to AC. If you hit, the damage is increased by 1d4. If you miss, your guard drops and you run through the closest enemy reach, provoking an attack of opportunity. You have three uses of this, all of which are regained after you finish a long rest.<br />
<br />
'''"Even the strongest of enemies have a weakness"'''<br />
<br />
Direct confrontation is an absolute final option. As a bonus action, you can make a Perception check against the target's Passive Perception. If you succeed, you are able to discern all of the target's Damage Vulnerabilities, if it has any. You regain the ability to do so the next time you roll for initiative.<br />
<br />
'''“I stay ready”'''<br />
<br />
You are prepared for anything that happens. When you are surprised, you may still take reactions and an action (on your turn), but you still can't move. You also gain Proficiency in playing card sets, as you “stay” ready.<br />
<br />
'''"I will master all Jutsu!"'''<br />
<br />
You search for more information at every opportunity, within reason. You gain two Chakra Natures of your choice’s basic Jutsu. This does not count as having use of the nature.<br />
<br />
'''"I'll keep everyone alive."''' <br />
<br />
You are driven to keep those you care about alive for as long as possible. When healing your allies, they regain additional hit points equal to half your shinobi level. You can only use this three times, regaining all uses back after a long rest.<br />
<br />
'''"No one can catch the flash"'''<br />
<br />
You take pride in being the fastest in circle, and your speed is never outclassed by your opponent. While you are at your maximum hit points, your movement speed increases by +10 feet.<br />
<br />
=== 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 />
'''Body Flicker Master'''<br />
<br />
'''Prerequisites:''' Dexterity of 18 or higher<br />
<br />
*When you use Body Flicker, you can take the Attack action as a bonus action on the same turn.<br />
<br />
<br />
'''Fast as Lightning'''<br />
<br />
'''Prerequisites:''' You must be at least 16th level in the Shinobi class and Dexterity of 18 or higher<br />
<br />
*You can make one additional reaction each round.<br />
*You can use the Dash action as a free action. You can't use this feature again until you finish a short or long rest.<br />
<br />
<br />
'''Disturbance Taijutsu: Acrobat'''<br />
<br />
'''Prerequisites:''' 8th level<br />
<br />
Your fighting style is more like a complex warrior's dance, pinning up to 7 light melee weapons in your hands, shoulders, armpits, elbows, knees, abdomen, and teeth. You can make one attack with each weapon when you take the attack action. You can not benefit from this and anything that increases your weapon's damage die's size or number.<br />
<br />
<br />
'''Painkiller'''<br />
<br />
'''Prerequisites:''' Constitution 15<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 />
'''Genjutsu Master'''<br />
<br />
'''Prerequisites:''' The ability to use at least one kind of Genjutsu<br />
<br />
*Your Intelligence or Wisdom score increases by 1, to a maximum of 20.<br />
*As a bonus action, 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 />
<br />
<br />
'''Hidden Talent'''<br />
<br />
'''Prerequisites:''' Dexterity or Intelligence of 13 or higher<br />
<br />
*Your Dexterity or Intelligence score increases by 1, to a maximum of 20.<br />
*You are able to weave hand signs with one hand. This does not grant the ability to use 2 Jutsu.<br />
*You gain proficiency in any one skill of your choice.<br />
<br />
<br />
'''Perfected Seals'''<br />
<br />
'''Prerequisites:''' Hidden Talent feat, Intelligence of 18<br />
<br />
You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. You gain he following benefits:<br />
<br />
*Your Intelligence score increases by 1, to a maximum of 20.<br />
*You are no longer required to weave hand seals to perform Jutsu. You do not gain this benefit while under the [[5e_SRD:Conditions#Restrained|Restrained]] condition.<br />
*While grappling a creature, you can use their hands to complete a hand seal necessary to cast a Jutsu. 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 />
'''Multi-Shadow Clone Jutsu Master'''<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 />
*This does not grant early use of the Shadow Clone jutsu.<br />
<br />
<br />
'''Multi-Summoning Jutsu Master'''<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 />
*This does not grant early use of the Summoning jutsu. <br />
<br />
<br />
'''Tempered Chakra'''<br />
<br />
You are well versed in limiting the amount of chakra you use. <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, Intelligence 19<br />
<br />
You have mastered your chakra control to the point that even a small drop can have explosive results. <br />
<br />
*When determining the amount of chakra points you have, you may add your Intelligence Modifier twice. <br />
*Whenever you attempt to use a jutsu you may lower it's cost by an amount equal to your Intelligence modifier (minimum 1).<br />
<br />
<br />
'''Zen Master'''<br />
<br />
'''Prerequisites:''' You must be at least 8th level in the Shinobi class and Wisdom of 13 or higher<br />
<br />
*When you finish a short rest, you can expend a number of hit die equal to your Constitution or Wisdom modifier (whichever is higher). Roll the hit die. You regain an amount of chakra equal to half the result (rounded down) plus your Constitution modifier. You can't use this feature again until you finish a long rest.<br />
<br />
<br />
'''Overflowing Chakra'''<br />
<br />
'''Prerequisites:''' Constitution of 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.<br />
<br />
*You gain one additional Shinobi hit die, this die is counted separately from your ordinary hit die and replenishes at the end of a long rest.<br />
*When determining the amount of Chakra points you have, you can add your Constitution modifier twice.<br />
*When a Shinobi class feature, Jutsu, or other feature related to your Chakra requires you to use your Intelligence as a modifier, you may instead use your Constitution.<br />
<br />
<br />
'''Hashirama's Cells'''<br />
<br />
You have the cells of the First Hokage implanted into your DNA. This highly sought-after, unique DNA signature grants you certain special abilities that only the First had. You gain the following benefits:<br />
<br />
*You learn how to use the notorious Wood Style Jutsu. You gain the ability to use the Basic Wood Style Technique as detailed under the {{inpage|Wood Style}} section of the Shinobi Class. You cannot use any other Wood Style Jutsu apart from the Basic Technique unless you meet the Chakra Nature requirements.<br />
*Hashirama's cells have highly regenerative properties. As a bonus action for 5 chakra points, you can regain an amount of hit points equal to 1d10 + your Constitution modifier. Additionally, you no longer need to eat or drink.<br />
*As an action, you can shape your hands and tips of your fingers into wooden copies of simplistic tools that you know. You can recreate any simple tool out of wood such as a table knife, a lock pick, a hammer or some tongs. In order to recreate a more specific tool accurately, you must have proficiency with a Tool Kit that utilizes that tool.<br />
<br />
<br />
'''Shadow Nin'''<br />
<br />
'''Prerequisites:''' 16 Intelligence, use of Yin Style chakra<br />
<br />
You have both intelligence and training necessary to use shadow possession jutsu. When you gain a jutsu, you may instead learn one {{inpage|Shadow Imitation Technique}}.<br />
<br />
<br />
'''Sensor Nin'''<br />
<br />
'''Prerequisites:''' 16 Wisdom, Proficiency in Perception<br />
<br />
You can sense the presence of magic and chakra within 30 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. 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. You may take this feat multiple times, increasing its Wisdom requirement by +2.<br />
<br />
<br />
'''Absorption Nin'''<br />
<br />
'''Prerequisites:''' 14 Constitution, 14 Intelligence<br />
<br />
You not only have the mental aptitude to understand absorption jutsu, but the physical ability to preform them. When you gain a jutsu, you may instead learn one {{inpage|Unique Chakra Absorbing Jutsu}}.<br />
<br />
<br />
'''Barrier Nin'''<br />
<br />
'''Prerequisites:''' 16 Constitution<br />
<br />
Your body is capable of withstanding the toil of Fūinjutsu. When you gain a jutsu, you may instead learn one {{inpage|Unique Fūinjutsu}}.<br />
<br />
<br />
'''Quickened Seals'''<br />
<br />
'''Prerequisites:''' 20 Dexterity and proficiency in Sleight of Hands.<br />
<br />
You've become fast and adept enough with your hand seals that you can perform them faster than the eye can see. To the point where even a Sharingan user has trouble keeping up.<br />
<br />
* Your Dexterity score maximum becomes 22. <br />
* Any technique requiring hand seals can now be done as a bonus action at an additional cost of 3 chakra.<br />
* Onlookers are now unable to notice you performing hand seals when done as a bonus action.<br />
<br />
<br />
'''Advanced Curse of Hatred'''<br />
<br />
'''Requirements:''' {{inpage|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 {{inpage|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 {{inpage|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 that 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).<br />
<br />
<br />
'''Partial Susanoo'''<br />
<br />
'''Requirements:''' {{inpage|Path of Hatred}}<br />
<br />
Your mastery of the sharingan instinctually extends to your {{inpage|Susanoo}}. When you can use Armored Susanoo, you may gain the benefits of Skeletal Susanoo as a bonus action or reaction to being targeted by an attack or being forced to make a saving throw. You may gain the benefits of Armored Susanoo while only benefitting from Skeletal Susanoo as an action. This does not grant early use of Susanoo.<br />
<br />
<br />
'''Ninja of Prophecy'''<br />
<br />
'''Requirements:''' {{inpage|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 {{inpage|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 {{inpage|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 boon).<br />
<br />
<br />
'''Dōjutsu Master'''<br />
<br />
'''Requirements:''' 16th level, Constitution or Intelligence 16, at least one implanted dōjutsu.<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:''' 16th level, Constitution or Charisma 16<br />
<br />
You can gain all Path of the Beast, Succession, and Permanence features as if you had taken them at 3rd level so long as you meet their creation requirements, and you no longer must be two levels higher than the listed requirement to gain these features. <br />
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<br />
'''Discernment'''<br />
<br />
This feature replaces {{inpage|Evasion}} instead of an Ability Score Increase. When being targeted by an area effect that lets you to make a {{5a|wis}} or {{5a|int}} 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 the save. <br />
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'''Endurance'''<br />
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This feature replaces {{inpage|Evasion}} instead of an Ability Score Increase. When being targeted by an area effect that lets you to make a {{5a|con}} 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 the save. <br />
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====[[#Path of the Beast|Jinchuriki]] Feats====<br />
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'''Solid Cloak'''<br />
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'''Requirements:''' [[Shukaku (5e Creature)|Shukaku's]] Jinchuriki<br />
<br />
While in {{inpage|Initial Release}}, {{inpage|Tailed Release}} or {{inpage|Bijuu Chakra Mode}}, your chakra cloak bolsters itself with nearby sand and other soils, granting you +2 AC.<br />
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'''Claw Creation'''<br />
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'''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 />
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<br />
'''Coral Palm'''<br />
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'''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 a successful unarmed strike, you may spend 2 chakra to decrease the targets movement speed by 5 feet until the end of their next turn.<br />
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'''Lava Style Infusion'''<br />
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'''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 [[Naruto: Shinobi (5e Class)#Lava Style Unique Jutsu|Lava Style Chakra Mode]], even if you can not use {{inpage|Lava Style}}.<br />
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<br />
'''Vapor Style Infusion'''<br />
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'''Requirements:''' [[Kokuō (5e Creature)|Kokuō's]] Jinchriki<br />
<br />
You are able to manifest your Tailed Beast's ability to produce steam. You gain [[Naruto: Shinobi (5e Class)#Other Unique Jutsu|Vapor Style: Unrivaled Strength]].<br />
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'''Slippery Cloak'''<br />
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'''Requirements:''' [[Saiken (5e Creature)|Saiken's]] Jinchuriki<br />
<br />
While in {{inpage|Tailed Release}} or {{inpage|Bijuu Chakra Mode}}, your cloak takes a blueish 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 />
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'''Flying Jinchuriki'''<br />
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'''Requirements:''' [[Chōmei (5e Creature)|Chōmei's]] Jinchuriki<br />
<br />
While in {{inpage|Tailed Release}} or {{inpage|Bijuu Chakra Mode}}, you can sprout a pair of wings on your back as a bonus action, granting you a flying speed of 30 feet. You must spend 2 chakra at the beginning of each of your turns to maintain this effect.<br />
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'''Ink Production'''<br />
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'''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 />
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<br />
'''Strongest Jinchuriki'''<br />
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'''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 {{inpage|Hidden Chakra}}, which is also regained at the end of a long rest.<br />
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<br />
'''Vessel of Vessels'''<br />
<br />
'''Prerequisites:''' [[Gedo Mazo (5e Creature)|The Gedo Mazo's]] [[#Path of the Beast|Jinchuriki]]<br />
<br />
You automatically succeed the Constitution saving throw of [[#Jinchūriki Creation|Jinchūriki extraction]], and doing so no longer paralyzes you or reduces your hit points to 0.<br />
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'''Negative Emotion Absorption'''<br />
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'''Prerequisites:''' [[Reibi (5e Creature)|Zero-Tails’s]] [[#Path of the Beast|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 />
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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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<br />
'''Eternal Mangekyō Sharingan'''<br />
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'''Prerequisites:''' [[#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 a Mangekyō ability. <br />
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'''Rinnegan Manifestation'''<br />
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'''Prerequisites:''' [[#Mangekyō|Mangekyō Sharingan]] or Indra's Reincarnation, and [[#Ninja Feats|Hashirama’s Cells]] or Asura's Reincarnation; or to be gifted a portion of the Sage of Six Paths' chakra.<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 {{inpage|Path of the Exalted}} feature in the same order as listed. Additionally, your levels of 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 dōjustu. You may switch dōjutsu as a bonus action.<br />
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<br />
'''Rinne Sharingan'''<br />
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'''Prerequisites:''' [[#Birth of the Ten-Tails' Jinchuriki|Ten-Tails’s 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, All-Killing Ash Bones, Amenominaka, Eighty Gods Vacuum Attack, and Yomotsu Hirasaka.<br />
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'''Tensei Byakugan'''<br />
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'''Prerequisites:''' [[#Perfected Sight|Perfected Byakugan]] and Indra's Reincarnation, [[#Ninja Feats|Hashirama’s Cells]], or Asura's Reincarnation; or any of the previous and Outer Path Sage Mode.<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 {{inpage|Path of the Celestial}} feature in the same order as listed. <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|Kama Seal]], your critical range extends by 1 (20>19-20>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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<br />
'''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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<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. You also gain 30 feet of blindsight.<br />
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'''Six Paths Sage Mode'''<br />
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'''Requirements:''' {{inpage|Sage Mode}}, [[#Mangekyō|Mangekyō Sharingan]] or Indra's Reincarnation, and [[#Ninja Feats|Hashirama’s Cells]] or Asura's Reincarnation; or to be gifted a portion of the Sage of Six Paths' chakra.<br />
<br />
You gain the chakra of Hagoromo Ōtsutsuki, the Sage of Six Paths. While in Sage Mode, you gain the following:<br />
*You 30 feet of Truesight.<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 {{inpage|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:''' {{inpage|Sage Mode}}, [[#Path of Sight|Byakugan]] or [[#Path of the Celestial|Tenseigan]], and [[#Path of Suffering|Shikotsumyaku]] or [[#Path of Totality|Truth-Seeking Orbs]]; or to be gifted a portion of the Sage of the Outer Paths' chakra.<br />
<br />
You gain the chakra of Hamura Ōtsutsuki, the brother of Hagoromo Ōtsutsuki and the Sage of the Outer Path. While in Sage Mode, you gain the following:<br />
*You 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 becoming {{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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<br />
'''Improved Hashirama’s Cells'''<br />
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'''Prerequisites:''' Hashirama’s Cells feat<br />
<br />
You improve your connection with Hashirama Senju’s cells. You gain the following:<br />
*Your maximum chakra increases by 1 additional point every time you gain a level. This counts for levels you have already attained as well. <br />
*You may regain hit points using Hashirama's Cells once per turn without spending any form of action.<br />
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<br />
'''Perfected Hashirama’s Cells'''<br />
<br />
'''Prerequisites:''' Improved Hashirama’s Cells boon<br />
<br />
You perfect your connection with Hashirama Senju’s cells. You gain the following:<br />
*When you regain hit points using Hashirama's Cells, you instead regain 10 + your Constitution modifier hit points at the beginning of each of your turns for 10 minutes.<br />
*The number of levels of {{5c|exhaustion}}, as well as [[Additional Status Conditions (5e Variant Rule)#Gradual Blindness, Deafness, and Numbness|gradual blindness, deafness, and numbness]] required for each effect is doubled.<br />
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<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 {{inpage|Mangekyō}} ability or {{inpage|Rinnegan Mastered}} feature, they gain the feature you have already chosen.<br />
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<br />
'''Mysterious Peacock Method'''<br />
<br />
By taking the unique chakra of a special meteor into your being, your own chakra is magnified. As a bonus action, you may sprout ethereal pink feathers similar to those of a peacock’s plume, increasing your current and maximum chakra points by 10, and you must attempt a DC 16 Constitution saving throw at the end of each of your turns until you spend 10 chakra, after which your feathers recede. On a failure, your hit point maximum is decreased by 2d8 due to radiation poisoning from the meteor’s chakra. This can be done more than once, increasing its DC by +2. It returns to 16 at the end of a short rest. <br />
This boon can not be used by any kind of clones, save for resurrecting the user in some way by cloning.<br />
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'''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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'''Earth Grudge Fear'''<br />
<br />
Your body has been infused with the 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 divide due 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 of 5 hearts. Any time you are reduced to 0 hit points, you may sacrifice a heart to return to your maximum hit points. 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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<br />
'''Jashin Immortality'''<br />
<br />
Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality. 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.<br />
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<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 />
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<br />
'''Indra Susano’o'''<br />
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'''Requirements:''' {{inpage|Susano’o}}, {{inpage|Rinnegan Mastered}}<br />
<br />
As ab action while in your Susano’o, its armor lifts to reveal a human figure cloaked in blazing chakra, taking a nature transformation of your choice. You lose 4d4 chakra points equal at the end of each of your turns, your size becomes Gargantuan, when a creature hits you with a melee attack they take 2d4 lightning damage that ignores damage reduction and threshold, you may use Sage Mode and Susano’o at the same time, and all jutsu of one chakra nature of your choice deal 1.5x as much damage. 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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'''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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<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 />
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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 you 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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====Clan Boons====<br />
Clans represent the traits of heritage that manifest itself most fully in a particular shinobi. Some are fitting to begin a campaign with in place of a variant human's feat selection, while others would be wildly unbalanced. As a good rule of thumb, either all or no players should have a clan. Otherwise, they should be treated as Epic Boons. No clan that grants bonuses to subclass features require you to take that subclass, but also do not grant early or automatic use of said feature. Clans that act as requirements to Dōjutsu subclasses only do so if all players<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 [[#Alternate Feature: Hive Body|Hive Body]] feature, you may store 1 additional swarm of [[Swarm of Shinobi Insects (5e Creature)|Kikaichu]].<br />
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'''Akimichi Clan'''<br />
<br />
You hail from the progenitors of the {{inpage|Path of the Body}}. When you gain the {{inpage|Storage}} feature, you may store an additional 1/2 a day's worth of food, which may consumed as an action to regain 1/2 your level chakra points. You may do this once, regaining use at the end of a short rest.<br />
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'''Chinoike Clan'''<br />
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You hail from the progenitors of the {{inpage|Path of Blood}}. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Ketsuryūgan.<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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'''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 are proficient in martial melee weapons.<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 {{inpage|Healing Jutsu}} feature, you may spend up to three times your Shinobi level.<br />
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'''Hatake Clan'''<br />
<br />
You hail from one of the greatest shinobi clans of all time, despite lacking any hiden or overwhelming abilities. Your chakra point maximum is halved, and you gain half as many chakra points, rounded down, until 17th level. At 17th level, your chakra point maximum is doubled (effectively normal), and you gain 3 chakra points every time you gain a level past 17th level. It is suggested that a character starts with this boon, rather than gaining it later.<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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'''Hoshigaki Clan'''<br />
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You hail from a clan of fishlike shinobi. You can breath 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. You gain the Hydrification Jutsu and Instant Water {{inpage|Water Style Unique Jutsu}}.<br />
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'''Hyūga Clan'''<br />
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You hail from the progenitors of the {{inpage|Path of Sight}}. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Byakugan.<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 effected by {{inpage|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 {{inpage|Path of Companionship}}. While {{inpage|Mimicry}} is active, you gain an additional +1 to either attack and damage rolls or AC. You may switch which bonus you gain as a bonus action.<br />
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'''Jiraiya Clan'''<br />
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You hail from a clan originating from a man who's destiny was tied with the toads of mount Myuboku. The cost of using the Summoning Jutsu is halved, and the amount of time you may maintain Sage Mode is doubled.<br />
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'''Jūgo Clan'''<br />
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You hail from the progenitors of the {{inpage|Path of the Cursed}}. When you use {{inpage|Cursed Mark}}, the amount of maximum hit points lost is halved (rounded up), but you must choose {{inpage|Founder's Curse}} as your Second Stage bonus.<br />
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'''Kaguya Clan'''<br />
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You hail from a clan of bloodthirst warriors distantly descended from [[Kaguya (5e Creature)|Kaguya Ōtsutsuki]]. When you use a {{inpage|Path of Suffering}} jutsu, you take -2 psychic damage.<br />
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'''Kamizuru Clan'''<br />
<br />
You hail from one of the most well known insect keeper clans in the world. When you gain the [[#Alternate Feature: Hive Body|Hive Body]] feature, you may store 1 additional swarm of [[Swarm of Shinobi Insects (5e Creature)|bees]].<br />
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'''Kratachi Clan'''<br />
<br />
You hail from the bloodline of the [[Yagura (5e Creature)|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 [[Additional Status Conditions (5e Variant Rule)#Berserk|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 (5e Creature)|Fourth]] and [[Gaara (5e Creature)|Fifth]] Kazekage. You gain affinity in {{inpage|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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'''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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'''Kodon Clan'''<br />
<br />
You hail from a clan of master drug makers. The time and cost of crafting consumable items is halved.<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.<br />
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'''Kurama Clan'''<br />
<br />
You hail from a clan of master genjutsu users. You gain affinity in {{inpage|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 />
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'''Kurama Clan Prodigy'''<br />
<br />
You are a member of the Kurama clan born once every few generations. As a bonus action or when you drop to half your hit points, your melee attacks deal twice as much damage, creatures effected by your {{inpage|Yin Style}} jutsu or {{inpage|Genjutsu}} take 2d4 psychic damage at the end of each of their turns, and you become [[Additional Status Conditions (5e Variant Rule)#Berserk|berserk]], save for being able to cast jutsu in place of making an attack, for 1 minute. You may use this once, regaining use at the end of a long rest.<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 {{inpage|Taijutsu}}. If you start with this clan, you do not choose to gain natures, and instead must take the alternate options detailed in {{inpage|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 {{inpage|Taijutsu}} you cast have their costs halved, but the cost of any other jutsu are doubled.<br />
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<br />
'''Momochi Clan'''<br />
<br />
You hail from a clan of dangerous outcasts. When a creature is effected by {{inpage|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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<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 {{inpage|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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<br />
'''Nara Clan'''<br />
<br />
You hail from the progenitors of shadow possession jutsu. When you gain a jutsu, you may instead learn one {{inpage|Shadow Imitation Technique}}.<br />
<br />
<br />
'''Orochimaru Clan'''<br />
<br />
You hail from a clan of incredibly scarce, incredibly pale, snake-like shinobi. You are immune to disease and aging.<br />
<br />
<br />
'''Ōtsutsuki Clan'''<br />
<br />
You are part of a spacefaring clan that progenerated chakra itself. You are immune to any damage form jutsu that are not taijutsu or a {{inpage|Sage Art}}, and you do not need to breath.<br />
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<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 {{inpage|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 />
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<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 natures.<br />
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<br />
'''Shiin Clan'''<br />
<br />
You hail from a clan now ruled by [[Orochimaru (5e Creature)|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. <br />
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<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 />
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<br />
'''Tsuchigumo Clan'''<br />
<br />
You come from a clan known for producing numerous dangerous kinjutsu. You gain two {{inpage|Other Unique Jutsu}} that you meet the requirements for.<br />
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<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 {{inpage|Mystic Palm Jutsu}} dice pool, and you lose half as many chakra points (rounded up) to maintain {{inpage|Mitotic Regeneration Jutsu}}.<br />
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<br />
'''Uchiha Clan'''<br />
<br />
You hail from the progenitors of the {{inpage|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.<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:<br />
*You automatically succeed on the saving throw incurred by tailed beast extraction, but still suffer the aftereffects. <br />
*The number of levels of {{5c|exhaustion}}, as well as [[Additional Status Conditions (5e Variant Rule)#Gradual Blindness, Deafness, and Numbness|gradual blindness, deafness, and numbness]] required for each effect is doubled.<br />
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<br />
'''Yamanaka Clan'''<br />
<br />
You hail from the progenitors of the {{inpage|Path of the Mind}}. When a creature is effected by your use of the {{inpage|Mind Body Switch Jutsu}} feature, you may spend 2 chakra to grant the target disadvantage on the {{5a|cha}} saving throw, or 4 to cause them to automatically fail the saving throw.<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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'''Yoimura Clan'''<br />
<br />
You hail from a clan cursed with fading memories. 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 travelling 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 />
<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 affinity in {{inpage|Ice Style}} jutsu. 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 />
'''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 +5 damage reduction and damage threshold, as well as use or affinity in 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 />
=Ninja Paths=<br />
All ninja follow one of the following paths. A Dōjutsu, which many paths grant, is a special kind of eye which certain ninja are able to manifest. If a Dōjutsu is removed from the user or blinded by a feature that blinds the user, it can only be restored by implanting another eye or with the Wish spell. Unless stated otherwise, an implanted eye can only gain class features up to 15th level. <br />
<br />
If you gain a subclass outside of the traditional manner, such as by implantation, and your level exceeds a feature’s requirement, you must gain a level to gain a feature, save for a path’s first feature, which is automatically gained. If you can not level further, you must acquire 50,000 experience instead. You can gain multiple additional path features on the same level. <br />
<br />
If you permanently lose a subclass that you did not gain by implantation, such as by losing your dojutsu or surviving having a Tailed Beast extracted that you gained at 3rd level, you may gain 1 feature of a subclass at the end of a long rest up to the number you would have at your level. All of these features must be of the same subclass. If you regain the previous implantable subclass, you may replace these features in the same manner.<br />
<br />
Features that require a form of mantainence at the end of each of your turns, such as the loss of hit points, loss of chakra, or creation/loss of red, black, or senjutsu chakra, the effect immediately ends if you become unconcious.<br />
<br />
If you are not using the {{inpage|Beyond 20th Level}} variant rule, any features with a level requirement above 20th should instead be treated as epic boons with a 20th level requirement.<br />
<br />
== Path of Hatred ==<br />
The Sharingan is a Dōjutsu that is acquired through emotions, not power. Whether needing the power to protect others, or having so much hate that you will kill all in your way to get what you want, the Sharingan is acquired through these immense emotions. The Sharingan allows the user to see into the future by seconds, allowing them to interpret actions before they are made. <br />
<br />
====Foresight====<br />
At 3rd level, you acquire the power of the Sharingan and can activate it as a bonus action for 1 minute. You start with 1 tomoe (eye dots), which gives you a +1 bonus to AC, advantage on Wisdom and Dexterity saving throws, and advantage on Perception checks.<br />
<br />
While your Sharingan is active, you can sense the presence of magic and chakra within 30 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. 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 />
<br />
In addition, you automatically detect visual illusions and genjutsu and have advantage on saving throws against them.<br />
<br />
At the end of the sharingan’s duration, you must make a DC 15 Constitution saving throw. If you failure, your eyes begin to bleed and you gain 1 level of exhaustion. On a success, your sharingan stays active for another minute, after which you must repeat the saving throw. The DC increases by 1 for every success. You can end this early at will, negating the need to make the saving throw. You regain use of this feature at the end of a short or long rest.<br />
<br />
At 10th level, you can activate the Sharingan as at will instead of a bonus action. In addition, you can have your Sharingan active a number of minutes equal to your Intelligence or Constitution modifier (minimum of 1) before needing to make your first saving throw to keep it active.<br />
<br />
At 15th level, you have mastered your traditional sharingan. You no longer need to make the saving throw to keep your Sharingan active.<br />
<br />
====Genjutsu====<br />
At 7th level, you gain the second tomoe. While your Sharingan is active, the bonus to your AC increase to +2.<br />
<br />
In addition, while your sharingan is active, you may attempt to trap a creature within 40 feet that you can see and is not {{5c|blind}} in genjutsu. The target must make a Wisdom saving against your Jutsu save DC. You may spend 2 additional chakra to increase the save's DC by +1, and you may spend 5 additional chakra to remove a creature's immunity to the condition. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. <br />
*The target is blinded. Costs 7 chakra.<br />
*The target is deafened. Costs 5 chakra.<br />
*The target is frightened. Costs 6 chakra.<br />
*The target is affected by the confusion spell. Costs 8 chakra.<br />
*The target is restrained. Costs 8 chakra.<br />
*The target is paralyzed. Costs 12 chakra.<br />
*The target is charmed. Costs 12 chakra.<br />
<br />
====Replication====<br />
At 10th level, you have gained the third and final tomoe. While your Sharingan is active, the bonus to your AC increase to +3. Also, as a reaction, you can impose disadvantage on one attack against you. You have a number of uses for this equal to 1 + your Intelligence modifier. You regain all uses at the end of a short rest. <br />
<br />
In addition, you learn how to copy the actions of others. When a creature you can see uses a feature while your Sharingan is active, you may copy it as a reaction. You may use the feature in the exact same manner, using the {{inpage|One Currency System}} variant rule if it uses any resources other than chakra. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. {{inpage|Extra Attack|making an Extra Attack}}, moving more than their standard movement speed using {{inpage|Unarmored Movement}}, or [[5e SRD:Ranger#Foe Slayer|adding Foe Slayer's damage]]), you may use it in the same manner for an amount of chakra equal to twice the level it was gained at. You can not gain features with a limited number of uses that don't use a standard currency, features that are always active, or features from creatures. You may have a number of these features memorized at a time equal to 1 + your {{5a|int}} modifier (minimum 1). You may only use memorized features while your Sharingan is active.<br />
<br />
====Mangekyō====<br />
At 15th level, you gain the power of the Mangekyō Sharingan. To gain this feature you have to witness someone close to you die by unnatural means. (Examples: A fellow party member, a follower, a close friend, a spouse, a long time pet.)<br />
<br />
Instead of having a red background with a black circle, your Sharingan change into a form unique to each person, normally in the shape of a pinwheel in some way. The Mangekyō allows its owner to use two of the special Jutsu listed below while your Sharingan is active. After using your Mangekyō Sharingan jutsu, you must make a DC 18 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain 1 level of [[Additional Status Conditions (5e Variant Rule)#Gradual Blindness, Deafness, and Numbness|gradual blindness]]. For every other failure of this saving throw, you gain 1 level of {{5c|exhaustion}} The DC on this saving throw increases by 1 every time you use a Mangekyō ability.<br />
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<br />
<br />
'''Amaterasu''' <br />
<br />
As an action, you focus your eye on a single point in your field of vision within 60 feet, creating black flames. Anything flammable near it will be engulfed in black flame. The flame never stops burning unless stopped by you, magical means that exclusively stop fires, your Sharingan ends, or the object it is burning is completely destroyed. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 fire damage and at the start of its turns. Amaterasu can only affect one creature at a time.<br />
<br />
<br />
'''Kagutsuchi'''<br />
<br />
You must have Amaterasu to gain this Mangekyō ability. You gain the {{inpage|Blaze Style}} nature, even if you did not meet its nature requirements. You may cast Blaze Style jutsu as a Mangekyō ability, halving the jutsu's cost and forcing you to make Mangekyō's {{5a|con}} saving throw.<br />
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<br />
'''Tsukuyomi'''<br />
<br />
One of the most powerful Genjutsu in the world, Tsukuyomi can be used as an action by looking a creature in the eyes. The target must attempt a Wisdom saving throw. On a failure, they are trapped in a genjutsu in which you control their perception and the flow of time up to one one-hundred-billionth of real time, but only for an instant. They are {{5c|paralyzed}} until the beginning of their turn, and you may choose to force them to gain up to 3 levels of {{5c|Exhaustion}}. This can not increase a creature's exhaustion above 3 levels.<br />
<br />
<br />
'''Kotoamatsukami'''<br />
<br />
As an action, you cast a genjutsu at a creature that is not Undead or a construct that subtly manipulates the target’s mind. You may issue a command to that creature at least as general as “protect that village” or “ensure these negotiations go well”. It will go about doing this task to the best of their ability until it is completed or impossible to complete. You may use this once per Mangekyō ability you took this as, regaining your Constitution modifier/200 of a use at the end of a long rest. If you have the {{inpage|Hashirama’s Cells}} feat, you regain twice as many uses at the end of a long rest. If you have the Perfected Hashirama's Cells Ninja Epic Boon, you regain 1 use at the end of a long rest.<br />
<br />
<br />
'''Kamui'''<br />
<br />
This Space-Time Ninjutsu enables a user to open an entrance to a pocket dimension anywhere within 100 ft. of themselves. This dimension is filled with 20 ft. grey cubes and is illuminated in all areas by dim light. While inside the dimension, creatures do not need to eat or drink and do not age. If something is removed from the dimension, creatures inside it can make a Dexterity saving throw against your Spell save DC to try to escape to a space within 15 ft of you.<br />
You specifically gain two techniques of Kamui, Long-range Kamui and Short-range Kamui, each belonging to one eye. <br />
<br />
''Long-range Kamui:''<br />
<br />
As an action, you can target a sphere with a radius of up to 15 ft. within your 100 ft. range to attempt to warp any object or creature into the pocket dimension, the sphere cannot be targeted anywhere within 10 ft. of you. Any creatures within the sphere must succeed on a Dexterity saving throw or be pulled into the pocket dimension. If used on an object or creature that is larger than the targeted area, such as the ground, only the part of the object within range is brought into the dimension, and creatures must succeed on a Dexterity saving throw or take 6d6 force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension. <br />
<br />
''Short-range Kamui:''<br />
<br />
As an action, or as part on your attack action, you can slowly transfer yourself or another creature into the pocket dimension. When you target a creature with an unarmed strike you can forgo the damage in order to apply the effects of your Kamui to your strike. The creature hit by this attack is transported safely into your pocket dimension at the end of your turn. <br />
When you target yourself with your Short-range Kamui, you are only transported at Initiative count 20 if you maintain concentration, otherwise, if you aren't in combat, you are transported 6 seconds later. <br />
<br />
Additionally, as a bonus action, you can summon anything from the dimension to an empty space up to 15 ft from you. You can travel long distances by emerging miles away from where you originally entered your pocket dimension, as an action you can spend 5 chakra per 10 miles you want to travel, you emerge from your pocket dimension at at a point of choosing within the distance equivalent to the chakra spent. When you emerge, you are placed in a empty space as close to the point of your choosing as possible. <br />
Also, you are able to increase the targeted area of your Kamui by 5 ft per 5 chakra points spent for the purpose of bringing in larger structures or creatures. <br />
<br />
As a bonus action or reaction, you make your body and all items you are carrying intangible. You must spend 1 chakra at the beginning of each of your turns to continue this effect. During this time, you can not receive damage or any effect (spell effect, conditions, etc.), you can pass through objects, and must spend 2 chakra to take an action, 1 chakra to take a bonus action, and you can not take reactions, and your body appears in Kamui. Creatures within Kamui can effect you normally.<br />
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<br />
'''Telekinesis'''<br />
<br />
As an action, you may choose any amount of objects that total no more than 100 pounds within 100 feet for 1 minute. During this duration, you may move them up to 30 feet so long as they are within 100 feet, and as an action or bonus action, you may make a thrown attack using up to two objects.<br />
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<br />
'''Disorientation'''<br />
<br />
As a reaction, when a creature you can see takes an action or bonus action, it must succeed a Wisdom saving throw. On a failure, it hallucinates, slightly shifting their speech and movements. The action or bonus action does not occur. If it was a spell, the target loses one spell slot of the level below the spell (minimum of 1st level), or the target loses one use of the spell if it doesn't use spell slots. If it used chakra or ki, it loses half of the cost.<br />
<br />
<br />
'''Complete-Body Susanoo'''<br />
<br />
When you are in your armored Susanoo form, you may make 2 additional attacks when you take the attack action, you gain a flying speed of 60 feet, and you gain a +2 bonus to your AC (+7 total). Additionally, you may give a creature other than yourself the benefits of Susanoo instead, granting them the previously stated bonus as well. Its weapons are still determined by your alignment. This does not grant early use of Susanoo. This counts as both of your Mangekyō abilities. If you gain this more than once, such as from EMS or by implanting 2 additional Sharingan with Dōjutsu-Acceptant Biology, you gain +1 AC and your size category increases by 1.<br />
<br />
<br />
'''Yata Mirror'''<br />
<br />
One of your Susanoo's weapons is replaced with an ethereal shield. Once per turn when you are in your Susanoo form and wielding this shield, you may designate a single damage type or chakra nature to be immune to. You may take this a second time, allowing you to wield this shield and a Susanoo weapon at the same time. This does not grant early use of Susanoo. <br />
<br />
<br />
'''Totsuka Blade'''<br />
<br />
Choose one of your Susanoo's weapons. When hit a creature with this weapon, you may spend 15 chakra to force the target to make a Dexterity saving throw. On a failure, their body and everything they are wearing is sucked into a large gourd from which your weapon was sourced from. They are trapped as per the minimus containment variant of the [[5e SRD:Imprisonment|Imprisonment]] spell inside your Susanoo, save for the fact that they can not be perceived, and they trapped in a genjutsu in which they experience “drunken dreams”. This does not grant early use of Susanoo. <br />
<br />
<br />
'''Additional Nature'''<br />
<br />
You gain use of an additional basic chakra nature of your choice. This nature can fulfill one of the requirements for a Kekkei Genkai. <br />
<br />
<br />
'''Custom Jutsu'''<br />
<br />
Due to the unique nature of the Mangekyō Sharingan, 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 5th level spell. If more powerful than a 5th level spell, consider giving it a chakra cost or limiting uses to a certain number. If less powerful, consider giving advantage on the saving throw.<br />
<br />
====Susanoo====<br />
At 20th level, you have attained the pinnacle of power from your Sharingan, the Susanoo. This form allows you to cover yourself in a protective aura. When first acquired you can only use the first form of Susanoo. You can use your Intelligence modifier for Susanoo weapons and unarmed strikes instead of your Strength or Dexterity modifier.<br />
<br />
As an action, you activate Susanoo as a skeletal structure. Your size increases by 1 category to a minimum of Large, you gain a +3 bonus to AC, your unarmed strikes deal 2d10 magical bludgeoning damage with a reach of 10 ft., and if you hit with a melee weapon attack, you can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Constitution saving throw. On a failure, they takes 2d6 magical bludgeoning damage and become {{5c|restrained}} until the beginning of your next turn.<br />
<br />
After using your Susanoo 7 - your Intelligence modifier times, you are able to manifest the next phase of your Susanoo, the armored Susanoo. The form looks like an armored human body with a mask of your choosing. In this form, your size increases by 1 additional category to a minimum of Huge, you gain an additional +2 bonus to AC (+5 total), and your reach with any weapon is increase by 10 ft. (15 ft. total for weapons without the reach property). You are placed at the center of the Susanoo's head and cannot be pulled from it. You can allow an ally into it causing any attack that would target them to target you, however the ally cannot effect anything outside of it from within. If you and another creature are both occupying your Susanoo, they may contribute the benefits of any feature that has a duration and would target themselves, such as {{inpage|Second Stage}} or {{inpage|Sage Mode}}, to your Susanoo instead.<br />
<br />
At the end of each turn that you maintain this effect, you must make a Constitution saving throw with the same effects as {{inpage|Mangekyō}}. If you lose your sharingan, you are still able to use Susanoo.<br />
<br />
In addition, you gain the following weapons while in Susanoo based on your alignment. You may only wield one option at a time, changing weapons as an action.<br />
<br />
*If you have a good alignment, you gain a green lance that has a reach of 30 ft. The lance deals 4d10 magical piercing damage. As an action, you can shoot a bundle of 50 needles in a 15 ft. wide and 60 ft. long line. Each creature in the area must make a Dexterity saving throw, taking 3d6 magical piercing damage. Taking half as much on a success. You can't use this feature again until you finish a long rest.<br />
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*If you have an evil alignment, you gain a bright orange long sword. It has a reach 15 ft. and deals 3d12 magical slashing damage and 1d8 fire damage.<br />
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*If you have a neutral alignment, you gain a large purple bow which sits across the Susanoo's arm. This bow has disadvantage at a range of 20 ft. or closer. It has normal range of 80 ft. and a long range of 300 ft. The bow deals 3d8 piercing and 2d6 cold, fire, or lightning damage.<br />
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*If you have a chaotic alignment, you gain two dark blue shortswords. They have a reach of 10 ft. and deal 3d6 slashing damage. When you take the Attack action, you can make two additional attacks. <br />
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*If you have a lawful alignment, you gain 30 light blue Mangekyō shaped Shuriken. They have a thrown range of 60/120 ft., and do not have disadvantage when used at 5 feet. They deal 2d8 magical slashing damage. Each creatures hit by these Shuriken must make a Dexterity saving throw or be moved to an open space within 60 feet of you of your choice.<br />
<br />
=====Onyx Jutsu=====<br />
Additionally, one jutsu of your choice becomes an "Onyx" jutsu. When you use an Onyx jutsu, you may change all of its damage dice to d10 and have it ignore immunity, resistance, and vulnerability. You may change which jutsu is your Onyx jutsu at the end of a long rest.<br />
<br />
====Mangekyō Master====<br />
At 23rd level, you have unlocked the depths of your Sharingan's power through careful, lengthy training. You gain 2 additional {{inpage|Mangekyō}} abilities. When you gain this boon, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability that any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must gain this boon to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Advanced Path of Hatred Boon).<br />
<br />
== Path of Sight ==<br />
<br />
The Byakugan, also known as the all seeing white eye, is a Dōjutsu possessed by those of the Hyūga clan who are born with their pupils and irises replaced with a white circle contained in a very thin black line. Through this path, you gain access to the Gentle Fist style of combat.<br />
<br />
{{Design Note|All Path of Sight jutsu benefit from Taijutsu affinity.}}<br />
<br />
====Byakugan====<br />
At 3rd level, you gain a +5 bonus to Perception, this is also added to your Passive Perception, and you can not be surprised while conscious. As a bonus action, you can activate your Byakugan. You gain 30 feet of truesight. You can also see in 360 degree vision in a 15 foot radius. You must have your Byakugan activated to perform certain Jutsu detailed later in this class. After 1 hour of having your Byakugan activated, you must succeed a DC 15 Constitution saving throw, otherwise the Byakugan deactivates and you gain 1 level of exhaustion. On a success your Byakugan stays active for another hour, after which you must repeat the saving throw. The DC increases by 1 with every success. You can end this early at will, negating the need to make the saving throw.<br />
<br />
====Chakra Disruption====<br />
At 7th level, while Byakugan is active, when you hit a creature with your unarmed strike. You can spend 2 chakra to force the target to make a Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any Jutsu feature that uses chakra until the end of your next turn. However, it may continue to concentrate on spells or Jutsu that it cast before being affected by Chakra Disruption. In addition, you gain access to the following Jutsu while your Byakugan is active. <br />
<br />
'''Focused Byakugan'''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, you have darkvision out to a range of 120 feet, you can see invisible creatures, and your sight is not hindered by highly obscured areas, including spells such as darkness.<br />
<br />
'''Rotation'''<br />
<br />
'''Cost:''' 3 chakra per turn/9 if used as a reaction<br />
<br />
'''Duration:''' Until the beginning of your next turn. <br />
<br />
As an action or a reaction if you are targeted by a range attack, you rapidly spin while pulsating your chakra. Any creatures in a 10 ft. radius of you must make a Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a Dexterity saving throw or take 1d8 + your Intelligence modifier force damage. Ranged attacks that must pass within the sphere have disadvantage, and you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.<br />
<br />
'''Air Palm'''<br />
<br />
'''Cost:''' 4-7 chakra<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
As an action, you send a blast of wind through your palm with a range of 60 feet. Make a ranged spell attack. The target takes 2d12 thunder damage on a hit. Whether or not it hits, the targeted creature must make a Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action, you can use 3 more chakra to make an unarmed strike with advantage.<br />
<br />
====10th level Byakugan Jutsu====<br />
At 10th level, you gain the following Jutsu while your Byakugan is active:<br />
<br />
'''Heavy Palm'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' Unarmed strike reach<br />
<br />
As a bonus action, after hitting with an unarmed attack, you can attempt to stun the creature you hit. It must succeed a Constitution saving throw or be stunned until the end of your next turn.<br />
<br />
'''Eight Trigrams Sixteen Palms'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' Unarmed strike reach <br />
<br />
As an action, you can make an unarmed strike against a single target, precisely striking them 16 times. This attack does 4d8 force damage, and the target must make a Constitution saving throw. On a failure, it is stunned until the end of your next turn.<br />
<br />
'''Gentle Step Twin Lion Fist'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Unarmed strike reach<br />
<br />
As an action, make a spell attack, you strike your opponent along their chakra network. It takes your unarmed die damage and must succeed a Constitution saving throw. On a failure, it loses 1d4 of its lowest spell slots, 1d6 ki, or 1d12 chakra points.<br />
<br />
====Perfect Sight====<br />
At 15th level, while your Focused Byakugan is active, you can see through walls unless your vision is blocked by more than 2 feet of stone, 6 inches of metal, or 6 feet of wood or dirt. There is no color beside the chakra network inside of living creatures. Everything else is black and white.<br />
<br />
====Eight Trigrams 64 Palms====<br />
At 20th level, you gain the following Byakugan Jutsu.<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
As an action, you make an unarmed strike against a target, precisely striking them 64 times. The target takes 16d10 force damage, and the opponent must make a Constitution saving throw. On a failure, it is stunned and paralyzed for 1 minute. It can remake the saving throw at the end of its turn.<br />
<br />
<br />
== Path of the Exalted ==<br />
<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. <br />
<br />
==== Chakra Detection ====<br />
<br />
At 3rd level, you can sense the flow of chakra in all living things. You gain expertise in Arcana. 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, and other such things that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.<br />
<br />
In addition, you can sense the presence of magic and chakra within 100 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any.<br />
<br />
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 />
<br />
Furthermore, you have 120 feet of truesight.<br />
<br />
==== Six Paths Technique ====<br />
<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 gain affinity to. Each path will have a different affinity bonus fitting their abilities.<br />
<br />
* Deva Path Affinity: You gain an optional 30 feet base range with all Deva Path abilities.<br />
* Asura Path Affinity: You can have a number of transformations active equal to your spellcasting modifier.<br />
* Human Path Affinity: You gain the option to use Absorption Soul Technique at a range of 30 feet.<br />
* Animal Path Affinity: The cost of summoning a creature is lowered to the the CR of the creature.<br />
* Preta Path Affinity: You add your spellcasting modifier to the chakra absorbed. Additionally, the dice increases to 3d6 at 15th level and 4d6 at 20th level.<br />
* Naraka Path Affinity: You add your insight bonus to both DCs of Jugokudo<br />
* Outer Path Affinity: You can create a number of Black Receivers equal to twice your spellcasting modifier + your proficiency bonus. Additionally, you can make a number of Demonic Statue Chains attacks equal to your spellcasting modifier + your proficiency bonus in a single cast.<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 />
<br />
<br />
'''Shinra Tensei'''<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
'''Range:''' 5 foot radius<br />
<br />
As an action, each creature within range must succeed a strength saving throw or take 2d6 force damage and be pushed to the edge of this jutsu’s range. 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 />
'''Banshō Ten'in'''<br />
<br />
'''Cost:''' 2+ chakra<br />
<br />
'''Range:''' 5 foot radius<br />
<br />
As an action, any creature of your choice within range must succeed on a strength saving throw or be pulled towards you. You can increase the range at which you can target creatures by 5 feet feet for every additional chakra point spent. You can stop pulling a creature at any range (ie. stop them 10 feet from you instead of 5 feet).<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.<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. 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 />
As an 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 weapon that you are proficient in. You cannot be disarmed of this weapon and it only disappears if you dismiss it at will or you are Incapacitated. 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 60 ft, 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 />
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 />
'''Range:''' Touch<br />
<br />
You gain the ability to absorb chakra and add it to your own reserves. As an action, you touch a shinobi within reach and use your Rinnegan to absorb their own chakra reserves. The targeted shinobi must succeed on a Constitution saving throw. On a fail, their total chakra points are reduced by 2d6, and you regain a number of chakra points equal to the amount absorbed. Alternatively, you can use your reaction to absorb some of the brunt of other offensive Jutsu when you are targeted by a Jutsu attack or area effect. You can conjure a defensive barrier that surrounds you, the damage you take from the attack is reduced by 2d6 + your Constitution modifier, regaining half as many chakra points. If you reduce the damage to 0, you disperse the Jutsu entirely and end its effect.<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 for each black receiver. On a hit, the target takes 1d6 magical piercing damage per black receiver.<br />
<br />
You can create a number of receivers equal to your spellcasting modifier + your proficiency bonus.<br />
<br />
The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 HP. 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 per chakra point spent, and reduces the target's movement speed by 20% per receiver inside them until the beginning 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 in range. Make a ranged spell attack, on a hit the target takes 5d8 psychic damage and is Grappled by you. Jinchuriki grappled by this Jutsu are not able to access their Subclass features for as long as they're under the effect of this Justu. Likewise, Tailed Beasts that are affected by this Jutsu are Paralyzed for the duration. On each of your turns for the duration, you can use your action to 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 contested by your Spellsave DC. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage.<br />
<br />
Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.<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 />
<br />
'''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 Strength saving throw or be pulled into it and be {{5c|restrained}} and unable to breath. 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 Strength saving throw or take 8d6 bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a 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 of summoning various animals and creatures to aid it in battle.<br />
<br />
<br />
'''Summoning Rinnegan'''<br />
<br />
'''Cost:''' An amount of chakra equal to three times the CR of the creature (minimum of 1)<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 gain the service of up to 5 creatures of your choosing. Work with your DM to determine the origin of these creatures. 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. Creatures summoned this way do not have a will of their own and follow your absolute command without question. They also cannot speak. Creatures summoned this way contain copies of your Rinnegan. This allows you to see throw their eyes as if they were your own. You can choose a new creature and swap it with one of your current summoning creatures as part of your long rest. Whenever you summon a creature, you may spend a number of additional chakra equal to their CR to cause their size becomes Gargantuan regardless of their original size. Their hit die also increase to a d20 instead of their original die size. 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 or Self (10 feet radius)<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 on 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 />
Alternatively when you cast this Jutsu, you can target a wounded creature within 10 feet of you. The King of Hell ingests the creature with its tendril-like arms. After 1 round, 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.<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.<br />
<br />
When this technique is activated, the King of Hell emerges from the ground and releases the souls of the deceased from its mouth. These souls may be recalled from even the crossroad between life and the afterlife, and are then returned to their rejuvenated bodies. This counts as casting the True Resurrection spell without the 200 year limit.<br />
<br />
This technique can also be used to transform the corpse vessel of an individual revived by Summoning: Impure World Reincarnation into a real body of living flesh and blood.<br />
<br />
This technique has no limit to the amount of people you can resurrect, however once the technique is finished the user invariably dies and can only be brought back through the Wish spell or a similar technique.<br />
<br />
===== Rinne Six Paths =====<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
You learn to raise the dead through the Black Receivers. As an action, you may target an amount of corpses equal to the amount of receivers you have available, after which, you can control each corpse at will. They act on your turn and use your actions, but have their own movement speed. Alternatively, you may spend 3 chakra to grant 1 corpse its own actions. This ability requires concentration to avoid the bodies being incapacitated. The corpses gain a copy of your rinnegan and affinity to a single path, and can only use jutsus from that chosen path.<br />
<br />
==== Rinnegan Mastered ====<br />
You have mastered the Rinnegan, and with that mastery comes additional jutsus. Choose two from the list as your 20th level Jutsus.<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 />
'''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 is immune to all damage. These shadow clones automatically dissipate after 1 minute, and can not be resummoned until another minute passes.<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, you absorb it with one eye and as a bonus action, on a subsequent turn, you send it back with your other eye. If the spell would have hit creatures other than you, they are also not effected. 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 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. An amount of creatures equal to your spellcasting modifier + Proficiency bonus can travel through the Kaimon to any precise location in any dimension or plane of existence that you know. You can also travel to a specific creature that you know of through this ability.<br />
<br />
<br />
'''Origami Replacement Technique'''<br />
<br />
'''Cost:''' 5+ Chakra<br />
<br />
You can replace substitution jutsu with this ability. While substituting, the user will disperse into dozens of red energy origami. During which, the user's chakra signature is completely masked, letting the user move unnoticed while reforming anywhere within 30 feet of your original position.<br />
<br />
<br />
'''Temporal Rewind'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
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. 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.<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 much less powerful than a 9th level spell, consider giving it a chakra cost.<br />
<br />
====Eye of Many Paths====<br />
At 23rd level, you have become accustomed to the various abilities of your Rinnegan. You gain affinity in one additional path from the {{inpage|Six Paths Technique}}.<br />
<br />
====Sagely Rinnegan====<br />
At 27th levl, you have unlocked the depths of your Rinnegan's power through careful, lengthy training. You gain 1 additional {{inpage|Rinnegan Mastered}} ability. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must gain this boon to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Ninja of Prophecy feat).<br />
<br />
==Path of Blood==<br />
Those who walk this path possess the Ketsuryūgan, a powerful dōjutsu originally wielded by the Chinoiki clan. It is capable of manipulating a person’s blood, among other strange and rare abilities. <br />
<br />
====Basic Ketsuryūgan====<br />
At 3rd level, you awaken your Ketsuryūgan. As a bonus action, you can activate your Ketsuryūgan. You gain 30 feet of truesight and you can sense the presence of magic and chakra within 30 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. This effect can penetrate most barriers, but is blocked by 6 inches of stone, 1/2 inch of Common metal, a thin sheet of lead, or 1.5 feet of wood or dirt. You must have your Ketsuryūgan activated to perform certain Jutsu detailed later in this subclass. After 1 minute of having your Ketsuryūgan activated, you must succeed a DC 15 Constitution saving throw, otherwise the Ketsuryūgan deactivates and you gain 1 level of exhaustion. On a success your Ketsuryūgan stays active for another minute, after which you must repeat the saving throw. The DC increases by 1 with every success. You can end this early at will, negating the need to make the saving throw. <br />
<br />
When you hit with an unarmed attack against a creature that is not a Construct or Elemental while your Ketsuryūgan is active, you may expend 1 chakra to make them attempt a Constitution saving throw. On a failure, they are stunned until the end of their next turn.<br />
<br />
====Genjutsu Trap====<br />
At 7th level, when a creature attempt to cast an Illusion spell or use a genjutsu on you that does not rely on sound while your Ketsuryūgan is active, you may force them to attempt an Intelligence or Charisma saving throw, their choice, for 3 chakra. On a failure, they are trapped in a genjutsu in which they are trapped in a sea of blood with Ketsuryūgan in the sky above them for 1 minute, during which they are considered {{5c|incapacitated}}. They may retry this saving throw at the end of each of their turns.<br />
<br />
====Enhanced Blood Manipulation====<br />
At 10th level, you gain greater control over your ability to control blood. As an action, you may spend 4 chakra to make an unarmed strike against a creature, granting 1 creature within 30 feet an amount of hit points equal to the damage dealt. <br />
<br />
Additionally, you may spend 8 chakra to stabilize a creature that is at 0 hit points and is not a Construct or Elemental. Once a creature has been effected by this, you may spend 3 chakra as an action to cause their eyes to become red and force them to either walk in a specific direction or harm themselve, and they gain the benefits of {{inpage|Genjutsu Trap}}. If they take 5 damage, they explode at the beginning of their next turn, causing all creatures in a radius to succeed a Dexterity saving throw, taking an amount of damage on a failure.<br />
*If the creature is Tiny, all creatures within 5 feet take 2d4 acid damage.<br />
*If the creature is Small, all creatures within 10 feet take 2d6 acid damage.<br />
*If the creature is Medium, all creatures within 10 feet take 2d8 acid damage.<br />
*If the creature is Large, all creatures within 15 feet take 2d10 acid damage.<br />
*If the creature is Huge, all creatures within 20 feet take 2d12 acid damage.<br />
*If the creature is Gargantuan, all creatures within 20 feet take 4d6 acid damage.<br />
<br />
====Complete Control====<br />
At 15th level, you can completely control another creature’s blood. As an action for 20 chakra, you may force another creature that is not a Construct or Elemental to attempt a Constitution saving throw. On a success, you regain half the chakra spent. On a failure, they become {{5c|charmed}} by you for 5 minutes. They may reattempt this saving throw at the end of each of their turns. If they are reduced to 0 hit points, the explode as per {{inpage|Enhanced Blood Manipulation}}. <br />
<br />
You may also expand a creature by swelling their body with blood for 5 chakra. An unwilling creature must fail a Wisdom saving throw to avoid this effect. Their size increases by 1 category, they have disadvantage on Dexterity saving throws and attack rolls, and advantage on Constitution saving throws not related to the Ketsuryūgan. They may end this effect by taking 3 damage that is not fire, cold, or bludgeoning.<br />
<br />
====Mastered Ketsuryūgan====<br />
At 20th level, you have mastered your dōjutsu. You no longer need to make saving throws to keep your Ketsuryūgan active, and you gain the following jutsu:<br />
<br />
'''Blood Dragon Ascension'''<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from the blood of a dead creature that is medium or larger. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<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. While grappled in this manner, a creature can not breath.<br />
*'''Steam Breath (5-6 recharge).''' Every creature is a 30 ft cone must make a Dexterity saving throw. On a failure, it takes 2d8 acid damage.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage on a successful hit.<br />
<br />
==Path of the Celestial==<br />
Those who walk this path make use of the Tenseigan, which take the form of a pale blue eye with a white floral pattern surrounding the pupil. This Dōjutsu evolved into the Byakugan within one generation, and was exclusively wielded, save for a few rare cases, by one of the two progenitors of chakra, Hamura Ōtsutsuki. Hamura’s bloodline split into two clans, the Hyūga clan, that made use of the Byakugan, and the Ōtsutsuki, who lacked Dōjutsu. If the two are united, through Byakugan implantation or otherwise, they manifest a Tenseigan. <br />
<br />
====Partial Tenseigan====<br />
At 3rd level, you gain partial control over your Tenseigan. You can sense the presence of magic and chakra within 100 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any.<br />
<br />
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 />
<br />
Furthermore, you have 120 feet of truesight and can not be surprised while conscious.<br />
<br />
====Dream-Speak====<br />
At 7th level, 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. <br />
<br />
====Tenseigan Deva Path====<br />
At 10th level, you gain a variant of one of your brother dōjutsu’s techniques. You may designate another creature within range to be the center of these jutsu’s ranges. <br />
<br />
'''Shinra Tensei'''<br />
<br />
'''Cost:''' 5+ chakra<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
As an action, each creature within range must succeed a Strength saving throw or take 2d6 force damage and be pushed to the edge of this jutsu’s range. You can add an additional 1d6 damage and 5 feet to the effected 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 />
'''Banshō Ten'in'''<br />
<br />
'''Cost:''' 2+ chakra<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
As an action, any creature of your choice within range must succeed on a Strength saving throw or be pulled towards you. You can stop pulling a creature at any range (ie. stop them 10 feet from you instead of 5 feet). If they collide with an object or another creature, they take 2d4 bludgeoning damage. You can add an additional 1d4 damage and 5 feet to the effected radius for every additional chakra point spent.<br />
<br />
====Mastered Tenseigan====<br />
At 15th level, you gain total control of your Tenseigan. You can see up to 4 miles away clearly. Rain, fog, and dim light do not effect your sight. In addition, when you use a Jutsu, you can expend a number of chakra up to your Passive Perception score. For every 5 chakra expended the range of the Jutsu is doubled. For example, a Justu with a range of 10 ft. becomes 20 ft. at 5, 40 ft. at 10, 80 ft. at 15, and 160 ft. at 20.<br />
<br />
====Tenseigan Chakra Mode====<br />
At 20th level, you can infuse your body with your Tenseigan's unique chakra. As an action. You cloak your body in turquoise light for 1 minute, during which you gain the following. You must spend 10 chakra at the end of each of your turns to maintain this effect.<br />
*You gain a damage reduction of 3.<br />
*You gain a flying speed of 60 feet. <br />
*At the start of your turn, you regain a number of chakra equal to your Constitution modifier.<br />
*You may gift a creature you can touch an amount of 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 />
<br />
You also gain the following jutsu:<br />
<br />
'''Silver Tensei Baku'''<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you make a ranged spell attack against up to three targets in range, with an orb of Tenseigan chakra. On a hit, you deal 20d10 force damage. The damage is divided by the number of targets hit and distributed equally among them. Hit targets must make a Strength saving throw. On a failure, they’re pushed back 60 feet.<br />
<br />
<br />
'''Golden Tensei Baku'''<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
'''Range:''' 150 feet<br />
<br />
As a bonus action, you create an orb of golden chakra. Then, as a bonus action before the end of your next turn, you extend it into a blade and make a range spell attack on a single creature. On a hit, they take 16d10 radiant damage and must make a Dexterity saving throw. On a failure, they lose one limb of your choice. <br />
<br />
<br />
'''Localized Tensei Baku'''<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
'''Range:''' 5 feet<br />
<br />
One creature must attempt a Constitution saving throw. On a success, they are unconscious until the end of their next turn. On a failure, they are unconscious for 1 minute and their hit point maximum is halved. They may retry this saving throw at the end of each of their turns, becoming conscious on a success. <br />
<br />
=====Tenseigan Manifestation=====<br />
The only way to acquire the Tenseigan is for a member of the Ōtsutsuki clan to implant a Byakugan into their own eyes. Manifesting a Tenseigan is extremely painful, paralyzing someone for 1d12 days. If a Tenseigan is removed from its owner’s eye or the owner dies, it fades into a Byakugan.<br />
<br />
<br />
==Path of the Future==<br />
Those who walk this path make use of a dojutsu known as the Haraigan, potentially coming from the same dimension as [[Mōryō (5e Creature)|Mōryō]]. When active, the dojutsu appears as a geometric purple design reminiscent of a kaleidoscope. While active, a user of this dojutsu is capable of autonomously reverting time, as well as manipulate the powerful energy that requires on command.<br />
{{Design Note|This Path is based on Shion's unnamed dojutsu, with its name being taken from the [https://en.wikipedia.org/wiki/Harae general term for Shinto purification rituals] due to its place in the story of Bonds as the opposite of [[Mōryō (5e Creature)|Mōryō]], an "unclean" spirit. If you can think of a better name, go for it.}}<br />
<br />
====Bell Beam and Barrier====<br />
At 3rd level, you can awaken a minor portion of your dojutsu's chakra into basic, yet powerful techniques. You gain the following two jutsu:<br />
<br />
'''Flashing Bell Beams'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 40 feet line <br />
<br />
As an action, you release a beam of cleansing chakra. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 2d8 + your Dexterity modifier radiant damage. You may use this jutsu up to 4 times on a single action, but in that case, you don't add your Dexterity modifier to the damage of the additional beams.<br />
<br />
<br />
'''Bell Barrier Jutsu'''<br />
<br />
'''Cost:''' 6 chakra <br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
As an action or reaction, you focus your chakra into a barrier of radiant purple chakra. One creature or object within range has their damage reduction increased by +6.<br />
<br />
====Protective Sphere of Light====<br />
At 7th level, while a creature is affected by Bell Barrier Jutsu, you may spend 4 chakra as a bonus action to cure one condition and cause them to radiate dim light for 60 feet.<br />
<br />
====Haraigan Fūinjutsu====<br />
At 10th level, you are able to directly convert chakra in your dojutsu into Fūinjutsu. Seals cast through this dojutsu have historically been used to seal away great evils from another world. You gain 3 {{inpage|Unique Fūinjutsu}} or {{inpage|Unique Chakra Absorbing Jutsu}} of your choice.<br />
<br />
====Future Telling====<br />
At 15th level, you are able to activate your dojutsu's true power, the ability to transfer your soul back into your current body after it dies in the future, imparting temporary knowledge of the near future. You gain the following jutsu:<br />
<br />
'''Bell Barrier Jutsu'''<br />
<br />
'''Cost:''' 20 chakra <br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
As an action, your future soul imparts knowledge of the near future on you. You gain advantage on any saving throws you make, and any attacks against you have disadvantage. If you are attacked, you must attempt a concentration saving throw.<br />
<br />
====Mystic Safety Bell Seal: Release====<br />
At 20th level, you can release the raw chakra of your dojutsu into a released form, constantly reverting your future soul into your current state. While Bell Barrier Jutsu is active, which you can end as an action, you gain the following:<br />
*You gain a damage reduction of 4.<br />
*Any time you deal bludgeoning, slashing, or piercing damage, you instead deal radiant damage.<br />
*Your attack and damage rolls gain a +1 bonus.<br />
*You shed bright light for 10 feet and dim light for another 10 feet.<br />
*When you cast any other jutsu, you may instantly end this jutsu and spend 5 additional chakra to double the range or damage of, grant a creature disadvantage against, or grant yourself advantage on the jutsu.<br />
<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.}}<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. 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, gaining 1 level of exhaustion on a success.<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. 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. 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 success.<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. 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. 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 success.<br />
<br />
====Bijūū Chakra Mode====<br />
At 15th level, as an action, you access to the Tailed Beast’s ultimate Release. 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. 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) in this state, 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. 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 success. <br />
<br />
In order to end a jinchuriki form before you have befriended or defeated your Tailed Beast, you must attempt a DC 18 {{5a|cha}} saving throw as an action. If you have, you may end this form as an action. You must end each form in reverse order of activation.<br />
<br />
====Alternate Feature: Tailed Beast Mode====<br />
At 15th level, as a full turn action, you can transform into your Bijuu or back into your normal form. You gave the same percentage of your hit points remaining. If you are reduced to 0 hit points, you return to your normal form. 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. 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) in this state, 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. 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 success.<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. You may enter any Release and Tailed Beast Mode or Sage 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 />
As an action, you gather a huge amount of chakra into your mouth and fire it in either a 10 ft wide 60 ft line or a 20 foot radius sphere 60 feet from you. 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. Half as much damage on a success. This Jutsu ignores evasion.<br />
<br />
====Tailed Beast Ball Enhancement====<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.<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 a number of hands up to the most tails your Tailed Beast has.<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 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 30th 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 />
A Jinchūriki’s Tailed Beast can be removed from their body using a Jutsu identical to the Sealing Jutsu, but with the opposite outcome. If this happens, you must make 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 />
If you later have a Tailed Beast sealed inside you 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 />
==Path of the Cursed==<br />
Originally used by a long-dead clan, the Cursed Mark allows one's body to channel natural energy similar to the {{inpage|Path of the Sage}}. However, whereas Sage Mode requires meditation to gain a raw physical buff, the Cursed Mark sets a tap of sorts, continuously channeling natural energy to varying degrees.<br />
<br />
====Cursed Mark====<br />
At 3rd level, you must choose at least one of the following. When the listed condition is met, you must attempt a DC 15 Wisdom saving throw. On a failure, Cursed Mark activates automatically, consuming your next turn's bonus action if it is not your turn. This does not grant use if you have no uses remaining. When workshopping your own Cursed Mark activation, ensure that it's something that can happen regularly, but not every round.<br />
*You are reduced to half your maximum hit points.<br />
*You are reduced to half your maximum chakra points.<br />
*You gain at least 1 level of exhaustion.<br />
*A friendly creature you can see is reduced to 0 hit points.<br />
*A hostile creature you can see is reduced to 0 hit points.<br />
<br />
When your Cursed Mark activates, black runes spread across your body from your mark. While Cursed Mark is active, you are subject to the following:<br />
*Your maximum hit points are decreased by 1d4+1 at the end of each of your turns, and you gain an equal number of "black" chakra. Black chakra can exceed your maximum chakra, and is lost at the end of a long rest. You can spend black chakra as if it were normal chakra, but if you choose to do so you must spend an equal number of normal and black chakra. Your hit point maximum returns to normal at the end of a long rest.<br />
*One ability score of your choice increases by 2, to a maximum of 24. This ability can not be changed. <br />
<br />
In order to end this feature, you must succeed a DC 15 Charisma saving throw as an action.<br />
<br />
If your own chakra is less than your black chakra, you must attempt a DC 15 Charisma saving throw at the end of each of your turns. On a failure, you become [[Additional Status Conditions (5e Variant Rule)#Berserk|berserk]] until the end of your next turn.<br />
<br />
====Second Stage====<br />
At 7th level, as an action while {{inpage|Cursed Mark}} is active, your mark envelops your body. Your hair grows slightly longer, your eyes become yellow with a black sclera, and your skin tone changes. You gain the following effects:<br />
*While in this form, one ability score of your choice increases by 2, to a maximum of 26. This ability can not be changed, but it can be different from that chosen in {{inpage|Cursed Mark}}.<br />
*Your maximum hit points decrease by 2 additional points, as does your black chakra increase.<br />
<br />
====Diversified Second Stage====<br />
At 10th level, while you are in Second Stage, you gain one of the following:<br />
<br />
=====<big>Spider's Curse</big>=====<br />
You gain the following jutsu:<br />
<br />
'''Produce Webbing'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you produce dense webbing from your transformed body as a spell attack. On a hit, they become restrained. As an action, they may attempt to make melee attacks against the webbing. It has an AC of 18 and 35 hit points. <br />
<br />
<br />
'''Armor of Sticky Gold'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action or reaction, you produce the same material your webs are made of enmass from your pores. You gain +2 AC, but your movement speed is decreased by 15. You may end this effect early as a bonus action or reaction, regaining 1 chakra point. <br />
<br />
<br />
'''Spider’s Bow'''<br />
<br />
'''Range:''' 120 feet<br />
<br />
As a spell attack with disadvantage, you fire a massive bow and arrow formed from your webs. On a hit, the target takes 3d8 piercing damage. <br />
<br />
=====<big>Ogre's Curse</big>=====<br />
You gain the following jutsu:<br />
<br />
'''Sphere of Graves'''<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' 120 ft.<br />
<br />
You use your immense strength to tear up a massive piece of earth from the ground. The ground in a 30 ft. radius around you becomes difficult terrain, and creatures on it must succeed a DC 14 Dexterity saving throw or be knocked {{5c|prone}}. At the beginning of your next turn, you throw the boulder anywhere within range. All creatures in a 30 ft. radius must attempt a Dexterity saving throw, taking 20d10 force damage and becoming {{5c|restrained}} on a failure, and taking half as much and not being restrained on a success. They may retry this saving throw at the end of each of their turns. Another creature within 15 ft. may repeat this saving throw for them as a bonus action unless they are also {{5c|restrained}}. This may only be used once, regaining use at the end of a long rest.<br />
<br />
<br />
'''Earth Style: Earth Prison Dome of Magnificent Nothingness'''<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' 20 ft.<br />
<br />
This jutsu counts as an Earth Style jutsu for the sake of affinity. As an action, you create a 20 ft. radius sphere of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it. Creatures inside the dome lose 2d4 chakra points at the end of each of their turns.<br />
<br />
=====<big>Parasite's Curse</big>=====<br />
You gain the following jutsu:<br />
<br />
'''Parasite Demon Demolition Technique.'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action, you can force another creature within 5 feet to make a Dexterity saving throw. On a failure, you invade their body. While you are in their body, you can do nothing or use your action to leave their body. You take an equal amount of damage as they do. Once per turn, you can grant the creature you have invaded disadvantage on any d20 roll. If they become subject to greater restoration, you automatically leave their body. If you remain inside their body for more than 1 hour, they die instantly.<br />
<br />
=====<big>Crowned Curse</big>=====<br />
You gain the following jutsu:<br />
<br />
'''Illusory Warriors Manipulating Melody'''<br />
<br />
'''Cost:''' 12 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
You manipulate the bodies of the dead with chakra-infused song. You can target an amount of corpses equal to half your Intelligence modifier, rounded up. They act on your turn, and can not cast spells or Jutsu that you do not know. They draw from your chakra points and spell slots when casting spells and Jutsu. You can not move or take actions while concentrating on this Jutsu.<br />
<br />
<br />
'''Revolt of the Demon World'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
The creatures you are controlling with Illusory Warriors Manipulating Melody release many-mouthed snakelike spirits from their mouths. They have a flying speed of 10 feet, move on your turn, and are immune to all magical and non-magical effects. They will move toward the closest living creature that is not you. If you lose concentration on your Illusory Warriors, this Jutsu immediately ends. If a spirit passes through another creature, they must succeed a Constitution saving throw. On a failure, they lose 3d6 chakra points. If they do not have any chakra points, they gain 1 level of exhaustion. <br />
<br />
=====<big>Smoke's Curse</big>=====<br />
You may gain or lose the following as a bonus action:<br />
*Your size becomes Large<br />
*You may pass through any opening<br />
*Creatures may pass through your space without penalty<br />
*Your attack rolls gain +2<br />
*You are vulnerable to thunder damage.<br />
*If you are in a strong wing (20 or more miles per hour) for longer than 12 seconds (2 rounds), you die instantly as you are dispersed.<br />
<br />
=====<big>Tiger's Curse</big>=====<br />
You gain the following:<br />
*Your movement speed increases by 20 ft.<br />
*Your unarmed strikes deal an additional 1d4 damage and deal slashing damage.<br />
<br />
=====<big>Hawk's Curse</big>=====<br />
You gain a flying speed of 30 ft. and you must choose one jutsu that you can spend chakra above its base cost. This jutsu becomes your "Lament" jutsu. When you use a Lament jutsu, the amount of chakra you have to spend to cause additional effects is halved, rounded down (i.e., a Chidori Lament costs 1 additional chakra per additional 1d8 lightning damage), and you may do so any number of times. You may only use your Lament jutsu while in Second Stage. You may change which jutsu is your Lament jutsu at the end of a long rest.<br />
<br />
=====<big>Founder's Curse</big>=====<br />
You gain the following:<br />
<br />
*You gain one charge of "jet thrusters", which you regain at the end of your next turn.<br />
*You may spend one charge of jet thrusters to gain a flying speed of 60 feet until the end of your turn.<br />
*You may spend one charge of jet thrusters as part of an unarmed strike to move 15 ft., and deal fire damage or an additional 1d4 bludgeoning damage.<br />
<br />
====Sage Transformation====<br />
At 15th level, you begin to unlock the powers of a true sage. You can activate Cursed Mark as a bonus action. While in Second Stage, as an action, you may gain one of the following in addition to the first effect listed for 1 minute:<br />
*Your maximum hit points decrease by 2 additional points, as does your black chakra increase.<br />
*You gain 120 feet of truesight, and can not be effected by illusions or genjutsu that rely on sight or {{5c|blinded}}. <br />
*You shed bright light in a 20 foot radius, and dim light for another 20 feet. You also gain +2 AC.<br />
*You gain one additional Diversified Second Stage effect. This effect can not be changed, but it can be different from that chosen in {{inpage|Diversified Second Stage}}.<br />
<br />
====Complete Sage Transformation====<br />
At 20th level, you can push your Cursed Mark's limit to the max. While you are in Sage Transformation, you gain the following: <br />
*You may attack an additional time when you take the Attack action. <br />
*As a bonus action, you may reduce any effect reducing your maximum hit points by 2d4 or convert 2d4 black chakra into regular chakra (recharge 5-6)<br />
*You gain all the effects of Partial Sage Transformation.<br />
*Your maximum hit points decrease by half as much (rounded down), but your black chakra does not.<br />
<br />
=====Cursed Mark Sealing=====<br />
A creature that has mastered the Sage Transformation may grant another creature this subclasses first feature as an action. At a DM's behest, they must attempt a DC 18 Constitution saving throw, dropping to 0 hit points on a failure. If the creature that granted them the Cursed Mark is killed, they can remove one creature's Cursed Mark, thus removing their access to this path's features, to instantly ressurrect themself with half as many maximum hit point (this reduction is lost in the same manner as any other maximum hit point reduction). They must have the following jutsu used on them to access Second Stage or any Path of the Cursed features after it, and they must be two levels higher than the listed requirement. <br />
<br />
'''Four Black Fogs'''<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
'''Components:''' One Small barrel<br />
<br />
You and up to three other creatures target a willing creature with the Cursed Seal feature and the barrel within 15 feet. Each creature may contribute any amount of chakra so long as the total amount contributed equals its cost. After 24 hours, they gain the Second State feature. If they are released from the barrel before then or if the barrel is destroyed, they die instantly.<br />
<br />
==Path of Succession==<br />
Those on this path bear the Kāma seal, a sealing jutsu marking its bearer as a “vessel” for the chakra of the Ōtsutsuki clan, the celestial beings who were the first to wield chakra. Inside each Kāma seal is the complete genetic information and soul of an Ōtsutsuki, which slowly overwrites the host's before completely taking over their body. <br />
{{Design Note|All effects are listed as totals, and do not stack with previous features from this path.}}<br />
<br />
====20% Extraction====<br />
At 3rd level, you must choose at least one of the following. When the listed condition is met, you must attempt a DC 15 Wisdom saving throw. On a failure, your Kāma seal activates automatically, consuming your next turn's bonus action if it is not your turn. When workshopping your own Cursed Mark activation, ensure that it's something that can happen regularly, but not every round.<br />
*You are reduced to half your maximum hit points.<br />
*You are reduced to half your maximum chakra points.<br />
*You gain at least 1 level of exhaustion.<br />
*A friendly creature you can see is reduced to 0 hit points.<br />
*A hostile creature you can see is reduced to 0 hit points.<br />
<br />
When your Kāma seal is active, geometric designs spread across your body from the seal. While this is active, you gain the following until you can not maintain it:<br />
*Your AC gains a +1 bonus.<br />
*Your movement speed increase by +15 feet.<br />
*Your jutsu's attack and damage rolls gain a +1 bonus. <br />
*You have advantage on {{5a|dex}} saving throws.<br />
*You lose 2 hit points and 2 chakra points at the end of each of your turns.<br />
<br />
====40% Extraction====<br />
At 7th level, while your Kāma seal is active is active, it covers more of your body and you gain the following effects:<br />
*Your AC gains a +2 bonus total.<br />
*Your movement speed increase by +20 feet.<br />
*Your jutsu's attack and damage rolls gain a +1 bonus.<br />
*You have advantage on {{5a|dex}} saving throws.<br />
*You lose a 4 hit points and 4 chakra points at the end of each of your turns.<br />
*You gain the following jutsu:<br />
<br />
'''Kāma Seal Jutsu Absorption'''<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you touch a shinobi within reach and use your Kāma seal to absorb their own chakra reserves. The targeted shinobi must succeed on a Constitution saving throw. On a fail, their total chakra points are reduced by 2d6, and you regain a number of chakra points equal to the amount absorbed. Alternatively, you can use your reaction to absorb some of the brunt of other offensive Jutsu when you are targeted by a Jutsu attack or area effect. You can conjure a defensive barrier that surrounds you, the damage you take from the attack is reduced by 2d6 + your Constitution modifier, regaining half as many chakra points. If you reduce the damage to 0, you disperse the Jutsu entirely and end its effect.<br />
<br />
====60% Extraction====<br />
At 10th level, your Kāma seal begins manifesting the physical traits of an Ōtsutsuki, primarily their horns, and pale skin and hair. While your Kāma seal is active, you gain the following:<br />
*Your AC gains a +2 bonus total.<br />
*Your movement speed increase by +20 feet.<br />
*Your jutsu's attack and damage rolls gain a +2 bonus.<br />
*You have advantage on {{5a|dex}} and {{5a|wis}} saving throws.<br />
*You gain the Kāma Seal Jutsu Absorption jutsu.<br />
*You may attempt a DC 18 {{5a|str}} saving throw as an action, breaking your horn and severing your Ōtsutsuki's connection on a success.<br />
*You lose a total of 9 hit points ''''or'''' chakra points, or a mix of your choice of the two, at the end of each of your turns.<br />
<br />
====80% Extraction====<br />
At 15th level, your Kāma seal nears completion of injecting an Ōtsutsuki's genetic code into your own. While your Kāma seal is active, you gain the following:<br />
*Your AC gains a +3 bonus total.<br />
*Your movement speed increase by +30 feet.<br />
*Your jutsu's attack and damage rolls gain a +3 bonus.<br />
*You have advantage on {{5a|dex}} and {{5a|wis}} saving throws.<br />
*You gain the Kāma Seal Jutsu Absorption and Kāma Rift jutsu.<br />
*You may attempt a DC 18 {{5a|str}} saving throw as an action, breaking your horn and severing your Ōtsutsuki's connection, thus ending this feature, on a success.<br />
*You lose a total of 12 hit points ''''or'''' chakra points, or a mix of your choice of the two, at the end of each of your turns.<br />
<br />
'''Kāma Rift'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 1000 ft.<br />
<br />
As an action, you teleport yourself to a space in range that you can see, visualize, or know the distance and direction, of the space. Alternatively, you may double this cost to jump to such a space within another dimension.<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 />
====Perfect Ōtsutsuki====<br />
At 20th level, you embody the Ōtsutsuki clan completely. Your Kāma seal no longer automatically activates, and can be activated as a bonus action, and ended as an action. While your Kāma seal is active, you gain the following:<br />
*Your AC gains a +3 bonus total.<br />
*Your movement speed increase by +30 feet.<br />
*Your jutsu's attack and damage rolls gain a +3 bonus.<br />
*You have advantage on {{5a|dex}} and {{5a|wis}} saving throws.<br />
*You gain the Kāma Seal Jutsu Absorption and Kāma Rift jutsu.<br />
*You lose a total of 12 hit points ''''or'''' chakra points, or a mix of your choice of the two, at the end of each of your turns.<br />
<br />
=====Unison Jutsu=====<br />
Additionally, one jutsu of your choice becomes a "Unison" jutsu. When you use a Unison jutsu, you may channel the energy of a creature touching you into the jutsu. The jutsu's ranges and damage are doubled for half of its cost. This additional cost is sourced from the other creature. If the other creature does not have enough chakra points (or [[#One Currency System|equivalent currency]]), they may choose to gain 1 level of exhaustion instead. You may only use your Unison jutsu while your seal is active. You may change which jutsu is your Unison jutsu at the end of a long rest.<br />
<br />
====Ōtsutsuki Demi-God====<br />
At 23rd level, you begin to transform fully into an Ōtsutsuki. Typically a shinobi needs a [[https://naruto.fandom.com/wiki/K%C4%81ma White Kāma]] to progress this far without dying. The cost of maintaining your Kāma is halved. <br />
<br />
====Permenant Manifestation====<br />
At 27th level, you do not simply transform into an Ōtsutsuki, you '''are''' an Ōtsutsuki. Your Kāma must no longer be maintained, and you benefit from its effects permenently. <br />
<br />
=====Kāma Creation=====<br />
A creature that has become a Perfect Ōtsutsuki may grant a Kāma seal to another creature as an action. If you gain a Kāma seal after taking a different class or subclass, you can only gain features up to 80% Extraction, and you must be two levels higher than the listed requirement.<br />
<br />
==Path of Permanence==<br />
In very rare cases, a lost loved one can live on. In these rare cases, it possesses an amount of their innately controllable material. The following features take the form of the nature you gain affinity in first (a jug of sand for earth and magnet, lightning in your veins for lightning and storm, etc). In a situation that your material is destroyed, a sufficient amount can be regained at the end of a long rest. <br />
<br />
====Bound Element====<br />
At 3rd level, when you use a Jutsu of the same nature as your material, you may deal additional damage equal to your unarmed strike damage to the same target as a bonus action. Additionally, you can halve such a Jutsu’s cost (minimum 1 chakra) or double its cost and range by infusing some of your element into it, but you must reclaim it as an action to do so again. <br />
<br />
====Elemental Armor====<br />
At 7th level, you form a permanent layer of defense. As a reaction or a bonus action, you gain 5 temporary hit points for every 2 chakra points spent. While your element is reclaimed, your unarmed strikes have +5 feet of reach.<br />
<br />
====Elemental Shield====<br />
At 10th level, your element automatically protects you. As a reaction, you roll a d20. On a 17 or higher, you gain +5 AC until the beginning of your next turn. On a 16 or lower, you regain your reaction. This can be used once per round. <br />
<br />
====Elemental Coffin====<br />
At 15th level, as an action for 8 chakra, one creature within 90 ft. must attempt a Strength saving throw. Encasing the target in your element. On a failure, the target has total cover, is {{5c|paralyzed}}, and as a bonus action you can crush the target, causing them to attempt a Constitution saving throw, taking 3d10 force damage on a failure or half as much on a success. This lasts for 1 minute (concentration), and they may attempt a Wisdom saving throw at the end of each of their turns, ending this effect early on a success. Creature’s within 5 ft. of the creature may attempt a Strength saving throw as an action, ending this effect early on a success.<br />
<br />
====Spiritual Fusion====<br />
At 20th level, you are able to manifest your dormant spirit back into the physical world. As an action, you gain a fly speed equal to half your movement speed and one shadow clone made of your element with half your maximum hit points and chakra appears anywhere within 15 feet, and reclaiming no longer requires an action for 1 minute.<br />
<br />
=====Soul Containment=====<br />
At a DM’s behest, a fallen creature can continue to protect a player. If this happens after they have taken a different class or subclass, they can only gain features up to Elemental Shield, and you must be two levels higher than the listed requirement.<br />
<br />
==Path of the Snake==<br />
Very rarely, a sadistic, ingeneous, snake-like shinobi beset by tragedy is born with fated biology similar to the [[#Path of Hatred|Uchiha]] clan. While the white snake typically symbolizes fortune and rebirth, the only thing that awaits such a shinobi is forbidden knowledge and the twisted personality that comes with such knowledge. Such shinobi are almost physically drawn to [[#Path of the Sage|Ryūchi Cave]]<br />
<br />
====White Snake====<br />
At 3rd level, your limbs and neck become snakelike and stretchable. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.<br />
<br />
====Blinding Snake Glare Spell====<br />
At 7th level, when you grapple a creature, they become {{5c|restrained}} as a large snake wraps around them. You may have a number of creatures grappled equal to your {{5a|str}} modifier at any time. Additionally, you may attempt a grappling contest against a creature within your reach as a reaction when they make an attack. <br />
<br />
====Gathering of the Snakes====<br />
At 10th level, you gain the [[#Unique Chakra Absorbing Jutsu|Chakra Absorbing Snakes]] and [[#Unique Fūinjutsu|Twin Snakes Mutual Death]] jutsu. Additionally, your reach increases by +5 ft. <br />
<br />
When you lose a bodypart but it is not completely destroyed (i.e. having an arm cut off, being blown in half by an {{inpage|Explosive Style}} jutsu, not being shredded by a Rasengan or incinerated by {{inpage|Blaze Style}}), you may reattach it as an action for 5 chakra as a swarm of snakes generate from both parts of your body to pull them together. This does not restore hit points or heal the bodypart, only functionality.<br />
<br />
====Many Hidden Shadow Snake Hands====<br />
At 15th level, you are able to generate swarms of relatively large snakes from your arms. While grappling a creature, you may force them to attempt a {{5a|str}} saving throw for 4 chakra. On a failure, they become {{5c|poisoned}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success. Additionally, your reach increases by +10 ft.<br />
<br />
As a reaction when you are targetted by a ranged attack, you may contest a {{5s|Sleight of Hand}} check with the attack roll. On your success, the attack fails as your snakes capture the projectile. Once using this reaction, you may use this a number of times equal to your {{5a|wis}} modifier, ending this effect and regaining all uses at the beginning of your next turn.<br />
<br />
====Eight-Headed Serpent====<br />
At 20th level, you transcend the level of being of a mere snake, becoming a legendary Dragon God. As an action, you may become an absolutely massive snake with eight heads and eight tails. Your size increases by 2 categories to a minimum of Huge, you gain a +3 bonus to AC, your unarmed strikes deal twice as much damage, your reach increases by +10 ft., and if you hit with a melee weapon attack, you can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Strength saving throw. On a failure, they take your unarmed strike's damage. On a success, they take half as much damage.<br />
<br />
=====DNA Implantation=====<br />
A creature that has mastered the form of the Eight-Headed Serpent form is able grant them this subclass by seamlessly incorporating their own biology into their student's. If this happens after they have taken a different class or subclass, they can only gain features up to Many Hidden Shadow Snake Hands, and you must be two levels higher than the listed requirement.<br />
<br />
== Path of Youth ==<br />
<br />
You have learned to harness and open chakra control points inside the body. These points in the body are called Gates. There are eight total gates inside the body, each one being more powerful, but also more detrimental as you open them. While attacking in any of the eight gates forms, you can only use unarmed attacks. The gates require a bonus action to unlock. The buffs are the number stated on the gate, not cumulative. If you enter a gate higher than first, this still counts as entering the gates prior to it, meaning if you enter the 5th gate, that expends a use of the 1st and 3rd gate, however only the negative effects of the 5th gate set in.<br />
<br />
*'''Your DC for any Path of Youth technique''' = 8 + your Dexterity modifier + your Proficiency bonus.<br />
<br />
{{Design Note|All Path of Youth jutsu benefit from Taijutsu affinity.}}<br />
<br />
====Power of Youth====<br />
At 3rd level, you gain the Dynamic Entry Jutsu.<br />
<br />
'''Dynamic Entry'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 40 feet<br />
<br />
As an action, you do either a standing or running jump towards an enemy using one leg to kick them with intense speed and force. Make an unarmed strike attack. If the attack hits, the target takes 1d8 + your Dexterity modifier bludgeoning plus 2d4 force damage and must make a Strength saving throw. On a failure, it is pushed 20 feet away. If Dynamic entry is used when the target is unaware of you, you have advantage on the attack roll and the damage increases to 2d6 force.<br />
<br />
====First Gate====<br />
At 3rd level, as an bonus action, you can open the first gate, the gate of opening. This gate unlocks your mind’s inhibitions. You may close the first gate as a bonus action. While the first gate is open, you gain the following bonuses:<br />
*You gain a +1 bonus to AC.<br />
*You gain a +10 ft. bonus to your movement speed.<br />
*You gain a +3 bonus to attack and damage rolls.<br />
*You lose 3 hit points at the end of each of your turns. <br />
*You gain the Front Lotus technique.<br />
<br />
'''Front Lotus'''<br />
<br />
As an action, you hit one creature, forcing it to make a Dexterity saving throw. If it fails, it is pushed 20 feet into the air and it's stunned until the end of your next turn. On your next turn, you can use your action to make an unarmed strike against them, moving behind them and pile driving them into the ground on a hit, dealing 2d10 + your Dexterity modifier force damage. If this attack misses, you can make a normal unarmed strike as a bonus action. A creature hit by this has advantage against it for 24 hours.<br />
<br />
====3rd Gate====<br />
At 7th level, as an bonus action, you can open up to the 3rd gate, the gate of life. This gate unlocks your mind and spinal cord’s limitation of the chakra network, reddening your skin, bulging your veins, and making your pupils disappear. You may close the 3rd gate as a bonus action, or all gates as an action. You gain the following benefits:<br />
<br />
*You gain an amount of temporary hit points equal to your Shinobi level + your Constitution modifier + your Proficiency bonus. You lose these temporary hit points when you close the 3rd gate. <br />
*You gain a +2 bonus to AC.<br />
*You gain a +20 ft. bonus to your movement speed.<br />
*You gain a +5 bonus to attack and damage rolls.<br />
*You lose 6 hit points at the end of each of your turns. <br />
*You gain the Reverse Lotus technique.<br />
<br />
'''Reverse Lotus'''<br />
<br />
As an action, you can execute a powerful kick against a creature. The target must make a Dexterity saving throw. If it fails, its pushed 20 feet into the air and its stunned until the end of your next turn. On your next turn, you can jump into the air and take the Attack action against it. As a bonus action after the attack, you make a final diving attack into them, knocking you both to the ground dealing a 2d8 bludgeoning and 2d8 force damage on a hit. After you use this technique, you may choose to close the 3rd Gate immediately, and you are knocked prone and stunned until the start of your next turn. When you use this technique on a creature, it gains advantage against it for 24 hours.<br />
<br />
====5th Gate====<br />
At 10th level, as an bonus action, you open the 5th gate, the gate of limit. This gate pushes your muscles to the limit, often causing tearing and nosebleeds. You may close the 5th gate as a bonus action, or this gate and any lower gates as an action. You gain the following benefits:<br />
<br />
*You gain a +3 bonus to AC.<br />
*You gain a +40 ft. bonus to your movement speed.<br />
*You gain a +7 bonus to attack and damage rolls.<br />
*You lose 9 hit points at the end of each of your turns. <br />
*You gain the Great Dynamic Entry and the Morning Peacock techniques.<br />
<br />
'''Great Dynamic Entry:'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 50 feet<br />
<br />
'''Duration:''' Instantaneous <br />
<br />
As an action, you do either a standing or running jump towards a creature using both legs to kick them with intense speed and force. Make a melee attack roll. If the attack hits, it takes 2d10 bludgeoning and 3d6 force damage, and must make a Dexterity saving throw. If it fails the save, it is pushed 50 feet away.<br />
<br />
'''Morning Peacock'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action, you charge forward up to your movement speed and make five unarmed strikes against a single creature. Each attack that hits deals 2d8 bludgeoning damage and 2d4 fire damage. The fire damage does not benefit from any gate form’s damage bonus. As the air is super-heated and flames fly out the back of the target, any creature behind it in a 20 ft. cone must make a Dexterity saving throw, taking 3d6 fire damage on a failure, or half as much damage on a success.<br />
<br />
====7th Gate====<br />
At 15th level, you are a Taijutsu expert able to unlock up to the 7th gate, the gate of Wonder. Unlocking this gate unlocks your bodies near full potential. Your blood flow increases giving you red skin, your veins begin to bulge, and you begin to sweat profusely, but with your body heat it evaporates the moment it leaves your body giving off the look of being covered in an aura of green energy. As a bonus action, you open the gate. You may close the 7th gate as a bonus action, or this gate and any lower gates as an action. While in the 7th gate, you gain the following:<br />
<br />
*You gain a +5 bonus to AC.<br />
*You gain a +60 ft. bonus to your movement speed.<br />
*You gain a +9 bonus to attack and damage rolls.<br />
*You lose 12 hit points at the end of each of your turns. <br />
*You gain the Leaf Guillotine and the Hirudora techniques.<br />
<br />
'''Hirudora'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
As an action, you place one hand forward with the palm out you take your opposite hand, tapping the center of your palm, creating a massive amount of air pressure. Then punching forward, you form the shape of a tiger’s head, sending the pocket of air outward and condensing onto a single point. Each creature in a 30 foot radius must make a Dexterity saving throw, taking 6d12 force damage on a failure, or half as much damage on a success.<br />
<br />
'''Leaf Guillotine'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action, you move at high speed and appear above the target, slamming your heel into the back on their neck. Make an unarmed strike. On a hit, the target takes 3d12 force damage and must make a Constitution saving throw. If it fails, its paralyzed and prone until the end of your next turn.<br />
<br />
====8th Gate====<br />
At 20th level, you are a Taijutsu master, and have gained access to the eighth gate, the gate of Death. Upon opening this gate as a bonus action by puncturing your heart with your thumb, your body's blood flow is pushed to the max, heating you to the point that your sweat and blood evaporate into a red aura. If you end this form with 6 or more levels of exhaustion, your body begins to burn from the inside out, shortly after this process begins, you die and can only be brought back with the wish spell.. <br />
<br />
You can end this form as an action. When you close this gate, you take 8d12 necrotic damage. If this reduces you to 0 hit points, you are stable, otherwise you are paralyzed for 1 minute. You gain the following benefits while the 8th gate is released:<br />
<br />
*You gain a +9 bonus to AC.<br />
*You gain a +90 ft. bonus to your movement speed.<br />
*You gain a fly speed equal to half your movement speed (rounded down), as you kick the air hard enough to gain lift.<br />
*You gain a +15 bonus to attack and damage rolls.<br />
*You gain 2 levels of exhaustion at the end of each of your turns. <br />
*You gain the Burning Youth, No holds barred, Full Power Dynamic Entry, the Evening elephant/Sekizo Assault, and the Night Guy techniques.<br />
<br />
'''Burning Youth, No holds barred, Full Power Dynamic Entry'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 90 ft<br />
<br />
As an action, you do either a standing or running jump towards a creature, using both legs to kick them with intense speed and force. Make an unarmed strike. If the attack hits, the target takes 4d10 + Dexterity modifier bludgeoning and 5d6 force damage and must make a Dexterity saving throw. On a failure, it's pushed 80 feet away.<br />
<br />
'''Evening Elephant/Sekizo Assault'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
As an action, you land a series of four unarmed strikes that increase in speed one after another using air pressure to injure the enemy, each punch deals 2d6 force damage and increases by 1d6 after each hit (max 5d6). The punch is strong enough to create a tunnel in the ground 1 mile deep, however this technique is only able to be used once. <br />
<br />
'''Night Guy''' <br />
<br />
'''Cost:''' 45 Chakra or 6 levels of Exhaustion.<br />
<br />
'''Range:''' 70 feet<br />
<br />
The Night Guy is considered to be the most powerful move a Taijutsu master can obtain from releasing the eight gates. As an action, you enter a sprinters stance. In the stance, your aura gathers around you forming a dragons head in a 10 ft. radius around you. You launch yourself at a target within range. The kick is hard enough that if there is a wall behind the target, they crash through it. You and the target move in a 100 feet line from your starting location. The target must succeed a Constitution saving throw, taking 60d6 force damage on a failure, or half as much on a success. For this damage, immunity is reduced to resistance, resistance is ignored, and creatures without resistance gain vulnerability. After this attack, you leave the form. This action ignores Endurance.<br />
<br />
====Mastered 8th Gate====<br />
At 23rd level, through tireless training supervised by the most skilled of medical nin, you have done the impossible; you have mastered the 8th Gate. You lose 24 hit points at the end of each of your turns you spend in the Eighth Gate instead of gaining exhaustion, Night Guy costs 45 chakra, 144 hit points, or 6 levels of exhaustion, and you take half as much damage from leaving the Eighth Gate. <br />
<br />
====Suicide Corps====<br />
At 27th level, thanks to your extended time with various gates open, you have developed more advanced taijutsu. You gain the following jutsu in addition to [[#Unique Taijutsu|Night Phoenix and Rumored Endeavor Star]], or two taijutsu of your choice if you already had those two jutsu:<br />
<br />
'''Crane Wind Formation'''<br />
<br />
'''Range:''' 25 foot cone<br />
<br />
'''Cost:''' 24 Chakra<br />
<br />
While in the 7th or 8th Gate, you release a sweeping roundhouse kick, radiating an arc of green or red aura capable of cutting a meteorite in half. All creatures within range must attempt a Constitution saving throw, taking 12d8 force damage.<br />
<br />
====Gatekeeper====<br />
At 30th level, you have mastered the art of releasing the gates in bursts, becoming second nature to you. Damage dealt to you from maintaining the gates is halved.<br />
<br />
== Path of The Healer ==<br />
<br />
You have learned to maximize your control over chakra to heal yourself and others. The mastery of this path will have many chasing after you, either to learn or steal your secrets. Beware, for even healers can be treacherous.<br />
<br />
====Healing Jutsu====<br />
At 3rd level, you gain the ability to heal using your chakra to form a white orb, however it is somewhat inefficient. As an action, you can spend an amount of chakra points up to or equal to twice your Shinobi level. A creature you touch regains an amount of hit points equal to the amount of chakra points you spent.<br />
<br />
====Chakra Control====<br />
At 3rd level, you can control your chakra to use it more efficiently. 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 1/4 your shinobi level (rounded down (minimum 1)). The minimum chakra you can expend on a justu using this is 1. This can be used for the Healing Jutsu feature.<br />
<br />
====Mystical Palm Jutsu====<br />
At 7th level, you have learned to focus your chakra into a green glow, allowing you to more effectively heal yourself and others. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Shinobi level.<br />
<br />
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.<br />
<br />
Your pool regains all expended dice when you finish a long rest.<br />
<br />
====Chakra Pills====<br />
At 10th level, you learn how to make three types of pills that restore chakra. All pill deal an amount of necrotic damage equal to the amount of chakra regained. A creature can take pill as a bonus action. If you have access to Alchemist's supplies, a Herbalism kit, or a Healer's kit, you can make a number of pills during a long rest equal to your Intelligence modifier, otherwise you only create 1.<br />
<br />
*'''Red Pill:''' The creature regains an amount of chakra equal to 1d6 + your Intelligence modifier.<br />
*'''Green Pill:''' The creature regains an amount of chakra equal to half the creatures maximum chakra.<br />
*'''Blue Pill:''' The creature regains all of its chakra. In addition, it gains a level of exhaustion. Creating 1 of these pills counts as 2 regular pills.<br />
*'''Blood Increasing Pill:''' The creature gains the effects of Greater Restoration. Creating 1 of these pills counts as 2 regular pills.<br />
<br />
====Enhanced Strength====<br />
At 15th level, you are a master of refined chakra control. By focusing your chakra around your hands or feet your strength is quadrupled. Your Strength increases by 4 and your maximum Strength increase to 24.<br />
<br />
In addition, you learn the surgical precision Jutsu.<br />
<br />
'''Surgical Precision'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As a bonus action, you make a scalpel out of pure chakra, the scalpel looks like a light blue aura covering your hand. This scalpel has the ability to bypass armor and skin to hit muscle and organs. It was originally meant to be used in surgery, since it could cut without leaving a scar. While this is active when you make unarmed strikes, it deals an extra 1d6 force damage. The target must make a Constitution saving throw. On a failure, its muscle are cut. It has disadvantage on attack rolls and your choice of saving throws or checks that involve Dexterity or Strength. This lasts until it finishes a long rest or the {{5e|Greater Restoration}} spell is cast on it, or something of a similar effect.<br />
<br />
====Medical Mode====<br />
At 20th level, you can imbue your body with medical chakra, both enhancing your strength and granting you a small amount of regeneration. As an action, you gain the following until you end this effect as a bonus action:<br />
*At the start of your turn, you regain 10 hit points.<br />
*At the start of your turn, you can expend a number of hit die equal to your Constitution modifier. Add your Constitution modifier to each die. You regain an amount of hit points equal to the result.<br />
*You lose 2 chakra at the end of each of your turns.<br />
<br />
You also gain the following jutsu:<br />
<br />
'''Cherry Blossom Impact'''<br />
<br />
'''Cost: 20 chakra'''<br />
<br />
As a bonus action, you focus chakra into your fists. Until the end of your turn, your unarmed strikes deal twice as much damage and attack every creature in a 10 foot cone.<br />
<br />
====Mitotic Regeneration Jutsu====<br />
At 23rd level, your melee attacks deals double damage to objects and structures. In addition, you have refined your chakra control and have achieved the ultimate goal of a medical ninja, the Mitotic Regeneration Jutsu. While Medical Mode is active, you gain the following benefits:<br />
*You gain resistance to all damage.<br />
*You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.<br />
*You lose 3 additinal chakra at the end of each of your turns (5 total).<br />
<br />
====Strength of One Hundred Seal====<br />
At 27th level, you gain a purple, diamond-shaped mark on your forehead. At will, you may store an amount of chakra into the seal up to ten times your {{5a|con}} modifier. As a bonus action, you may open the seal, gaining access to all chakra stored in the mark. This chakra can extend beyond your maximum. After the seal has been opened, you lose 5 chakra at the end of each of your turns. Once the seal has 0 chakra remaining, it closes and you may store chakra in it once more. <br />
<br />
====Strength of One Thousand Seal====<br />
At 30th level, you are both a master healer and combattant. The maintenance cost for {{inpage|Mitotic Regeneration Jutsu}} and {{inpage|Strength of One Hundred Seal}} are both reduced to 3.<br />
<br />
==Path of the Warrior==<br />
Certain Shinobi forego their traditional training to master swordplay. These Ronin are formidable opponents, mastering techniques possibly out dating even the oldest Jutsu. <br />
<br />
====Warrior of Steel====<br />
At 3rd level, your training begins. You gain proficiency in medium and heavy armor, shields, and martial weapons. Your melee weapons benefit from your martial arts feature.<br />
<br />
====Combat Expertise====<br />
At 3rd level, you gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Medicine, or Stealth.<br />
<br />
Your proficiency bonus is doubled for any ability check you make that uses Athletics. You receive this benefit regardless of the skill proficiency you gain from this feature.<br />
<br />
====Iaidō====<br />
At 7th level, you begin your studies in Iaidō, a weapon style focusing on drawing a weapon and swiftly striking. On your first turn, or if you did not deal damage on your previous turn, your first attack roll is made with advantage. Drawing and stowing weapons no longer take your interaction and can be done as a free action.<br />
<br />
====Mastering the Basics====<br />
At 7th level, you master the basics of Ninjutsu. You gain affinity in the Basic Ninjutsu nature. If you already have affinity in it, you gain affinity in another Chakra nature you know.<br />
<br />
====Refined Warfare====<br />
At 10th level, you continue your studies in Iaidō. Once per turn, you can increase your weapon’s damage die by 1 size (d4s become d6s, d6s become d8s, d8s become d10s, d10s become d12s, d12s become 2d6, 2d6 become 2d8, etc.) for one attack.<br />
<br />
====Chakra-Infused Weapons====<br />
At 10th level, you channel a small amount of chakra into your strikes. Your weapons count as magical for the purpose of overcoming resistances.<br />
<br />
====Halting Strike====<br />
At 15th level, you attack faster than your opponent can act. As a bonus action, you can make one melee weapon attack.<br />
<br />
In addition, as a reaction, when you see a creature attempting to cast a spell or use a Jutsu, you can move up to half your movement speed and make a melee weapon attack. If you hit, the target's hand signs are interrupted, it fails to use the Jutsu or cast the spell and it immediately ends its turn.<br />
<br />
====Execution====<br />
At 20th level, you master Iaidō. Your attack rolls score a critical hit on a roll of 18-20. If your attacks already score a critical hit on a roll of 18-20, it increases to 16-20, etc. <br />
<br />
In addition, if your attack roll is a critical hit, your target is {{5c|stunned}} until the end of its turn and gains a lingering injury. See DMG. pg. 272.<br />
<br />
== Path of the Assassin ==<br />
<!--revised path of silence--><br />
A Shinobi capable of silent and efficient kills whilst being able to go undetected.<br />
<br />
====Proficient Assassin====<br />
At 3rd level, you gain proficiency with Poisoner’s tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon, or your Deadly Blade. <br />
<br />
This damage increases to 2d6 at level 7, 3d6 at level 12, and 4d6 at level 18.<br />
<br />
====Killing Intent====<br />
At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a Charisma saving throw or become {{5c|frightened}} of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. You may do this a number of times equal to half your {{5a|cha}} modifier (rounded up), regaining all uses at the end of a long rest.<br />
<br />
====Deadly Blade====<br />
At 10th level, you come into possession of a scroll containing a legendary weapon from the ninja world, one of the Seven Deadly Swordsmen's blades. Each possesses its own unique abilities. Your DM chooses which. The weapon requires attunement and grants proficiency in it while attuned. All of them are +1 magic weapons with the finesse property.<br />
<br />
'''Hiramekarei:''' This greatsword is large and flat, and resembles a flounder in its shape, it possesses two handles and has earned the name "twin sword". While being wielded you can spend 10 chakra to infuse the blade with one of the following for 5 minutes. You can only use one at a time.<br />
*Increase its size, giving it the reach property.<br />
*Increase its hitting power, increasing the damage to 2d8.<br />
*You when you make an attack with it, you can target two enemies within 5 ft. Making an attack rolls against both, however the second attack made with disadvantage.<br />
<br />
'''Kabutowari:''' This is a two handed weapon consisting of an axe and hammer, they are connected by a metal rope at the base of each handle, known as the Helmsplitter, this weapon is particular effective at shredding armor off an enemy. This weapon deals 1d8 slashing or 1d8 bludgeoning damage.<br />
<br />
When used together the weapon does 2d6 slashing and chips away at the targets armor. The target must make a Strength saving throw. On a failure, its AC is reduced by -2, permanently damaging the armor. This ability can only be on a creature once, after which the creature is immune to it for 24 hours. It loses this AC penalty at the end of a long rest.<br />
<br />
'''Kiba:''' This is a set of twin {{5e|Shortsword}}s, they are identical in every way and have two protruding smaller blades near the top and base of the blade. They have gained the nickname "the fangs." As a bonus action, both blades become infused with the power of lightning. Both blades deal an extra 1d6 lightning damage for 10 minutes. After the 10 minutes is up, you cannot use this feature again until you finish a short or long rest. You can also expend 10 chakra to activate for an additional 10 minutes. In addition, when you use a Jutsu that deals lightning damage, the range increases by 10 feet and it deals an additional 1d6 lightning damage.<br />
<br />
'''Kubikiribōchō:''' A large blade in the shape of a butchers knife, this weapon has a hole toward the top of the weapon which has a bladed interior, and is usable to decapitate the wielders foe, which is how in earned the nickname "The Executioner’s blade." This greatsword deals 2d8 slashing damage.<br />
<br />
Due to its shear size, the weapon can also be used as if it was a shield. As a reaction, you can gain a +2 AC bonus until the start of your turn, placing the blade between you and the attack. When you do so, if the attack misses the attacker still rolls for damage. If the damage is 20 or more, you and the attacker must make contesting Athletics checks. If the attacker wins, the blade is broken. When the blade is broken, the attacker takes 1d8 magical piercing damage as iron shrapnel flies back at them. The sword then becomes a +1 longsword. This blade repairs itself using the iron in blood those hit by it. Killing a target or successfully hitting a target threes times completely reforms the blade.<br />
<br />
'''Nuibari:''' This needle-like {{5e|Longsword}} has a strand of wire contained inside it and deals piercing damage instead of slashing. You can choose one of the following effects on a hit if the target no more than one size category larger than you:<br />
*The target is knocked prone.<br />
*You pierce through the target. On your next attack, if you hit, you can "sew" them together, pulling them to adjacent spaces and giving them disadvantage on attack rolls until they use an action to escape by succeeding a Strength saving throw.<br />
*As an action, you spend 10 chakra and throw the blade forward in a 30 ft. line. All targets within that line must make a Dexterity saving throw taking 1d8 piercing damage and the targets are effected by "sewing" as outlined above.<br />
<br />
'''Samehada:''' This {{5e|Greatsword}} is covered in metal scales that shred at the target. This weapon deals an additional 1d6 necrotic damage or decreases the target's chakra by 1d6 points, their choice, as it sucks the life force from its target. You gain a number of temporary hit points or chakra points equal to the rolled number. You can do so twice, regaining all uses of this feature after you finish a short or long rest. <br />
<br />
'''Shibuki:''' More like a club than a blade, this weapon is covered in explosive tags. This greatclub deals 2d6 bludgeoning damage. The weapon has an amount of explosive tags inside it equal to half your level (rounded down), you can expend the tags using the options below:<br />
*When you hit with an attack, you can expend up to two tags to deal an extra 1d6 thunder or fire damage for each tag.<br />
*When you hit with an attack, 6d10 hit points of creatures within 30 feet, starting with the ones with the lowest hit points ignoring unconscious creatures, are {{5c|blinded}} for 1 minute. You may increase the number of hit points effected by 1d10 per additional tag spent.<br />
<br />
====Vanish====<br />
At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trial. In addition, while lightly obscured, you can expend 2 chakra to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.<br />
<br />
====Blade Master====<br />
At 20th level, your skill in assassination is unmatched. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. Your footsteps, breathing, heartbeat, and any other potentially percievable ambient noises you would produce can no longer be heard. <br />
<br />
==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.<br />
<br />
{{Design Note|All Path of Suffering jutsu benefit from Taijutsu affinity.}}<br />
<br />
====Shoulder Blade====<br />
At 3rd level, your bones become as hard as adamantine. Your bones cannot be broken and your unarmed attacks count as adamantine. As a bonus action, you can produce any weapon or item of comparable size and shape made of your bone for 1d8 psychic damage. This weapon counts as adamantine. <br />
<br />
In addition, you can use your Constitution modifier instead of your Dexterity modifier when determining your AC.<br />
<br />
====Dance of the Camellia====<br />
At 7th 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. <br />
<br />
In addition, at the start of your turn, you can expend half your movement to make your first attack with advantage.<br />
<br />
====Ten-Fingers Drilling Bullets====<br />
At 10th level, you gain one of the few ranged attacks Shikotsumyaku has to offer. When you take the Attack action, you can replace one of the attacks with this ranged attack. You take 2d6 psychic damage and launch the first digit of your finger bones at a target up to 75 feet away. Make a ranged spell attack. On a hit, it takes 3d8 piercing damage.<br />
<br />
====Resilience====<br />
At 10th level, due to the strength of your bones and your mental fortitude you are more durable. At the start of each of your turns, you gain an amount of temporary hit points equal to 1 + your Constitution modifier (minimum 1).<br />
<br />
In addition, your limbs cannot be severed.<br />
<br />
====Dance of the Clematis====<br />
At 15th level, as an action, you can increase the length of your spine and remove the tail-like excess bone. You take 3d8 psychic damage and can now use your spine as a weapon.<br />
<br />
Your spine counts as a magical melee weapon with a reach of 15 feet. Whenever you hit a creature with your spine you deal 3d10 magical piercing damage and the creature is grappled. You cannot use your spine until you release the grappled creature, which you can do at will, or until it escapes your grapple.<br />
<br />
You must return your spine to your back within 1 hour of removing it or become Paralyzed until it is placed back.<br />
<br />
While you have a creature grappled in your spine, you can commence a devastating attack with your off-hand.<br />
As an action, you can spend 5 chakra points to envelop your free hand in a spear-like formation that covers your forearm and make a melee attack roll against the grappled creature. On a hit, the target takes 8d10 magical piercing damage. Hit or miss, the bone growth on your arm dissipates after the attack.<br />
<br />
====Dance of the Larch====<br />
At 15th level, you gain resistance to bludgeoning damage from nonmagical weapons. As a reaction when a creature succeeds on a melee attack against you, you may spend 1 chakra point and take 1d4 psychic damage to skewer them with a small, unavoidable bone growth, forcing them to take 1d6 piercing damage.<br />
<br />
====Dance of the Seedling Fern====<br />
At 20th level, you can weaponize every bone in your body. As an action for 40 chakra points, 120 hit points, or half of each, all creatures in a 120 foot radius must attempt a Dexterity saving throw as 50 ft. tall bone spikes erupt from the ground, dealing 15d12 magical slashing damage on a failure, or half as much on a success. This feature ignores Evasion. This bone forest counts as difficult terrain for any creatures other than you. You may move at twice your movement speed inside this forest. You can't use this feature again until you finish a long rest.<br />
<br />
==Path of the Mind==<br />
Those who walk this path make use of mind-altering Ninjutsu and Genjutsu. Despite, or possibly due to, their lack of Dōjutsu to aid them, their Jutsu are often incredibly unique and bizarre. <br />
<br />
====Chakra Sense====<br />
At 3rd level, you learn how to detect chakra in a rudimentary fashion. You gain proficiency, or expertise if you already have proficiency, in Arcana. You can attempt a DC 15 Arcana check to locate living creatures that are not constructs within 60 feet. You can locate creatures through walls that do not contain lead or a heavier metal (i.e. adamantine).<br />
<br />
====Mind Body Switch Jutsu====<br />
At 7th level, you can expend 4 chakra to force a creature within 120 ft. to attempt a {{5a|dex}} saving throw. On a failure, you become {{5c|paralyzed}} and the creature is controlled by you for 1 minute, or until you lose concentration or end the effect as an action. Creatures controlled by you can only use jutsu that you know. Creatures controlled by you may attempt a {{5a|cha}} saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
====Genjutsu====<br />
At 10th level, you gain the ability to use Genjutsu. As an action, you can create an illusion that only one creature within 20 feet can perceive. This range can be increased to 70 feet for 3 additional chakra. You may change this range to a radius for 2 additional chakra, making it an audible genjutsu, and thus ineffective to {{5c|deafened}} creatures. The target must make a Wisdom saving against your Jutsu save DC. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice, resulting in one of the following for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. <br />
*The target is blinded. Costs 7 chakra.<br />
*The target is deafened. Costs 5 chakra.<br />
*The target is frightened. Costs 6 chakra.<br />
*The target is affected by the confusion spell. Costs 8 chakra.<br />
*The target is restrained. Costs 8 chakra.<br />
*The target is paralyzed. Costs 12 chakra.<br />
<br />
====Mind Body Disturbance Jutsu====<br />
At 15th level, when you use Mind Body Switch, you may spend 8 additional chakra to not become {{5c|paralyzed}}.<br />
<br />
====Mind Clone Switch Jutsu====<br />
At 20th level, you master Mind Body Switch Jutsu. When you use Mind Body Switch, you can cast it on an additional creature for 6 additional chakra. In addition, when you use any feature granted by this subclass, you can expend 5 chakra to increase your DC by 3.<br />
<br />
==Path of the Body==<br />
Those who follow this path focus on reinforcing their body. While it is often seen as laughable, underestimating disciples of this path spells absolute death. <br />
<br />
====Storage====<br />
At 3rd level, you can store food inside your body. You can store an additional day’s worth of food which can be consumed at will. As an action, you can use this stored food to regain an amount of chakra equal to your level. You cannot do so again until you finish a long rest.<br />
<br />
====Meat Shield====<br />
At 3rd level, as a bonus action, you gain a number of temporary hit points equal to twice your level + your Constitution modifier. You cannot do so again until you finish a long rest.<br />
<br />
In addition, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.<br />
<br />
====Human Bullet Tank====<br />
<br />
At 7th level, you can expand your body. As a bonus action, you can spend 5 chakra to enter the Human Bullet Tank form for 1 minute. During this time, you can not cast Jutsu and you gain the following benefits:<br />
*Your martial arts die increases from d4s to d6s.<br />
*Your movement speed increases by 10 feet.<br />
*When you hit a creatures with a melee attack, it must make a Strength saving throw or be knocked prone.<br />
<br />
====Sharp Hair====<br />
At 10th level, you learn to harden and weaponize your hair. While in Human Bullet Tank form, you gain the following benefits:<br />
*Your unarmed strikes deal an extra 1d6 slashing damage.<br />
*You gain a +2 bonus to AC.<br />
*When a creature hits you with a melee attack, it takes 2d6 slashing damage.<br />
<br />
====Endurance====<br />
At 10th level, when being attacked by an area effect that lets you to make a Constitution saving throw to take only half damage, such as cone of cold, you instead take no damage if you succeed on the saving throw, and only half damage if you fail the save.<br />
<br />
====Multi-Size====<br />
At 15th level, you can expand individual parts of your body. As a bonus action, you can spend 5 chakra to expand one part of your body. You can only expand on part at a time and it lasts for 1 minute.<br />
*Expanding your arms gives your unarmed strikes a reach of 10 feet.<br />
*Expanding your legs gives you a +10 feet bonus to your movement speed.<br />
*Expanding your torso gives you advantage on Constitution saving throws.<br />
<br />
You also gain the following Jutsu:<br />
<br />
'''Calorie Control'''<br />
<br />
'''Cost:''' 1 level of exhaustion or 1 days worth of food that has been consumed within the last 24 hours.<br />
<br />
'''Duration:''' 1 minute<br />
<br />
This technique uses Yang chakra to convert calories directly into chakra. As an action, you activate this Jutsu. At the start of your turn, you regain an amount of chakra equal to your Constitution modifier.<br />
<br />
====Total Expansion====<br />
At 20th level, you master the Multi-Size Jutsu. As an action, you can expand your body. You gain the following benefits for 1 minute, in addition to the benefits of Human Bullet Tank:<br />
<br />
*Your size becomes Huge.<br />
*Your unarmed strikes deal an additional 2d6 damage.<br />
*You gain a +3 bonus to your AC<br />
*Your movement speed increases by 15 feet.<br />
When this form ends you are paralyzed until the end of your next turn. You can't use this feature again until you finish a long rest.<br />
<br />
==Path of Companionship==<br />
Those rare few Shinobi who form an unbreakable bond with a creature walk this path. <br />
<br />
====Companionship====<br />
At 3rd level, choose one willing creature or swarm of creatures, such as a [[Swarm of Shinobi Insects (5e Creature)|swarm of insects]] as your eternal companion. This creature must be a medium or smaller beast with a CR no higher than 1/2. It can occupy the same space as you. If your companion dies, you must wait 2d4 days before you can choose another. You may retroactively apply Ability Score Increases to any new companions at the end of a long rest. <br />
<br />
Your companion gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.<br />
<br />
;Companion's Bond:<br />
Your animal companion gains a variety of benefits while it is linked to you.<br />
<br />
*The companion loses its Multi-attack action, if it has one.<br />
*The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.<br />
*Your companion uses your proficiency bonus rather than its own for attacks and skills which it is proficient in, as well as its unarmored AC. <br />
*Your companion gains any features from this class, but not from any subclasses from this class, that you have.<br />
*Your companion does not have any chakra, and any jutsu it uses pull from your chakra instead.<br />
*Your companion gains proficiency in two skills of your choice, as well as one common (Dexterity, Constitution, Charisma) and uncommon (Strength, Intelligence, Wisdom) saving throw if it does not already. <br />
*For each level you gain after 3rd, your companion gains an additional hit die and increases its hit points accordingly.<br />
*Whenever you gain the Ability Score Improvement feature, you may increase your companion's ability scores in the same manner.<br />
*Any saving throws it can incur on other creatures have their DC changed to your jutsu saving throw DC.<br />
<br />
====Coordinated Attack====<br />
At 7th level, when you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack against any creature within range.<br />
<br />
In addition, as a bonus action, after it uses the Attack action, it can use the Shove attack.<br />
<br />
====Mimicry====<br />
At 10th level, you gain a powerful Jutsu for your companion. As an action, your companion becomes identical to you. This form lasts for 2d6 hours. You cannot use this feature again until you finish your long rest. While in this form, you and your companion gain the following benefits:<br />
*You gain a +2 bonus to AC.<br />
*You gain a +2 to attack and damage rolls.<br />
*You gain the benefits of the {{inpage|Coordinated Attack}} feature.<br />
*You can use the Combined Attack Jutsu.<br />
<br />
'''Combined Attack'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 120 foot line<br />
<br />
As an action, you and your companion combine powers. Every creature in the line must make a Dexterity saving throw, taking 5d12 bludgeoning, piercing, or slashing damage on a failure. Half as much on a success. You and your companion end at the opposite end of this line.<br />
<br />
====Alternate Feature: Hive Body====<br />
At 10th level, instead of gaining Mimicry, your body becomes a hive for swarms of companions. You may have 2 additional companions, but they must be swarms of Tiny creatures. Your companions can occupy the same space as you, but are considered unconscious while doing so. You may only have 1 swarm outside of your body at a time. You may switch which swarm is outside of your body as a bonus action while the swarm that is already outside is within 5 feet of you.<br />
<br />
====Enhanced Mimicry====<br />
At 15th level, your mimicry becomes more powerful. While in {{inpage|Mimicry}}, you and your companion have advantage on checks and saving throws with one ability score of your choice and your movement speeds increase by 10 feet.<br />
<br />
====Alternate Feature: Organized Swarms====<br />
At 15th level, instead of gaining Enhanced Mimicry, you may manipulate the size of your swarms. You may increase their size to a maximum of Large or decrease their size to a minimum of Small. Additionally, you may communicate telepathically with your swarms.<br />
<br />
====Keen Senses====<br />
At 15th level, you have advantage on Wisdom (Perception) checks while your companion is within 30 feet of your. <br />
<br />
====Fused Form====<br />
At 20th level, you and your companion can combine your powers. On your turns, you must both of use your action. On your next turn, you both become a single large CR 20 or less creature of your choice. This lasts 1 minute. You can't use this feature again until you finish a long rest.<br />
<br />
====Alternate Feature: Enhanced Companion====<br />
At 20th level, in place of gaining Fused Form, you learn to master even greater creatures. The maximum CR for your companions is increased to 5.<br />
<br />
==Path of the Puppet Master==<br />
Puppet Masters are shinobi that use the Puppet Technique/Puppet Master Jutsu, which involves using chakra threads to control a metal or wooden construct of their own design.<br />
<br />
====Craftsmen====<br />
At 3rd level, you gain proficiency in tinker's tools and either smith's tools or carpenter's tools. In addition, you make a puppet. The puppet has the statistics of a creature of CR 1/2 or below. This, along with any other puppets you create, only gains the creature's features if they are a humanoid (i.e. Pack Tactics). It has the following modifications:<br />
*It is a construct.<br />
*It cannot be {{5c|charmed}}, {{5c|frightened}}, or {{5c|poisoned}}.<br />
*It has immunity to poison and psychic damage.<br />
*It has the same proficiency bonus as you.<br />
*It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.<br />
*As a reaction, when you are hit by an attack, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.<br />
*It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.<br />
*When you gain a level, it gains an additional hit die and hit points as appropriate.<br />
*It is incapacitated and prone while you aren't controlling it. <br />
*It can cast jutsu using your chakra pool. Any effect that would affect the puppet's chakra target's you instead.<br />
<br />
====Chakra Threads====<br />
At 3rd level, you can create threads of chakra as an action for 2 chakra points. These threads of chakra have a range of 30 feet. When you take the Attack action, you can replace an attack with a grapple check against a creature large or smaller in size.<br />
<br />
As an action or bonus action, you control 1 puppet within your movement speed with the threads. While controlling your puppet(s), you can choose whether you or one puppet takes your action, bonus action, and/or reaction, and both you and your puppet can take their movement. If your puppet leaves the range of your movement speed, you lose control of it. If you can make more than 1 attack as an action, you may make an attack with multiple puppets or multiple attacks with a single puppet.<br />
<br />
While chakra threads are active, you have to concentrate on them. Chakra threads have a number of hit points equal to your Intelligence modifier and immunity to all damage except magical slashing.<br />
<br />
====Expert Puppeteer==== <br />
At 7th level, you gain double proficiency in the tools you are proficient in. In addition, you create an additional puppet, and can control a second puppet using {{inpage|Chakra Threads}}. This puppet has the statistics of a creature of CR 1 or below. You can control all of your puppets as one bonus action. It has the following modifications:<br />
*It is a construct.<br />
*It cannot be {{5c|charmed}}, {{5c|frightened}}, or {{5c|poisoned}}.<br />
*It has immunity to poison and psychic damage.<br />
*It has the same proficiency bonus as you.<br />
*It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.<br />
*As a reaction, when you are hit by an attack, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.<br />
*It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.<br />
*When you gain a level, it gains an additional hit die and hit points as appropriate.<br />
*It is incapacitated and prone while you aren't controlling it.<br />
<br />
====Improved Chakra Threads====<br />
At 10th level, your chakra threads have a range of 60 feet. When you grapple a creature with them, it can be huge or smaller in size, it is restrained, and it can be an Arcana check instead of an Athletics check.<br />
<br />
While chakra threads are active, you no longer have to concentrate on them.<br />
<br />
Your chakra threads have a number of hit points equal to your shinobi level.<br />
<br />
====Master Puppeteer====<br />
At 15th level, you create an additional puppet, and can control a third puppet using {{inpage|Chakra Threads}}. This puppet has the statistics of a creature of CR 2 or below. You can control all of your puppets as one bonus action. It has the following modifications:<br />
*It is a construct.<br />
*It cannot be {{5c|charmed}}, {{5c|frightened}}, or {{5c|poisoned}}.<br />
*It has immunity to poison and psychic damage.<br />
*It has the same proficiency bonus as you.<br />
*It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.<br />
*As a reaction, when you are hit by an attack, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.<br />
*It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.<br />
*When you gain a level, it gains an additional hit die and hit points as appropriate.<br />
*It is incapacitated and prone while you aren't controlling it.<br />
*When it is reduce to 0 hit points, you can make it explode (no action required). If it explodes, every creature in a 20 foot radius must make a Dexterity saving throw, taking 6d6 fire plus 6d6 thunder damage on a failure. Half as much on a success. If exploded in this way, you need 8 hours to repair the puppet. You cannot benefit from a long rest during that 8 hours.<br />
<br />
====Alternative Feature: Human Puppeteer====<br />
At 15th level, you have mastered controlling the inner workings of the human body. You may replace any of your previous puppets with humanoids who have not been dead for more than 24 hours over the course of 1 hour, and can control a third puppet using {{inpage|Chakra Threads}}. You can control all of your puppets as one bonus action. They retain their own actions, features, ability scores, chakra natures, etc., save for the following:<br />
*It is a construct.<br />
*It cannot be {{5c|charmed}}, {{5c|frightened}}, or {{5c|poisoned}}.<br />
*It has immunity to poison and psychic damage.<br />
*It has the same proficiency bonus as you.<br />
*It has a number of chakra points equal to half of your chakra points (rounded down). <br />
*It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.<br />
*It has half as many hit dice as you do (rounded down).<br />
*When you gain a level, it gains an additional hit dice and hit points as appropriate.<br />
*It is incapacitated and prone while you aren't controlling it.<br />
<br />
====Automaton====<br />
At 20th level, using your craftsmanship you make yourself into a construct. You gain the following benefits:<br />
*Your type becomes construct.<br />
*You cannot be {{5c|charmed}}, {{5c|frightened}}, or {{5c|poisoned}}.<br />
*You have immunity to poison and psychic damage.<br />
*You add your proficiency bonus to damage rolls and Strength, Dexterity, and Constitution saving throws.<br />
*You can only regain hit points if you spend a least 1 hour repairing yourself during a short or long rest.<br />
<br />
====Alternative Feature: Master Strategist====<br />
At 20th level, you have mastered the coordination of your puppets, yourself, and your allies. You can control a fourth and fifth puppet using {{inpage|Chakra Threads}}. You, your puppets, and your allies have advantage on an attack rolls against a creature if you or at least one of your allies or puppets is within 5 feet of the creature and the ally isn't incapacitated. On a hit, it adds your Intelligence modifier to the damage roll.<br />
<br />
In addition, when a creature is restrained by your chakra threads, as an action, you can make the creature move up to 60 feet and take an action. For this action, it is not considered restrained. This action cannot be an action you cannot take. For example, it can be a Jutsu you know, but not a spell you don't know.<br />
<br />
==Path of the Shikigami==<br />
Shikigami, or Formula Paper, is a term used to describe techniques in which the user creates and manipulates paper using their chakra. While often overlooked due to its weakness, even paper can become a deadly weapon when fully mastered. <br />
<br />
====Dance of the Shikigami====<br />
At 3rd level, you can use your chakra to turn you and every item you are wearing or holding into paper. As an action for 5 chakra, you gain the following for 1 minutes or until you dismiss it. <br />
*You may use Shuriken Shadow Clone Jutsu once per thrown weapon on each of your turns without spending chakra. <br />
*As a bonus action, you may disperse yourself. In this form, you can not take actions, you occupy a 15 foot cube area in which other creatures may exist, you may squeeze through gaps of any size, and any attacks made against you have disadvantage. You may reform in a unoccupied space as a bonus action.<br />
<br />
====Suffocating Containment====<br />
At 7th level, when you reform, as described in Dance of the Shikigami, you may do so in another creature’s space. You must initiate a grappling check with advantage. On a success, they must succeed a Dexterity saving throw or begin [[5e SRD:Suffocating|suffocating]]. If they successfully leave this grapple, they are no longer suffocating. <br />
<br />
====Paper Clones====<br />
At 10th level, you may create Shadow Clones at half their base cost. Additionally, you and any clones you create have a flying speed equal to half your total movement speed. <br />
<br />
====Improved Paper Projectiles====<br />
At 15th level, when you use the Shuriken Shadow Clone Jutsu, you may turn any of the clone projectiles into Explosive Seals without material components. <br />
<br />
====Sacred Paper Emissary Jutsu====<br />
At 20th level, you can create an object no larger than a 450 foot cube for 45 chakra, decreasing in cost by 1 chakra for every 10 cubic feet not created. As a bonus action, you can move any amount of this created object up to 30 feet in any direction. Any creature within the object's path must succeed a Dexterity saving throw once per turn, taking 10d10 force damage on a failure. This object appears any way you will it to, and is not revealed to be paper unless successfully attacked. Each 5 foot cube has an AC of 19 and 15 hit points. You may create an Explosive Seal on any part of this object without any material components at any range.<br />
<br />
==Path of Sealing==<br />
<br />
====Versatile Training====<br />
Your training in versatility finally pays off. At 3rd level, you gain proficiency in all types of weapons. Your melee and ranged weapons benefit from your martial arts feature.<br />
<br />
====Animal Covering====<br />
You have studied the art of mimicking animals, sealing the technique into a Small scroll. At 3rd level, you learn the Ninja Art: Animal Cloak technique. As an action, you unravel the scroll containing this technique and cover yourself in chakra. The chakra forms an aura around you, shaping itself into your chosen animal's form. You gain that animal's actions, features (such as a crab's Amphibious trait), skills, senses and movement speed (such as flight); you can choose to forgo any trait of the animal if yours are better. The creature's CR cannot be higher than 1/2 and must be a beast. You can only have 3 animal seals per scroll and can only have one animal cloak active at a time.<br />
<br />
This technique costs 3 chakra, requires concentration and lasts until dispelled.<br />
<br />
====Scroll Specialist====<br />
You have dedicated your life to training in the unorthodox art of Fūinjutsu. At 7th level, you no longer have a total limit to the number of scroll seals you can draw, and the amount you can draw per long rest increases to your proficiency bonus is doubled. Additionally, you must decide either the Covering Specialist or the Nature Sealing Technique ability as your own, disregarding the one not chosen.<br />
<br />
=====Covering Specialist=====<br />
Your understanding of the animal kingdom allows you to mimic stronger creatures. The maximum CR for creatures used in the Animal Covering Jutsu is increased to 4.<br />
<br />
=====Nature Sealing Technique=====<br />
Your mastery of Fūinjutsu and further training in Ninjutsu enables you to seal jutsu (save for taijutsu) into a scroll as a reaction for half as much chakra as the original jutsu. In order to do this, the jutsu must target, but fail to effect you to the fullest extent (i.e. its attack roll misses, you succeed its saving throw, etc.). Sealed jutsu automatically fail against every other creature it targeted. The amount sealed cannot exceed twice the weight of the scroll. For this sake, jutsus with a chakra cost of:<br />
* 15 or lower fill a small scroll.<br />
* 30 or lower fill size medium scroll.<br />
* 31 or higher fill a large scroll.<br />
<br />
You can release said jutsu from the scroll, this counts as casting the jutsu and uses the same action, bonus action or reaction as the original jutsu, but you must only spend half as much chakra.<br />
<br />
====Efficient Sealing Technique====<br />
At 10th level, your enhanced knowledge of Fūinjutsu has given you better insight into space–time ninjutsu, allowing you to work more efficiently and do more with your seals. Taking anything out of the scrolls no longer costs an object interaction, instead being done at will.<br />
<br />
In addition, your mastery of space–time ninjutsu allows you to seal things more efficiently: the properties of each scroll type is altered as long as it contains your seal on it.<br />
<br />
* Small Scroll: Holds up to 5 small items or 1 medium item.<br />
* Medium Scroll: Holds up to 10 Small items or 2 medium items.<br />
* Large Scroll: Holds up to 15 small items or 3 medium items.<br />
* Weapon Scroll: Holds up to 30 Shuriken or 30 Kunai, these can be summoned to hand at will.<br />
* Giant Scroll: This scroll can store 5 large items, 10 medium items or 30 small items that’s individual weights do not exceed 30 pounds or any large or smaller creatures. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. This does not grant early use of giant scrolls.<br />
<br />
====Scroll Proficiency====<br />
Mocked, praised or trained, the path you took may have opened your eyes to different opinions, but you've persevered. At 10th level, you gain Proficient Covering if you chose Covering Specialist or Manipulated Tools: Binding Meteor if you chose Nature Sealing Technique at 7th level; again disregarding the other option.<br />
<br />
=====Proficient Covering=====<br />
Your proficiency of the art of animal mimicry is outstanding. The maximum CR for creatures used in the Animal Covering Jutsu is increased to 6.<br />
<br />
=====Manipulated Tools: Binding Meteor=====<br />
You begin to develop a special summoning technique designed to disable opponents with a quick succession of weapon summoning's. As a bonus action for 2 chakra points, you can quickly summon a 30 ft. chain with a weight attached to each end. This chain lasts for 1 minute or until dismissed as a bonus action. You are proficient with this weapon. As an action, you can make a melee weapon attack with the chain. On a hit the target takes 2d8 bludgeoning damage and must succeed on a Strength saving throw or be restrained and fall prone. You can only restrain 2 creatures at a time with the chain. If two creatures are already restrained, you cannot attack with the chain. Huge or larger creatures are not restrained, but instead simply fall prone.<br />
<br />
On a subsequent turn you can use your action to spend 10 chakra points and perform one of the two following deadly techniques against a restrained creature:<br />
*You focus your chakra into your arms and throughout the chain, periodically reinforcing your strength and the chain's resilience. Make a Strength (Athletics) check contested by the targeted creature's Strength (Athletics) check. If you succeed, you lift the creature into the air and slam them back down onto the ground in a location within 30ft of you, dealing 10d8 bludgeoning damage.<br />
*You take advantage of your opponent's defenselessness and target them with a barrage of summoned weapons. Make a ranged attack against the creature with a range of 40/80. On a hit, the target takes 12d8 damage of your choice from bludgeoning, piercing or slashing as you throw countless weapons in quick succession. This ranged weapon attack does not suffer disadvantage due to the target being prone.<br />
<br />
====Scroll Expertise====<br />
You've gotten this far, training through an underrated and mostly mocked art of scrolls and seals. Choose between Expert Covering if you chose Covering Specialist or Unsealing Technique: Segmented Iron Dome if you chose Nature Sealing Technique at 7th level; once again disregarding the other option.<br />
<br />
=====Expert Covering=====<br />
You are considered an expert in the the animal kingdom, and are now able to mimic most if not all animals.The maximum CR for creatures used in the Animal Covering Jutsu is increased to 10. You now also gain proficiency in Nature and Animal Handling, or expertise if you were already proficient in them. In addition, any checks made in relation to the same creature you are currently shaped into is made with Advantage.<br />
<br />
=====Unsealing Technique: Segmented Iron Dome=====<br />
Throughout your adventures, you found or crafted a segmented dome with a design of your choosing. This dome is made of Iron, but with your DM's approval can instead be made of a different material. At 15th level, this dome can be summoned from a separate special scroll. The dome, when summoned, takes up 15 foot radius area.<br />
<br />
As a reaction to taking damage, you can summon this dome in your space. It gives you and anyone else in range complete cover, potentially negating the damage received. No creature can go in or out of the dome by non-magical means. The dome is invulnerable to damage, and can be re-sealed by its summoner as a bonus action. It otherwise stays in its summoned spot permanently.<br />
<br />
====Scroll Mastery====<br />
At 20th level, you finalize your most powerful ability. Choose between Covering Prowess if you chose Covering Specialist or Twin Rising Dragon if you chose Nature Sealing Technique at 7th level; for the last time disregarding the other option.<br />
<br />
=====Covering Prowess=====<br />
The maximum CR for creatures used in the Animal Covering Jutsu is increased to 13. Activating the ability now takes either an action or a bonus action. The creature type is also no longer limited to Beasts.<br />
<br />
=====Twin Rising Dragons=====<br />
At 20th level, you've mastered the art of blending weapon fighting techniques together and invented a powerful technique that utilizes everything you know. As an action, you spend 30 chakra points to enter the form of a deadly art known as the Twin Rising Dragons. You simultaneously open 2 scrolls that summon various weapons synchronously, the smoke that is generated from all of the summoning's covers a 15ft radius around you. You can immediately move up to 60 ft. in any direction as you shoot towards the sky, surrounded by circling scrolls. This form lasts for 1 minute or until you dismiss it as a bonus action. You regain use of this form at the end of a long rest.<br />
<br />
Additionally, you gain access to a number of simple weapons of your choice equal to 10 + your Intelligence modifier. These weapons float around you as long as the form is active. These weapons gain the thrown (30/60) property for as long as the form is active if they did not already have it. While in this form you can use your action to perform one of the following actions. If the action is an attack, you can target a creature within 60 ft. of you:<br />
*You swing your arms forward, launching several weapons towards an opponent, choose how many of the weapons received from this form you use make a ranged weapon attack. Each weapon deals 1d10 damage if it did not already deal more. The thrown weapons do not return to you at the end of the attack.<br />
*You launch two of your weapons towards a creature within range. The creature must make a Strength saving throw or be restrained for 1 minute. A restrained creature can repeat the saving throw as an action at the end of each of their turns, ending the condition on a success. The thrown weapons do not return to you at the end of the attack.<br />
*You place 3 explosive tags in your possession onto your weapons. An explosive weapon deal an additional 2d8 fire damage. You must have prepared the tags previously to taking on this form, otherwise you cannot take this action. If a creature fails the Strength saving throw on the above action when performed with these weapons, they take 2d8 fire damage.<br />
*You reel in some of your thrown weapons using hidden strings attached to them. Half your maximum weapons used in previous attacks are now replenished and can be used again.<br />
<br />
====Alternate Feature: Custom Technique====<br />
At 20th level, discuss with your DM and create a custom ability of your choice fitting this subclass' theme.<br />
<br />
==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 into an equal number of senjutsu chakra points equal to your {{5a|wis}} modifier + 1 (minimum 1).<br />
<br />
At the end of each of your turns that you do not meditate, 2 senjutsu chakra becomes normal chakra. You do not lose senjutsu chakra in this way outside of initiative. 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.<br />
<br />
While you have a number of senjutsu chakra equal to half your current normal chakra, you gain the following:<br />
*You gain 20 feet of truesight.<br />
*You deal an additional 1d10 damage with unarmed strikes. <br />
*You gain one of the following based on your summons type while in Sage Mode (those with the “Passive” tag are also active outside of Sage Mode):<br />
<br />
<br />
'''Aberration ''(Passive)'' ''' 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 />
<br />
'''Celestial''' You gain resistance to radiant damage. <br />
<br />
'''Dragon''' You gain a flying speed equal to half your movement speed. <br />
<br />
'''Elemental''' You gain resistance to acid, cold, fire, force, lightning, psychic, or thunder damage. <br />
<br />
'''Fey''' You gain advantage against being charmed. <br />
<br />
'''Fiend '' (Passive)'' ''' You gain proficiency in Intimidation. <br />
<br />
'''Giant ''(Passive)'' ''' You are immune to extreme heat, cold, and altitude. <br />
<br />
'''Monstrosity''' You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons. <br />
<br />
'''Ooze''' You count as 1 additional size smaller while squeezing. <br />
<br />
'''Plant ''(Passive)'' ''' Your daily food requirement is halved. <br />
<br />
'''Undead''' You gain resistance to necrotic damage.<br />
<br />
<br />
:;[[Shinobi World (5e Campaign Setting)|Campaign]] 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. Your first attack roll against a single creature has advantage.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Toads of Mount Myuboku|Cloned 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 bonus action, you reduce any hit points or chakra points that you cause yourself to lose by 1d4+1 (maximum 4, rolling once, alternatively 2d2), until the end of your next turn.<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.<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Slugs of Shikkotsu Forest|*Cloned 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 />
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'''[[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 cost has its chakra cost reduced by -1 (minimum 1).<br />
<br />
'''[[Bestiary (Shinobi World Setting)#Snakes of Ryūchi Cave|*Cloned 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 />
====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 range or damage of, 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, you gain twice as many senjutsu when you meditate, and you gain an additional 5 ft. of reach while in Sage Mode.<br />
<br />
====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 />
====Perfected Sage Mode====<br />
At 20th level, you have mastered Sage Mode. While you are in Sage Mode, you gain the following:<br />
*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 attack and damage rolls gain a +1 bonus.<br />
*You gain 1 additional Sage Creature effect.<br />
<br />
==Path of Totality==<br />
Originally wielded by the Sage of Six Paths, Truth-Seeking Orbs are among the most versatile Weapons a shinobi could ever wield. However, due to how difficult they are to attain, very few wield them whatsoever, much less master them. Whether through a Kekkei Genkai trading back to the first three generations of shinobi or simply by exclusive study and training, you have gained this mighty weapon. Similarly to the Path of the Sage, the following can be used as Epic Boons instead. <br />
<br />
====Truth-Seeking Orbs====<br />
At 3rd level, you gain various sleek, black, hand sized balls called Truth-Seeking Orbs. You can make them being invisible and intangible as a bonus action. While active, they idly float behind you in a circular formation. These orbs are composed of all five basic Chakra natures and are shaped and moved accordingly to your will. <br />
<br />
You have a maximum of 3 orbs. While in Sage Mode, your maximum increases by 3. While in Six-Paths Sage Mode or Tenseigan Chakra Mode, your maximum increases by 6. <br />
<br />
Whenever you would take damage, you may weave your orbs between you and the source, diverting it as a reaction, reducing the damage you take by the amount of damage your orbs took. <br />
<br />
You can also weave your orbs into weapons momentarily, arming yourself with useful tools where you would otherwise be unarmed. Whenever you make an attack with your unarmed strikes, you can use your orbs to increase the range of your attack by 10 feet. Every time you land one of these attacks, your orbs receive 1/4 of the damage dealt rounded down. <br />
<br />
Each orb has 50 hit points. If an orb is reduced to 0 hit points, it is destroyed and disappears. <br />
All of your orbs regenerate at the end of a long rest. If your orb maximum increases, you instantly gain an amount equal to the increase to your maximum. Any orbs above your maximum are immediately dispersed.<br />
<br />
====Manipulation====<br />
At 7th level, you can shape your orb into any mundane object with an area no larger than a 3 foot cube, including weapons, as a bonus action. Alternatively, you can shape it into a flat surface up to 10x10x0.04 feet in size. Due to its density, pushing, dragging, or lifting your orb requires 600 lbs of force. They may be manipulated up to 60 feet from you as a [[More Actions (5e Variant Rule)|free action]] or bonus action, has an AC of 18, and have a movement speed of 60 feet. Orbs can not occupy the same space as a creature. If such a situation occurs, they must attempt a Dexterity saving throw. On a failure, they are pushed to the closest edge of the orb, take 2d6 force damage, and are knocked prone. On a success, they are pushed to the closest edge of the orb.<br />
<br />
====Truth-Seeking Jutsu====<br />
At 10th level, you may add at least 1 truth-seeking orb to a jutsu you cast that deals damage. To do so, the orb must be within 5 feet of you. The jutsu’s damage and ranges are increased by half. Included orbs take half as much damage as the jutsu deals, divided equally between each orb (rounded up).<br />
<br />
====Improved Orb====<br />
At 15th level, your truth-seeking orbs can be as large as a 15 foot radius sphere. You and any creatures of your choosing may pass through them. Additionally, they each have 100 hit points. Additionally, your number of orbs increases by 3. <br />
<br />
====Mastered Truth-Seeking Orbs====<br />
At 20th level, and again at 23rd, 27th, 30th, 35th, and 40th level, you focus training your orbs into one incredibly powerful technique. You gain one of the following, and you may take each more than once:<br />
<br />
'''''Sword of Nunoboko.''''' You may shape 3 truth-seeking orbs into the Sage of Six Paths’ double helix Sword of Nunoboko. While wielding this weapon in one hand, you unarmed strikes attack every creature in a 20 foot cone, using the same attack and damage rolls, and deal force damage. You also gain the Truth-Seeking Orb Execution jutsu. <br />
<br />
'''''Expansive Truth-Seeking Orb.''''' You can create the ultimate truth-seeking orb. As an action, you can spend at least 2 chakra to modify a truth-seeking orb so that it covers an area equal to 2.5 times the amount of chakra spent with 20 times the amount of chakra spent hit points. It has a movement speed and range equal to 12 times its size. As an action, all creatures within 30 ft. of the orb must succeed a Constitution saving throw, taking a number of d4 force damage as chakra spent on a failure or half as much on a success, destroying the orb in the process. This orb can not be regained until the end of your next long rest. You may do this once, regaining use at the end of a long rest. You also gain the Truth-Seeking Orb Execution jutsu. <br />
<br />
'''''Nullifying Truth-Seeking Orbs.''''' You focus on enhancing the raw defensive properties of your Truth-Seeking Orbs. Your orbs take half as much damage from all jutsu that are not {{inpage|Taijutsu}} or a {{inpage|Sage Art}}, or from non-jutsu attacks.<br />
<br />
'''''Disintegrating Truth-Seeking Orbs.''''' You focus on enhancing the raw offensive properties of your Truth-Seeking Orbs. Any attacks with your Truth-Seeking Orbs deal force damage, any weapon attacks with Truth-Seeking Orbs deal an additional 2d8 force damage, and any unarmed attacks with Truth-Seeking orbs have an additional +10 ft. of reach.<br />
<br />
'''''Multiplied Truth-Seeking Orbs.''''' You gain 2 additional Truth-Seeking Orbs.<br />
<br />
=====Truth-Seeking Orb Execution=====<br />
At 20th level, you also gain the following jutsu:<br />
'''Truth-Seeking Orb Execution.'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' Concentration, 5 turns<br />
<br />
'''Cost:''' 6 Chakra per turn, 1 Truth-Seeking Orb<br />
<br />
In place of your action, bonus action, reaction, and your entire movement speed, you place your hand on a creature’s head, shaping an orb into a needle that slowly burrows into their brain. This lasts for 5 turns, after which if the targeted creature doesn’t move and you do not lose concentration, they are killed outright.<br />
<br />
==Path of Specialization==<br />
Fundamentally, your move set doesn’t differ all that much from your average shinobi. However, through unrivaled training in one specific form of jutsu, you have refined the art of casting jutsu, hopefully placing your name among the legends.<br />
<br />
====Gifted User====<br />
At 3rd level, you gain affinity in one jutsu nature you can use of your choice. If you already had affinity in it, you gain affinity in one of the elements which compose the nature if it is a Kekkei Genkai, or gain one of the effects of forgoing gaining a jutsu nature as detailed under {{inpage|Chakra}}. Additionally, you may choose 1 jutsu from the selected nature to become your signature jutsu. When you cast your signature jutsu, you may choose one of the following:<br />
*You gain advantage on its attack roll<br />
*The target gains disadvantage on its saving throws<br />
*Its range increases by 10 ft.<br />
*Its damage die increases by 1 stage (d4 > d6 > d8 > d10 > d12 > 2xd6), to a maximum of d12s.<br />
<br />
You may swap your signature jutsu at the end of a long rest.<br />
<br />
====Improved Technique====<br />
At 7th level, through pushing yourself further, you push your technique a stage further as well. When a creature is effected by your signature jutsu, they must make a saving throw or suffer one of the following:<br />
*Wisdom saving throw - on a failure, the target is {{5c|frightened}} for 1 minute and take an additional 1d8 piercing damage<br />
*Constitution saving throw - on a failure, the target is {{5c|poisoned}} for 1 minute and takes an additional 1d8 poison damage<br />
*Constitution saving throw - on a failure, the target is {{5c|blinded}} for 1 minute and takes an additional 1d8 thunder damage<br />
<br />
For any of the above effects, the target may retry this saving throw at the end of each of their turns, ending the effect early on a success. On a success, creatures take half as much damage and are not effected by the condition. Each jutsu can only be tied to 1 saving throw, which can not be changed. <br />
<br />
====Advanced Stratagem====<br />
Also at 7th level, when you use your signature jutsu, you may change its damage type to one corresponding with one of its component natures if it is a Kekkei Genkai. Alternatively, you may choose a damage type that does not correspond with its component natures, but doing so removes your affinity bonus.<br />
*Fire - fire<br />
*Water - cold<br />
*Earth - bludgeoning<br />
*Lightning - lightning<br />
*Wind - slashing<br />
*Yang - bludgeoning<br />
*Yin - psychic<br />
<br />
====Expanding Horizons====<br />
At 10th level, through arduous work, you are granted the ability to select another signature jutsu. This signature jutsu can benefit from previous features, however the improved technique effect must be different from your first signature jutsu. Additionally, your first signature jutsu gains a +2 bonus to its attack roll or DC.<br />
<br />
====Specialized Chakra====<br />
At 15th level, excessive usage of your signature style has amalgamated into a separate pool of chakra. You have a number of specialized chakra equal to 1/4th your maximum chakra points. This chakra is based on the nature you took affinity in at 3rd level. You may only use this chakra on your nature's jutsu, or this subclass's features.<br />
<br />
As a bonus action, you may begin exuding dangerous chakra from your body up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if you stop spending chakra. Any creatures that end their turn in this area take 1d6 of the nature's primary damage type. Any attacks made against you by creatures inside this area have disadvantage, and if you are subject to a saving throw caused by a creature inside this area, you have advantage.<br />
<br />
====Godlike Specialization====<br />
At 20th level, you have pushed your specialization to the very pinnacle, going above most if not all predecessors before you. You gain the following:<br />
*Each of your specialized nature’s jutsu benefit from {{inpage|Signature Jutsu}}. Damage die increases from this may exceed d12s.<br />
*One other nature you have is subject to this subclass's features, save for not gaining an additional {{inpage|Specialized Chakra}} pool and not being able to draw from your specialized chakra pool.<br />
*Your chakra aura's range is doubled, and you gain 15 additional specialized chakra.<br />
<br />
==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 within 15 feet of an exceptional well of natural energy, such as a shinobi in {{inpage|Bijuu Chakra Mode}}, {{inpage|Partial Sage Mode}}, {{inpage|Second Stage}}, or any improved version of said transformation, you become a Medium tree.<br />
<br />
====Possession====<br />
At 7th level, as an action for 8 chakra points, you may wrap your body around a willing or unconscious creature 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), 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 take damage when either of you would do so. You may end this at will.<br />
<br />
====Disguise====<br />
At 10th level, as an action for 8 chakra points, you may make yourself indistinguishable from another creature of your choice that you have seen by sight, sound, touch, smell, taste, and chakra sense.<br />
<br />
====Enhanced Constitution====<br />
At 15th level, you gain greater mastery in understanding your body as a mass of natural energy. You gain the Mayfly jutsu and you gain the Hashirama's Cells feat.<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 Constitution saving throw at the beginning of each of their turns, being effected by the jutsu on a failure.<br />
<br />
<br />
==Path of Adequacy==<br />
Not all Shinobi gain the powers of primordial beings, ancestral talent, or supernatural talent. Many instead simply hone their natural skills to be the best ordinary Shinobi they can be. While not extraordinary in their own right, these Shinobi are still capable of achieving greatness. <br />
<br />
'''Design Note:''' This path is intentionally underpowered. It is suggested to pair this path with a {{inpage|Ninja Epic Boon}}, feat, and/or additional chakra nature. <br />
<br />
====Skill====<br />
At 3rd level, you gain proficiency in two tools or skills, of your choice. In addition, you gain a unique jutsu.<br />
<br />
====Aptitude====<br />
At 7th level, you gain proficiency in one type of weapon (i.e. Martial Melee) or armor (i.e. Heavy).<br />
<br />
====Development====<br />
At 10th level, you gain proficiency in one saving throw of your choice. Alternatively, you gain one unique jutsu of your choice. Discuss this with your DM, it should be middling in power, the definition of which depends on the campaign itself. <br />
<br />
====Refinement====<br />
At 15th level, you gain proficiency, or expertise if you already have proficiency, in one tool or skill of your choice. <br />
<br />
====Mastery====<br />
At 20th level, you may add half your proficiency bonus rounded up to all checks and saves you are not proficient in. Alternatively, you can gain one unique jutsu of your choice. Discuss this with your DM, it should be relatively powerful.<br />
<br />
=Chakra Natures=<br />
Shinobi can gain access to numerous Jutsu. Certain Jutsu are restricted to only being used after you have reached 4th, 8th, 12th, and 16th level as indicated directly above it. <br />
===Basic Ninjutsu===<br />
Seals can be created on any surface, however special material (such as [[Chakra_Tags_(5e_Equipment)|Chakra Tags]] and [[Elemental_Ink_(5e_Equipment)|Elemental Ink]]) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra point spent on the seals.<br />
<br />
A created seal remains inactive until you place it as an action, kick starting its described effect and beginning the countdown of its duration. A seal remains effective for 24 hours, at the end of which it looses its magical properties and dissipates. You can carry an amount of drawn seals equal to your Intelligence modifier (minimum of 1) at any one time.<br />
<br />
<br />
'''Basic Ninjutsu Technique'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 10 minutes<br />
<br />
As a bonus action, you gain the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).<br />
<br />
If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round.<br />
<br />
<br />
'''Shuriken Jutsu'''<br />
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'''Cost:''' 1-3 chakra<br />
<br />
'''Range:''' 60 ft<br />
<br />
As an action, you throw multiple simple thrown weapons. At 1 chakra, you throw two. For every additional chakra, you throw one more. Make a separate thrown weapon attack for each projectile. Only the first attack that hits adds your Dexterity or Strength modifier to damage (minimum 1). All additional thrown attacks deal +1 piercing damage as their damage modifier.<br />
<br />
<br />
'''Explosive Seal'''<br />
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'''Cost:''' 1 Chakra + 2 for every additional damage die<br />
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'''Casting Time:''' 60 seconds plus 10 for every 2 chakra spent (stacks with damage cost)<br />
<br />
'''Range:''' 10 feet radius<br />
<br />
'''Duration:''' 1 minute + 1 for every additional chakra spent (stacks with damage cost)<br />
<br />
'''Material Component:''' Requires Ink or calligrapher's tools to draw the seal<br />
<br />
You draw an explosive seal on your chosen surface then infuse it with Chakra. The seal explodes after 1 minute of being placed, unless triggered by you as a bonus action. The seal can also be given a vague condition (such as being touched) after which it will explode.<br />
<br />
Any creature within range must pass a Dexterity saving throw and take 2d6 fire damage plus 1d6 for every 2 chakra spent to a maximum of 4d6 and is pushed back 10 feet; on a successful save, a creature takes half damage and isn't pushed back. A creature touching the seal as it detonates must make a Constitution saving throw at disadvantage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Transformation'''<br />
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'''Cost:''' 1 chakra<br />
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'''Duration:''' 1 hour per chakra point spent<br />
<br />
As an action, you transform into a person, creature or non-magical object you have seen before or have a basic idea of, and become identical visibly to that image unless you choose not to be. Creatures must make an Investigation check against you save DC to be notice you aren't what you appear to be. If it saw you performing the Jutsu, it automatically succeeds. Your statistics remain the same. You can not become a light source, armor, tool, or vehicle and you can not recreate a magical effect. <br />
<br />
At 6th level, if you transform into a creature with a swim or fly speed, you gain the speed equal to your movement speed, however you do not gain any of the other characteristics of the creature.<br />
<br />
<br />
'''Body Flicker'''<br />
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'''Cost:''' 3 chakra<br />
<br />
As an action, your movement speed increases by half its total (rounded down). This movement does not provoke attacks of opportunity.<br />
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<br />
'''Paralysis Seal'''<br />
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'''Cost:''' 2 Chakra<br />
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'''Casting Time:''' 60 seconds plus 10 for every 2 chakra spent (stacks with range cost)<br />
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'''Range:''' Touch + 2 for every additional 5 feet<br />
<br />
'''Material Component:''' Requires Ink or calligrapher's tools to draw the seal<br />
<br />
You draw a paralysis seal on your chosen surface then infuse it with Chakra. The seal triggers when any creature other than you gets within range of the seal. When triggered, each creature other than you within range must pass a Constitution saving throw or be paralyzed for 1 minute. A creature touching the seal as it triggers must make a Constitution saving throw at disadvantage. At the end of each of its turns, the affected creature can make another Constitution saving throw. On a success, the creature is no longer affected by the seal.<br />
<br />
<br />
'''6th Level Jutsu'''<br />
<br />
'''Substitution'''<br />
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'''Cost:''' 3+ chakra<br />
<br />
As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Dexterity + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.<br />
<br />
<br />
'''Lesser Substitution'''<br />
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'''Cost:''' 3 chakra<br />
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'''Range:''' 20 feet<br />
<br />
As a bonus action, you create an image of a creature in a place it was within 1 minute. The image acts as if it was still there. You can use the clone Jutsu to make a projection of yourself, doing exactly the same as you were while disappearing up 60 ft away during which you take the Hide action. This is used mainly to confuse would be assailants. The clone disappears within 15 minutes of the Jutsu's use or until you dismiss it.<br />
<br />
<br />
'''Healing Seal'''<br />
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'''Cost:''' 1 Chakra + 2 for every additional healing die.<br />
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'''Casting Time:''' 60 seconds plus 10 for every 2 chakra spent (stacks with healing cost)<br />
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'''Range:''' Touch + 2 for every additional 5 feet<br />
<br />
'''Material Component:''' Requires Ink or calligrapher's tools to draw the seal<br />
<br />
You draw a healing seal on your chosen surface then infuse it with your Chakra. The seal creates a healing pulse when it comes in contact with any creature of your choosing. When activated, each chosen creature within range heals for 1d6 + 1d6 for every 2 chakra spent to a maximum of 4d6.<br />
<br />
<br />
<br />
'''8th level Jutsu'''<br />
<br />
'''Shadow Clone'''<br />
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'''Cost:''' 4+ chakra per clone<br />
<br />
As an action, you create up to five clones. The clones have 5 hit points each and they have an amount of chakra equal to 4 + how much of your chakra you decide to give them. The clones can take actions as normal, however they only have one attack each. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, you dismiss them at will, or you fall unconscious. If the clone still has chakra when it dissipates, you regain any remaining chakra from the clone minus the 4 chakra used to make it.<br />
*Shadow clones have no range limit as to how far away they can be.<br />
*A shadow clone has the same AC as you, however if the AC of the main body was effected by a spell to increase said AC, these effects do not carry over<br />
*A shadow clone carries a copy of all your main body's weapons, however it does not carry the magical effects over from it beside a base damage bonus. A cloned vorpal sword is just a +3 sword in the hand of a clone.<br />
*While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.<br />
<br />
<br />
'''Sealing Seal'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Casting Time:''' 60 seconds plus 10 for every 2 chakra spent (stacks with duration cost)<br />
<br />
'''Duration:''' 1 minute + 1 for every 2 chakra spent<br />
<br />
'''Material Component:''' Requires Ink or calligrapher's tools to draw the seal<br />
<br />
You draw a sealing seal on your chosen surface then infuse it with your Chakra. The seal activates once touched. A creature touched by this seal must pass an Intelligence saving throw or lose the ability to cast spells or spend any resource (such as Ki, Chakra, Psi etc.) for 1 minute + 1 for every 2 additional chakra spent. They may attempt a Constitution saving throw at the end of each of their turns after their first, ending this effect early on a success.<br />
<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Rasengan'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
The Rasengan is a spinning ball of chakra formed and held in your palm. As an action, you thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. The target has a mark on its body in the shape of multiple swirls scratching its skin.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Summoning Jutsu'''<br />
<br />
'''Cost:''' An amount of chakra equal to three times the CR of the creature (minimum of 1)<br />
<br />
You gain the ability to form contracts with creatures in order for you to summon them to assist you in combat. <br />
<br />
You make a contract with a creature of your choice. For the purpose of this contract you have the ability to speak with the animal you wish to try and form the contract with. To form the contract, the creature must be of a CR rating of your Shinobi level or lower and be willing. <br />
<br />
You may also form contracts with several creatures at once. In this instance, their collective CR must equal up to or be lower than your Shinobi level. Any attempts to form a contract with a creature that would bring the CR threshold above your level fails. <br />
<br />
In the case that you have multiple Summons, you must select one of these to be your Master Summon. This summon is the one that trains you to achieve your Sage Mode and dictates its benefits. <br />
<br />
As an action, you form the correct seals, take some of your own blood (often by biting the thumb), and place your hand on the ground. When done, your selected summon appears in the space you were in or a space within 5 ft of you. The creature returns to where it was when it was summoned after 1 minute or when it is dismissed as an action. <br />
<br />
If the creature is of size category Large or higher, it appears in the spot where you were standing and you are teleported on top of it. For instance, if you form a contract with a young red dragon or storm giant, you would be placed on the dragons back, the storm giants shoulder, or beside your summon.<br />
<br />
You also gain the ability to increase your summon's power by fueling it with your own chakra. You can double the chakra cost of summoning your contracted creature to give it the following benefits until it is dismissed unless the creature is a humanoid:<br />
*You can increase your summon’s size category to the next size up by doubling its chakra cost (i.e. Medium to Large, Large to Huge and so on). Your summon cannot become larger than Gargantuan. <br />
*It's hit die category also increases to the next size up (i.e. 1d4 becomes 1d6, 1d6 becomes 1d8 and so on). The hit die cannot exceed a d20.<br />
<br />
===Taijutsu===<br />
<br />
'''Basic Taijutsu Technique'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As a bonus action, you make 2 unarmed strikes.<br />
<br />
<br />
'''Shadow of the Dancing Leaf'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you momentarily increase your physical ability by a significant amount. Though not as efficient as a normal Body Flicker, this jutsu is far more versatile. You may move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round. Additionally, your movement speed increases by half its total (rounded down), and attacks of opportunity against you have disadvantage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Substitution'''<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Dexterity + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Surging Fire Wild Dance'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, contest a melee attack against a creature within range's melee attack. If you succeed, they take your unarmed strike's damage. If you fail by less than 5 or succeed, both you and the target are {{5c|restrained}} until the beginning of your next turn.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Leaf Gust'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you drop to your elbows and spin your legs in a circle, making an unarmed strike against every creature within your reach.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Leaf Dragon God'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you can form a dragon seemingly made of lightning with pure Taijutsu skill. You gain +4 AC, +1 to attack and damage rolls, your size increases by one category, and you gain an additional action on each of your turns which can only be used to do the following actions:<br />
*'''Multiattack.''' You can make one bite attack and two claw attacks, or one bite attack and one swallow action. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Swallow.''' The dragon swallows a creature that has been hit with a bite attack. They can only occupy your space, they gain +4 on attack rolls against you, and you gain an additional +2 on attack and damage rolls against them.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 force damage on a successful hit.<br />
<br />
<br />
===Earth Style===<br />
<br />
'''Basic Earth Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous or 1 hour (see below)<br />
<br />
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
<br />
* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.<br />
* You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.<br />
* If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.<br />
<br />
Alternatively when you cast this Jutsu, you can target 1 foot of metal, or 1 inch of adamantine. This can not affect magical materials.<br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Lightweight Boulder'''<br />
<br />
'''Cost:''' 2+ chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a bonus action, you can reduce the weight of an object so that it can be carried or moved for 1 minute. For instance, if there is a boulder in your path, you can reduce its weight to be able to push it. You reduce the weight by an amount equal to its original weight divided by the amount of chakra used. You may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Fissure''' <br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' 30 foot line, 10 foot wide<br />
<br />
As an action, you create a large fissure up to 50 ft deep. Each creatures in the area must make a Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making an Athletics or Acrobatics check against your save DC. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 3d6 + your Intelligence modifier force damage and is pushed to the top.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Stone Pillar Spears'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 20 foot radius<br />
<br />
As an action, you create five stone pillars in the area that protrude from the ground to skewer the targets. The pillars are 5 ft cylinders that protrude 30 ft out of the ground and pass through obstacles to reach the target. The target of each pillar must make a Dexterity saving throw or take 2d6 + your Intelligence modifier piercing damage for each pillar that hits it.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Rock Shelter'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
As an action, you create a hemisphere of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Bedrock Coffin'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Range:''' 90 feet <br />
<br />
As an action, you force sections of rock to crush a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 8d8 + your Intelligence modifier bludgeoning damage and is restrained. Half as much on a success. While restrained in this way it has total cover. The coffin can be destroyed. It has 100 hit points. The creature can also escape by making a DC 30 Athletics check.<br />
<br />
===Fire Style===<br />
<br />
'''Basic Fire Style Technique'''<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Instantaneous or 1 hour (see below) <br />
<br />
As an action, you choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:<br />
<br />
* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.<br />
* You instantaneously extinguish the flames within the cube.<br />
* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.<br />
* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.<br />
<br />
If you cast this Jutsu multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.<br />
<br />
Alternatively, when you cast this Jutsu you can create fire, such as lighting a torch, lamp, or campfire. Flames can be produced and used in any way you see fit that does not cause direct harm to an object or creature. This includes the ability to keep warm in a cold environment. <br />
<br />
<br />
'''Flame Whirlwind'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, fire erupts around your body in a spiraling manner as you launch it towards the target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Exploding Flame Shot'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 60 feet <br />
<br />
As an action, you can create three balls of fire from your hands. Make a ranged spell attack for each. You can target a person with all three or one person with each. On a hit, the target takes 2d6 + your Intelligence modifier fire damage and is set on fire. At the start of its turn, it takes 1d6 fire damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Great Fireball''' <br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Range:''' 150 feet<br />
<br />
As an action, you expel fire from your mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The size of the attack is changed by the amount of chakra used. The flames engulf the target and leave a crater in the ground. Make a ranged spell attack. On a hit, it takes 8d6 + your Intelligence modifier fire damage, +1d6 for every additional chakra expended. Each creature in a 10 foot radius of the target must make a Dexterity saving throw, taking half as much damage on a success.<br />
<br />
If you use 4 additional chakra, it becomes a 20 foot radius or a 60 foot cone. <br />
<br />
If you use 8 additional chakra, it becomes a 30 foot radius or a 90 foot cone.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Great Fire Annihilation'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
'''Range:''' 30 foot wide, 60 foot line<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature in the area must make a Dexterity saving throw, taking 6d6 + your Intelligence modifier fire damage on a failure. Half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute, as a bonus action, you can deal an additional 2d6 fire damage in the area.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Fire Dragon Flame Bullet''' <br />
<br />
'''Cost:''' 22 chakra<br />
<br />
'''Range:''' 150 ft line, 10 ft wide<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, each creatures in the area must make a Dexterity saving throw, taking 10d6 + Intelligence modifier fire damage and catching on fire on a failure. Half as much on a success. At the start of its turn, it takes 2d10 fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.<br />
<br />
===Lightning Style===<br />
<br />
'''Basic Lightning Style Technique'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Range:''' Self<br />
<br />
As a bonus action, you can increase your movement speed by 5 ft. and you can produce small amounts of lightning. This lightning can be focused into a weapon or unarmed strike to give off 5 feet of bright light and deal an extra 1d4 lightning damage. Dealing this additional lighting damage ends this effect instantly.<br />
<br />
<br />
'''Thunder'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 25 foot cone <br />
<br />
As an action, you fire countless sparks of lightning. Each creature in the cone must make a Dexterity saving throw. On a failure, the creature takes 2d6 + your Intelligence modifier lightning damage. Half as much on a success.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Lightning Rod'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
Immediately after you hit with an attack with a metal weapon or an unarmed strike, you raise your arm into the air, generating a powerful bolt of electricity which travels through your body transferring the electricity to the body of the target that you hit. The target must make a Constitution saving throw. On a failure, it takes 3d6 + your Intelligence modifier lightning damage and be stunned until the end of its next turn. Half as much damage on a success.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Chidori'''<br />
<br />
'''Cost:''' 8 minimum, 16 maximum<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. You rush to the target, attempting to shove your hand into the target’s chest. If you do not have a dojutsu active, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. Make a melee spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Lightning Cloak'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As a bonus action, you wrap your body in a layer of lightning which, instead of being used offensively, is used to electrically stimulate their nervous system. You gain a +3 bonus to AC. When a creature hits with a melee attack against you, it takes 1d6 + your Intelligence modifier lightning damage.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Kirin'''<br />
<br />
'''Cost:''' 15 chakra to create the cloud, 10 chakra to create the lightning bolt<br />
<br />
'''Range:''' 120 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you shape thunder clouds out of your chakra. As an action up to 1 minute afterwards or if you are under a natural storm, you can summon a lightning bolt. Each creature in a 1000 ft. line extending upward from a point in range must make a {{5a|dex}} saving throw. On a failure, it takes 10d6 + your {{5a|int}} modifier lightning damage, or half as much on a success. If one creature or object takes this damage but is not reduced to 0 hit points, any creatures below them do not take damage. If this does not happen, all creatures in a 15 foot radius of the point must attempt the {{5a|dex}} saving throw as well. After this jutsu is used, the storm clouds dissipate.<br />
<br />
===Water Style===<br />
<br />
'''Basic Water Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous or 1 hour (see below)<br />
<br />
As an action, you choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
<br />
* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.<br />
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.<br />
* You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.<br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Water Gun'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 20ft<br />
<br />
As an action, you mimic a gun shape with your hand while compressing water onto the tip of your index finger, firing a water bullet at one target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier piercing damage. <br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Water Prison'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Duration:''' Concentration, up to 1 minute.<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you create a watery sphere around a creature you can touch, who must make a Dexterity saving throw. On a failure, they are {{5c|restrained}} and begin {{5e|suffocating}}. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer restrained or suffocating. If you are no longer able to touch the creature, you lose concentration on this jutsu.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Water Shark Bomb'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 50 foot line<br />
<br />
As an action, you shape water into the form of a large shark and sends it hurtling towards the target. Make a ranged spell attack. On a hit, the target takes 3d8 + your Intelligence modifier bludgeoning plus 2d6 cold damage and must make a Strength saving throw or be pushed back 10 feet and fall prone.<br />
<br />
<br />
'''12th level Jutsu'''<br />
<br />
'''Water Gun: Two Gun Style'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, you fire two powerful shots of water simultaneously. Make a ranged spell attack for both. On a hit, the target takes 2d6 + your Intelligence modifier piercing plus 1d12 cold damage for each.<br />
<br />
<br />
'''16th level Jutsu'''<br />
<br />
'''Super Shark Bomb''' <br />
<br />
'''Cost:''' 28<br />
<br />
'''Range:''' 10 ft wide 150 ft line<br />
<br />
As an action, you create a gigantic shark out of water and thrust both hands forward, sending it in a 10 ft wide 150 ft line. Each creature in the area must make a Strength saving throw. On a failure, the targets take 6d8 + your Intelligence modifier cold plus 3d6 bludgeoning damage and falls prone moving to the end of the line. Half as much on a success.<br />
<br />
===Wind Style===<br />
<br />
'''Basic Wind Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' Instantaneous or 10 minutes (see below)<br />
<br />
You seize the air and compel it to create one of the following effects at a point you can see within range:<br />
<br />
* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.<br />
* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.<br />
* You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.<br />
<br />
Additionally, you can keep a ball of air around your head to prevent suffocation for up to 10 minutes.<br />
<br />
<br />
'''Violent Whirlwind'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 5 foot wide, 30 foot line<br />
<br />
As an action, you produce a powerful stream of wind from your mouth. Each creature in the area must make a Strength saving throw, taking 1d8 + your Intelligence modifier bludgeoning damage and pushed 15 feet away on a failure.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Wind Wall'''<br />
<br />
'''Cost:''' 3+ chakra<br />
<br />
'''Range:''' 10 feet radius<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As an action, you summon a swirling stream of wind, encasing yourself. You and your allies gain a +2 bonus to AC and creatures attempting to attack through the wall have disadvantage. You can expend 2 additional chakra to expand the radius by 5 feet.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Air Bullet'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 5 foot wide, 15 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 3d8 + your Intelligence modifier 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 />
'''12th Level Jutsu'''<br />
<br />
'''Great Task of the Dragon'''<br />
<br />
'''Cost:''' 13 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you alter the weather temporarily making a 15 foot radius tornado that dissipates immediately after the Jutsu ends. At the start of your next turn, the tornado drops on a point in range. All creatures in a 10 foot radius must make a Strength saving throw, taking 5d6 + your Intelligence modifier thunder damage and being swept 30 ft into the air on a failure. Half as much on a success. As an action, you can move the tornado up to 20 ft. All creatures swept up can repeat the saving throw, taking 5d6 + your Intelligence modifier thunder damage, lifting 30 ft into the air, and following the tornado on a failure. On a success, it falls and is no longer caught up in the tornado.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you strike with a large Shuriken-shaped ball of wind. On a hit, the target takes 8d4 + your Intelligence modifier thunder plus 6d4 piercing damage from the wind splintering into sharp needles that pierce their bodies. You and the target must make a Constitution saving throw, taking 2d8 piercing damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. <br />
<br />
If used while in Sage Mode, this Jutsu gains a range of 60 feet, and you automatically succeed the Constitution saving throw.<br />
<br />
===Yin Style===<br />
This style can only be taken at 8th level. Yin chakra is the innate energy of the spiritual world.<br />
<br />
'''Basic Yin Style Technique'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a bonus action, you focus the chakra in a creature's mind. The target gains advantage on rolls against being {{5c|frightened}}, {{5c|charmed}}, or {{5c|unconscious}}. <br />
<br />
<br />
'''Yin Enhancement'''<br />
<br />
'''Cost:''' Half the cost of the Jutsu<br />
<br />
As a bonus action, when you use a Jutsu, you can make attack rolls with advantage, re-roll damage rolls, or double the range for that Jutsu.<br />
<br />
<br />
'''Magic Lantern Body Jutsu'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 5 miles<br />
<br />
'''Duration:''' Concentration, up to 1 hour<br />
<br />
As an action, if you know the location of 1 creature or object down to a 30 foot range, you project an image of yourself in front of the target, enabling you to converse with them. The mirage is a transparent silhouette, save for your eyes which are perfectly recreated, that refracts various colors. You can see and hear through this mirage, but you can not interact with the world around it. <br />
<br />
<br />
'''Psycho Mind Transmission'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 5 mile radius<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
You can telepathically communicate with a number of creatures up to twice your {{5a|Int}} modifier, minimum 1. You must share a language with them, and can only communicate verbally. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Bringer of Darkness'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 50 feet<br />
<br />
'''Duration:''' Concentration, up to 1 minute<br />
<br />
As an action, you stop the yin style chakra flow to a creature within range's eyes. They must make a Constitution saving throw. On a failure, they are {{5c|blinded}} until the Jutsu ends. As an action, the target can repeat the saving throw.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Temple of Nirvana'''<br />
<br />
'''Cost:''' 32 chakra<br />
<br />
'''Range:''' 150 feet<br />
<br />
As an action, every creature within range, other than you, sees white feathers falling from the sky and must make an Intelligence saving throw. On a failure, a creature falls {{5c|unconscious}}. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, you can end the effect on an individual creature. Dispel Magic or a similar effect, as well as Basic Yin Style Technique, can dispel it on an individual creature.<br />
<br />
===Yang Style===<br />
This style can only be taken at 8th level. Yang chakra is the purified energy of the physical world.<br />
<br />
'''Basic Yang Style Technique'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a bonus action, you restore the yang chakra in a creature's body. The target gains advantage on rolls against being {{5c|paralyzed}}, {{5c|petrified}}, or {{5c|poisoned}}. <br />
<br />
<br />
'''Universal Assimilation Jutsu'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You temporarily convert your body into a material you are touching using yang chakra, granting you one of the following effects:<br />
*Wood: You gain resistance to bludgeoning damage, but vulnerability to fire damage.<br />
*Stone: You gain resistance to fire damage, but vulnerability to bludgeoning damage.<br />
*Metal: You gain resistance to all non-magical damage, but vulnerability to acid and lightning damage.<br />
<br />
<br />
'''Body Pathway Derangement'''<br />
<br />
'''Chakra:''' 5 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a melee spell attack, you attempt to cut of the flow of yang chakra in a creature's nervous system. On a success, they become {{5c|paralyzed}}. At the end of each of their turns, they may attempt an Intelligence saving throw, ending this effect early on a success. <br />
<br />
<br />
'''Body Cultivation Jutsu'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
You feed chakra into a piece of flesh, slowly growing it. Using this jutsu once allows the piece of flesh to be attached to and promptly absorbed by a creature, granting them 5 temporary hit points or creating a small body part, such as an eye or finger. Created body parts can not have special properties, such as being dojutsu. Using this jutsu 5 times allows one to regrow a single limb. <!--While this is never used in canon, Madara's ability to infinitely cultivate Hashirama cells using the Gedo Mazo is never explained--><br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Dustless Bewildering Cover'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You cover yourself in chakra that masks your presence, becoming completely {{5c|invisible}} and immune to {{inpage|Chakra Detection}} until you take an action or the end of the duration.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Inorganic Reincarnation'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 120 foot radius<br />
<br />
As an action, you channel yang chakra into the world around you, allowing you to move any one inanimate object not being held or worn by a creature or suspended in air up to a 10 foot cube within range 20 feet in any direction. You may make an unarmed strike using an object by spending 5 feet of object movement.<br />
<br />
= Kekkei Genkai =<br />
A Kekkei Genkai is an anomaly of the DNA that allows the wielder to use unique techniques. A Kekkei Genkai's name describes both the anomaly and the resulting technique and are generally passed down through generations of a clan, although there are other means to attain a Kekkei Genkai outside of being born to their respective clans.<br />
Discuss with your DM how you would have attained your Kekkei Genkai, be it through your bloodline or through other obscure methods, such as implanting the DNA of a user into your own body.<br />
<br />
<br />
===Explosive Style===<br />
The explosive style Kekkei Genkai combines earth and lightning style chakra to create powerful explosions. They often use these abilities to enhance their blows. <br />
<br />
<br />
'''Basic Explosive Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As a bonus action, whenever you make an unarmed strike for the duration, you can choose to deal fire or thunder damage instead of bludgeoning. You can choose to use your Intelligence modifier for unarmed strikes damage rolls instead of your Strength or Dexterity modifier. Your unarmed strikes deal double damage against objects not made of stone or metal.<br />
<br />
<br />
'''Explosive Punch'''<br />
<br />
'''Cost:''' 2 chakra <br />
<br />
As a bonus action, after making an unarmed strike, you bolster it with an explosion at point blank range. The attack deals an extra 1d12 fire damage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Feign Explosion'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, after making an unarmed strike, you create a small explosion that releases smoke in a 15 foot radius for 1 minute. This area is heavily obscured.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Explosive Clay'''<br />
<br />
'''Cost:''' 5 chakra and 1 handful of malleable material<br />
<br />
As an action, you pump explosive chakra into a molded piece of malleable material. Each piece deals 1d10 + your Intelligence modifier fire damage, have the thrown (30/60) property, and can be used for Shuriken Jutsu, dealing 1d10 fire damage each.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Unbalancing Explosion'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you release an explosion directly into the ground. Each creatures in the area must make a Constitution saving throw or be knocked prone and take an amount of damage equal to your martial arts die + your Intelligence modifier.<br />
<br />
<br />
'''16th level Jutsu'''<br />
<br />
'''Internal Explosion'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As a bonus action, after an unarmed strike, you attempt to create an explosion inside your target. The target must make a Constitution saving throw or take 5d10 fire plus 2d10 + your Intelligence modifier thunder damage and become {{5c|incapacitated}}. At the end of each of its turns, the target can make another Constitution saving throw. On a success, it is no longer {{5c|incapacitated}}.<br />
<br />
===Ice Style===<br />
This Kekkei Genkai combines water and wind chakra. It allows the user to manipulate water particles to form ice in different shapes and forms.<br />
<br />
<br />
'''Basic Ice Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As a bonus action, you gain resistance to cold damage, and cold weather has no effect on you. <br />
<br />
Also as a bonus action for the duration, you can cool an area 30 ft around you by up to 30 degrees Fahrenheit. You can shape up to 10 ft of ice and can freeze water. It melts over time, and cannot be used to harm any creature or object.<br />
<br />
<br />
'''Winterized Weaponry'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As an action, you create any weapon from solid ice. Each weapon can lasts 10 minutes in temperatures higher than freezing and half as much in temperatures over 80 degrees Fahrenheit. Each weapon deals an extra 1d6 cold damage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''A Thousand Needles of Death'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Range:''' 30 feet <br />
<br />
As an action, a large number of needle-like shards of ice surround the target fly at them. The target must make a Dexterity saving throw, taking 3d4 piercing plus 1d6 + your Intelligence modifier cold damage and have its movement speed reduced by 10 ft until the start of your next turn on a failure. Half as much damage on a success.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Ten Thousand Ice Petals'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 30 feet cone <br />
<br />
As an action, a frigid cold pours from your mouth. Every creature in the area is engulfed in frigid mist, and must make a Constitution saving throw. On a failure, the target takes 4d6 + your Intelligence modifier cold damage and its movement speed is halved. Half as much damage on a success.<br />
<br />
<br />
'''12th level Jutsu'''<br />
<br />
'''Crystal Ice Mirrors'''<br />
<br />
'''Cost:''' 24 chakra<br />
<br />
'''Duration:''' 1 minute <br />
<br />
As an action, you create a 30 ft dome of mirrors made of ice. At the start of its turn, a creature inside takes 1d8 + your Intelligence modifier cold damage. As an action, you can step into a mirror and throw yourself between them at high velocity. You can make one attack each round. This attack is made with a +5 bonus to the attack and damage rolls. While within the mirror, you have total cover. A creature can enter the dome freely; however when trying to leave, it must make either break one of them with a Strength or Dexterity saving throw. On a failure, you can make an attack of opportunity. This doesn’t use your reaction. While this lasts, you cannot use other Jutsu.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Wolf Fang Avalanche'''<br />
<br />
'''Cost:''' 32 chakra <br />
<br />
'''Range:''' 40 ft cube<br />
<br />
As an action, an avalanche of snow pours out from your feet that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The target’s must make a Constitution saving throw. On a failure, it takes 10d8 + your Intelligence modifier cold damage and are restrained until it uses an action and all of its movement to dig itself out. Half as much damage on a success.<br />
<br />
===Lava Style===<br />
This Kekkei Genkai is a combination of earth and fire chakra used to super heat the ground beneath the user to form volcanic materials such as rubber or lava.<br />
<br />
<br />
'''Basic Lava Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As a bonus action, you gain the ability to walk on lava as if you were walking on water and take no damage. You also reduce any fire damage taken you take by 1d12 + your Constitution modifier.<br />
<br />
<br />
'''Melting Apparition'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 10 feet <br />
<br />
As an action, you manipulate a strong acidic mud flow capable of corroding flesh. Make a ranged spell attack. On a hit, the target takes 2d6 + your Intelligence modifier acid damage. You can use this to melt locks or doors that are no more than 3 inches thick or made of adamantine.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Quicklime Congealing'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 25 feet<br />
<br />
As an action, you expel a large quantity of quicklime from your mouth. Make a ranged spell attack. On a hit, the target takes 2d4 + your Intelligence modifier bludgeoning damage and be restrained. The target can use an action to make a Strength saving throw. On a success, it’s no longer restrained.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Rubber Defense''' <br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you create a short tube of vulcanised rubber on yourself or an ally. The target gains a +5 bonus to AC and immunity to lightning damage. It cannot make an attack from inside it and your movement speed is decreased by 5 feet. You may end this effect early as an action, and another creature may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Scorching Rocks'''<br />
<br />
'''Cost:''' 18 chakra<br />
<br />
'''Range:''' 50 feet <br />
<br />
As an action, you expel a large amount of lava from your mouth which quickly solidifies into multiple boulders of molten rock that are fired towards the target with tremendous force. You fire four boulders. Make a ranged spell attack for each. On a hit, the target takes 4d6 + your Intelligence modifier fire plus 2d4 bludgeoning damage.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Crimson Flame'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Range:''' 60 feet <br />
<br />
As an action, you gather lava chakra in your hand and fire a series of projectiles. The projectiles explode in red fiery blasts in 10 foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, it takes 8d10 + your Intelligence modifier fire damage plus 3d8 force damage and is pushed 30 ft away. Half as much damage on a success.<br />
<br />
===Magnet Style===<br />
This Kekkei Genkai is the fusion of wind and earth chakra. It allows the user to manipulate magnetic metals like gold and iron. Gold dust and iron sand are formed automatically for attacks, but disperse after the attack.<br />
<br />
<br />
'''Basic Magnet Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you can pull any magnetic object within range that are not being held, worn, or bound to another surface 10 ft. towards you. Additionally, you are not effected by difficult terrain on or caused by metallic objects for 1 minute.<br />
<br />
<br />
'''Gold Spear''' <br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Range:''' 10 feet <br />
<br />
As an action, you create a spear of gold and send it at a target. Make a ranged spell attack. On a hit, the target takes 1d8 piercing plus 1d8 + your Intelligence modifier force damage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Iron Needle Bomb'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 30 foot radius <br />
<br />
As an action, you create an orb of iron sand and then forcefully disperses it into needles in a circle around you. All other creatures in the area must make a Dexterity saving throw. On a failure, the creatures take 2d10 + your Intelligence modifier piercing damage.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Iron Sand Drizzle'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 40 feet line <br />
<br />
As an action, you release gunshot-like particles of Iron Sand. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 3d8 piercing damage plus 2d4 + your Intelligence modifier force.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Magnet Rise'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' Touch<br />
<br />
As a bonus action, you’re able to magnetize anything you touch. As a bonus action, while concentrating on this, you can magnetize an additional object or creature. If a creature is magnetized, attack rolls against the creature with metal weapons have advantage or disadvantage (your choice). Magnetized objects can be moved 10 ft per round.<br />
<br />
<br />
'''Creation'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you can form weapons out of iron and gold dust. The weapons are not structurally sound and will shatter back into dust after two strikes. You can make six darts, Kunai, Senbon, or Shuriken, three daggers, two shortswords, one longword, or one greatsword. You are proficient with weapons you make.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Gold Dust Imperial Funeral'''<br />
<br />
'''Cost:''' 32 chakra<br />
<br />
'''Range:''' 100 foot radius<br />
<br />
As an action, the ground around you overflows with gold dust covering every creature of you choose and you are lifted into the air by a cloud of gold dust. Each creature must make a Constitution saving throw. On a failure, it takes 8d10 + your Intelligence modifier bludgeoning damage, is paralyzed until the end of your next turn. Half as much damage on a success.<br />
<br />
===Scorch Style===<br />
This Kekkei Genkai is the fusion of wind and fire chakra. While it can be seen as normal fire Jutsu, it's on a completely different level. The flame from this Kekkei Genkai is enough to evaporate the moisture inside of someone's body from the outside. These attacks deal damage through objects, so cover doesn't make affect Scorch Style Jutsu. It can also melt most wooden objects on impact. <br />
<br />
<br />
'''Basic Scorch Style Technique'''<br />
<br />
'''Range:''' Self or 120 feet (for the fog cloud)<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an bonus action, you enter a state of super heating and increase the temperature surrounding your body drastically. As a reaction when hit with a nonmagical melee weapon, you can expend 5 chakra, to super heat it. The target must make a Constitution saving throw. On a failure, it takes 1d10 + your Intelligence modifier fire damage and drops the weapon.<br />
<br />
Alternatively, as an action for the duration, you can target up to 5 cubic feet of water within range and evaporate it in the blind of an eye.<br />
You create a 20-foot-radius sphere of fog centered at the source of water. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
<br />
'''Demon Lantern'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you summon an orb of fire that takes the shape of a skull. Make a ranged spell attack. On a hit, the target takes 1d10 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Bomb Blast Dance'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 30 foot cone<br />
<br />
As an action, you expel fire from your mouth in a large stream. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d6 + your Intelligence modifier fire damage. Half as much damage on a success.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Incinerating Flare'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 40 feet <br />
<br />
As an action, you form a large ball of heat as bright as the sun. You throw it at a point in range, violently exploding on impact. Each creature in a 10 ft radius of the point must make a Constitution saving throw, taking 4d8 + your Intelligence modifier fire damage and a level of exhaustion on a failure. Half as much damage on a success.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Great Blaze Ball'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 100 feet<br />
<br />
As an action, you exhale a meteor-sized sphere of fire that carries the enemy away and causes a massive explosion on impact. Make a ranged spell attack. On a hit, the target takes 6d10 + your Intelligence modifier fire damage and must make a Constitution saving throw. On a failure, its movement speed is reduced to 0 until the end of its next turn due to most of the moisture in its body evaporating.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Extremely Steaming Murder'''<br />
<br />
'''Cost:''' 32 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 100 feet<br />
<br />
As an action, you create three flaming orbs that resemble small suns. These orbs rotate around you. As an action, you can send one of these at a creature within range. Make a ranged spell attack. On a hit, the target takes 4d10 + your Intelligence modifier radiant damage and one exhaustion level. A creature reduced to 0 hit points by this dies as all the water inside its body evaporates, leaving it a mummified corpse and disintegrating all of its equipment is unless it is magical. Each orb dissipates after hitting two targets or when you lose concentration.<br />
<br />
===Swift Style===<br />
This Kekkei Genkai is a combination of Wind and Lightning Style to enhance the user's physical abilities and speed. Users of this style are rare, but often legendary for their amazing speeds.<br />
<br />
<br />
'''Basic Swift Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you can increase your movement speed by 30 feet.<br />
<br />
You can also permanently use your Unarmored Movement feature while wearing armor.<br />
<br />
<br />
'''Surge'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Duration:''' 1 minute, concentration.<br />
<br />
Your perception of the world slows down as lightning surges through your body, enhancing your processing speed.<br />
<br />
Your speed doubles, and you gain an additional action and bonus action, +1 AC, and advantage on Dexterity saving throws. When doing anything that isn't a Swift Release jutsu using the action given by Surge, roll a Concentration check. On a failure, the technique fails and Surge ends. A wave of lethargy sweeps over you as soon as the Jutsu ends: you are unable to move or take any actions until the end of your next turn.<br />
<br />
<br />
'''4th level Jutsu'''<br />
<br />
'''Swift Style: Shadowless Flight'''<br />
<br />
'''Cost:''' 3 Chakra<br />
<br />
This technique requires Surge to be active. You move at instantaneous speeds, rapidly striking your target at various angles while avoiding any opposition regardless of the target's speed or strength.<br />
<br />
As an action, choose a target within melee range and roll 3d6. The target takes the result in damage of the same damage type as your chosen weapon. This counts as an attack with your chosen weapon for the purposes of resistance and immunity's.<br />
<br />
<br />
'''8th level Jutsu'''<br />
<br />
'''Swift Style: Unseen Passage'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
This technique requires Surge to be active. You analyze the path of perception of the people around you and move in their blindspots.<br />
<br />
As a bonus action used to cast this Jutsu, you take the Hide action with advantage. For the remainder of Surge's duration you remain Hidden even after attacking. On your turn, you can replace your current stealth roll with another as an action still at advantage.<br />
<br />
<br />
'''12th level Jutsu'''<br />
<br />
'''Swift Style: Crowd Control'''<br />
<br />
'''Cost:''' 6 Chakra<br />
<br />
This technique requires Surge to be active. This version of Shadowless Flight is modified to target multiple targets.<br />
<br />
As an action, you can target any creatures in a cone or radius the size of half of your current speed. Each creature of your choice in range must roll a Constitution saving throw. On a failure, they are hit by Shadowless Flight regardless of their AC. On a success, they take half damage.<br />
<br />
'''16th level Jutsu'''<br />
<br />
'''Swift Style: Superstorm'''<br />
<br />
'''Cost:''' 22 Chakra<br />
<br />
'''Range:''' 40 foot radius<br />
<br />
'''Duration:''' 1 minute, concentration.<br />
<br />
As an action, you summon a super storm concentrated in a 40 foot radius that follows you for 1 minute.<br />
<br />
Creatures of your choice inside the super storm have their movement speed halved and must roll a Constitution saving throw at the start of each turn they spend inside the super storm. On a failure, they suffer a level of exhaustion.<br />
<br />
While this Jutsu is active, you can concentrate on both Surge and Swift Release: Superstorm and must roll the concentration saving throws independently of each other.<br />
<br />
===Storm Style===<br />
This Kekkei Genkai is a natural combination of water and lightning. These two combine to make a lightning that flows with fluidity like water. <br />
<br />
<br />
'''Basic Storm Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As a bonus action, you make the water around you flow like lightning, and any lightning that hits you flow like water. You gain resistance to lightning damage, and your swimming speed is doubled.<br />
<br />
<br />
'''Light Fang'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 10 foot line<br />
<br />
As an action, you generate a sharp thin stream of light from your mouth. Each creature in the area must make a Constitution saving throw, taking 1d10 + your Intelligence modifier piercing or radiant damage on a failure.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Light Pillar''' <br />
<br />
'''Cost:''' 4 chakra <br />
<br />
'''Range:''' 15 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you make an extremely bright light that appears to emanate from your body. Each creature in the area must make a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a creature can repeat the Constitution saving throw. On a success, it is no longer blinded.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Thunder Cloud Inner Wave''' <br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you generate a thunder cloud in the radius around you that follows you. Each creature that ends its turn within the cloud or enters the cloud for the first time on a turn takes 2d6 + your Intelligence modifier lightning damage. This cloud heavily obscures the area for any creature other than you.<br />
<br />
<br />
'''12th Level Jutsu''' <br />
<br />
'''Demon Lightning Storm'''<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 40 foot radius<br />
<br />
As an action, you create a large thunder cloud 40 ft in the air covering a 40 ft radius. Any lightning damage dealt to a creature other than you under the cloud deals an additional 2d6 lightning damage. As an action, you can also summon a bolt of lightning. Each creature in a 10 ft radius of a point under the cloud must make a Constitution saving throw, taking 6d6 + your Intelligence modifier lightning damage on a failure. Half as much damage on a success.<br />
<br />
<br />
'''16th level Jutsu'''<br />
<br />
'''Laser Circus''' <br />
<br />
'''Cost:''' 26 chakra<br />
<br />
'''Range:''' 90 foot line<br />
<br />
As an action, you create eight beams of concentrated lightning and shoot them at a creature. Each beam can hit up to two creatures. Each creature must make a Constitution saving throw, taking 8d8 + your Intelligence modifier lightning or radiant damage on a failure. Half as much damage on a success. If you target a creature with more than one beam, it has disadvantage on the saving throws.<br />
<br />
===Vapor Style===<br />
Vapor style Jutsu combine fire and water chakra to weaponize steam. This steam is produced by super heating water produced by Water Style to create deadly puffs of super heated steam.<br />
<br />
<br />
'''Basic Vapor Style Technique'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you begin expelling small amounts of chakra from your palms and heels. For the next minute your long jump and high jump distances are doubled.<br />
<br />
<br />
'''Steam Jet'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 10 foot cone<br />
<br />
You release a stream of steam from your mouth. Each creature in the area must attempt a Constitution saving throw, taking 1d12 + your Intelligence modifier fire damage on a failure or half as much on a success.<br />
<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Radiant Steam'''<br />
<br />
'''Cost:''' 5 chakra <br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you radiate steam from your entire body. Each creature in the area must make a Constitution saving throw, taking 2d10 + your Intelligence modifier fire damage on a failure or half as much damage on a success.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Corrosive Jet'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 60 foot line<br />
<br />
As an action, you release a more powerful and corrosive jet of steam. Each creature in the area must make a Constitution saving throw, taking 5d8 + your Intelligence modifier acid damage on a failure. Half as much damage on a success.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Petrifying Steam'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you make a blast of steam. A creature in range must make a Constitution saving throw, becoming petrified for 1 minute on a failure. They may repeat this saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Corrosive Explosion'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 90 feet<br />
<br />
As an action, you make an explosion of corrosive steam. Each creature in a 60 foot radius of a point in range must make a Constitution saving throw, taking 8d8 + your Intelligence modifier acid damage, pushing the creature to the edge of the radius, and falling prone on a failure. On a success, they only take half as much damage.<br />
<br />
===Wood Style===<br />
This Kekkei Genkai is made up of techniques that mix earth and water chakra to create wood, as well as various plants, to form anything from simple grasses to flowering trees. Canonically, this can only be used if you have the {{inpage|Hashirama's Cells}} feat, otherwise you gain {{inpage|Mud Style}}. If you are not using this variant, you must choose one of these styles to gain when you meet their chakra requirements. <br />
<br />
<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 />
'''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 />
'''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 the target. 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 />
'''4th Level Jutsu'''<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 />
'''8th level Jutsu'''<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 />
'''12th Level Jutsu'''<br />
<br />
'''Deep Forest Emergence'''<br />
<br />
'''Cost:''' 20 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 in a dense 40 ft radius, 20 ft high forest around you. 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 4d12 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. The forest is difficult terrain to all creatures but you. As a bonus action, you can spend 4 chakra to make a large branch from the forest to attack one creature. Make a melee spell attack. On a hit, it takes 3d10 piercing or bludgeoning damage.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Great Spear Tree'''<br />
<br />
'''Cost:''' 32 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 in you the affected area must make a Dexterity saving throw. On a failure, it takes 6d8 + your Intelligence modifier piercing damage and is restrained by the dome. Half as much damage on a success. If a creature is reduced to 0 hit points by this damage it dies. The body is crushed and the blood seeps into the roots giving them a red tinge. To break out, the restrained target can use its action to make a Strength saving throw. On a success, the target escapes and is no longer restrained. As an action at no additional chakra cost, you can make a spell attack against a creature in the area, on a hit the target is affected by one of the following effects of your choice:<br />
<br />
*'''Vine:''' On a hit, the target is knocked prone and takes 2d8 + your Intelligence modifier bludgeoning damage.<br />
*'''Branch:''' On a hit, 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. Half as much damage on a success. This can only be used once every other round.<br />
<br />
===Mud Style===<br />
This Kekkei Genkai is made up of techniques that mix earth and water chakra to create liquid earth. Due to the legendary status of {{inpage|Wood Style}}, as well as the persecution of Mud Style users far beyond that of any other Kekkei Genkai user, Mud Style is almost considered a myth. If you are not using the Wood Style variant in which you must have the {{inpage|Hashirama's Cells}} feat to use it, you must choose one of these styles to gain when you meet their chakra requirements. <br />
{{Design Note|For the sake of fleshing out the style, Chakra Bog and Mud Enslavement Jutsu have been taken from Fanon.}}<br />
<br />
'''Basic Mud Style Technique'''<br />
<br />
'''Cost:''' 1+ Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
As an action or bonus action, you can convert a moderate amount of earth into mud, creating one of the following effects within a 5 foot cube:<br />
<br />
* If you target an area of earth, you can instantaneously soften it into mud. Mud can be effected by both Water Style's and Earth Style's basic technique, and counts as loose earth.<br />
* You dry an area of mud, causing to to become solid ground.<br />
* You semi-soften earth into mud, causing it to lose any special effects (i.e. difficult terrain, saving throws for touching it, etc.).<br />
<br />
Alternatively when you cast this Jutsu, you can target 1 foot of metal, or 1 inch of adamantine. This can not affect magical materials.<br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<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 />
'''Landslide'''<br />
<br />
'''Cost:''' 5-20 chakra<br />
<br />
'''Range:''' 30 foot cone<br />
<br />
As an action, you transform an area of earth into a muddy ramp. Every creature in this area must attempt a Strength saving throw, taking 3d8 bludgeoning damage and moving 10 ft. away from you on a failure, or half as much damage and movement on a success. The area of this jutsu counts as difficult terrain when moving against the direction you cast this jutsu form, and moving in the direction this jutsu was cast inside this area costs half as much movement speed. For every 5 chakra spent, this jutsu's range increases by 5 ft.<br />
<br />
<br />
'''Mud Enslavement Jutsu'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, one creature you can see must attempt a Strength saving throw. On a failure, they can not make reactions until the end of their next turn and you can force them to take one action of your choice that is not a jutsu. If you have the Perfected Seals feat, you may force them to cast a jutsu, splitting the cost evenly between you and the target.<br />
<br />
'''4th Level Jutsu'''<br />
<br />
'''Muddy Water Fall'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 45 feet<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
As an action, you cover a creature in mud that quickly hardens, and they must succeed a Strength saving throw. On a failure, they take 3d6 bludgeoning damage, and their movement speed is reduced by 15 ft. for this jutsu's duration. On a success, they take half as much damage and their movement speed is not reduced. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
<br />
'''8th level Jutsu'''<br />
<br />
'''Mud Doll'''<br />
<br />
'''Cost:''' 4+ chakra per doll<br />
<br />
As an action, you create up to five clones. The clones have 5 hit points each, gain 5 temporary hit points at the beginning of each of their turns, and they have an amount of chakra equal to 4 + how much of your chakra you decide to give them. The clones can take actions as normal, however they only have one attack each. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, you dismiss them at will, or you fall unconscious. If the clone still has chakra when it dissipates, you regain any remaining chakra from the clone minus the 4 chakra used to make it.<br />
*Shadow clones have no range limit as to how far away they can be.<br />
*A shadow clone has the same AC as you, however if the AC of the main body was effected by a spell to increase said AC, these effects do not carry over<br />
*A shadow clone carries a copy of all your main body's weapons, however it does not carry the magical effects over from it beside a base damage bonus. A cloned vorpal sword is just a +3 sword in the hand of a clone.<br />
*While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.<br />
<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Chakra Bog'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 30 ft. radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you convert all chakra that enters the area around you into Mud Style chakra, sloshing to the ground upon casting. Jutsu can not be cast in, maintained in, or enter this area for 1 minute. You may end this jutsu early as an action.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Bottomless Mud Hole'''<br />
<br />
'''Cost:''' 32 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, convert a 30 ft. radius, 20 ft. deep area of earth into mud that quickly sucks creatures into it. When they enter or start their turn in this jutsu's range, they must succeed a Strength saving throw or sink 2.5 ft. into the mud. On a success, the number of times they have sunk decreases by 1. After sinking once before leaving the area, the area counts as difficult terrain. After sinking twice before leaving the area, they become {{5c|slowed}}. If they sink three times, they begin to [[5e SRD:Suffocating|suffocate]]. While within 5 ft. of this jutsu's edge, each failure causes the creature to sink twice as mud hands pull them deeper. Creatures can sink up to 8 times. For each size category below Medium, creatures gain the effects of the first +1 instances of sinking on one failure. For each size category above Medium, creatures can suffer +1 instances of sinking before suffering any ill effects.<br />
<br />
===Plasma Style===<br />
The Plasma Style Kekkei Genkai combines Fire Style and Lightning Style, increasing the heat of the expelled chakra beyond even electricity. <br />
<br />
<br />
'''Basic Plasma Style Technique'''<br />
<br />
'''Cost:''' 3 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you produce a small ball of plasma from your fingertip. This can cut through or fuse plates of metal at a rate of 1 inch per 5 seconds. It can also be used to make quick marks in metal surfaces. <br />
<br />
<br />
'''Thunder Sabre'''<br />
<br />
'''Cost:''' 2-10 chakra<br />
<br />
As part of an unarmed attack, you surround your hand in a ball of plasma, ripping through your targets. The result of the attack roll is increased by +2. This increases by +1 for every 2 additional chakra spent. <br />
<br />
<br />
'''Tornado Lightning'''<br />
<br />
'''Cost:''' 2-10 Chakra<br />
<br />
As part of an unarmed attack, you create an arc plasma between your hands, making the angles and speed of your attacks unpredictable. The attack deals lightning damage, deals +2 additional damage, and deals twice as much damage to objects. You deal +1 additional damage per 2 additional chakra spent. <br />
<br />
<br />
'''Plasma Ball'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
You blast an extreme amount of plasma from your body. Any creatures in this area are pushed to the closest space not within range. Until the beginning of your next turn, you are immune to the {{5c|restrained}} condition and lightning damage, you can not move, and you gain +3 AC. <br />
<br />
<br />
'''Plasma<!--Gelel--> Blast'''<br />
<br />
'''Cost:''' 8-20 chakra<br />
<br />
You infuse the air with plasma with each strike of your fists. As part of an unarmed attack, you may increase its reach by 5 feet. This range increases by 5 feet for every 4 additional chakra spent. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Raging Thunder'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As part of an unarmed attack, you erect a barrier of plasma on contact. On a hit, you gain full cover in the direction of the creature you attacked until the beginning of your next turn. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Plasma<!--Gelel--> Laser'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 45 foot cone<br />
<br />
You fire a spiraling blast of bluish-green plasma. Unlike a normal cone, the peak of the arc of this jutsu’s range is 5 feet in front of you, tapering as it gets further away. Every creature within range must attempt a Dexterity saving throw. On a failure, they take 6d6 lightning damage. On a success, they take half as much damage.<br />
<br />
===Steel Style===<br />
This Kekkei Genkai manipulates Earth Style and Yang Style chakra to directly manipulate heavier metals, unlike magnet style’s manipulation of magnetic fields. <br />
<br />
<br />
'''Basic Steel Style Technique'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' Instantaneous of 1 hour (see below)<br />
<br />
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube or metal that fits within a 5-foot cube. You manipulate it in one of the following ways:<br />
*If you target an area of loose, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. If it is attached to something else, you must succeed a DC 15 Strength (Athletics) check, rending it from its attachments on a success. <br />
*You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.<br />
*You cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. <br />
<br />
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br />
<br />
<br />
'''Black Iron Fist'''<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You create a massive pair of hands out of at least 1 square foot of metal. Your grapple and unarmed strike ranges increase by 15 feet and you may grapple 1 additional creature at a time. <br />
<br />
<br />
'''Steel Weapon Creation'''<br />
<br />
'''Cost:''' 2 chakra per weapon<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you shape up to 5 weapons from the necessary amount of steel and move them anywhere within range. They do not move fast enough to cause damage. <br />
<br />
<br />
'''Black Iron Wings'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
You reshape 1 cubic foot of metal into a pair of wings. These wings have an AC of 16, 25 hit points, and grant you a flying speed of 30 feet. You may make an attack with a thrown weapon as a bonus action while you have these wings. <br />
<br />
<br />
'''Iron Chain World'''<br />
<br />
'''Cost:''' 2 chakra per foot of metal<br />
<br />
'''Range:''' 10 foot per foot of metal line<br />
<br />
You erect a series of pillars out of up to 5 cubic feet of metal. Each creature within range must succeed a Dexterity saving throw, taking 3d4 piercing damage on a failure, and half as much on a success. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Secret Technique: Black Iron'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Any creatures of your choice must succeed a Strength or Dexterity saving throw as you reshape 5 cubic feet of metal around them. On a failure, they are {{5c|restrained}}. They may reattempt this saving throw at the end of each of their turns, ending this effect on a success. A creature may end this jutsu’s effect on a creature by removing the seal on the metal as an action. If they do not escape by the end of this jutsu’s duration, they become {{5c|paralyzed}} and no longer age or require food, water, or air until another creature removes the seal. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Impervious Armor'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You cover your body in at least 1 square foot of steel. You become immune to non-magical slashing and piercing damage, and resistant to non-magical bludgeoning, magical bludgeoning, slashing, and piercing, and thunder damage. You become vulnerable to acid and lightning damage.<br />
<br />
<br />
===Shade Style===<br />
This Kekkei Genkai combines the erratic and fluid Wind Style with the cerebral Yin Style chakra to shape the chakra of others.<br />
<br />
<br />
'''Basic Shade Style Technique'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
As a bonus action, you send out a pulse of chakra. At the beginning of your next turn, you can sense the presence of magic and chakra within 30 feet of you until the end of your turn. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. 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 />
<br />
<br />
'''Inhaling Maw'''<br />
<br />
'''Cost:''' 3+ Chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create a vortex of chakra from your palm or mouth. One creature within range must succeed an Intelligence saving throw. On a failure, they lose 2d4 chakra points or take 2d6 necrotic damage. You regain an half as many chakra points. You may increase the effect by 1 die or range by 10 feet for 3 chakra. <br />
<br />
<br />
'''Shape Transformation Memorization'''<br />
<br />
'''Cost:''' 4+ Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a reaction, you absorb the shape of a jutsu or spell that deals damage, reducing its damage by 1d6. For this jutsu’s duration, you may cast the jutsu or spell, changing its damage type to bludgeoning. Spells cost 3 times their spell level chakra. You may increase the amount of damage reduced by 1d6 for every other additional chakra point spent.<br />
<br />
<br />
'''Judgement'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 30 foot line<br />
<br />
You expel a blast of pure chakra. Creatures within range must make an Intelligence saving throw. On a failure, they take 4d6 bludgeoning damage. On a success, they take half as much. <br />
<br />
<br />
'''Nature Absorption'''<br />
<br />
'''Cost:''' 2+ chakra<br />
<br />
As a reaction when you take damage, you may reduce said damage by 1d6. When you use Judgement of use a jutsu or spell memorized by Shape Transformation Memorization, it deals the same damage type as the damage you used this jutsu on most recently. You may increase the amount of damage reduced by 1d6 for every other additional chakra point spent.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Gozu Tennō'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You channel your shade style chakra into another being. If they are not willing, they must succeed a Charisma saving throw. On a failure, they can only use their action to attempt to deal damage. They also take half as much damage as they dealt. You store half as much chakra as the damage they dealt to themselves inside inside a tattoo made of shade style chakra. You only spend this chakra on a single jutsu of your choice. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Chimera Technique'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You touch a living creature, absorbing their ability into your body. You gain 3 features, spells, or jutsu of your choice that they have. If a feature relies on another, such as how each {{inpage|Path of Hatred}} relies on the previous one, you can not take it unless you have the feature it relies on.<br />
<br />
===Acid Style===<br />
The Acid Style Kekkei Genkai brings the psychological torment of Yin Style into the physical medium of Water Style chakra to create mixtures often considered offensive to all senses. <br />
<br />
<br />
'''Basic Acid Style Technique'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As an action, you can convert up to 1 galon of water into putrid, green acid. This acid can completely dissolve an object that is completely submerged in it in 1 minute. This does not effect magical objects or living creatures. <br />
<br />
<br />
'''Tongue Tooth Sticky Acid'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You spit a thick, gel-like glob of acid. One creature within range must succeed a Wisdom saving throw. On a failure, they take 2d6 acid damage and are {{5c|blinded}} for 1 minute. On a success, they take half as much damage and are not blinded. They may retry this saving throw at the end of each of their turns. <br />
<br />
<br />
'''Acidic Bolster'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You infuse a creature with a healthy dose of Acid Style chakra. They become immune to Acid damage for this jutsu’s duration. <br />
<br />
<br />
<br />
'''Acidic Sludge'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You create a purple ball of acid. One creature within range must succeed a Wisdom saving throw. On a failure, they take 2d8 acid damage and are {{5c|poisoned}}. On a success, they take half as much damage and are not poisoned. They may retry this saving throw at the end of each of their turns.<br />
<br />
<br />
'''Acid Permeation'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Range:''' 30 feet<br />
<br />
You release a flurry of acidic bubbles. Make 5 ranged attacks at the same or different targets. On a hit, the target takes 1d6 acid damage. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Leach Gap'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you exude a white, glue-like Acid across your entire body. If a creature attempts to grapple you or restrain you with an object, they or the object take 1d8 acid damage. Your unarmed strikes deal acid damage, and reduce the target’s AC by 2 for 1 minute. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Wisdom Wolf Decay'''<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 />
===Crystal Style===<br />
The Crystal Style Kekkei Genkai hearnesses the geometric nature of Lightning Style and enhances it with the physical permanence of Yang Style chakra to create crystalline structures.<br />
<br />
<br />
'''Basic Crystal Style Technique'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As an action, you can create 1 crystal no larger than would fit in the palm of your hand. It can act as any gemstone of any value. A creature must succeed a DC 12 + your Intelligence modifier Intelligence (Investigation) check to determine that it is artificial, reducing its price to 10 gp. <br />
<br />
<br />
'''Crystal Wheel'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
You cover your body in a ring of crystals. Until the beginning of your next turn, you gain +30 feet of movement speed, opportunity attacks against you have disadvantage, you can not take actions or bonus actions, passing through another creature’s space does not cost additional movement, and if you occupy the same space as another creature, they take 1d6 + your Dexterity modifier magical slashing damage. You may spend 1 chakra at the beginning of each of your turns to maintain these effects. <br />
<br />
<br />
'''Gods’s Crossing'''<br />
<br />
'''Cost:''' 2+ Chakra<br />
<br />
'''Range:''' 15 foot line<br />
<br />
As an action, you create a stream of jagged crystals. As a ranged attack, every creature takes 2d8 magical piercing or slashing damage, your choice. This only effects creatures in every other 5 foot area of this jutsu’s range. You may spend 2 additional chakra to increase this jutsu’s range by 10 feet. <br />
<br />
<br />
'''Crimson Fruit'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You create a 15 foot radius dome of crystals. Each wall has 20 AC and 25 hit points. <br />
<br />
<br />
'''Jade Crystal Mirror'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Range:''' 30 feet<br />
<br />
You erect a wall of perfectly reflective crystal that occupies a 5 foot area. It has 15 AC and 15 hit points. Creatures within 10 feet of it must succeed a Wisdom saving throw. On a failure, they have disadvantage on attack rolls against you. You may move it up to 15 feet up to 60 feet away from you as an action, bonus action, or reaction. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Giant Hexagonal Weapon'''<br />
<br />
'''Cost:''' 3 chakra per weapon<br />
<br />
As part of your action when you make a thrown weapon attack, you may convert the weapon into a large, hexagonal projectile. Its range becomes a line with a width of 15 feet. They revert to normal at the end of your turn. This can be used in conjunction with the Shuriken Jutsu. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''String of Glory'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You encase your body in a pyramid of crystals. Your movement speed becomes 0, and you gain a flying speed of 5 feet. You gain 35 temporary hit points and +3 AC. As either or both of your attacks, you may fire a beam from the tip of the pyramid as a ranged spell attack with a range of 30 feet. On a hit, it deals 4d6 force damage.<br />
<br />
===Blaze Style: Kagutsuchi===<br />
Blaze style is a the highest caliber of destructive jutsu, using Yang Style to manipulate the physical form of the strongest Fire Style jutsu. Alternatively, a DM may decide that this style can only be taken as the second feature of one who gains Amaterasu from the {{inpage|Mangekyō}} Sharingan feature.<br />
<br />
<br />
'''Basic Blaze Style Technique'''<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Duration''' 1 hour<br />
<br />
As a bonus action, whenever you deal fire damage for the duration, you can treat any 1 on a damage die as a 2 and you ignore resistance to fire damage.<br />
<br />
<br />
'''Amaterasu'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you focus your chakra on a single point, creating black flames. Anything flammable near it will be engulfed in black flame. The flame cannot be put out unless you choose to, magical means, or it ends. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 + your Intelligence modifier fire damage and at the start of its turn, it takes 1d10 + your Intelligence modifier fire damage. Amaterasu can only affect one creature at a time.<br />
<br />
If you already have Amaterasu from the {{inpage|Mangekyō}} Sharingan feature, you may use this as part of another jutsu. Doing so changes its range to the other jutsu's.<br />
<br />
<br />
'''Entenka'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As a bonus action, you wrap your body in a layer of black flames which. You gain a +3 bonus to AC and when a creature makes a melee attack against you, it takes 1d10 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''Honoikazuchi'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
As a reaction, you surround yourselves with Amaterasu shaping it into spikes, impaling anything within the area. Each creature must make a Dexterity saving throw, taking 4d8 + your Intelligence modifier fire damage on a failure. Half as much on a success.<br />
<br />
<br />
'''Flame Control'''<br />
<br />
'''Cost:''' 14 chakra<br />
<br />
'''Range:''' 15 foot cone<br />
<br />
As a bonus action, after you make a melee weapon attack, you sweep black flame out in the area. Each creature in the area must make a Dexterity saving throw, taking 6d10 + your Intelligence modifier fire damage on a failure. Half as much on a success.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Great Dragon Fire Technique'''<br />
<br />
'''Cost:''' 26 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you make a dragon-shaped fireball of Amaterasu. The dragon is a 10 feet tall, 10 feet wide, and travels in a 20 foot line. Each creature in the area must make a Dexterity saving throw, taking 8d10 + your Intelligence modifier fire damage on a failure. Half as much on a success. As a bonus action, for the duration, you can more the dragon up to 30 feet with in the range. Each creature that is in the area after its moved, ends its turn in the area, or enters it for the first time on its turn must make a Dexterity saving throw, taking 4d10 + your Intelligence modifier fire damage on a failure. Half as much on a success. This ignores evasion.<br />
<br />
===Yin-Yang Style===<br />
Despite its name, Yin-Yang jutsu are more than a simply combination of Yin Style and Yang Style chakra, though mechanically these are the only requirements. It combines every chakra nature into the ultimate, purest form of chakra.<br />
<br />
'''Basic Yin-Yang Style Technique'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
You channel the raw power of all of existence into a creature, removing 1 condition of your choice, not including {{5c|restrained}}.<br />
<br />
<br />
'''Chakra Transfer Technique'''<br />
<br />
'''Cost:''' 1+ chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You give a creature within range any number of chakra points. This chakra can extend above their maximum, and you may grant them the ability to cast 3 jutsu that you know. At the end of this jutsu's duration, they lose these jutsu and chakra points.<br />
<br />
<br />
'''Sound Release'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Range:''' 30 foot cone<br />
<br />
As an action, each creature in the area must make a Constitution saving throw as they are bombarded with sound. On a failure, a creature has disadvantage on attack rolls and Dexterity saving throws until the end of its next turn.<br />
<br />
<br />
'''Yin-Yang Resonance'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' 1 hour<br />
<br />
You cause the target's body to become a variable center of gravity similarly to the Chibaku Tensei. The terrain within 60 feet of it becomes difficult terrain, and terrain within 30 feet is completely destroyed. Creatures within 60 feet must succeed a DC 15 Dexterity saving throw or fall {{5c|prone}}. Creatures within 10 feet that fail this saving throw take 2d12 force damage, and are pushed 10 feet away from the target regardless of the result. <br />
<br />
The target must succeed a Strength saving throw or become {{5c|restrained}}. Regardless of if they fail or succeed, a hard, 10 foot radius sphere of rock is formed around them. The sphere has an AC of 26 and has 30 hit points. It is immune to Psychic damage but vulnerable to force damage.<br />
<br />
<br />
'''Amenominaka'''<br />
<br />
'''Cost:''' 35 chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
You open and enter a portal to another dimension of your choice. This can be a portal of your own design a preexisting dimension. Any creatures of your choice within range must succeed a Dexterity saving throw. On a failure, they are drawn into the portal with you. The portal ends at the beginning of your next turn.<br />
<br />
<br />
'''Creation of All Things Jutsu'''<br />
<br />
'''Cost: 45 chakra'''<br />
<br />
The strongest jutsu ever created, comprised of all other natures, the Creation of All Things jutsu has been used by the least amount of shinobi the fewest amount of times. You may use this jutsu to produce the effects of any other jutsu with a lower cost that does not require any form of dojutsu that you do not have or is a Yin-Yang Style jutsu, or one unique effect in a similar manner to the Wish spell.<br />
<br />
= Unique Jutsu =<br />
Unique jutsu can be found in "Forbidden" scrolls throughout the world, bought at seedy locations, and stolen off of other ninja. These scrolls contain knowledge of techniques not commonly used or meant to be protected by a certain village.<br />
<br />
{{Design Note|Jutsu not sourced from the original series or its related official works (i.e. light novels, games, etc.) have an asterisk (*) before and after its name.}}<br />
<br />
===Basic Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Basic Ninjutsu}}, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Shuriken Shadow Clone Jutsu'''<br />
<br />
'''Cost:''' +1 chakra per weapon<br />
<br />
When you use the shuriken jutsu, you may spend chakra to instantly create a copy of the weapon thrown. This weapon disappears at the end of your turn. <br />
<br />
<br />
'''Giant Rasengan'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 12+ chakra<br />
<br />
'''Range:''' 10 foot radius<br />
<br />
The edge of this jutsu's range is 5 feet from you. On your next turn, as an action, you make a melee spell attack against every creature in range. On a hit, they take 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The targets must make a Strength saving throw or be pushed 20 feet away. You may spend 5 additional chakra to increase this jutsu's range by 5 feet.<br />
<br />
<br />
'''Planetary Rasengan'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
On your next turn, as an action, you make a ranged spell attack with a large Rasengan surrounded by 3 smaller Rasengan. On a hit, you deal 10d10 + your Intelligence modifier force damage. The target must make a Strength saving throw or be pushed away 60 feet away.<br />
<br />
<br />
'''Compression Rasengan'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 12+ chakra<br />
<br />
'''Range:''' Touch<br />
<br />
Creating a Rasengan in one hand, the user covers it with their other hand, compressing it into a fraction of the size with the same level of force. As an action, you thrusts your hand into the target. Make a melee spell attack. The target takes 4d10 + your Intelligence modifier force damage. This jutsu has a +2 bonus to its attack roll that increases by +1 for every 2 additional chakra spent. The target must make a Strength saving throw or be pushed 20 feet away. <br />
<br />
<br />
'''Twin Rasengan'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 10+ chakra<br />
<br />
'''Range:''' Touch<br />
<br />
With intense training, a shinobi is capable of forming a rasengan in each of their hands. As an action, you thrusts your hand into the target. Make a melee spell attack. The target takes 3d10 + your Intelligence modifier force damage and they are pushed 5 ft. from you. For every 5 additional chakra spent, you may make 1 additional attack up to the number of hands you have.<br />
<br />
<br />
'''Amenomihashira'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
'''Range:''' 30 ft.<br />
<br />
The predecessor of the Rasengan, the user creates a barrier filled with swirling spheres of chakra. Make 4 ranged spell attacks. On a hit, the target takes 2d10 + your Intelligence modifier bludgeoning + 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. If all attacks hit, the target is paralyzed for 1 minute. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
<br />
'''Wild Lion's Mane'''<br />
<br />
'''Duration:''' 1 hour<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
You are immune to one instance of the {{5c|restrained}} condition that is not from genjutsu each round.<br />
<br />
<br />
'''Needle Jizō'''<br />
<br />
'''Requirements:''' Wild Lion's Mane<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
As a reaction when you are injured by a creature within 5 ft. of you while Wild Lion's Mane is active, they take 1d6 slashing damage.<br />
<br />
<br />
'''Clone Great Explosion'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
When you create a shadow clone, you may grant it a short timer, after which it explodes. This clone can exist for up to 4 rounds, as determined when you create it. It is most suggested to keep track of this with a d4. At the end of this clone's final turn, or when it is destroyed by any means other than being dispelled, every creature within 5 ft. of the clone must attempt a Dexterity saving throw. On a failure, they takes 2d8 fire damage. On a success, they take half as much damage. This also causes you to not regain the 2 chakra spent to create the clone.<br />
<br />
<br />
'''Body Elimination Jutsu'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you touch a creature that has 1 or fewer hit points, enveloping their body in blue, fire-like chakra. If the creature was alive, they are killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.<br />
<br />
<br />
'''Revolving Flying Raijin'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Requirements:''' Flying Raijin Jutsu<br />
<br />
As part of teleporting to a Flying Raijin seal if you have a Flying Raijin seal in your possession but not on you, you leave the seal behind and one creature within 5 ft. of the seal you move to must attempt a {{5a|dex}} saving throw. On a failure, they are teleported to the seal you left behind.<br />
<br />
<br />
'''Flying Raijin Strike.'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Requirements:''' Flying Raijin Jutsu<br />
<br />
As part of teleporting to a Flying Raijin seal, you slightly accelerate the teleportation, allowing you to make a non-jutsu attack of your choice with advantage.<br />
<br />
<br />
'''Flying Raijin — Second Step.'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Requirements:''' Flying Raijin Jutsu<br />
<br />
As part of teleporting to a Flying Raijin seal, you greatly accelerate the teleportation, allowing you to use one jutsu of your choice. You may spend an additional 3 chakra to grant yourself advantage on the jutsu's attack roll, or grant the target disadvantage on its saving throw.<br />
<br />
<br />
'''Flying Raijin: Guiding Thunder.'''<br />
<br />
'''Cost:''' +5 chakra to place, +13 activate seal<br />
<br />
'''Requirements:''' Flying Raijin Jutsu<br />
<br />
As part of placing a Flying Raijin seal, you may increase the complexity of its seal. When this seal would be within a jutsu, you may teleport it as a reaction, causing it to appear with its source at one Flying Raijin seal of your choice.<br />
<br />
<br />
'''*Flying Raijin Cloud*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Duration:''' 1 hour (concentration)<br />
<br />
'''Requirements:''' Flying Raijin Jutsu<br />
<br />
As an action, you focus your chakra on two Flying Raijin seals, causing any liquid or gas within a 10 ft. radius of one seal to be moved to the other for this jutsu's duration, causing an inhospitable, but very dry area. Any creatures within this area must [[5e SRD:Suffocating|hold their breath]].<br />
<br />
<br />
'''*Flying Raijin Double Sided Barrier*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Duration:''' 1 hour (concentration)<br />
<br />
'''Requirements:''' Flying Raijin Cloud<br />
<br />
As an action, you focus a vast amount of chakra on two Flying Raijin seals, causing any substance short of buildings and creatures within a 5 ft. radius of one seal to be moved to the other for this jutsu's duration. Any creatures within this area must [[5e SRD:Suffocating|hold their breath]], take 2d4 necrotic damage at the beginning of each of their turns, and can not be targeted by jutsu with a range other than touch.<br />
<br />
===Taijutsu Unique Jutsu===<br />
The following require use of {{inpage|Taijutsu}} and benefit from the user having affinity in it.<br />
<br />
'''Cloud-Style Crescent Moon Beheading'''<br />
<br />
'''Range:''' 15 foot cone<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
As an action or bonus action, the user slashes in a massive arc. Every creature within range must attempt a Dexterity saving throw. On a failure, creatures take twice the user's weapon damage. On a success, they take half as much.<br />
<br />
<br />
'''Cloud-Style Deception Beheading'''<br />
<br />
'''Cost:''' 4 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
The user feigns an attack before using the body flicker technique to appear behind the target, making an attack with the weapon with advantage.<br />
<br />
<br />
'''Cloud-Style Reverse Beheading'''<br />
<br />
'''Cost:''' 2 Chakra<br />
<br />
'''Components:''' A weapon that deals slashing damage (not consumed)<br />
<br />
As a reaction, the user makes a weapon attack against a creature. On a hit, they take half as much damage.<br />
<br />
<br />
'''Black Tornado.'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
As an action, you and up to 4 other friendly creatures, including shadow clones and Rinne Six Paths corpses, stack on top of one another. Every creature involved occupies the same 10 ft. by 10ft. space using the highest movement speed among the creatures -10 feet. Once per turn, each creature can make a melee attack against a creature without using an action or reaction. <br />
<br />
<br />
'''Leaf Great Flash'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, make an unarmed strike. On a hit, you plant your foot firmly in the target's abdomen with a lateral kick, sending them 30 feet in any direction of your choice instead of dealing damage.<br />
<br />
<br />
'''Leaf Rock-Destroying Rise'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As a bonus action, you position your hands together, preparing to strike with your elbows and knees. Your unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of your next turn.<br />
<br />
<br />
'''Bloody Mist Sword Art: Bone Mutilation'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
The user impales numerous chakra spikes into a target's body. They must attempt a Constitution saving throw. On a failure, they take 2d8 magical piercing damage and lose 1d4 chakra or maximum hit points at the end of their turn, their choice. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early.<br />
<br />
<br />
'''Tenketsu of Harm and Death'''<br />
<br />
As an action, you release two tenketsu that greatly increase both your physical strength and chakra consumption. This jutsu in similar in both execution and appearance to the 6th Gate of the {{inpage|Path of Youth}}. While these tenketsu are released, you gain the following until you have no chakra or end this effect as an action: <br />
*You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.<br />
*At the start of your turn, you regain 5 hit points.<br />
*You gain a +5 bonus to attack and damage rolls.<br />
*You lose 5 chakra at the end of each of your turns.<br />
<br />
<br />
'''Seven Heavens Breathing Method.'''<br />
<br />
After training your lungs to be able to hold more than four times the average human’s air, you may inhale a large amount quickly to bolster your body as an action. You may stack this jutsu’s benefits up to three times. You may end the effects of 1 use of this jutsu’s benfits as an action or bonus action. You may benefit from this and the {{inpage|Path of Youth}}’s Gates at the same time. While in this form, you gain the following:<br />
*You gain 5 temporary hit points. <br />
*You gain a +1 bonus to AC.<br />
*You gain a +5 bonus to your movement speed.<br />
*You gain a +2 bonus to attack and damage rolls.<br />
*You lose 1d4 hit points at the end of each of your turns. <br />
<br />
<br />
'''Drunken Fist'''<br />
<br />
'''Cost:''' 10 Chakra, 1 bottle of alcohol<br />
<br />
'''Duration:''' 1 minute<br />
<br />
On top of the normal effects of alcohol, a master of Taijutsu can channel their intoxication into their movements. Your melee attacks have disadvantage, you can not use jutsu that are not Taijutsu, attacks against you have disadvantage, and your unarmed strikes deal twice as much damage. <br />
<br />
<br />
'''Early Sacrifice'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As an action, you grab a creature's shoulder, flipping around them before slamming them into the ground. You may move to any space that would leave the creature in range. The target must attempt a Dexterity saving throw. On a failure, they are knocked prone and take your unarmed strike's damage.<br />
<br />
<br />
'''Little Toe Attack'''<br />
<br />
'''Cost:''' 3 chakra<br />
<br />
As part of an unarmed strike, you focus your kicks at the targets shins, ankles, and feet. On a hit, the target both takes damage and must succeed a {{5a|str}} ({{5s|Athletics}}) or {{5a|dex}} ({{5s|Acrobatics}}) check with a DC equal to your attack roll. On a failure, you may choose to either knock them {{5c|Prone}} or push them 5 feet away from you if they are at no more than 1 size category larger than you.<br />
<br />
<br />
'''Night Phoenix'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you thrust your entire body forward with all your might, cloaking your body in flames. You gain a flying speed equal to twice your movement speed, and your unarmed strikes and taijutsu deal an additional 3d4 fire damage.<br />
<br />
<br />
'''Rumored Endeavor Star'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
'''Requirements:''' {{inpage|5th Gate}}<br />
<br />
'''Duration:''' Until 5th/7th/8th Gate ends<br />
<br />
As an action, you rush toward your opponent, building momentum with each step. For every 10 ft. you move, your next unarmed strike deals an additional 1d4 damage.<br />
<br />
<br />
'''Welcoming Approach: Thousand-Armed Murder.'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
As a bonus action, you create an angelic, thousand-armed being from your chakra. Until the beginning of your next turn, when you take the attack action, you can not make ranged or weapon attacks, but your unarmed strikes gain an additional 15 feet of reach and you may attack 3 additional times. <br />
<br />
<br />
'''*Arriving Life: Thousand-Armed Preservation*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
The user creates several hands made of a unique form of chakra only known to certain groups of hermits that react automatically to physical threats. While concentration on this jutsu, attack rolls automatically fail and they may not take actions. <br />
<br />
<br />
'''*Looking Down: Embracing Thousand Arms*'''<br />
<br />
'''Requirements:''' Welcoming Approach: Thousand-Armed Murder<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 15 foot radius<br />
<br />
The user summons a ring of hands made of a unique form of chakra only known to certain groups of hermits rumored to be an ultimate defense. While the user is concentrating on this jutsu, any effects of their choice made by creatures outside of this jutsu's range that require a saving throw do not effect creatures inside the range. While concentrating on this jutsu, the user can not take actions.<br />
<br />
<br />
'''*Welcoming Approach: Chakra Mode*'''<br />
<br />
'''Requirements:''' Looking Down: Embracing Thousand Arms, Arriving Life: Thousand-Armed Preservation<br />
<br />
'''Cost:''' 35 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
Having become a master of manipulating the hermetic chakra, the user becomes its avatar. Their size increases by 1 category to a minimum of large, they are immune to all attacks and effects of their choice, and they can not cast jutsu. At the end of each of their turns, they must succeed a DC 18 Charisma saving throw. On a failure, this jutsu ends early. and they gain 1 level of exhaustion.<br />
<br />
<br />
'''*Taijutsu Style: Rush Rasengan*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you run up to 20 ft. and thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier piercing plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away.<br />
<br />
===Earth Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Earth Style}} jutsu, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Mud Wall'''<br />
<br />
'''Cost: 4 chakra'''<br />
<br />
As a reaction to being attacked with a range attack, you quickly unearth a wall of loose dirt, granting you three-quarters cover until the end of your next turn. <br />
<br />
<br />
'''Mud Wolves'''<br />
<br />
'''Requirements:''' Water Style<br />
<br />
'''Cost: 3 chakra'''<br />
<br />
'''Duration: 1 hour<br />
<br />
You weave your chakra into a 10 ft. radius area of earth. For this jutsu’s duration, if a creature enters this area, you become aware of it, but not the specifics of the creature, and you may choose to create a [[5e SRD:Wolf|wolf]] anywhere within this area. It can not leave a 20 ft. radius area centered on the original radius’s area. <br />
<br />
<br />
'''Earth and Stone Dragon'''<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from the earth below you that is medium or larger. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<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. While grappled in this manner, a creature can not breath.<br />
*'''Earth Dragon Bullet (Recharge 5-6).''' The dragon exhales 3 globs of mud, each with a range of 60 feet. Each targeted creature must succeed a DC 17 Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage and are restrained until the end of their next turn. <br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage on a successful hit.<br />
<br />
<br />
'''Rock Armor'''<br />
<br />
'''Cost: 8 chakra'''<br />
<br />
As a reaction or bonus action, you form your chakra into a sleek, transparent covering of stones. You gain +5 AC until the end of your next turn. <br />
<br />
<br />
'''Rock Weapon'''<br />
<br />
'''Cost: 3 chakra'''<br />
<br />
As a bonus action, you cover your weapon or fists in sturdy rocks. Until the end of your next turn, your attacks deal an additional 1d4 bludgeoning damage.<br />
<br />
<br />
'''Weighted Boulder'''<br />
<br />
'''Cost:''' 7+ Chakra<br />
<br />
The user increases the amount of gravity a creature or object is subject to for 1 minute. They become 2 + half the additional amount of chakra times heavier. If the target is a creature, their movement speed becomes 0 and their melee attacks deal twice as much damage.<br />
<br />
<br />
'''Rock Gun'''<br />
<br />
'''Cost:''' 4-12 chakra<br />
<br />
'''Range:''' 30ft<br />
<br />
You fire a bullet-sized piece of rock out of your mouth. Every creature within a 10 foot radius of where you fired the bullet must attempt a Dexterity saving throw as the bullet expands into a boulder. On a failure, they take 4d6 bludgeoning damage and are restrained. On a success, nothing happens. You may spend 2 additional chakra to increase this jutsu and the boulder‘s range by 5 feet. <br />
<br />
<br />
'''Rock Clone Jutsu'''<br />
<br />
'''Requirements:''' Shadow Clone <br />
<br />
'''Cost:''' 1 chakra<br />
<br />
When creating shadow clones, you may imbue each of them with earth style chakra for 1 chakra. Clones under this effect have 15 hit points. <br />
<br />
<br />
'''Headhunter Jutsu'''<br />
<br />
'''Cost:''' 6 Chakra<br />
<br />
You gain a burrowing speed equal to your movement speed +5 feet until the beginning of your next turn. If you hit a creature with an unarmed strike while burrowing, you may forgo damage to pull them underground, causing the target to become {{5c|restrained}} and {{5c|prone}} for 1 hour. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early in a success.<br />
<br />
<br />
'''Earth Golem'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration: 6 hours<br />
<br />
You create a massive [[5e SRD:Clay Golem|golem]] out of stone and infuse it with your chakra, changing its size to small and removing the Berserk feature. It acts on your turn and is controlled by you. You may use this jutsu again or increase its cost by 7 to increase the golem’s size category by 1.<br />
<br />
<br />
'''Dust Storm'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 25 foot cone <br />
<br />
As an action, you create a torrent of soil from the ground. Each creature in the cone must make a Dexterity saving throw. On a failure, each creature takes 2d6 + your Intelligence modifier bludgeoning damage. On a success, they take half as much damage.<br />
<br />
<br />
'''*Earth Style: Twisting Rasengan*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
'''Range:''' 120 foot radius<br />
<br />
As an action, you form a rasengan out of earth style chakra and plunge it into the ground. Every creature within range must succeed a DC 18 + your Constitution modifier Dexterity saving throw. On a failure, the ground twists around them and they are {{5c|Restrained}}. They may reattempt this saving throw at the end of their turn. As an action, a creature can assist them, granting them advantage. They may also escape if the earth around them is moved or destroyed, such as with the Earth Style basic jutsu. As an action, you can force a creature affected by this jutsu to take 2d10 + your Intelligence modifier force damage, or as a bonus action for 1 chakra point.<br />
<br />
<br />
===Fire Style Unique Jutsu===<br />
<br />
'''Burning Ash'''<br />
<br />
'''Cost: 14 chakra'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you exhale a 20 foot sphere of ash. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, you can move the cloud 15 feet in any direction. <br />
<br />
If the cloud comes in contact with fire, it ignites. Every creature within the cloud takes 8d10 fire damage and the cloud ceases to exist.<br />
<br />
<br />
'''Celestial Prison'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a spell attack, you attempt to sever a creature’s chakra network with precision, rather than blunt force. On a hit, they can not cast spells or jutsu for 1 minute. One creature that can use chakra within 5 ft. of them may attempt an Intelligence saving throw as an action, ending this effect early on a success.<br />
<br />
<br />
'''Five Fire Gods' Fan Flames'''<br />
<br />
'''Cost: 14 chakra'''<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you summon a massive wall of fire. Each creature in the area must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of your next turn.<br />
<br />
<br />
'''Uchiha Style: Dance of the Sun Halo'''<br />
<br />
'''Range:''' 15 ft.<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you coat your weapon in flame and move this jutsu's range, making a melee spell attack at one creature within your reach. On a hit, you deal your weapon's damage along with an additional 4d6 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''*Fire Style: Bursting Rasengan*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 ft cone<br />
<br />
As an action, you form a rasengan out of fire style chakra and burst it into dozens of much smaller rasengans. You make a ranged spell attack against every creature within range, dealing 2d8 + your Intelligence modifier fire. The target must succeed a Dexterity saving throw or [[Additional Status Conditions (5e Variant Rule)#Burning|burn]].<br />
<br />
<br />
'''*Heated Aura*'''<br />
<br />
'''Cost:''' 2 chakra + 1 chakra per round after the first.<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Conc. Up to 1 minute.<br />
<br />
As an action, you exude an extraordinary amount of heat and fire in a 15-foot radius. The heat and fire feels comforting and soothing to allies, but they cause great pain and anguish for your enemies. If creatures of your choice end their turn within range, they must make a Constitution saving throw. On a failure, they take 3d6 + your Intelligence modifier fire damage and must leave the AOE in the most direct manner as soon as possible. On a success, they take half as much damage and don’t have to run.<br />
<br />
<br />
'''*Flame Incarnation*'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' 1 minute.<br />
<br />
You wreathe yourself in flames as an action. You become immune to fire damage and resistant to cold damage. Creatures that make successful melee attacks against you take 2d8 + your Intelligence modifier fire damage.<br />
<br />
<br />
'''*Flame-Burst Shot*'''<br />
<br />
'''Cost:''' 5 or 6 chakra<br />
<br />
'''Range:''' 60-foot line.<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
You summon a beam of incredibly hot fire out of your palm. All creatures within this line must make a Dexterity Saving Throw. On a failure, they take 8d6 + your Intelligence modifier fire damage. On a success, they take half as much damage. You may spend 1 additional chakra point once to increase this jutsu’s damage by 2d6.<br />
<br />
<br />
'''*Fire-Storm Shuriken*'''<br />
<br />
'''Cost:''' 8+ chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
As an action, you create a storm of shuriken made of fire within 120 feet centered on a point you can see. The flame-shuriken shower down in a 20-foot radius cylinder that reaches 120 feet high. All creatures within the AOE has to make a Dexterity Saving Throw. If it fails, it takes 8d6 + your Intelligence modifier fire damage, +1d6 for every additional chakra expended. On a successful save, they take half as much damage.<br />
<br />
<br />
'''*Phoenix Form*'''<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Conc. Up to 10 minutes<br />
<br />
As an action, you enter a form and trance that’s connected to the Great Phoenix. Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the Justu's duration. The flames don't harm you. Until the Justu ends, you gain the following benefits:<br />
<br />
*You are immune to fire damage and have resistance to cold damage.<br />
<br />
*Any creatures of your choice that moves within 5 feet of you (once per turn) or ends its turn there takes 1d10 fire damage.<br />
*As an action, you can create a 15 foot line of Fire that persists until then end of your next turn. Every creature in the line must make a Dexterity saving throw. They take 8d8 fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
<br />
'''*Phoenix's Regeneration*'''<br />
<br />
''Prerequisites:'' Sage Mode, Elemental; Fire Chakra Nature <br />
<br />
''Cost:'' 16+ Chakra Points<br />
<br />
''Range:'' Touch<br />
<br />
''Duration:'' One minute.<br />
<br />
You touch a willing creature within 10 feet and engulf them in flames. You momentarily grow wings made of fire as you cast this Justu. The target heals 8d6 + your Intelligence modifier. For the next minute, the target heals 1d6 + your Intelligence modifier at the start of their turn. By spending additional chakra points, you can increase the initial healing by 1d6 per 2 chakra points used.<br />
<br />
<br />
'''*Spiraling-Death Flare*'''<br />
<br />
'''Cost:''' 6-14 chakra<br />
<br />
'''Range:''' 30-foot cone<br />
<br />
As an action, you send a group of swirling bright white flames from your hands. Each creature of your choice in a 30-foot cone must make a Constitution Saving Throw. On a failure, they take 6d6 + your Intelligence modifier fire damage and are blinded. On a success, they take half as much damage and aren’t blinded for 1 minute. They can make another Constitution Saving throw at the end of their turn to end this effect early. This jutsu’s damage increases by 1d6 for every additional chakra point spent For every 4 additional chakra spent, this jutsu’s range increases by +30 feet.<br />
<br />
<br />
'''*Incendiary Cloud Recreated*'''<br />
<br />
'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 150 feet.<br />
<br />
'''Duration:''' Conc, up to 1 minute<br />
<br />
As an action, a swirling cloud of smoke and white-hot embers appear in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 + your Intelligence modifier fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the Justu's area for the first time on a turn or ends its turn there.<br />
<br />
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns<br />
<br />
<br />
'''*Heat Metal Recreated*'''<br />
<br />
'''Cost:''' 4-10 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Conc, up to 1 minute<br />
<br />
As an action, choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 + your Intelligence modifier of fire damage when you cast the Justu. Until the Justu ends, you can use a bonus action on each of your subsequent turns to cause this damage again.<br />
<br />
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.<br />
<br />
The damage increases by 1d8 for every other chakra point spent above 4.<br />
<br />
<br />
'''*Flaming Sphere Recreated*'''<br />
<br />
'''Cost:''' 4-10 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' Conc, Up to 1 Minute<br />
<br />
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 + your Intelligence modifier of fire damage on a failed save, or half as much damage on a successful one.<br />
<br />
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw as above, and the sphere stops moving.<br />
<br />
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.<br />
<br />
The damage increases by 1d6 for each additional chakra point spent. <br />
<br />
<br />
'''*Flame Blade Recreated*'''<br />
<br />
'''Cost:''' 4-9 chakra<br />
<br />
'''Range:''' Self<br />
<br />
'''Duration:''' Conc, up to 10 minutes<br />
<br />
As an action, you evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade during its duration, it disappears, but you can evoke the blade again as a bonus action.<br />
<br />
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 + your Intelligence modifier of fire damage.<br />
<br />
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.<br />
<br />
The damage increases by 1d6 for each additional chakra point spent.<br />
<br />
===Lightning Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Lightning Style}} jutsu, and benefit from the user having affinity in it.<br />
<br />
'''Vanishing Rasengan'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 4+ Chakra<br />
<br />
'''Range:''' 150 feet<br />
<br />
You focus your chakra into a tiny spinning ball and add your lightning affinity to it, this causes the Rasengan to fade from sight and appear to have dissipated when thrown. This gives the Jutsu a special and unorthodox property.<br />
<br />
As an action, you make a ranged spell attack that does not suffer from disadvantage at 5 feet. If the roll is higher than the target's passive perception, then you gain a bonus to the attack roll equal to the amount of chakra spent.<br />
<br />
On a hit, the target takes 3d6 force damage and must roll a strength saving throw or be pushed back 10 feet away and knocked prone. You can increase the damage by 1d6 per chakra point spent.<br />
<br />
Alternatively, you can throw the Vanishing Rasengan to track its target. In that mode, the Vanishing Rasengan has no limit in its range but travels at a speed of 40 feet and moves at the initiative count of 20. The Rasengan takes the fastest route to its target, but cannot dodge obstacles.<br />
<br />
<br />
'''Lightning Transmission.'''<br />
<br />
'''Requirements:''' Chidori<br />
<br />
'''Range:''' 40 ft. line maximum beginning and ending at each creature<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
You and another creature capable of using the Chidori, which can include a shadow clone, must be within 5 feet of each other. As an action, you create a cable of electricity between each other. While this is active, both creatures move on the earliest initiative count between the two and are unable to use one hand. Any creature who crosses or is crossed by this line must succeed a Dexterity saving throw. On a failure, they take 10d6 + the highest between the two creature’s Intelligence modifier lightning damage. If a creature succeeds this saving throw, they cannot be subject to it until the beginning of your next turn. You must spend 2 additional chakra to keep this active, otherwise it dissipates at the beginning of your next turn. If you do not have a dojutsu active, any attacks of opportunity made against you during this jutsu's duration have advantage, otherwise they have disadvantage.<br />
<br />
<br />
'''Chidori Senbon'''<br />
<br />
'''Requirements:''' Chidori<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Range:''' 20 foot cone <br />
<br />
As an action, you transform your chidori into a flurry of needles. The target must make a Dexterity saving throw, taking 3d4 + your Intelligence modifier lightning damage on a failure, or half as much damage on a success.<br />
<br />
<br />
'''Chidori Spear'''<br />
<br />
'''Cost:''' 8 minimum, 16 maximum<br />
<br />
'''Range:''' 20 foot line<br />
<br />
As an action, you formulate your chidori into a beam of electricity. Make a ranged spell attack. On a hit, it takes 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to increase this jutsu's range by +5 ft. for every 2 additional chakra points.<br />
<br />
<br />
'''Chidori Current.'''<br />
<br />
'''Requirements:''' Chidori<br />
<br />
'''Range:''' 20 ft. radius<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
All creatures within range must attempt a Constitution saving throw. On a failure, they take 2d6 + your Intelligence modifier lightning damage and are pushed 15 feet away from you. On a success, they take half as much damage and are not moved. You may spend 9 additional chakra to use this as a reaction.<br />
<br />
<br />
'''Chidori Katana.'''<br />
<br />
'''Requirements:''' Chidori Current<br />
<br />
'''Range:''' Self<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
You imbue one melee weapon you are holding with chidori current. If you do not have a dojutsu active, any attacks of opportunity made against you during this jutsu's duration have advantage, otherwise they have disadvantage. On a hit, they take an additional 2d6 + your Intelligence modifier lightning damage. This lasts for 1 minute.<br />
<br />
<br />
'''Lightning Beast Tracking Fang'''<br />
<br />
'''Requirements:''' Chidori<br />
<br />
'''Cost:''' 18 minimum, 26 maximum<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you gather lightning into your hand; launching it toward your target in the shape of a wolf. Make a ranged spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.<br />
<br />
<br />
'''Kamui Lightning Cutter'''<br />
<br />
'''Cost:''' 30 Chakra<br />
<br />
'''Requirements:''' [[#Mangekyō|Kamui]], {{inpage|Susanoo}}, Chidori<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you imbue your chidori with the power of Kamui. If you do not have a dojutsu active, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. Make a melee spell attack. On a hit, they take 4d6 magical piercing damage and they must attempt two Dexterity saving throws. If they fail both, they heart or other incredibly vital organ is transported to the Kamui dimension, killing them instantly. If they only succeed one, their maximum hit points are halved.<br />
<br />
<br />
'''Purple Lightning'''<br />
<br />
'''Cost:''' 18+ chakra<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you create a more stable, less risky variant of the chidori. Make a ranged spell attack, or move this jutsu's range and make a melee spell attack. On a hit, it takes 5d6 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d6 lightning damage or increase its range by 5 ft. for every 2 additional chakra points.<br />
<br />
<br />
'''Lightning Water Dragon Bullet'''<br />
<br />
'''Requirements:''' Water Style<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
You expel a dragon made of water and imbue it with lightning. You make a ranged spell attack against 1 creature within 15 feet, {{5c|paralyzing}} them until the end of their next turn on a successful hit.<br />
<br />
<br />
'''Lightning Ball'''<br />
<br />
'''Cost: 9+ chakra'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create 3 balls of cracking electricity. Each ball can be directed at a creature dealing 1d4 lightning damage and pushing the target 5 feet in a direction of your choice per ball. You may spend 3 chakra to fire 1 additional bullet.<br />
<br />
<br />
'''Lightning Dragon Tornado'''<br />
<br />
'''Cost: 15 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from your own lightning chakra. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to thunder damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Grapple.''' The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 lightning damage on a successful hit.<br />
<br />
<br />
'''Lariat'''<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
You supercharge your muscles and charge at 15-45 feet in a straight line and slam your extended arm into their neck and upper chest. They must succeed a Dexterity saving throw. On a failure, they take 4d12 + your {{5a|str}} or {{5a|dex}} modifier magical bludgeoning damage.<br />
<br />
<br />
'''Liger Bomb'''<br />
<br />
'''Cost: 15 chakra'''<br />
<br />
'''Requirements:''' Lightning Cloak<br />
<br />
While you are Grappling a creature while in Lightning Cloak, you lift them into the air and slam them into the ground. Both you and the target become {{5c|prone}} and they must attempt a Constitution saving throw. On a failure, they take 8d6 + your Strength or Dexterity modifier force damage. On a success, they take half as much damage. <br />
<br />
<br />
'''Lightning Style Shadow Clone'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost: 1 chakra'''<br />
<br />
When you create a shadow clone, you may imbue it with lightning Style chakra. When it is destroyed by any means other than being dispelled, it deals 2d8 lightning damage to the source of the damage. This also causes you to not regain the 2 chakra spent to create the clone. <br />
<br />
<br />
'''Lightning Chakra Mode'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost: 32 chakra'''<br />
<br />
As a bonus action while in Lightning Cloak, you push your lightning chakra to the limit. While Lightning Cloak is active, you may take an additional turn on your initiative count and you gain advantage on Dexterity saving throws.<br />
<br />
<br />
'''Jigokuzuki'''<br />
<br />
'''Cost: 5+ chakra'''<br />
<br />
This technique has been compared to the Chidori in that the user cloaks their hand in lightning and thrusts it into a creature. Unlike the Chidori, however, it puts a strain on the body, rather than the mind, and can be used with a varying number of fingers. As a spell attack, you deal 5d6 + your Constitution modifier lightning damage. You may spend 2 additional chakra to deal an additional 1d6 damage. You may decrease damage by 1d6 to add 1d4 to your attack roll. After using this, the user takes 10 lightning damage.<br />
<br />
<br />
'''Thunderbolt'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 5 foot radius<br />
<br />
Holding two metal weapons above your head, you create a shockwave of lightning in your immediate vicinity. All creatures within range must attempt a Constitution saving throw, taking 2d4 lightning damage and being pushed 5 ft. away from you on a failure, or taking half as much damage on a success.<br />
<br />
<br />
'''Depth Charge'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
As a reaction to being hit with a melee attack, you channel lightning chakra through your body harmlessly into their's, very harmfully. They must attempt a Constitution saving throw, being thrown 20 feet from you and taking 2d8 lightning damage on a failure, or moving half as far and taking half as much damage on a success.<br />
<br />
<br />
'''Black Panther'''<br />
<br />
'''Cost:''' 30 Chakra<br />
<br />
You fire forward a blast of black lightning that takes the form of a black panther. Each creature in a 20 ft. by 80 ft. line must make a Dexterity saving throw, taking 6d12 force damage, or half as much damage on a success.<br />
<br />
<br />
'''Indra’s Arrow'''<br />
<br />
'''Requirements:''' {{inpage|Indra Susano’o}}<br />
<br />
'''Range:''' 90 ft. x 15 ft. line<br />
<br />
'''Cost: 35 chakra'''<br />
<br />
You focus all of your supreme visual prowess into a single chidori through your susano’o’s weapon, firing a bolt of lightning. All creatures within range must succeed a Constitution saving throw. On a failure, they take 30d12 lightning damage. On a success, they take half as much.<br />
<br />
<br />
'''*Blaze Style: Onyx Chidori Lament*'''<br />
<br />
'''Requirements:''' Amaterasu, Chidori, {{inpage|Susanoo}}, {{inpage|Hawk's Curse}}<br />
<br />
'''Cost:''' 16+ chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action, you focus all of your visual prowess into a single chidori. You rush to the target, attempting to shove your hand into the target’s chest. If you do not have a dojutsu active, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. Make a melee spell attack. On a hit, it takes 1d10 piercing damage, 4d10 + your Intelligence modifier lightning damage, and 1d10 + your Intelligence modifier fire damage; and they take 2d10 + your Intelligence modifier fire damage at the beginning of each of their turns. You can expend additional chakra to deal an extra 1d10 lightning damage for every 1 additional chakra points. This jutsu ignores immunity, resistance, and vulnerability.<br />
<br />
<br />
'''*Raijū Art*'''<br />
<br />
'''Requirements:''' Lightning Style<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You imbue your body with a unique type of golden lightning chakra. You become immune to lightning damage. When you would take lightning damage, you instead regain a number of chakra points equal to 1/4 of the damage dealt. This effect does not happen on lightning damage with an effect that negates immunity, such as the onyx chidori. <br />
<br />
<br />
'''*Negative Emotion Raijū Mode*'''<br />
<br />
'''Requirements:''' Raijū Art<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You imbue your body with raijū lightning chakra which is then passively focuses through your majority negative emotions, granting you a golden aura. This can not be used with Positive Emotion Raijū Mode. While in this form, you gain the following:<br />
*Your unarmed strikes deal lightning damage.<br />
*Your movement speed increases by 5 feet. <br />
*You may add your proficiency bonus an additional time to Dexterity saving throws.<br />
<br />
<br />
'''*Positive Emotion Raijū Mode*'''<br />
<br />
'''Requirements:''' Raijū Art<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You imbue your body with raijū lightning chakra which is then passively focuses through your majority positive emotions, granting you a calm blue aura. While this jutsu is active, as an action or bonus action, you can convert your body into lighting. While in this form, you can not cast spells or jutsu, your unarmed strikes deal lightning damage, you can squeeze through any sized opening, and your movement speed increases by 15 feet. <br />
<br />
<br />
'''*Lightning Style: Zeus's Gauntlet*'''<br />
<br />
'''Requirement:''' Lightning Style<br />
<br />
'''Cost:''' 4-8 Chakra<br />
<br />
As a bonus action, you cloak your entire in a large, super-concentrated mass of lightning chakra for 4 chakra. You may either make 1 additional attack when you take the attack action, or your unarmed strike gains +10 additional feet of reach, and your unarmed strikes or weapon attacks with metal weapons deal lightning damage. You may use this as a reaction for 8 chakra to gain advantage on a saving throw or grant an attack disadvantage if it deals lightning damage.<br />
<br />
<br />
'''*Lightning Style: Yata Wall*'''<br />
<br />
'''Requirement:''' Lightning Style<br />
<br />
'''Cost:''' 35 Chakra<br />
<br />
As a reaction when you are targeted by a jutsu or spell that deals damage, you slam your palm into the ground, erect a wall of lightning with a red stone in its center. The jutsu or spell has no effect, and you cast the jutsu or spell in the direction of the caster using your own spell save DC or spell attack bonus and it deals lighting damage.<br />
<br />
<br />
'''*Railgun*'''<br />
<br />
'''Cost:''' 4-12 Chakra<br />
<br />
As part of one thrown weapon attack with a metal attack, you channel electromagnetic force behind your weapon. Its damage is increased by 1d6 and its range is increased by 15 feet. You may add an additional 1d6 damage and and its range by 15 feet for every 2 additional chakra. At 8 chakra, the attack has advantage. At 12 chakra, you may make the attack deal half damage to become an automatic hit.<br />
<br />
<br />
'''*Field of Raijin*'''<br />
<br />
'''Cost:''' 12 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
All creatures in a 15 foot radius must succeed a Constitution saving throw. On a failure, they are {{5c|restrained}} for 1 minute and take 2d8 lightning damage. On a success, they take half as much damage and are not restrained. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success.<br />
<br />
<br />
'''*Art of Lightning*'''<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You gain advantage on Dexterity and Constitution saving throws and attack rolls. If your lower roll would miss, you take 2d6 lightning damage. Additionally, when you cast a lightning style jutsu, you do not need to weave hand signs. <br />
<br />
<br />
===Water Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Water Style}} jutsu, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Hidden Mist Jutsu'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration:''' 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
You create a 40 ft. radius cloud of mist around you. For any creature that doesn't levels in the {{inpage|Path of the Assassin}}, this area is considered heavily obscured beyond 5 ft.<br />
<br />
<br />
'''Water Style Shadow Clone'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost: 1 chakra'''<br />
<br />
When you create a shadow clone, you may imbue it with Water Style chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of you.<br />
<br />
<br />
'''Hydrification Jutsu'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you gain the ability to transform into or out of a liquid form at will once per turn. In this form, you gain immunity to bludgeoning, slashing, and piercing damage, but vulnerability to to lightning and fire damage and can squeeze through any space, no matter how small. After 1 minute of this being active, you return to your solid form. <br />
<br />
<br />
'''Great Exploding Water Colliding Wave'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
As an action, you create an absurd amount of water out of your chakra, creating a 60 foot sphere of water. This sphere follows your movements.<br />
<br />
<br />
'''Water Style Bullet: Orca'''<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
As an action, you create an absurd amount of water out of your chakra, covering a 60 foot radius area around you in 1 foot of water.<br />
<br />
<br />
'''Feeding Shark'''<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute.<br />
<br />
While in at least 3 feet of water, you may create 1 [[5e SRD:Reef Shark|shark]] out of chakra. You may double this jutsu’s cost to make it a [[Bull Shark (5e Creature)|bull shark]], or triple it to create a [[5e SRD:Giant Shark|giant shark]]. This shark acts on your turn and is controlled by you. You may use this multiple times on the same turn. <br />
<br />
<br />
'''Great Shark Bullet'''<br />
<br />
'''Cost: 8 chakra'''<br />
<br />
As a reaction, you create a massive shark out of chakra. If a creature was casting a spell or jutsu, they must succeed a Dexterity saving throw using their spellcasting modifier. On a failure, they do not use the jutsu and you regain a number of chakra equal to the amount of chakra spent or twice the level the spell was cast. <br />
<br />
<br />
'''Instant Water'''<br />
<br />
'''Cost: 3 chakra'''<br />
<br />
As a bonus action or reaction, you convert your chakra into high speed water propelled from your feet. You move 15 feet in any direction, including straight up. You may double its cost to make an unarmed strike immediately after.<br />
<br />
<br />
'''Water Dragon'''<br />
<br />
'''Cost: 15 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from water. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
*'''Grapple.''' The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.<br />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 cold damage on a successful hit.<br />
<br />
<br />
'''Heavenly Weeping'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
The user kneads Water Style chakra in their mouth into senbon and spits them at a creature within range as two ranged spell attacks. On a hit, they each deal 1d6 magical piercing damage. This jutsu can be used even if the user is {{5c|restrained}} or {{5c|incapacitated}}, but not {{5c|unconscious}}<br />
<br />
<br />
'''Falling Rain Needles'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
You convert pre-existing rain into a rain of unavoidable needles. Any creature that ends their turn touhcing the rain takes 20 - their AC slashing damage.<br />
<br />
<br />
'''Soap Bubble Ninjutsu'''<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
You exhale a 15 foot radius cloud of bubbles. Once per turn per creature when a creature spends more than 10 ft. of movement while with this area, they must succeed a Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage as they rupture a slew bubbles with explosive force. If you have {{inpage|Acid Style}}, you may make this an Acid Style jutsu, making it deal acid damage.<br />
<br />
<br />
'''Bubble Jutsu Drift'''<br />
<br />
'''Requirements:''' Soap Bubble Ninjutsu<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
You encase every creature within 5 ft. of you inside a large bubble. This bubble has a 45 ft. flying speed, and this jutsu ends if it takes any damage.<br />
<br />
<br />
'''Water Spikes'''<br />
<br />
'''Range:''' 15 feet, 90 feet in water<br />
<br />
'''Cost:''' 7 Chakra<br />
<br />
You form a set of spikes made of water. If you can touch a water source, including rainfall, you may extend this jutsu's range. One creature within range must succeed a Dexterity saving throw or take 3d6 magical piercing damage.<br />
<br />
<br />
'''Giant Vortex Jutsu'''<br />
<br />
'''Range:''' 20 ft. x 120 ft. line<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
You unleash a torrent of water. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 3d12 cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone. This jutsu is also known as the Great Waterfall Jutsu.<br />
<br />
<br />
'''Steaming Danger Tyranny.'''<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
The user creates a unique shadow clone that has twice the user's movement speed that constantly generates heat that is Small. Every time it moves at least 30 ft. on one of its turns, its size increases by 1 category. It may only use its action to detonate. Upon doing so, all creatures in a certain radius must succeed a Dexterity saving throw, taking the following damage on a failure or half as much on a success.<br />
*If the clone is Small, all creatures within 10 feet take 2d6 acid damage.<br />
*If the clone is Medium, all creatues within 10 feet take 2d8 acid damage.<br />
*If the clone is Large, all creatures within 15 feet take 2d10 acid damage.<br />
*If the clone is Huge, all creatures within 20 feet take 2d12 acid damage.<br />
*If the clone is Gargantuan, all creatures within 20 feet take 4d6 acid damage.<br />
<br />
<br />
'''Rapid Thunder Whip Jutsu'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 7 chakra<br />
<br />
As an action, you create a whip out of water. If counts as a simple weapon that you are proficient in, has the light property, deals an equal amount of slashing damage as your unarmed strikes, and dissipates immediately after it leaves your hand. While wielding this weapon, your unarmed strikes gain an additional +5 ft. of reach '''''or''''' you may make 1 additional attack with this weapon when you take the attack action.<br />
<br />
<br />
'''Medical Water Style: Jellyfish'''<br />
<br />
'''Requirements:''' Path of the Healer<br />
<br />
'''Duration:''' 24 hours<br />
<br />
'''Cost: 1-15 chakra'''<br />
<br />
You attach a jellyfish made of chakra to a creature of your choice. They heal 1d4 hit points at the end of each of their turns (once every six seconds) a number of times equal to the amount of chakra stored. <br />
<br />
<br />
'''Medical Water Style: Water Mosquito'''<br />
<br />
'''Requirements:''' Path of the Healer<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
You create a swarm of water mosquitoes that swarm a creature of your choice within 5 feet. They lose the {{5c|poisoned}} condition and any other effects gained from poison in their bloodstream.<br />
<br />
<br />
'''*Water Style: Raging Rasengan*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 x 25 foot line<br />
<br />
As an action, you convert a rasengan formed from water style chakra into a torrential cyclone. Every creature within range must succeed a Dexterity saving throw, taking 3d10 cold + 3d10 slashing 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 />
===Wind Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Wind Style}} jutsu, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Gale Palm'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' 25 foot line<br />
<br />
You create a blast of wind in your palm that travels in a forceful line. You may also use this jutsu as an action to double a creature's jump distance, and allow them to jump a single time as part of your action, or as a bonus action to double the ranges of any thrown weapons you attack with until the end of your turn.<br />
<br />
<br />
'''Nadeshiko-Style Hardliner Gale Fist'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
Rather than transforming Wind Style chakra into a proper jutsu, you shape the raw energy into a cloak covering your extremities. For this jutsu's duration, your unarmed strikes deal thunder damage and deal half as much damage on a miss.<br />
<br />
<br />
'''Beast Tearing Palm'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 10-20 chakra<br />
<br />
You infuse your palms with Wind Style chakra, releasing a blast with each strike. For this jutsu's duration, your unarmed strikes deal thunder damage, their range increases by +5 ft., and they deal an additional 1d4 thunder damage. This range increases by 5 feet for every 5 additional chakra spent. <br />
<br />
<br />
'''Spiraling Wind Sphere'''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
As an action or bonus action, the user hastily exhales a ball of air and hurls it at a creature within range as a ranged spell attack. On a hit, they take 1d4 thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.<br />
<br />
<br />
'''Decapitating Airwaves'''<br />
<br />
'''Cost:''' 1 Chakra<br />
<br />
At part of an unarmed strike, you may increase its reach by 5 feet and change its damage type to thunder damage. <br />
<br />
<br />
'''Blade of Wind'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 10 feet<br />
<br />
The user creates a razor-sharp air current with their fingers. On a hit, this spell attack deals 2d6 thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.<br />
<br />
<br />
'''Great Sickle Weasle'''<br />
<br />
'''Requirements:''' Blade of Wind<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 25 foot cone<br />
<br />
The user creates numerous blades of wind. If a creature fails a Dexterity saving throw, they take 2d8 thunder damage and 2d8 magical slashing damage. Creatures without chakra detection, blindsight, or truesight have disadvantage. <br />
<br />
<br />
'''Great Cast Net'''<br />
<br />
'''Requirements:''' Great Sickle Weasel<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 15 foot wide, 45 foot line<br />
<br />
The user creates a lattice of wind blades. If a creature fails a Constitution saving throw, they take 3d8 thunder damage and 3d8 magical slashing damage, and are restrained for 1 minute. If they succeed the saving throw, they take half damage and are not restrained. They may retry this saving throw at the end of each of their turns. Creatures without chakra detection, blindsight, or truesight have disadvantage.<br />
<br />
<br />
'''Pressure Damage'''<br />
<br />
'''Cost: 12 chakra'''<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
You create a massive dome of swirling wind. Every creature within range must succeed a Dexteirty saving throw. On a failure, they 6d10 thunder damage and become prone. On a success, they take half as much and are not prone. <br />
<br />
<br />
'''Sand Buckshot'''<br />
<br />
'''Cost: 6+ chakra'''<br />
<br />
'''Range:''' 30 feet<br />
<br />
You create 3 bullets of sand and launch them at high speeds. Each bullet can be directed at a creature dealing 1d4 magical piercing damage per bullet. You may spend 2 chakra to fire 1 additional bullet.<br />
<br />
<br />
'''Shield of the Wind Count'''<br />
<br />
'''Cost: 12+ chakra'''<br />
<br />
As a reaction, when you are targeted by a spell or Jutsu that deals damage, you erect a wall of swirling chakra that redirects it at the caster. 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 2 additional chakra spent.<br />
<br />
<br />
'''Haze Clone Jutsu'''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
When you create shadow clones, you may reduce all clones created’s base cost by 1. In return, they become intangible, unable to be damaged and unable to deal damage. They remain indistinguishable from you.<br />
<br />
<br />
'''*Sage Art: Truth-Seeking Tailed Beast Rasenshuriken*'''<br />
<br />
'''Requirements:''' {{inpage|Sage Art}}, {{inpage|Truth-Seeking Jutsu}}, {{inpage|Tailed Beast Ball Enhancement}}, {{inpage|Overwhelming Rasenshuriken}}<br />
<br />
'''Range:''' 45 ft. x 10 ft. line<br />
<br />
'''Cost:''' 35 chakra<br />
<br />
You focus all of your physical ability into a single rasenshuriken. All creatures within range must succeed a Dexterity saving throw. On a failure, they take 42d4 + your Intelligence modifier thunder damage and 7d10 force damage. On a success, they take half damage. This negates effects that reduce damage from Dexterity saving throws such as {{inpage|Evasion}}. You may double the range or damage of, or grant a creature disadvantage against this jutsu, but doing so shortens the duration of Sage Mode by 1 minute. You may spend multiple uses on multiple effects on the same jutsu.<br />
<br />
<br />
'''*Wrath of the Sky Gods*'''<br />
<br />
'''Requirements:''' {{inpage|Storm Style}}, {{inpage|Wind Style}}<br />
<br />
'''Range:''' Sight<br />
<br />
'''Cost:''' 60 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
The user creates a 360 foot radius, 5,000 feet tall tornado. At the beginning of each of their turns, they must attempt a Dexterity saving throw. On a failure, they are {{5c|deafened}}, take 3d8 thunder damage, and are moved 20 feet in a direction of the caster's choice. On a success, they take half as much damage, are moved half as far, and are not deafened. Additionally, 1 foot of water rises within the tornado's radius at the beginning of each of their turns.<br />
<br />
===Yin Style Unique Jutsu===<br />
<br />
'''Living Corpse Reincarnation.'''<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
Your body dies instantly as your mind invades another humanoid within 15 feet’s. They must succeed a DC 20 + your Charisma modifier Charisma saving throw. On a failure, you take control of their body. On a success, your mind lays dormant within theirs. You loose any racial features related to your old body’s physique, such as Powerful Build, and gain your hosts. You lose any Dōjutsu your old body had, and gain any your new body has. During a long rest, you can attempt a DC 10 saving throw to retain any proficiencies or Jutsu your host had. You must succeed a separate save for each proficiency or Jutsu. This can only be used once, regaining use after 3 years. After 3 years of using this Jutsu, you permanently loose 10 maximum hit points. If your hit point maximum is 0, you die instantly. After moving to a new body, your maximum hit points return to normal.<br />
<br />
<br />
'''Resonating Echo Drill'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 45 feet<br />
<br />
As a ranged spell attack, you assault a creature’s senses with sound. On a hit, they spend their next action violently vomiting. This attack has disadvantage against creatures that are larger than Medium. This attack has advantage against creatures within 5 feet. <br />
<br />
<br />
'''Sound Wave Jutsu'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 30 ft. radius<br />
<br />
As an action, you release a blast of sound designed to make escaping and destroying secret laboratories easy. Make a single jutsu attack with a -2 penalty. The attack roll is contested with the creature's jutsu DC (or 8 + their proficiency bonus + their Intelligence modifier if they don't have one). If the creature can not cast jutsu, this DC is decreased by 2. On a hit, they become {{5c|paralyzed}} until the end of your next turn. Any objects within range take an amount of thunder damage equal to the attack roll.<br />
<br />
<br />
'''Calling Upon Tears Jutsu'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 60 foot radius<br />
<br />
As an action, all creatures within range must attempt a Wisdom saving throw. On a failure, they take 1d4 thunder damage and 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 {{inpage|Basic Ninjutsu}}.<br />
<br />
<br />
'''*Yin Style: Dominating Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you imbue your rasengan with purple, genjutsu-laden chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier psychic plus 2d10 force damage, and they become {{5c|charmed}} by you. The target must make a Strength saving throw or be pushed 20 feet away. The target may attempt a Wisdom saving throw at the end of each of their turns, no longer being charmed on a success.<br />
<br />
===Yang Style Unique Jutsu===<br />
<br />
<br />
'''Butterfly Mode'''<br />
<br />
'''Requirements:''' Path of the Body<br />
<br />
You gain the ultimate power the path of the body has to give. As a bonus action, you sprout butterfly wings made of chakra. You may end this effect as a bonus action. While in this form, you gain the following:<br />
*You gain a +1 bonus to AC.<br />
*You gain a +10 bonus to your movement speed.<br />
*You gain a +2 bonus to attack and damage rolls.<br />
*You lose 3 chakra points or gain 1 level of exhaustion at the end of each of your turns. <br />
<br />
<br />
'''Fission Technique'''<br />
<br />
'''Requirements:''' Shadow Clone Jutsu<br />
<br />
'''Cost:''' 0 Chakra<br />
<br />
When you create shadow clones, instead of spending chakra, you instead divide your chakra and hit point maximums evenly. They can not be dispelled, and they are not destroyed when you fall unconscious. When a clone is destroyed, its maximums are divided evenly among the remaining clones at the end of their next long rest.<br />
<br />
<br />
'''Dead Soul Jutsu'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
As an action, you force the heart of a corpse within 15 ft. of you to start beating again and control their body with your chakra. You can control this corpse at will. It acts on your turn and use your actions and movement speed. The corpses do not benefit from any dojutsu or {{inpage|Path of Suffering}} features you may have.<br />
<br />
<br />
'''Arm Growth Technique'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As an action, you grow an additional pair of muscular arms from your shoulders. You gain a climbing speed equal to your movement speed, and your melee attacks gain a +1 bonus to damage rolls.<br />
<br />
<br />
'''*Yang 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 dense Yang Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage, and they must attempt a Constitution saving throw as the rotating chakra of the rasengan conducts their physical energy, ripping it from their body. On a failure, they gain 1 level of exhaustion and are pushed 20 ft. away. On a success, they do not gain exhaustion and are not pushed.<br />
<br />
===Explosive Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Explosive Style}}, and benefit from the user having affinity in it.<br />
<br />
'''C4'''<br />
<br />
'''Cost:''' 4 Chakra <br />
<br />
'''Range:''' 45 feet<br />
<br />
'''Duration:''' 5 minutes<br />
<br />
The user creates a massive explosive clay clone of themselves that explodes into a cloud of microscopic bombs. Any creatures of their choice in a 30 foot radius must attempt a Wisdom or Dexterity saving throw. On a failure, they take 2d8 Force damage. All creatures within the area must hold their breath or take 2d8 at the beginning of each of their turns.<br />
<br />
<br />
'''C3'''<br />
<br />
'''Cost:''' 20 Chakra <br />
<br />
'''Range:''' 180 foot radius<br />
<br />
The user creates a statue of explosive clay and drops it. All creatures within range from the closest surface directly below them must succeed a Constitution saving throw. On a failure, they take 15d8 force damage. On a success, they take half as much. This deals twice as much damage to objects.<br />
<br />
<br />
'''C2'''<br />
<br />
'''Cost:''' 8 Chakra <br />
<br />
'''Range:''' 5 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
The user creates a [[5e SRD:Silver Dragon Wyrmling|dragon]] made of explosive clay that acts on their turn. It has 15 hit points, can't speak, and has no actions. At will, the user can detonate it. All creatures within 15 feet of the dragon must succeed a Dexterity saving throw. On a failure, they take 4d6 force damage. On a success, they take half as much.<br />
<br />
<br />
'''C1'''<br />
<br />
'''Cost:''' 1 Chakra<br />
<br />
'''Range:''' 30/60 feet<br />
<br />
As a ranged attack roll, the user creates a small, somewhat-living object out of explosive clay. On a hit, the target takes 2d4 fire damage.<br />
<br />
<br />
'''C0'''<br />
<br />
'''Range:''' 180 foot radius<br />
<br />
The user transforms their entire body into a bomb. All creatures within range must succeed a Constitution saving throw. On a failure, they take force damage equal to your maximum hit points. On a success, they take half as much. This deals twice as much damage to objects. After using this jutsu, you are killed instantly.<br />
<br />
<br />
'''Explosive Clay Doll'''<br />
<br />
'''Requirements:''' Shadow Clone<br />
<br />
'''Cost: 1 chakra'''<br />
<br />
When you create a shadow clone, you may shape it out of explosive clay made out of your chakra. When it is destroyed by any means other than being dispelled, it deals 2d8 fire damage to the source of the damage. This also causes you to not regain the 2 chakra spent to create the clone.<br />
<br />
<br />
'''*Grenade Belt*'''<br />
<br />
'''Cost:''' 3+ Chakra<br />
<br />
'''Requirements:''' Explosive Style<br />
<br />
As an action, you create a whip of clay. It does no additional damage, but the wielder can use a bonus action to make a grapple check against a creature within 5-10 ft. using your jutsu save DC against the opponent's {{5a|str}} ({{5s|athletics}}), or {{5a|dex}} ({{5s|acrobatics}}). If successful, the whip is attached to the target, but it does not inflict the restrained status on either creature. Instead, the whip wraps around them like a belt. At the start of each of the target's turns, they take 1d6 force damage. This lasts for a number of turns equal to the amount of additional chakra spent. The target may contest the grapple check at the beginning of each of their turns. If successfully removed, the belt is destroyed.<br />
<br />
<br />
'''*Explosive Style: Blasting Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you pack a rasengan with Explosive Style chakra. Make a melee spell attack. The target takes 6d10 + your Intelligence modifier fire damage, and you must attempt a Wisdom saving throw. On a failure, you fail to properly disconnect the rasengan from your chakra network, causing you to take half the damage the target took. On a success, you do not take any damage.<br />
<br />
===Ice Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Ice Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Certain-Kill Ice Spears'''<br />
<br />
'''Cost:''' 24 chakra<br />
<br />
'''Range:''' 30 foot radius<br />
<br />
As an action, you create massive spikes of ice capable of crushing buildings. All creatures within range must attempt a Strength saving throw. On a failure, they take 2d8 + your Intelligence modifier cold damage and 2d8 piercing damage, are pushed out of this jutsu's range, and the area targeted by this jutsu becomes full cover with 13 AC and 15 hit points for every 5 ft. cubic area.<br />
<br />
'''*Ice Style Shadow Clone*'''<br />
<br />
'''Requirements:''' {{inpage|Ice Style}}, Shadow Clone<br />
<br />
'''Cost: 1 chakra'''<br />
<br />
When you create a shadow clone, you may imbue it with Ice Style chakra. When a creature successfully hits it with a melee weapon attack, they must succeed a Dexterity saving throw or take 1d4 cold damage. When it is destroyed by any means other than being dispelled, the creature that does so becomes {{5c|stunned}} until the beginning of their next turn. This also causes you to not regain the 2 chakra spent to create the clone. <br />
<br />
<br />
'''*Ice Style: Freezing Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you imbue your rasengan with Ice Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier cold plus 2d10 force damage, and they must attempt a Strength saving throw as thick sheets of ice begin to cover their body. On a failure, they become [[Additional Status Conditions (5e Variant Rule)#Frozen|frozen]]. They may retry this saving throw at the end of each of their turns, ending the effect on a success.<br />
<br />
===Lava Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Lava Style}}, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Rubber Sphere'''<br />
<br />
'''Cost:''' 5 Chakra <br />
<br />
'''Range:''' 30 foot line<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You form a ball of rubber in your hand and throw it, making a ranged spell attack against any creatures in range, taking 2d4 bludgeoning damage on a hit. At the beginning of your next turn, if it hit a solid surface, it reflects against it in a direction determined by rolling 1d4, reroll 4s. On a 1, it reflects in a 45 degree angle to the left. On a 2, it reflects in the opposite direction it was traveling. On a 3, it reflects in a 45 degree angle to the right. It travels in a line with its remaining range +15 feet. One ball can bounce multiple times. <br />
<br />
<br />
'''Lava Style Chakra Mode'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You envelope your body in molten, glowing rock. Your unarmed attack dice increase by 1 die tier. If you miss an unarmed strike, you still deal half as much damage. If a creature hits you with a melee attack, you make an unarmed strike, dealing half as much on a hit, and one fourth as much on a miss.<br />
<br />
<br />
'''Planet-Branding Blast'''<br />
<br />
'''Cost:''' 2 Chakra + 2 for every additional damage die<br />
<br />
'''Range:''' 20 foot radius<br />
<br />
'''Duration:''' 1 minute + 1 for every additional chakra spent (stacks with damage cost)<br />
<br />
As an action, you fill the ground below you with a massive amount of Lava Style chakra. The reservoir explodes after 1 minute of being placed, unless triggered by you as a bonus action. The reservoir can also be given a vague condition (such as being touched) after which it will explode.<br />
<br />
Any creature within range must pass a Dexterity saving throw and take 2d8 fire damage plus 1d8 for every 2 chakra spent, and is pushed back 10 feet; on a successful save, a creature takes half damage and isn't pushed back. A creature touching the seal as it detonates must make a Constitution saving throw at disadvantage.<br />
<br />
<br />
'''*Lava Style: Enduring Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you circulate lava within the rotation of your rasengan. Make a melee spell attack. The target takes The target takes 2d10 + your Intelligence modifier fire plus 2d10 force damage begin to [[Additional Status Conditions (5e Variant Rule)#Burning|burn]]. This burn can not be put out by normal means as superheated rock sticks to their clothing. The creature thay can touch the target may attempt a Strength saving throw as an action, ending this effect on a success.<br />
<br />
===Magnet Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Magnet Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Iron Sand Marking'''<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
One creature must attempt a Strength saving throw. On a failure, you leave a portion of iron sand on a creature's back, they have disadvantage on any saving throws incurred by Magnet Style jutsu, and attack rolls against them from Magnet Style jutsu have advantage against them. On a success, nothing happens. The target may retry this saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
<br />
'''Lightning God Self'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
As an action, you absorb a large amount of matter using Magnet Style chakra, gaining the following effects:<br />
*Your size increases by 1 size category to a minimum of Large.<br />
*Your unarmed strikes deal an additional 1d4 lightning damage.<br />
*You gain a +2 bonus to your AC<br />
*Your movement speed increases by 10 feet.<br />
*When you move at least 5 ft., all creatures within 5 ft. of you take 1d4 lightning damage.<br />
*You must spend 4 chakra at the end of each of your turns to maintain this jutsu.<br />
<br />
<br />
'''Conserving Bee Twin Blades'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
As a bonus action, you imbue up to 3 metal thrown weapons of your choice with Magnet Style chakra, which lasts until the end of your next turn. On a hit with one of these imbued weapons, the target becomes magnetized. You may move a magnetized creature up to 15 ft. as part of each of your turns. The target may attempt an Intelligence saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
<br />
'''*Magnet Style: Imprisoning Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with an iron sand-like chakra construct. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage, and they must attempt a Constitution saving throw as the Magnet Style chakra attempts to wrap itself around them. On a failure, 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.<br />
<br />
===Scorch Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Scorch Style}}, and benefit from the user having affinity in it.<br />
<br />
'''*Scorch Style Chakra Mode*'''<br />
<br />
'''Requirements:''' Scorch Style<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
You envelope your body in scorch style chakra. You have advantage in saving throws against gaining exhaustion as the chakra constantly relaxes and revitalizes, but does not heal, your body. Additionally, when you use a jutsu that requires you to be able to use fire style jutsu, you may add your unarmed die to the damage dealt an additional time. <br />
<br />
<br />
'''*Sun God Method*'''<br />
<br />
'''Requirements:''' Scorch Style Chakra Mode, Cursed Mark<br />
<br />
'''Cost: 10 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, your cursed mark and scorch style chakra mode resonate into a terrifying power. While in this form, you gain the following: <br />
*You gain a +2 bonus to AC.<br />
*You gain a +20 bonus to your movement speed.<br />
*You gain a +5 bonus to attack and damage rolls.<br />
<br />
<br />
'''*Scorch Style: Evaporating Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with terrifyingly powerful flames. Make a melee spell attack. The target takes 4d10 + your Intelligence modifier fire damage, and they must attempt a Constitution saving throw as various parts of the effected area are instantly sublimated. If they fail by at least 10, they gain the [[Additional Status Conditions (5e Variant Rule)#Burned|Third Degree Burn]] condition. If they fail by at least 5, they gain the [[Additional Status Conditions (5e Variant Rule)#Burned|Second Degree Burn]] condition. If they fail by less than 5, they gain the [[Additional Status Conditions (5e Variant Rule)#Burned|First Degree Burn]] condition.<br />
<br />
===Swift Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Swift Style}}, and benefit from the user having affinity in it.<br />
<br />
'''*Heavenly Dragon Flash*'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
While Surge is active, you attack with such speed that you create sonic blasts. As long as Surge remains active, your unarmed strikes deal thunder damage and deal half as much damage on a miss.<br />
<br />
<br />
'''*10,000 Step Combo*'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
While Surge is active, you move at blinding speeds, kicking off of walls and striking your opponents at any given time. As long as Surge remains active, you may make 1 additional reaction, may make attacks of opportunity as a bonus action during or outside of your turn, and may make attacks of opportunity when your movement causes a creature to move outside of your reach.<br />
<br />
<br />
'''*Blade Dance*'''<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
While Surge is active, your attack speed increases dramatically, but their effectiveness decreases. As long as Surge remains active, you may make extra attacks as part of attacks of opportunity, but all non-jutsu attacks you make deal half as much damage.<br />
<br />
<br />
'''*Vanishing Rasenshuriken*'''<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
This altered rasengan combines the principles as Wind Release: Rasenshuriken with the advantages of Vanishing Rasengan.<br />
<br />
As an action, you make a ranged spell attack that does not suffer from disadvantage at 5 feet. If the roll is higher than the target's passive perception, then you gain a bonus to the attack roll equal to the amount of chakra spent.<br />
<br />
On a hit, the target takes 15d4 + your intelligence modifier Force damage from the impact of the Rasengan and 10d4 thunder damage from the following explosion. Anyone within 10 feet of the impact must make a Constitution saving throw against the explosion. On a failed save, they take 2d8 lightning damage and lower their intelligence and dexterity scores by the resulting damage as lightning courses through them, shutting down their nerves as it makes its way through their central nervous system.<br />
<br />
Creatures immune to lightning damage and/or who have an intelligence score of 1 automatically pass the saving throw. Creatures with resistance to lightning damage have advantage on the saving throw.<br />
<br />
This effect is cured by Greater Restoration.<br />
<br />
<br />
'''*Swift Style: Blitzing Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue both your body and rasengan with Swift Style chakra, becoming an unavoidable blur of destruction. The target takes 4d10 + your Intelligence modifier bludgeoning damage.<br />
<br />
===Storm Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Storm Style}}, and benefit from the user having affinity in it.<br />
<br />
'''*Thunder God Bomb*'''<br />
<br />
'''Cost:''' 10+ chakra<br />
<br />
As an action, you create a spherical storm cloud coursing with electricity 45 feet in diameter, centered 45 feet above you. As a 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 lightning damage. 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 damage (rounded up). You can spend 3 additional chakra points to increase the diameter of the ball by 5 feet, increase the radius of its explosion by 5 feet, or increase its damage by 1d8. 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 />
<br />
'''*Jewel of the Dragon Head*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, the area within 1 mile of you is covered in a thunder storm for this jutsu's duration.<br />
<br />
<br />
'''*Three Marks of Existence*'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
'''Range:''' 20 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you create three "fangs" of light chakra connected by "chains" of Storm Style chakra, launching it at one creature within range. This creature must attempt a Dexterity saving throw, becoming {{5c|paralyzed}} and taking 1d6 lightning damage on a failure. They may retry this saving throw at the end of each of their turns, no longer being {{5c|paralyzed}} on a success, or taking 1d6 lightning damage on a failure.<br />
<br />
<br />
'''*Storm Style: Leaping Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with ever-uncontrollable Lightning Style chakra, made manipulatable by fusing it with Water Style chakra. Make a melee spell attack. The target takes 3d10 + your Intelligence modifier lightning damage, and you may make an attack roll with a -2 penalty against another creature within 15 ft. You may do this any number of times, but for each additional creature the penalty increases by 2.<br />
<br />
===Vapor Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Vapor Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Smoke Dragon'''<br />
<br />
'''Cost: 15 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you can form a dragon from smoke-like chakra that emanates from your wrists. You can form and control up to 3 dragons at a time, but all dragons must stay within 30 ft. of you. Beyond being Large, vulnerable to cold damage, immune to non-magical damage, not being able to move except in relation to you, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<br />
*'''Multiattack.''' It can make one bite attack and two claw attacks. <br />
**'''Bite''' deals 1d6 piercing damage<br />
**'''Claw''' deals 1d4 slashing damage<br />
<br />
<br />
'''Unrivaled Strength'''<br />
<br />
'''Cost: 5 chakra'''<br />
<br />
As a bonus action, you heat your chakra to the boiling point. You must spend at least 3 chakra at the beginning of each consecutive turn to maintain the following benefits, gaining a second stack of them for every 3 additional chakra spent:<br />
*You deal an additional 2d4 fire damage from all sources.<br />
*Your movement speed increases by 10 feet.<br />
<br />
<br />
'''*Vapor Style: Orbital Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 15 ft. radius<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with Vapor Style chakra, causing its rotations to create violent air currents, creating a galaxy-like apparition. All creatures within range must attempt a Dexterity or Constitution saving throw. On a failure, the target takes 4d10 + your Intelligence modifier slashing damage. On a success, they take half as much damage.<br />
<br />
===Wood Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Wood Style}} jutsu, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Sage Art: Wood Style: Shinsu Senju'''<br />
<br />
'''Requirements:''' Sage Mode<br />
<br />
'''Cost: 40 chakra'''<br />
<br />
As a full turn action, you create the [[Shinsu Senju (5e Creature)|Shinsu Senju]] within 180 feet of you. For 20 chakra cost, you may make it make a pummel attack.<br />
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<br />
'''Wood Style: 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 your unarmed strikes gain 10 feet of reach and you may grapple creatures an additional 10 feet away. Additionally, your unarmed strikes deal your choice of magical bludgeoning, slashing, or piercing damage. You may spend 1 chakra point to end this jutsu’s effects early. <br />
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<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 a DC 18 Investigation check to find it.<br />
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<br />
'''Mayfly'''<br />
<br />
'''Cost: 7 chakra'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action or reaction, you make your body and all items you are carrying able to pass through objects. This does not stop you from being able to deal or take damage. Additionally, while completely submerged in an object, you gain 15 feet of movement speed. You may end this effect early as a bonus action.<br />
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<br />
'''Wood 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. <br />
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<br />
'''Hokage-Style Sixty-Year-Old Technique — Kakuan Entering Society with Bliss-Bringing Hands'''<br />
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'''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 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|BCM]] or [[#Tailed Beast Mode|TBM]], +4 for Avatar).<br />
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<br />
'''Wood Style: Kakun’s Fifth Edict of Enlightenment'''<br />
<br />
'''Requirements:''' Wood Style or Perfected Hashirama’s Cells<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
'''Range:''' 120 foot radius<br />
<br />
'''Duration:''' 1 hour<br />
<br />
You enter the mind of a creature with a [[#Path of the Beast|bijuu sealed inside them]]. This can include yourself. Their bijuu must attempt a Charisma saving throw. On a failure, they are pinned down with large gates, allowing their Jinchuriki to use features as if they beat their bijuu in combat. <br />
<br />
<br />
'''*Wood Style: Draining Rasengan*'''<br />
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'''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 />
===Mud Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Mud Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Corpse Soil'''<br />
<br />
'''Cost:''' 10+ chakra<br />
<br />
'''Range:''' 10 ft. radius<br />
<br />
As an action, you course an immense amount of Mud Style chakra through the ground, imbuing corpses with forbidden, false life. All dead creatures within range become {{5e|zombie}}s and are restored to their maximum hit points. Zombies are hostile to any non-zombie creatures.<br />
<br />
<br />
'''*Mud Armor*'''<br />
<br />
'''Cost:''' 2+ chakra<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, you cover yourself in a thick, static layer of mud capable of slowing down physical attacks. You gain a bludgeoning, slashing, piercing, and thunder damage threshold equal to half the chakra spent. <br />
<br />
<br />
'''*Black Mud*'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action, you infuse your chakra with a forbidden form of chakra told in legend to be the embodiment of the earth's wrath. The next Mud Style jutsu until the end of your next turn has its range and damage doubled, and any damage it deals becomes necrotic damage. If it does not deal damage, its duration is doubled.<br />
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<br />
'''*Mud Style: Suffocating Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, you imbue your rasengan with Mud Style chakra that manipulates the ground around the target into restraining and suffocating them. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning damage, and they become [[Additional Status Conditions (5e Variant Rule)#Slowed|slowed]] and must hold their breath. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
===Plasma Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Plasma Style}}, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Antlion Ninja Arts: Ephemeral'''<br />
<br />
As a bonus action, you sprout four firefly wings made of Plasma Style chakra. You may end this effect as a bonus action. While in this form, you gain the following:<br />
*You gain a +3 bonus to attack and damage rolls.<br />
*As your movement happens instantaneously, you do not provoke opportunity attack or activate traps while you move.<br />
*You lose 3 chakra points or gain 1 level of exhaustion at the end of each of your turns. <br />
<br />
<br />
'''Chakra Needle'''<br />
<br />
'''Cost:''' 1 chakra<br />
<br />
'''Range:''' 120 feet<br />
<br />
As an action, you fire a bolt of chakra from your finger tip that moves at undodgeable speeds. One creature within range takes 1d4+1 radiant damage. You may use this jutsu up to 3 times on a single action.<br />
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<br />
'''*Secret Art: Blood Destruction*'''<br />
<br />
'''Cost:''' 45 chakra<br />
<br />
'''Range:''' reach<br />
<br />
'''Duration:''' 24 hours<br />
<br />
This jutsu can not target undead, constructs, or elementals. As an action, you pump a massive amount of chakra through your palm that instantly binds itself to the target's blood. At any point during this jutsu's duration, the target must attempt a Constitution saving throw as their chakra-bound blood vaporizes. On a failure, the target dies instantly. On a success, they take 10d10 radiant damage.<br />
<br />
<br />
'''*Plasma Style: Gelel Rasengan*'''<br />
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'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with Plasma Style chakra capable of obliterating any obstacle in your path. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 lightning damage. This deals twice as much damage to objects. <br />
<br />
===Steel Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Steel Style}}, and benefit from the user having affinity in it.<br />
<br />
'''*Shed*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a reaction while Impervious Armor is active when you take damage, you may shed your armor, ending the jutsu immediately and ignoring the damage you would have taken.<br />
<br />
<br />
'''*Demonic Flesh*'''<br />
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'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert the surface of your armor is converted into jagged, tooth-like hooks. For as long as Impervious Armor remains active, creatures have disadvantage on checks to escape any grapple you are a part of, and when a creature attempts a check to escape a grapple you are a part of, they take 1d6 slashing damage.<br />
<br />
<br />
'''*Missile Fist*'''<br />
<br />
'''Requirements:''' Impervious Armor<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
As a bonus action while Impervious Armor is active, you convert your fists into piston-like appendages. For as long as Impervious Armor remains active, you may reroll your unarmed strikes' damage rolls, taking the higher of the two results.<br />
<br />
<br />
'''*Steel Style: Shattering Rasengan*'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Range:''' 60 ft.<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with shards of Steel Style chakra before throwing it. All creatures within a 10 ft. radius of the rasengan's location must attempt a Constitution saving throw at the beginning of each of their turns as a metallic sandstorm rips them apart. On a failure, a creature takes 2d4 + your Intelligence modifier magical bludgeoning damage, and gains the [[Additional Status Conditions (5e Variant Rule)#Rasped|rasped]] and [[Additional Status Conditions (5e Variant Rule)#Slowed|slowed]] conditions. On a success, none of these effects occur.<br />
<br />
===Shade Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Shade Style}}, and benefit from the user having affinity in it.<br />
<br />
<br />
'''Darkness Wave.'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 90 foot cone<br />
<br />
With a wave of your hand, you send a shockwave of dark chakra across the battlefield. All creatures within range must succeed a Constitution saving throw. On a failure, they take 1d4 damage. This damage can not be reduced by any means.<br />
<br />
<br />
'''Revival Fist.'''<br />
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'''Cost:''' 10 Chakra<br />
<br />
You create a wall of chakra in front of you, gaining full cover in one direction of your choice. Until the beginning of your next turn, you can not take reactions. At the beginning of your next turn, you release a 15 foot cone of chakra, forcing every creature in range to attempt a Dexterity saving throw. On a failure, they take 3d8 necrotic damage.<br />
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<br />
'''Body Revival.'''<br />
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'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 7 Chakra<br />
<br />
Technically categorized under medical ninjutsu, this jutsu allows the user to manipulate the process of "destruction and rebirth" in muscles. You regain 4 hit points at the end of each of your turns, gain +3 damage reduction, and your unarmed strikes deal 1d4 additional damage.<br />
<br />
<br />
'''*Shade Style: Dominating Rasengan*'''<br />
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'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you imbue your rasengan with pitch black, genjutsu-laden chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier psycic plus 2d10 force damage, and they become {{5c|frightened}} by you. The target must make a Strength saving throw or be pushed 20 feet away. The target may attempt a Wisdom saving throw at the end of each of their turns, no longer being frightened on a success.<br />
<br />
===Acid Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Acid Style}}, and benefit from the user having affinity in it.<br />
<br />
'''*Acid Vein Jutsu*'''<br />
<br />
'''Cost:''' 6 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you imbue a portion of your body's liquids with Acid Style chakra. You take 1d6 acid damage at the beginning of each of your turns. When a creature hits you with a melee attack, they take 1d6 acid damage. You may end this jutsu as a bonus action.<br />
<br />
<br />
'''*Bile Cremation Attack*'''<br />
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'''Cost:''' 9 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you eject a massive amount of Acid Style chakra from your mouth that covers a 15 ft. radius area up to 60 ft. away from you. A creature takes 1d6 acid damage if they end their turn inside this area, and every time they move 5 ft. inside the area.<br />
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<br />
'''*Shennong Medium—God Sculpting Technique*'''<br />
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'''Cost:''' 9 chakra<br />
<br />
As an action, you may create and attach 1 mundane body part made of a non-flesh substance to a creature, imbuing it with chakra-imbued bodily acids capable of returning a creature to life, to one creature you can touch that has 0 hit points or has been dead for no longer than 1 minute, restoring them to 1 hit point and bringing them back to life. If the creature was missing a body part, you may restore 1 in a non-magical manner (i.e. can not create dojutsu).<br />
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<br />
'''*Acid Style: Consuming Rasengan*'''<br />
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'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with corrosive Acid Style chakra. Make a melee spell attack. The target takes 4d10 + your Intelligence modifier acid damage, and at the end of each of their turns they must attempt a Constitution saving throw as the Acid Style chakra begins to eat away at their flesh. On a failure, they can not regain hit points until the end of their next turn. On a success, this effect ends.<br />
<br />
===Crystal Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Crystal Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Tearing Crystal Falling Dragon'''<br />
<br />
'''Cost: 25 chakra'''<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Range:''' 60 feet<br />
<br />
As an action, you can form a dragon from a mass of Crystal Style chakra. You can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to lightning damage, having a flying speed of 60 ft., not being able to leave a 60 ft. radius of you, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:<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 />
*'''Self Destruct.''' The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft. away and takes 4d8 bludgeoning damage on a successful hit.<br />
<br />
<br />
'''Jade Crystal Clone Technique'''<br />
<br />
'''Requirements:''' Jade Crystal Mirror, Shadow Clone<br />
<br />
While Jade Crystal Mirror is within 10 ft. of you, any clones you create have an additional 5 hit points and a +1 bonus to their AC.<br />
<br />
<br />
'''Crystal Lance'''<br />
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'''Cost:''' 5 chakra<br />
<br />
As an action, you cover one part of your body with a massive crystalline spike, making 1 unarmed strike with an additional 20 ft. of reach.<br />
<br />
<br />
'''Growing Crystal Thorns'''<br />
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'''Cost:''' 5-20 chakra<br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
'''Range:''' 10 ft. cone<br />
<br />
As an action, you create pink, thorn-like crystals that slowly advance on a target. At the end of each of your turns that you concentrate on this jutsu, its range increases by +10 feet. Every creature that moves in or ends their turn in this area must attempt a Dexterity saving throw, taking 3d8 piercing damage on a failure, or half as much damage on a success. The area of this jutsu counts as difficult terrain while you are concentrating on this jutsu. For every 5 chakra spent, this jutsu's base range and end-of-turn range increase increases by +5 ft.<br />
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<br />
'''Jade Crystal Hexagonal Pillars'''<br />
<br />
'''Cost:''' 35 chakra<br />
<br />
'''Duration:''' 1 minute (concentration)<br />
<br />
'''Range:''' 30 feet<br />
<br />
As an action, you create crystal formations that amplify chakra in a 10 ft. radius. Any jutsu cast within this area has their cost reduced by 5 chakra to a minimum of 1. <br />
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<br />
'''Crystal Encampment Wall'''<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' 20 ft.<br />
<br />
'''Duration:''' 1 hour (concentration)<br />
<br />
As an action, you create a 20 ft. long, 5 ft. wide, 40 ft. high line of crystals. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d4 slashing damage to the creatures on either side of the wall, as well as the amount of damage remaining that the wall would have taken to creatures on the side of the wall opposite to the side the jutsu was cast. The wall regains 20 hit points at the end of each of your turns.<br />
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<br />
'''*Crystal Style: Reflecting Rasengan*'''<br />
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'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
'''Duration:''' 1 hour<br />
<br />
As an action, you imbue your rasengan with Crystal Style chakra of various colors. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier slashing plus 2d10 force damage, and they become {{5c|blinded}} as crystal growths cover their eyes. A creature that can touch the target may make a Strength saving throw as an action. On a success, they successfully remove most of the crystals, becoming and [[Additional Status Conditions (5e Variant Rule)#Confused|confused]] instead of blinded as a their vision is distorted. The target may attempt a Strength or Wisdom saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
===Blaze Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Blaze Style: Kagutsuchi}}, and benefit from the user having affinity in it.<br />
<br />
'''Flying Flame'''<br />
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'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As a bonus action, you focus your Blaze Style chakra into your attacks. Until the beginning of your next turn, on a hit with any non-jutsu attack you make, the target takes 1d4 fire damage and takes an additional 2d6 + your Intelligence modifier fire damage at the start of each of their turns. The flame cannot be put out unless you choose to, magical means, or it ends. Amaterasu or Flying Flame can only affect one creature at a time.<br />
<br />
<br />
'''*Kitsunebi*'''<br />
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'''Cost:''' 11 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you focus not only your Blaze Style chakra but your negative emotions as well on a single point, creating black flames. Anything flammable near it is engulfed in black flame. The flame cannot be put out unless you choose to, magical means, or it ends. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d8 fire damage and becomes {{5c|frightened}} or {{5c|stunned}}. At the start of the target's turn, they must attempt a Charisma saving throw, taking 2d8 fire damage and remaining frightened or stunned on a failure, or ending this effect on a success. Amaterasu or Kitsunebi can only affect one creature at a time.<br />
<br />
<br />
'''*Kurohitsugi*'''<br />
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'''Cost:''' 12 chakra<br />
<br />
'''Range:''' 10 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you create a 30 ft. cube of Blaze Style chakra. If a creature passes through this barrier without any form of teleportation, they take 2d10 + your Intelligence modifier fire damage, and takes 1d10 + your Intelligence modifier fire damage at the end of each of their turns. This counts as Amaterasu for the sake of ending the flames, and if you cast a Blaze Style jutsu restricted to effecting one creature all effects of this jutsu end.<br />
<br />
<br />
'''*Naibukorosu*'''<br />
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'''Cost:''' 8 chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
As an action, you focus and condense your chakra on a single point, creating an explosive blast of temporary black flames. Anything flammable within 5 ft. of the area is engulfed in black flame. The flame cannot be put out unless you choose to, magical means, or it ends. Any creatures in this area must make a Dexterity saving throw. If they fails, they take 5d8 + your Intelligence modifier fire damage. Casting this jutsu ends the effects of any Blaze Style jutsu restricted to effecting one creature.<br />
<br />
<br />
'''*Blaze Style: Kagutsuchi Rasengan*'''<br />
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'''Cost:''' 15 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you imbue your rasengan with the ever-burning flames of Kagutsuchi, immortalizing its rotation as well. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier fire plus 2d10 force damage, and takes an additional 2d10 + your Intelligence modifier fire damage at the start of each of their turns. The flame cannot be put out unless you choose to, magical means, or it ends. Amaterasu or Blaze Style:Kagutsuchi Rasengan can only affect one creature at a time.<br />
<br />
===Yin-Yang Style Unique Jutsu===<br />
The following jutsu require the user to be able to use {{inpage|Yin-Yang Style}}, and benefit from the user having affinity in it.<br />
<br />
'''Replication Chakra: Release''' <!--based off of Three Tails Chakra: Release--><br />
<br />
'''Cost:''' twice the creature's CR chakra points<br />
<br />
'''Duration:''' 1 minute <br />
<br />
As an action, you completely transform into another creature. You keep the same percentage of your hit points and chakra points, but otherwise all of your statistics, including features and actions, are replaced by those of the creature you become. You may end this jutsu as an action.<br />
<br />
<br />
'''*Yin-Yang Chakra Mode*'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
As an action, the very nature of creation courses through your body, cloaking you in a glowing, black and white chakra robe. You gain the following effects until you can not maintain this jutsu or end this jutsu as an action:<br />
*Your unarmed strikes deal an additional 2d4 force damage. <br />
*Your movement speeds increase by an additional 5 x your {{5a|dex}} modifier feet. <br />
*You regain a number of hit points equal to twice your {{5a|con}} modifier at the start of each of your turns.<br />
*You gain 20 temporary hit points.<br />
*You lose 5 chakra at the beginning of each of your turns.<br />
<br />
<br />
'''*Yin-Yang Style Shroud*'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
As an action, the very nature of creation shapes itself into a massive suit of armor. You gain the following effects until you can not maintain this jutsu or end this jutsu as an action:<br />
*Your size increases by 1 category to a minimum of Large.<br />
*You gain a +2 bonus to AC.<br />
*Your unarmed strikes deal an additional 1d10 magical bludgeoning damage and have their reach increased by 10 ft.<br />
*If you hit with a melee weapon attack, you can use a bonus action to attempt to grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Constitution saving throw. On a failure, they take 2d6 magical bludgeoning damage and become {{5c|restrained}} until the beginning of your next turn.<br />
*You lose 5 chakra at the beginning of each of your turns.<br />
<br />
<br />
'''*Omoikane*'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
As an action, the very nature of creation connects your eyes to all of reality, granting them a black and white sheen. You gain the following effects until you can not maintain this jutsu or end this jutsu as an action:<br />
*You can see in 360 degrees, and your sight is not hindered by highly obscured areas, including spells such as darkness.<br />
*You gain 360 ft. of darkvision.<br />
*You can see through walls unless your vision is blocked by more than 4 feet of stone, 12 inches of metal, or 12 feet of wood or dirt. There is no color beside the chakra network inside of living creatures. Everything else is black and white.<br />
*You lose 5 chakra at the beginning of each of your turns.<br />
<br />
<br />
'''*Yin-Yang Style: Six Paths Rasengan*'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Rasengan<br />
<br />
As an action, you form the fundamental aspects of the dichotomous halves of reality in each of your hands. Make a melee spell attack. The target takes 4d10 + your Intelligence modifier force damage and they can not cast jutsu or spells. This effect is cured by Greater Restoration.<br />
<br />
=== Unique Chakra Absorbing Jutsu ===<br />
The following jutsu absorb chakra. If a creature has no chakra points remaining, they instead take an equal number of necrotic damage.<br />
<br />
'''Bloody Mist Absorption Technique'''<br />
<br />
'''Cost:''' 6 Chakra and 2d6 hit points<br />
<br />
'''Requirements:''' Samehada<br />
<br />
While Hidden Mist Jutsu is active, even if you weren't the one to cast it, you diffuse your own blood into the cloud using Samehada. So long as the Hidden Mist Jutsu is active, all creatures except you lose 1 chakra at the beginning of each of their turns and when they use a jutsu, and you regain an equal number of hit points.<br />
<br />
<br />
'''Chakra Absorbing Snakes'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
One creature must attempt a Dexterity saving throw, becoming {{5c|restrained}} on a failure. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success. On a failure and when they use jutsu, they lose 1d4 chakra, 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 />
'''Chakra Draining Seal'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' Sealing Seal<br />
<br />
When you create a sealing seal, you may inscribe this effect in addition to its normal effects. At the end of each turn they are effected by the sealing seal, they lose 1d4 chakra points.<br />
<br />
<br />
'''Dharma Sealing Jutsu: Sen no Rikyu'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 45 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
One creature within range must attempt a Constitution saving throw. On a failure, a chakra chain latches onto their tenketsu causing them and any creature that touches the chain to lose 2d2 chakra at the end of each of your turns. They must repeat this saving throw at the end of each of their turns for this jutsu's duration. If they are a [[Naruto: Shinobi (5e Class)#Path of the Beast|jinchūriki]], they lose their {{inpage|Hidden Chakra}} first, after which if they critically fail this saving throw their Tailed Beast is removed as per {{inpage|Jinchūriki Creation}}. If they lose the ability to cast jutsu, such as with Chakra Disruption or Tenketsu Needle, you become the target of this jutsu.<br />
<br />
'''Execution by Kiss'''<br />
<br />
'''Cost:''' 8 Chakra<br />
<br />
'''Range:''' Touch<br />
<br />
One creature must attempt a Charisma saving throw. On a failure, they lose 4d4 chakra, and you regain an equal number of chakra points.<br />
<br />
<br />
'''Grudge Rain'''<br />
<br />
'''Cost:''' 50 Chakra<br />
<br />
'''Range:''' 60 ft. radius<br />
<br />
'''Duration:''' 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.<br />
<br />
This jutsu counts as a Water Style jutsu. You and any amount of creatures that can use Water Style jutsu within 5 ft. of you or a creature within 5 ft. of you contribute any amount of this jutsu's cost, so long as it reaches its requirement, as your action and the reactions of all other creatures involved, darkening the sky and causing a massive downpour. For this jutsu's duration, any creatures that start their turn touching the rain lose 1d4 chakra points.<br />
<br />
<br />
'''Infinite Embrace'''<br />
<br />
'''Cost:''' 40 Chakra<br />
<br />
'''Range:''' 5 ft.<br />
<br />
'''Duration:''' 1 minute (concentration).<br />
<br />
You and any amount of creatures that can use chakra within 5 ft. of the target contribute any amount of this jutsu's cost, so long as it reaches its requirement, as your action and the reactions of all other creatures involved, erecting a purple barrier around them. They must attempt a Strength saving throw, becoming {{5c|restrained}} and {{5c|incapacitated}}, and they lose 3d6 chakra points at the end of each of their turns. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
===Unique Fūinjutsu===<br />
Also known as Sealing Jutsu, the following jutsu regard advanced styles of containment, either within extradimensional space, physical barriers, or one's own soul.<br />
<br />
<br />
'''Flying Raijin Jutsu'''<br />
<br />
'''Cost:''' 15 chakra to place a seal, 2 chakra to teleport<br />
<br />
To use this Jutsu, you must first create a seal for 30 gp. This seal can then be placed on any creature or object for 10 chakra. As a bonus action or a reaction to being targeted by an attack, spell effect, or mild annoyance, you can teleport to a target bearing this seal.<br />
<br />
Teleporting with this Jutsu requires no hand seals.<br />
<br />
<br />
'''Eight Trigrams Sealing Style'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Range:''' 15 ft.<br />
<br />
As an action, you must first write a seal on a humanoid using ink. This seal lasts for 12 days or until it is removed as an action. When you use this jutsu as an action, you target one non-humanoid, construct, undead, or plant creature and the humanoid the seal. You must then succeed a DC 25 Constitution saving throw. On a failure, you gain three levels of exhaustion. On a success, you gain one level of exhaustion and the creature is sealed inside the humanoid, which is unconscious for 1d10 hours. After a creature has been sealed, the only way to remove the seal is with this Jutsu.<br />
<br />
<br />
'''Five Elements Seal'''<br />
<br />
'''Cost:''' 25 Chakra<br />
<br />
You burn a five-pointed seal into a creature's body. Their chakra point maximum is decreased by 12 points or they lose access to one non-dojutsu implantable subclass of your choice. This jutsu may be cast on the same creature multiple times, but can only be effected by each effect one. This can only be undone by a cast of this jutsu or the Creation of All Things jutsu.<br />
<br />
<br />
'''Five-Seal Barrier'''<br />
<br />
'''Cost:''' 20/40 Chakra per tag<br />
<br />
You place a large chakra tag to a surface. Individually, each tag is useless, but when two or more tags are placed, they create an indestructible wall extending from tag to tag. Each tag's wall can only extend to one tag in a straight line. The user may spend 40 chakra to have the tags create a clone of of the creature that removed the tag upon doing so. <br />
<br />
<br />
'''Four-Corner Sealing Barrier'''<br />
<br />
'''Cost:''' 60 Chakra<br />
<br />
'''Range:''' 60 ft. radius<br />
<br />
Up to four creatures within a 10 ft. radius fuel any amount of their chakra into a single seal, so long as the total amount matches its cost. After focusing their chakra for 1 minute, the seal extends to its full size, where they four creatures select a single creature. The creature must succeed three Dexterity saving throws using the highest spell save DC among the creatures or they are teleported to a pocket dimension.<br />
<br />
<br />
'''Red Yang Formation.'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
'''Cost:''' 20 chakra/Wall<br />
<br />
The user produces a blast of red light that is then shaped into a massive barrier of transparent red light. The wall is between 10 and 60 feet wide and up to 200 feet tall. They have 300 hit points and an AC of 20. You must touch the wall to concentrate on it. If you have {{inpage|Truth-Seeking Orbs}}, you can sacrifice one to allow yourself to concentrate on 6 walls at a time so long as the walls touch and reduce each wall’s cost by 5 chakra. If you have Black Recievers from the {{inpage|Outer Path}}, you may concentrate on 1 wall per reciever so long as the walls touch and reduce each wall’s cost by 3 chakra.<br />
<br />
<br />
'''Adamantine Sealing Chains'''<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
'''Range:''' 100 feet<br />
<br />
'''Duration:''' 1 minute (Concentration)<br />
<br />
You summon radiant chains from the small of your back and launch them at a creature in 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 Subclass features for as long as they're under the effect of this Justu. Likewise, Tailed Beasts that are affected by this Jutsu are Paralyzed for the duration. On each of your turns for the duration, you can use your action to 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 contested by your Spellsave DC. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage.<br />
<br />
Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.<br />
<br />
<br />
'''Gate of the Great God'''<br />
<br />
'''Cost:''' 5 Chakra<br />
<br />
'''Range:''' 60 feet<br />
<br />
'''Duration:''' 1 minute (Concentration)<br />
<br />
As an action, you materialize and slam a massive tori gate onto a nearby creature. They must succeed a DC 3 Strength saving throw or become {{5c|restrained}} for this jutsu's duration. This jutsu may be used multiple times on the same action, increasing the DC by 3 for every additional use. If this is used as a {{inpage|Sage Art}} to grant the creature disadvantage, the disadvantage remains for this jutsu's entire duration.<br />
<br />
<br />
'''Bubblegum Ninjutsu'''<br />
<br />
'''Cost:''' 15 Chakra<br />
<br />
'''Range:''' 100 feet<br />
<br />
'''Duration:''' 1 minute (Concentration)<br />
<br />
You blow a chakra-infused bubble of gum and launch it at a creature in range. Make a ranged spell attack, on a hit the target takes 4d8 bludgeoning damage and is {{5c|restrained}} by you. You may end this effect early as a bonus action, dealing an additional 4d8 fire damage.<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 contested by your Spellsave DC. <br />
<br />
Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.<br />
<br />
<br />
'''Reaper Death Seal'''<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
You call upon the power of the reaper of souls, creating a ghostly apparition of the being behind you, which then removes your soul. Both you and the target become {{5c|paralyzed}}, and they must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, you die instantly and they lose their ability to cast spells and jutsu. At the end of a long rest, they may attempt a Wisdom or Intelligence saving throw. After 3 successes, they regain their ability to cast spells and jutsu. Creatures killed by this jutsu must have their souls freed from a mask bound to the reaper’s soul, of which only one exists, before they can be resurrected by any means. <br />
<br />
<br />
'''Twin Snakes Mutual Death'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
You weave hand signs using both you and the opponent's hands, wrapping the two of you in layer after layer of snake. They must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, you die instantly and they have disadvantage on Strength and Dexterity checks. At the end of a long rest, they may attempt a Constitution or Intelligence saving throw. After 3 successes, they regain their ability to cast spells and jutsu.<br />
<br />
<br />
'''Cursed Tongue Eradication Seal'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Duration:''' Until you deactivate it as an action or die<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action, you apply a seal to a creature's tongue, choosing a specific type of information that the creature can not speak. Should they try, they become {{5c|paralyzed}} until the beginning of their next turn, failing to say what they tried to say.<br />
<br />
<br />
'''Curse Sealing'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Cost:''' 25 chakra<br />
<br />
'''Casting time:''' 1 minute<br />
<br />
You surround a creature's {{inpage|Cursed Mark}} with a barrier of chakra only accessible by the creature themself. They can activate their Cursed Mark as a bonus action, they gain a +2 bonus on saving throws incurred by the curse mark, and it no longer activates automatically.<br />
<br />
<br />
'''Six Paths Ten-Tails Coffin Seal'''<br />
<br />
'''Range:''' Touch<br />
<br />
'''Requirements:''' {{inpage|Rinnegan Mastered}}<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|Jinchuriki]]. You may un-absorb the beast as an action with no negative consequences.<br />
<br />
===Super Tailed Beast Rasenshuriken===<br />
Almost undoubtably the most powerful techniques a Jinchuriki can master is the Super Tailed Beast Rasenshuriken. Each Tailed Beast has a unique Rasenshuriken. A Jinchuriki of the [[Datara, Initial Form (5e Creature)|Ten-Tails]] gains all of the following. If used while in Sage Mode, the following Jutsu gain a range of 60 feet, and you automatically succeed the Constitution saving throw. <br />
<br />
'''Magnet Style Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Shukaku (5e Creature)|Shukaku’s Jinchuriki]] or {{inpage|Magnet Style}}<br />
<br />
'''Range:''' Touch<br />
<br />
You cover the ball of your Rasenshuriken with black markings made of metallic dust. On a hit, the target takes 14d4 + your Intelligence modifier magical bludgeoning damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this 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. <br />
<br />
<br />
'''Blue Fire Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Matatabi (5e Creature)|Matatabi’s Junchuriki]] or {{inpage|Fire Style}} affinity<br />
<br />
'''Range:''' Touch<br />
<br />
The ball of your Rasenshuriken become a spherical tornado of blue flames. On a hit, the target takes 20d4 + your Intelligence modifier fire damage as their body bursts into flames. You and the target must make a Constitution saving throw, taking 2d8 fire damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. <br />
<br />
<br />
'''Deep-Sea Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Isobu (5e Creature)|Isobu’s Jinchuriki]] or {{inpage|Water Style}} affinity<br />
<br />
'''Range:''' Touch<br />
<br />
The ball of your Rasenshuriken becomes a stable ball of water. On a hit, the target takes 20d4 + your Intelligence modifier cold damage. You and the target must make a Constitution saving throw, becoming {{5c|stunned}} until the end of their next turn and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. <br />
<br />
<br />
'''Lava Style Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Son Gokū (5e Creature)|Son Gokū’s Jinchuriki]] or {{inpage|Lava Style}} affinity<br />
<br />
'''Range:''' Touch<br />
<br />
The ball of your Rasenshuriken becomes molten rock as plumes or smoke billow around it, becoming swept up in the blades. On a hit, the target loses 20d4 + your Intelligence modifier maximum hit points. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.<br />
<br />
<br />
'''Vapor Style Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Kokuō (5e Creature)|Kokuō’s Jinchuriki]] or {{inpage|Vapor Style}} affinity<br />
<br />
'''Range:''' Touch<br />
<br />
Your Rasenshuriken becomes a massive, twisting ball of burning steam. On a hit, the target takes 20d4 + your Intelligence modifier Fire damage as the water inside their body instantly evaporates. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails, they take 4d4 additional 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. <br />
<br />
<br />
'''Bubbling Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Saiken (5e Creature)|Saiken’s Jinchuriki]] or {{inpage|Acid Style}} affinity<br />
<br />
'''Range:''' Touch<br />
<br />
You spread bubbles of acid across your Rasenshuriken. On a hit, the target takes 20d4 + your Intelligence modifier acid damage as the bubbles burst, corroding anything they come in contact with. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this saving throw, their AC is decreased by -2 for 1 minute. They may retry this saving throw at the end of each of their turns to end this effect early. <br />
<br />
<br />
'''Insectoid Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Chōmei (5e Creature)|Chōmei’s Jinchuriki]]<br />
<br />
'''Range:''' Touch<br />
<br />
You spread various natural poisons throughout your Rasenshuriken, with blue, liquid poisons swirling atop and below the blades while brown, dusty poisons concentrate in the middle. On a hit, the target takes 20d4 + your Intelligence modifier Poison damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this saving throw, they become {{5c|poisoned}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. <br />
<br />
<br />
'''Inky Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Gyūki (5e Creature)|Gyūki’s Jinchuriki]]<br />
<br />
'''Range:''' Touch<br />
<br />
The ball of your Rasenshuriken becomes a ball of black ink, with occasional bands of ink escaping and swirling around the jutsu. On a hit, the target takes 18d4 + your Intelligence modifier Thunder damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this saving throw, they become {{5c|blinded}} for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.<br />
<br />
<br />
'''Overwhelming Rasenshuriken'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' [[Kurama (5e Creature)|Kurama’s Jinchuriki]]<br />
<br />
'''Range:''' Touch<br />
<br />
You supercharge your Rasenshuriken with the immense chakra of the strongest tailed beast. On a hit, the target takes 28d4 + your Intelligence modifier Thunder damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.<br />
<br />
===Other Unique Jutsu===<br />
<br />
<br />
'''Particle Style'''<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
'''Requirements:''' Earth, Wind, and Fire chakra natures. <br />
<br />
In exchange for your movement, action, and bonus action, you launch chakra in a 60 foot line. Every creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated on a molecular level. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.<br />
<br />
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.<br />
<br />
<br />
'''Super Beast Imitating Drawing.'''<br />
<br />
'''Cost:''' CR + 3 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Components:''' A scroll, an ink well, a quill or other writing utensil.<br />
<br />
You draw a creature with a CR no greater than your level and infuse it with your chakra, bringing the creature to life. These creatures must be beasts or monstrosities and can not have legendary actions. Creatures summoned are charmed by you, and dissipate after the duration ends. Summoning 2 medium or larger creatures, 4 small creatures, or 8 tiny creatures empties an ink well.<br />
<br />
<br />
'''Infinite Tsukuyomi'''<br />
<br />
'''Requirements:''' [[#Ninja Epic Boons|Rinne Sharingan]]<br />
<br />
'''Cost: 60 chakra'''<br />
<br />
This can only be used during the full moon. As a full turn action, you cast Tsukuyomi using your Rinne Sharingan on the moon, reflecting its appearance onto it for as long as it is active. Every creature on the planet that is not Undead, bears the Rinnegan, or is shielded in the {{inpage|Susano’o}} of someone who bears the Rinnegan is {{5c|Paralyzed}} and experiences a dream in which the world is perfect by their individual standards. A creature can only be freed if, as an action or bonus action, a creature within 5 feet that can use both {{inpage|Yin Style}} and {{inpage|Yang Style}}. While a planet is under the effects of Infinite Tsukuyomi, your chakra point maximum increases by 155, and you regain 20 chakra points at the end of your turn. <br />
<br />
<br />
'''Impure World Reincarnation'''<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Cost:''' 15+ chakra per target.<br />
<br />
Among the most forbidden techniques, this jutsu is also known as Edo Tensei. This jutsu can not have its cost reduced by casting it out of initiative. As an action, you target an amount of living humanoids that are {{5c|paralyzed}}, {{5c|restrained}}, or {{5c|unconscious}}. Using chakra, you channel the soul of a dead humanoid who’s DNA you have into the body, reshaping it to resemble them in any point of their life of your choosing. The body becomes the resurrected creature entirely and is restored to its maximum hit points. This counts as casting true resurrection for the sake of overcoming limitations. After being resurrected in this manner, their type becomes Undead, they regain 10 hit points at the end of each of their turns even if they are at 0 hit points, their maximum chakra points are reduced by 1/4, any non-jutsu damage they deal is reduced by 1d4, and they can not benefit from {{inpage|Rinnegan Mastered}}. They can only be killed if they are killed instantly or if you undo any instance of this jutsu under your control of your choice as an action. Once killed, any part of their body is reduced to ash.<br />
<br />
You may choose to either allow creatures under the effect of this jutsu to act on their own initiative count independently, or control them directly on your initiative count. Switching between levels of control requires an action. A creature who is under the effect of this jutsu may break your control as an action for twice the amount of chakra you spent. A creature that knows this jutsu must spend an equal amount. <br />
<br />
<br />
'''Healing Bite Jutsu'''<br />
<br />
'''Cost: 2+ chakra'''<br />
<br />
As an action, you can line a part of your body with a creature’s mouth, allowing them to bite you. Alternatively, a creature that knows about this jutsu can use their action to bite you. You take 1d4+ their Strength modifier piercing damage. A friendly creature deals half as much damage. After this, they may force you to lose any number of chakra points, healing them for a number of d4 equal to chakra points lost.<br />
<br />
<br />
'''One's Own Life Reincarnation'''<br />
<br />
'''Cost: 45 chakra<br />
<br />
The caster weaves a massive amount of chakra into a creature that has been dead for no longer than 72 hours. The creature is no longer dead and is returned to their maximum hit points. The caster may replace this jutsu's chakra cost with dying instantly after the jutsu is cast.<br />
<br />
<br />
'''Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth'''<br />
<br />
'''Cost:''' 10 Chakra<br />
<br />
The user forms a seal on another creature it can touch. Once per hour, that creature gains 2 chakra points, even if they can not use chakra. This can extend above a creature’s chakra point maximum, and they are not lost at the end of a long rest. This chakra can’t be used by the creature it is sealed in, but the creature that used this jutsu may cast jutsu from the seal using both the sealed creature’s chakra and their own.<br />
<br />
<br />
'''Fury'''<br />
<br />
'''Range:''' 5 mile radius<br />
<br />
'''Cost:''' 100 chakra<br />
<br />
This jutsu can only be used from a Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth seal. The creature releases a massive blast of pure chakra. Every creature within range must succeed a Constitution saving throw with disadvantage. On a failure, they take 20d10 force damage. On a success, they take half as much. <br />
<br />
<br />
'''All-Killing Ash Bones'''<br />
<br />
'''Requirements:''' 20th level, {{inpage|Path of Suffering}}<br />
<br />
'''Range:''' 15/30 feet<br />
<br />
'''Cost:''' 80 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 500 magical piercing 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 />
'''Yomotsu Hirasaka'''<br />
<br />
'''Requirements:''' 20th level, {{inpage|Path of Suffering}}, {{inpage|Path of Sight}}, {{inpage|Path of the Exalted}}<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 />
<br />
'''Amenosubaruboshinomikoto'''<br />
<br />
'''Requirements:''' [[Amanohabaya Fishing Rod (5e Equipment)|Amanohabaya Fishing Rod]]<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.<br />
<br />
<br />
'''Fūjin and Raijin Jutsu.'''<br />
<br />
'''Requirements:''' See Below<br />
<br />
'''Range:''' 30 ft. <br />
<br />
'''Duration :''' concentration (1 minute)<br />
<br />
'''Cost:''' 30 chakra<br />
<br />
You and another creature, which can include a shadow clone, must be within range of each other. As an action, one creature who can use Wind Style creates a massive tornado with a radius of 15 feet. As a reaction upon this happening, the other creature who can use Lightning style channels electricity into it. These creatures can no longer move or take actions, but can control the tornado, which moves at a speed of 60 feet. Once per turn, if the tornado passes through a creature or vice-versa, they take 3d6 thundering damage and 3d6 lightning damage. If either creature loses concentration, the tornado dissipates and this jutsu ends. <br />
<br />
<br />
'''Scale Powder.'''<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 />
<br />
'''Jashin Ritual.'''<br />
<br />
'''Duration:''' 1 minute<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
You must create a 10 foot radius symbol on the ground using blood. Then, as a bonus action on the same turn as dealing damage to a creature using a melee attack, you can consume their blood. This does not work against Constructs or Undead. For this Jutsu’s duration, any damage dealt to you deals equal damage to the creature who’s blood you consumed, exiting the radius in anyway ends the jutsu.<br />
<br />
<br />
'''Talk no Jutsu'''<br />
<br />
'''Requirements:''' Charisma 20<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Cost: 20 chakra'''<br />
<br />
As a full turn action, you transpose yourself into the mind of another creature that is hostile to you. You set forward your beliefs, and they set forward theirs. They must attempt Charisma saving throws. If they fail, their alignment changed to your, and they become an ally.<br />
<br />
===Shadow Imitation Technique===<br />
This style can only be learned at 5th level or later. Users of this technique learn how to manipulate their shadows into deadly tools for their use. A user may use their shadow to paralyze a creature in place and force them to copy the user's movements. If you gain the following jutsu, you may gain affinity in them in the same manner as a chakra nature. <br />
<br />
'''Shadow Possession Jutsu''' <br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' Concentration, up to 10 minutes <br />
<br />
'''Range:''' 30 ft in bright light, 60 ft in dim light<br />
<br />
As an action, your shadow stretches out from your own as a straight line running along the ground to a distance within range. You decide where the shadow moves to and which direction it takes during your turn. If your shadow stretches into another creature's or object's shadow, you can bind your shadow to that creature as a bonus action, allowing you extend the range by an additional 30 ft in bright light or 60 ft in dim light from their shadow's edge. Your shadow follows the creature's movement, allowing your shadow to stay with an extended range as long as the creature is within your initial range. <br />
<br />
By using your own shadow to touch the shadow of another creature you can spend an additional 5 chakra points to attempt to restrain the creature by possessing their shadow, freezing it in place and causing them to mimic your actions. The target is restrained. To break out, the restrained target can make a Strength saving throw at the end of its turn. On a success, the target escapes and is no longer restrained.<br />
<br />
<br />
'''Shadow Strangle Jutsu'''<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Duration:''' Equal to active Shadow Possession Jutsu<br />
<br />
As an bonus action, while a creature is under the effects of Shadow Possession Jutsu, you can create an additional shadow that forms into a hand and creeps up to the target’s neck, beginning to strangle it. At the start of its turn, it takes 1d12 + your Intelligence modifier force damage. The technique ends if shadow possession ends.<br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Shadow Piercing Jutsu'''<br />
<br />
'''Cost:''' 2 chakra <br />
<br />
'''Range:''' 30 ft in bright light, 60 ft in dim light<br />
<br />
As a reaction, while Shadow Possession Jutsu is active. Any creature who enters the range of this technique must make a Dexterity saving throw. On a failure, black spikes emerge from your shadow dealing 1d10 + your Intelligence modifier necrotic damage.<br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Shadow Imitation Field Technique'''<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
'''Duration:''' Concentration, up to 5 minutes <br />
<br />
'''Range:''' 30 ft radius in bright light, 60 ft radius in dim light<br />
<br />
As an action, you expand your shadow in a wide radius around you, ensnaring all creatures surrounding you by possessing their shadows. All creatures that start their turn or enter the affected range are placed under the effect of your Shadow Possession Jutsu for the duration or until they leave the affected range.<br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Shadow Gathering Technique'''<br />
<br />
'''Cost:''' 2 minimum, 20 maximum <br />
<br />
'''Duration:''' Up to 10 minutes<br />
<br />
'''Range:''' 30 ft in bright light, 60 ft in dim light<br />
<br />
Your weave your shadow into a materialized black tendril that emerge from the ground, this tendril follows your command. For every 2 chakra points spent beyond the initial cost, a new tendril materializes, to a max of 10 tendrils. All the tendrils act in unison during your initiative count.<br />
<br />
The tendrils can stretch out to a range of 10 ft from their source and move anywhere within your shadows on your turn, including the shadows of creatures under your Shadow Possession Jutsu. Small objects may be carried and manipulated as though the tendrils had half your Strength score, with fine manipulations, such as lock-picking or untying knots, possible at disadvantage to the roll in question. When you take the attack action, you can choose to have one of the tendrils deliver the attack in your stead, make a spell melee attack with reach of 10 ft, on a hit the target takes 1d10 + your Intelligence modifier piercing damage. A target hit this way must also succeed in a Dexterity saving throw or be placed under the effect of your Shadow Possession Jutsu.<br />
<br />
As an action, for 5 chakra points, you can control all of your tendrils in unison to place a coordinated attack onto a creature within range, the creature must succeed on a Dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage per tendril on a failed save and half as much on a success. Alternatively, you can arm your tendril with several items, such as kunais or paper bombs in order to deal a more lethal or strategic attack. In the instance of a weapon being used, the damage die for the coordinated attack is the same as the weapon's. In the instance of a specific item being used, each tendril holding said item activates the effect individually, if several of the same type of saving throws are required, the target makes only one per type of saving throw.<br />
<br />
===Mysterious Peacock Method Jutsu===<br />
This style can only be learned at 5th level or later, and require the Mysterious Peacock Method Epic Boon. Users of these jutsu can manipulate harmful radiation from within their body in a number of ways. If you gain the following jutsu, you may gain affinity in them in the same manner as a chakra nature. <br />
<br />
'''Mysterious Peacock: Beast'''<br />
<br />
'''Requirements:''' Mysterious Peacock Method<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
This jutsu can only be used while your feathers are active. As a reaction, your feathers shape into the head of a beast. Until the end of your next turn, you gain +3 AC. <br />
<br />
<br />
'''Mysterious Peacock: Destroy'''<br />
<br />
'''Requirements:''' Mysterious Peacock Method<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
This jutsu can only be used while your feathers are active. As a bonus action, your unarmed strikes deal necrotic damage and have 10 additional feet of reach until the end of your next turn. You may spend 3 additional chakra points to regain your bonus action. <br />
<br />
<br />
'''8th Level Jutsu'''<br />
<br />
'''Mysterious Peacock: Wings'''<br />
<br />
'''Requirements:''' Mysterious Peacock Method<br />
<br />
'''Cost:''' 5 chakra<br />
<br />
'''Duration:''' 1 minute<br />
<br />
This jutsu can only be used while your feathers are active. Your flying speed increases by 15 feet. <br />
<br />
<br />
'''12th Level Jutsu'''<br />
<br />
'''Mysterious Peacock: Chakra Rope'''<br />
<br />
'''Requirements:''' Mysterious Peacock Method<br />
<br />
'''Cost:''' 4 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
'''Duration:''' 1 minute<br />
<br />
This jutsu can only be used while your feathers are active. You make a ranged spell attack. On a hit, the creature becomes {{5c|restrained}}. The target can attempt a DC 20 Strength saving throw. On a failure, they remain restrained. <br />
<br />
<br />
'''16th Level Jutsu'''<br />
<br />
'''Mysterious Peacock: Chakra Predation'''<br />
<br />
'''Requirements:''' Mysterious Peacock Method<br />
<br />
'''Range:''' 10 feet<br />
<br />
This jutsu can only be used while your feathers are active. You make a ranged spell attack against a creature with chakra. On a hit, they lose 2d4 chakra points, and you regain an equal amount. If the target has the Mysterious Peacock Method, you instead increase your chakra point maximum and amount of spent chakra necessary for your feathers to recede by 10 points, as well as regaining 4d4 chakra points.<br />
<br />
===Path of Sight Unique Justu===<br />
The following jutsu can only be used by a character that has the {{inpage|Path of Sight}}. <br />
<br />
'''Eight Trigrams One Hundred Twenty-Eight Palms'''<br />
<br />
'''Requirements:''' 20th level<br />
<br />
'''Range:''' 30 ft. radius<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
As an action, you make four unarmed strikes against one or multiple creatures within range. The target takes 4d10 force damage, and the opponent must make a Constitution saving throw. On a failure, it is paralyzed for 1 minute and can not cast spells or jutsu for 1 hour. It can remake the saving throw at the end of its turn, no longer being paralyzed on one success, and being able to cast spells and jutsu on a second.<br />
<br />
<br />
'''Protecting Eight Trigrams Sixty-Four Palms'''<br />
<br />
'''Requirements:''' 20th level<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Duration:''' Concentration, 1 minute<br />
<br />
As an action, you form a 10 ft. radius barrier of arching chakra blades. When a creature passes through this barrier, they must attempt a Constitution saving throw. On a failure, they take 2d6 force damage. On a success, they take half as much damage. This deals twice as much damage to swarms. <br />
<br />
<br />
'''Eight Trigrams Twin Lions Crumbling Attack'''<br />
<br />
'''Requirements:''' 12th level<br />
<br />
'''Cost:''' 22 chakra<br />
<br />
'''Range:''' Unarmed strike reach<br />
<br />
As a spell attack, you strike your opponent along their chakra network. It takes 4d8 + your Dexterity or Wisdom modifier force damage and must succeed a Constitution saving throw. On a failure, it loses 1d6 of its lowest spell slots, 1d8 ki, or 2d8 chakra points.<br />
<br />
<br />
'''Gentle Step Spiralling Twin Lion Fists'''<br />
<br />
'''Requirements:''' 12th level, Rasengan<br />
<br />
'''Cost:''' 26 chakra<br />
<br />
'''Range:''' Unarmed strike reach<br />
<br />
As a spell attack, you strike your opponent along their chakra network while simultaneously assaulting them with a rasengan. It takes 4d10 + your Dexterity or Wisdom modifier force damage and must succeed a Constitution saving throw. On a failure, it loses 1d6 of its lowest spell slots, 1d8 ki, or 2d8 chakra points, and is forced 15 ft. away from you.<br />
<br />
<br />
'''Gentle Step: Tenketsu Needle'''<br />
<br />
'''Requirements:''' 10th level<br />
<br />
'''Cost:''' 8 chakra<br />
<br />
'''Range:''' Touch<br />
<br />
As a spell attack, you attempt to sever a creature’s chakra network with precision, rather than blunt force. On a hit, they can not cast spells or jutsu for 1 minute. They may attempt a Constitution saving throw at the end of each of their turns, ending this effect early on a success. <br />
<br />
<br />
'''Eight Trigrams Mountain Crusher'''<br />
<br />
'''Requirements:''' 10th level<br />
<br />
'''Cost:''' 16 chakra<br />
<br />
'''Range:''' 60 ft. x 10 ft. line<br />
<br />
As a ranged spell attack, you send a massive blast of wind through your palm. The target takes 2d12 thunder damage on a hit. Whether or not it hits, all creatures in range must make a Strength saving throw. On a failure, it is pushed back 30 ft. If they collide with a sturdy surface such as a wall or large rock, they take an additional 3d4 bludgeoning damage. <br />
<br />
<br />
'''Eight Trigrams Grid Palm'''<br />
<br />
'''Requirements:''' 15th level<br />
<br />
'''Cost:''' 24 chakra<br />
<br />
'''Duration:''' 3 turns (18 seconds)<br />
<br />
'''Range:''' 120 ft. radius<br />
<br />
You slam your palm into the ground, slowly creating a large jutsu formula across the floor. At the end of this jutsu’s duration, any creatures of your choice within range must attempt a Wisdom saving throw, taking 4d6 psychic damage on a failure, or half as much on a success.<br />
<br />
<br />
'''Eighty Gods Vacuum Attack'''<br />
<br />
'''Requirements:''' 20th level<br />
<br />
'''Cost:''' 50 chakra<br />
<br />
'''Range:''' 60 ft. x 90 ft. line. <br />
<br />
All creatures within range must attempt a Constitution saving throw. On a failure, they take 244 (36d12 + 10) magical bludgeoning damage. On a success, they take half as much damage.<br />
<br />
<!--if Isshiki's dojutsu gets more content, this will be moved to there--><br />
<br />
'''Sukunahikona'''<br />
<br />
'''Cost:''' 6 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, but doing so divides your movement speeds by 24 inches. <br />
<br />
<br />
'''Daikokuten'''<br />
<br />
'''Cost:''' 2 chakra<br />
<br />
'''Requirements:''' Sukunahikona<br />
<br />
When you use Sukunahikona, you also store the shrunk item within an extradimensional space where time doesn't flow. 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 />
===Path of Hatred Unique Justu===<br />
The following jutsu can only be used by a character that has the {{inpage|Path of Hatred}}. <br />
<br />
'''Uchiha Return'''<br />
<br />
'''Cost:''' 9 chakra<br />
<br />
'''Range:''' Touch.<br />
<br />
'''Requirements:''' [[War Fan (5e Equipment)|War Fan]], Wind Style<br />
<br />
This jutsu counts as a Wind Style jutsu. As a reaction while your sharingan is active when a creature attacks you with a jutsu with a range equal to their reach, you can attempt a Strength saving throw. On a success, you use your sharingan to analyze it, block it with your war fan, reconstitute the chakra into Wind Style, and redirect it in their direction. They must attempt a Dexterity saving throw, taking half as much damage as the original jutsu on a failure, or half as much (1/4 total) on a success.<br />
<br />
<br />
'''Izanagi'''<br />
<br />
'''Requirements:''' 7th level<br />
<br />
'''Duration:''' Instantaneous<br />
<br />
You apply a Kinjutsu, or forbidden Jutsu, to yourself known as the Izanagi. As a reaction when you would die, you retroactively shape reality into a genjutsu, reappearing anywhere within 15 feet of your original position at full hit points with any previously missing limbs or organs. This causes the used Sharingan to go blind (i.e. If you used your left Sharingan, your left eye becomes blind).<br />
<br />
Having the [[Naruto:_Shinobi_(5e_Class)#Wood_Style|Wood Style]] or the [[Naruto:_Shinobi_(5e_Class)#Ninja_Feats|Hashirama's Cells]] feat allows you to use this as an action, making it automatically activate if you are reduced to 0 hit points within 10 minutes. <br />
<br />
<br />
'''Izanami'''<br />
<br />
'''Requirements:''' 7th level<br />
<br />
'''Range:''' 30 feet<br />
<br />
'''Duration:'''1 minute<br />
<br />
As an action, you apply the Izanagi's sister jutsu to a creature of your choice, hereafter referred to as T. Within this duration, you must designate one event on three turns. This does not require any kind of action, but must be as complex as "T attacks with X weapon to Y effect in Z space" or "You say x to T as Y comes into view in Z space". You must then replicate each event in order within the duration. If this is done successfully, the used Sharingan to go blind, and T is {{5c|Paralyzed}} as they relive the looping events established in genjutsu in real time. The only way they can be released is if you release them or if they fulfill a preset, achievable circumstance you set.<br />
<br />
<br />
'''Ephemeral'''<br />
<br />
'''Requirements:''' 7th level<br />
<br />
'''Range:''' Unarmed strike reach<br />
<br />
While your sharingan is active, you may attempt to trap a creature in genjutsu. The target must make a Wisdom saving throw with disadvantage against your Jutsu save DC. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice, resulting in one of the following for 1 minute (concentration):<br />
*The target is blinded. Costs 7 chakra.<br />
*The target is deafened. Costs 5 chakra.<br />
*The target is frightened. Costs 6 chakra.<br />
*The target is affected by the confusion spell. Costs 8 chakra.<br />
*The target is restrained. Costs 8 chakra.<br />
*The target is paralyzed. Costs 12 chakra.<br />
<br />
<br />
'''Demonic Illusion: Shackling Stakes'''<br />
<br />
'''Requirements:''' 7th level<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
This jutsu is an effect for Genjutsu and Ephemeral. The target takes 3d8 psychic damage.<br />
<br />
<br />
'''Demonic Illusion: Mirror Heaven and Earth'''<br />
<br />
'''Requirements:''' 7th level<br />
<br />
'''Range:''' 40 feet<br />
<br />
'''Cost:''' 9 chakra<br />
<br />
As a reaction when you are targeted by genjutsu or an illusion spell, you decipher it with your sharingan and reflect it back on them. They are subject to the spell or genjutsu's effect using the same save DC or attack roll.<br />
<br />
<br />
'''Yasaka Magatama'''<br />
<br />
'''Requirements:''' {{inpage|Susanoo}}<br />
<br />
'''Range:''' 60 ft.<br />
<br />
'''Cost:''' 15 chakra<br />
<br />
You create a bundle of tomoe-shaped chakra beads in your Susanoo's hands. You may make up to 3 ranged spell attacks. On a hit, they take 3d8 force damage. On a miss, they take half as much damage. This effect is treated as a Dexterity or Constitution saving throw for the sake of Evasion and Endurance.<br />
<br />
<br />
'''Kamui Synchronization'''<br />
<br />
'''Requirements:''' Kamui ability from the 15th level {{inpage|Mangekyō}} feature<br />
<br />
'''Cost:''' 5 chakra (as reaction), 30 chakra (to create a portal)<br />
<br />
As a reaction to someone casting a space-time Ninjutsu, an inter-planar travelling spell or ability, you synchronise your Kamui with their Jutsu and teleport alongside them to their destination, be it on the current Plane of Existence or another.<br />
<br />
Additionally, as an action for 30 chakra you create an opening to a Plane of Existence that you have visited before. This rip in space opens instantly and stays open until the end of your next turn or for 6 seconds if outside of combat, allowing you and any other creatures to travel across existence itself.<br />
<br />
===Path of the Celestial Unique Justu===<br />
The following jutsu can only be used by a character that has the {{inpage|Path of the Celestial}}. <br />
<br />
'''Puppet-Cursing Sphere'''<br />
<br />
'''Cost:''' 40 chakra<br />
<br />
'''Range:''' 15 feet<br />
<br />
One creature must attempt a Constitution saving throw. On a success, they are unconscious until the end of their next turn. On a failure, they are controlled by you for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. <br />
<br />
<br />
'''Kugutsu Tensei'''<br />
<br />
'''Cost:''' 10 chakra<br />
<br />
As a bonus action, you absorb one [[Naruto: Shinobi (5e Class)#Path of Sight|Byakugan]] you are touching that is not already inside another creature. Your chakra and hit point maximums increase by 5 points. This can be used up to your Constitution score number of times, after which you lose 2d6 chakra points or take an equal number of necrotic damage damage at the end of each of your turns in initiative.<br />
<br />
===Path of the Cursed Unique Jutsu=== <br />
The following jutsu can only be used by a character that has the {{inpage|Path of the Cursed}}.<br />
<br />
'''Cellular Regeneration Ejection'''<br />
<br />
''Cost:''' 2 chakra<br />
<br />
As a bonus action, one creature regains an equal number of hit points as you choose to lose.<br />
<br />
<br />
'''Cellular Regeneration Absorption'''<br />
<br />
''Cost:''' 5 chakra<br />
<br />
As a bonus action, your unarmed strikes cause you to regain a number of hit points equal to the number of damage dealt. <br />
<br />
<br />
'''Transportation Jutsu Formula: Underworld Turnover'''<br />
<br />
'''Cost:''' 20 Chakra<br />
<br />
'''Range:''' 20 ft.<br />
<br />
As an action, you create a 20 ft. radius eyeball-like sphere around you. All creatures inside the sphere become {{5c|unconsious}} until they are targetted by the basic {{inpage|Yin Style}} technique. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it. <br />
<br />
<br />
'''Body Oxidization Technique'''<br />
<br />
'''Requirements:''' Smoke's Curse<br />
<br />
'''Cost:''' 20 chakra<br />
<br />
As an action while in your smoke form, one creature within 5 feet must make a Dexterity saving throw. On a failure, you invade their body. While you are in their body, they are {{5c|stunned}} and take 2d6 necrotic damage, and you can not be killed by the wind or take actions. They may attempt a Constitution saving throw at the end of each of their turns, ending this effect on a success.<br />
<br />
===Path of the Healer Unique Jutsu===<br />
The following jutsu can only be used by a character that has the {{inpage|Path of the Healer}}.<br />
<br />
'''Cell Activation'''<br />
<br />
'''Requirements:''' {{inpage|Path of the Healer}}<br />
<br />
'''Cost:''' 16 Chakra <br />
<br />
You simultaneously activate every cell in a creature you can touch’s body. You either reduce their levels of exhaustion by 1, remove 1 condition of your choice, one curse (including attunement to cursed items), 1 ability score reduction, or 1 effect reducing their maximum chakra or hit point maximum. <br />
<br />
<br />
'''Yin Healing Wound Destruction'''<br />
<br />
'''Requirements:''' {{inpage|Path of the Healer}}<br />
<br />
'''Cost:''' 8 Chakra <br />
<br />
You predict where your opponent will strike, preemptively healing it before it is injured. As a reaction when you are targeted by an attack by a creature you are aware of, you take half as much damage from that attack.<br />
<br />
<br />
===Path of Companionship Unique Jutsu===<br />
The following jutsu can only be used by a character that has the {{inpage|Path of Companionship}}. <br />
<br />
'''Secret Technique: Insect Gathering'''<br />
<br />
'''Requirements:''' {{inpage|Hive Body}}<br />
<br />
''Cost:''' 9 chakra<br />
<br />
As an action, you attract the insects in your general surroundings, allowing them to communicate with your swarms, and your swarms with you. You become aware of the location and general movement direction, but not description, of any creatures within 1 mile of you, as well as any other time-relevant unusual happenings.<br />
<br />
= Optional Rules =<br />
In this section, you will find optional rules that alter the way the class is played. This section is meant for additional rules that alter the class, without forcing these rules on everyone (hence they are optional).<br />
<br />
=== Random Natures and Kekkei Genkai Limit ===<br />
<br />
This class offers freedom of choice regarding some abilities the same way spellcasting classes offer freedom to decide which spells you pick (limited by your class' spells list). However, you and/or the DM may want a more realistic approach in character creation where the character gets a random set of abilities at birth instead of ones chosen by the player. Here is an optional rule if this is what you're after:<br />
<br />
* In character creation, roll a d6. The results will determine your Chakra Nature at 2nd level.<br />
<br />
{| class="wikitable"<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6<br />
|-<br />
| Earth Style || Fire Style || Lightning Style || Water Style || Wind Style || Kekkei Genkai<br />
|}<br />
<br />
Getting a 6 means you are born with a Kekkei Genkai. Roll a d8, the result will be your Kekkei Genkai. On a 1 you roll again, you do not get two Kekkei Genkai.<br />
<br />
{| class="wikitable"<br />
|-<br />
! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10<br />
|-<br />
| Re-roll || Explosive Style || Ice Style || Lava Style || Magnet Style || Scorch Style || Storm Style || Vapor Style || Wood Style || Swift Style<br />
|}<br />
<br />
On top of gaining the Kekkei Genkai at 2nd level, you also learn both Chakra Natures required for its use as explained in the Kekkei Genkai's description. (i.e. You learn Earth and Lightning on top of Explosive style.)<br />
<br />
* You can only have 1 Kekkei Genkai in this optional rule (not including the subclass ones). Learning the required Chakra Natures for a Kekkei Genkai won't let you access its capabilities (i.e. If you already have Explosive Style, you cannot learn Storm style even if you have both Water and Lightning styles.)<br />
<br />
Blaze and Yin Yang style aren't included because of their requirements. In this optional rule, Blaze style is automatically unlocked when either of its requirements are achieved while Yin Yang would have to be chosen at 15th level as usual.<br />
<br />
<br />
<br />
=== Fewer Kekkei Genkai ===<br />
<br />
This optional rule is primarily meant for shinobi-exclusive parties who want more variation between members, but also delectably brings a more canon-accurate take to Kekkei Genkai. In order to gain a Kekkei Genkai, you must fulfill the nature requirements and take it as a chakra nature.<br />
<br />
=== Even Fewer Kekkei Genkai ===<br />
<br />
This optional rule brings the tragic, unbalanced nature of Kekkei Genkai in the canon material of Naruto. In order to gain Kekkei Genkai jutsu, you must either have rolled it using the {{inpage|Random Natures and Kekkei Genkai Limit}} variant rule, or gain the ability to use a specific Kekkei Genkai as an Epic Boon.<br />
<br />
=== Non-Linear Jutsu ===<br />
<br />
This optional rule fulfills the same purpose as Fewer Kekkei Genkai, but for jutsu as a whole. Individual jutsu no longer have level requirements. When you gain a new {{inpage|Chakra Nature}}, you only gain its Basic Jutsu and one jutsu of your choice. You gain one jutsu of your choice every time you gain a level past 1st level. In the case of Basic Ninjutsu, you instead gain 2 jutsu. You gain one additional jutsu on even levels, and two additional jutsu (three in total) at 16th level. <br />
<br />
This results in the 34 jutsu (halving Basic Ninjutsu) that a player would get otherwise, while stretching out how often they get them, integrating unique jutsu, and allowing high-chakra characters to become one-use cannons.<br />
<br />
=== Chakra Regeneration ===<br />
<br />
This optional rule explores the idea of the Shinobi being better at chakra control and buffs their ability to regain their chakra in a way more akin to the official source. This rule renders the '''Zen Master''' feat irrelevant, but makes the class a bit more fun to play.<br />
<br />
Every time you finish a short rest, you regenerate an amount of chakra equal to Your Level + Intelligence Modifier. This stacks with the '''Overflowing Chakra''' Feat.<br />
<br />
=== Chakra Exhaustion ===<br />
<br />
This optional rule is intended to make playing a Shinobi much more tactical and accurate to the canon. While you have 0 chakra, except while at 1st level, you gain 1 level of exhaustion. Additionally, your chakra point minimum is decreased from 0 to negative your maximum. You gain 1 point of exhaustion for every fifth of your chakra maximum you spend below 0 points. You still only regain your chakra point maximum at the end of a long rest (i.e. a creature with a 25 chakra maximum with -24 chakra points has 1 at the end of a long rest).<br />
<br />
=== One Currency System ===<br />
<br />
While chakra acts in a vacuum mechanically in 5e, in canon it is something of a universal lifeforce. This variant rule is intended to bring that concept into reality. 1 ki or [[Reishi (5e Class)#Reiki|reiki]] point is equal to twice as many chakra points. Spell slots are equal to a number of chakra equal to 3 times their level. Psi points and [[Nen User (5e Class)#Nen|aura points]] are worth half as many chakra points.<br />
<br />
=== Classic Unarmed Die ===<br />
This variant rule is intended for DMs running the [[Shinobi World (5e Campaign Setting)|Shinobi World]] campaign setting, or who just want their players to hit a little harder without using jutsu. Whenever your {{inpage|Martial Arts}} die increases, instead of changing the size of the die used, you instead roll 1 additional d4.<br />
<br />
===Cooperation Ninjutsu===<br />
<br />
With this variant rule, two creatures can cast a single jutsu. One creature uses their action, and the other creature uses their reaction. Both creatures must spend 2/3 of the jutsu’s cost. This additional cost does not apply to jutsu that already have rules for being cast by multiple creatures. This enables a jutsu with multiple chakra nature requirements to be cast, even if each user does not have both requirements, so long as the requirements are met across both players.<br />
<br />
=== Gestalt Subclasses ===<br />
<br />
Certain characters can not be completely encompassed in a single subclass, such as a Jinchuriki who also wields sand possessed by a lost loved one. This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer D&D players with an abundance of options, and works best in smaller parties. A DM should take caution in using this variant rule, as only a handful of missteps can result in a Kāma wielding Jinchuriki with a Tensei Byakugan in one eye and a Rinne Sharingan in the other that is possessed by a loved one and can unlock the Eight Gates who just so happens to be a samurai. <br />
<br />
At 4th level, players choose a second subclass. The level requirements for this subclass are increased by 1, save for their final feature which remains 20.<br />
<br />
===Birth of the Ten-Tails' Jinchuriki===<br />
In canon, the [[Datara, Third Form (5e Creature)|Ten-Tails]] is of nigh-immeasurable and unhearnessable power. In RAW, it's a few more uses of '''''a''''' feature, but to make it anything else would be a mistake for day-to-day balance. This variant rule is intended to rectify both of these issues. <br />
<br />
;Becoming the Ten-Tails' Jinchuriki<br />
<br />
In order to become the Ten-Tails' Jinchuriki, [[Datara, Initial Form (5e Creature)|the newborn Ten-Tails]], which is formed from the [[Gedo Mazo (5e Creature)|Gedo Mazo]] after it absorbs all 9 [[Tailed Beasts (5e Creature)|Tailed Beasts]], must progress to its [[Datara, Third Form (5e Creature)|true form]]. Once it has, you must cast [[#Unique Fūinjutsu|Six Paths Ten-Tails Coffin Seal]] on it, after which you become the Ten-Tails' Jinchuriki. <br />
<br />
;Effects of being the Ten-Tails' Jinchuriki<br />
<br />
Immediately upon becoming the Ten-Tails' Jinchuriki, you must make 1 saving throw for each of the following ability scores. Your total roll determines certain effects:<br />
<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
! Roll !! {{5a|con}} !! {{5a|int}} !! {{5a|wis}} !! {{5a|cha}}<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| <14 || You are killed instantly || You are killed instantly || You are killed instantly || You are killed instantly<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| <19 || You can not use any features from non-dojutsu implanted subclasses || You can not cast jutsu || You can not use any features from non-implantable subclasses || You can not use any features from dojutsu subclasses<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| <24 || You can use any features from the {{inpage|Path of the Beast}} as if you were 10th level || You can use any features from the {{inpage|Path of Totality}} as if you were 10th level || You can use any features from the {{inpage|Path of the Sage}} as if you were 10th level, and your meditation timer is always at maximum || You can use any of your dojutsu's features as if you were 10th level, but you can not use {{inpage|Susano'o}}, and you can not gain exhaustion or gradual blindness from using dojutsu features.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| <29 || You can use any features from the {{inpage|Path of the Beast}} as if you were 20th level and had defeated your Bijuu, maintaining forms from it does not cause you to lose chakra, and red chakra does not incur the saving throw || You can use any features from the {{inpage|Path of Totality}} as if you were 20th level || You can use any features from the {{inpage|Path of the Sage}} as if you were 20th level, and your meditation timer is always at maximum || You can use any of your dojutsu's features as if you were 20th level, but you can not use {{inpage|Susano'o}}, and you can not gain exhaustion or gradual blindness from using dojutsu features.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29+ || You permanently benefit from the Outer Paths Sage Mode boon|| You gain the Ōtsutsuki {{inpage|Clan Boon}} || You permanently benefit from the Six Paths Sage Mode boon || You gain the Rinne Sharingan boon<br />
|}<br />
<br />
===Beyond 20th Level===<br />
The following table is adapted from [[Past Level 20 (5e Variant Rule)]] with its own respective class-based changes. <br />
<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
!Level<br />
!Proficiency Bonus<br />
!Features<br />
!Chakra<br />
!Martial Arts<br />
!Unarmed Movement<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 21 || +7 || Epic Boon || 42 + Con || 1d12 || +30<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 22 || +7 || {{inpage|Ability Score Increase}} || 44 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 23 || +7 || {{inpage|Ninja Path}} || 46 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 24 || +7 || {{inpage|Additional Chakra Nature}} || 48 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 25 || +8 || Epic Boon || 50 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 26 || +8 || {{inpage|Ability Score Increase}} || 52 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 27 || +8 || {{inpage|Ninja Path}} || 54 + Con || 1d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 28 || +8 || || 56 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 29 || +9 || Epic Boon || 58 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 30 || +9 || {{inpage|Ability Score Increase}}, {{inpage|Ninja Path}} || 60 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 31 || +9 || || 62 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 32 || +9 || {{inpage|Nindo}} (2) || 64 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 33 || +10 || Epic Boon || 66 + Con || 2d10 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 34 || +10 || {{inpage|Ability Score Increase}} || 68 + Con || 2d10 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 35 || +10 || {{inpage|Ninja Path}} || 70 + Con || 2d10 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 36 || +10 || {{inpage|Extra Attack}} || 72 + Con || 2d10 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 37 || +11 || Epic Boon || 74 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 38 || +11 || {{inpage|Ability Score Increase}} || 76 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 39 || +11 || {{inpage|Additional Chakra Nature}} || 78 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 40 || +11 || {{inpage|Ninja Path}} || 80 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 41 || +12 || Epic Boon || 82 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 42 || +12 || {{inpage|Ability Score Increase}} || 84 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 43 || +12 || || 86 + Con || 2d12 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 44 || +12 || || 88 + Con || 3d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 45 || +13 || Epic Boon || 90 + Con || 3d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 46 || +13 || {{inpage|Ability Score Increase}} || 92 + Con || 3d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 47 || +13 || {{inpage|Extra Attack}} || 94 + Con || 2d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 48 || +13 || {{inpage|Additional Chakra Nature}} || 96 + Con || 3d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 49 || +14 || Epic Boon || 98 + Con || 3d8 || +35<br />
|- class="{{Odd-Even|{{#var:odd}}}}<br />
| 50 || +14 || {{inpage|Ability Score Increase}} || 100 + Con || 3d8 || +35<br />
|}<br />
<br />
====Additional Chakra Natures====<br />
At 24th, 39th, and 48th level, you gain 1 additional chakra nature.<br />
<br />
====Extra Attack====<br />
At 36th level, when you take the attack action, you may make 1 additional attack (4). This increases to 5 attacks at 47th level.<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 Naruto Shinobi class, you must meet these prerequisites: Intelligence of 14 and Dexterity of 14<br />
<br />
----<br />
<br />
{{5e Classes Breadcrumb}}<br />
{{Copyright Disclaimer|franchise=Naruto|owner=Viz Media}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Dilettante Tag]]</div>FrickyDiBoophttps://www.dandwiki.com/w/index.php?title=Talk:Naruto:_Shinobi_(5e_Class)&diff=1451180Talk:Naruto: Shinobi (5e Class)2021-03-19T15:20:52Z<p>FrickyDiBoop: /* Clarifications */</p>
<hr />
<div>__TOC__<br />
{{Archives<br />
|label1= Archive 1 (Mechanics and General)<br />
|label2= Archive 2 (Fulfilled Requests)<br />
|label3= Archive 3 (Kekkei Genkai and Balance)<br />
|label4= Archive 4 (Clarifications)<br />
|label5= Archive 5 (Major Changes)<br />
|label6= Archive 6 (TBA)<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 />
==Sage Mode/Kama Rewrite==<br />
Hi, all, sorry for the delay in responding, between real life responsibility and reworking [[Shinobi World (5e Campaign Setting)]] there wasn't much time to do so. As I was creating the various Naruto variants, I realized that the Paths of the Sage and Succession, like the Path of the Cursed had previously, is counterintuitive to the rest of this class. This class is centered around chakra, so slapping timers on features somewhat dilutes this class (not including dojutsu for obvious reasons). Would people be okay with introducing senjutsu chakra and some sort of "white chakra" to Sage Mode and Kama transformations respectively? Also, check out the below discussion, I'd still love to hear more thoughts on that. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]])<br />
<br />
<br />
The curse mark revamp that happened recently was absolutely great, me and the guys over here that play on this setting absolutely fell in love with it right away even though it slightly changed how we did stuff. But it changed it for the better, we're excited to see more like that.<br />
So me and the guys over here tell you "Go for it!!"<br />
<br />
<br />
About sage mode, we've realized something. The wisdom score limit to senjutsu chakra and the requirement to have senjutsu chakra equal to your normal chakra for partial sage mode make it so that if your chakra is higher than your wisdom score, you can't use sage mode.<br />
Which will almost be always the case at later levels, or is it meant that for the user to expend their normal chakra, until it's within their wisdom score?<br />
<br />
:I am aware of the current problems of it. It was saved in a place that I could get a general idea of what I'm going for, not necessarily in its complete state. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:47, 28 February 2021 (MST)<br />
::Hopefully the problem has been resolved. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
<br />
Yeah it has, thanks.<br />
<br />
==Non-Linear Jutsu==<br />
I am considering making this variant rule a fundamental part of this class. With the raw number of jutsu, there's really no reason to force players to take any particular jutsu. This will probably come with a much-needed summoning jutsu increase, but I can't really see any reasons not to beyond that. I am putting this out just in case anyone has any objections. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:24, 20 November 2020 (MST)<br />
<br />
I do see where you're coming from with this but also it's really weird. Cuz I do like the whole thing of you know you level up into your chakra nature and you train for others and everything. And for me personally I kind of give out jutsu's as scrolls for like completing missions or like they find it in a chest or something.so there's multiple ways of doing it and it's not really restricting players it's only if the DM restricts them.<br />
<br />
:I'm not really seeing where you're coming from. How is only allowing players to gain a handful of arbitrary jutsu in an arbitrary order not restricting them? Why couldn't you just give a player a different scroll, or training in a jutsu of their choice, for completing a mission? I guess I'm just not getting where you're coming from. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:05, 17 December 2020 (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 />
<br />
What differentiates the normal Path of Hatred “Genjutsu” ability to its unique Jutsu “Ephemeral”<br />
<br />
:First of all, it doesn't require the target to look at the user. It only requires the user to touch the chosen target. And then, the target rolls the saving throw with disadvantage. --FrickyDiBoop([[User talk:FrickyDiBoop|talk]]) 04:01, 25 February 2021 (MST)<br />
<br />
I have a question. Does Truesight see through the "disguise" feature of Path of Mutation? If yes then I think it might be underpowered to be gained at level 10 as most dojutsu and sage mode have truesight at level 3<br />
<br />
And also about path of specialization when I cast my signature jutsu can I choose to forego the improved Technique feature? Otherwise it makes a heavy drawback to characters with low save DCs as their signature jutsu's damage will be almost always halved due to the saving throw [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
:As you can not be distinguished "by chakra sense", which is the source of dojutsu/Sage Mode truesight, they would not be able to distinguish. The saving throw to reduce damage from Improved Technique only applies to the additional damage, not the jutsu's base damage. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
<br />
<br />
Does chakra exhaustion work exactly like normal exhaustion? In regards to needing to have multiple long rests to get rid of the exhaustion. Because since the moment I laid my eyes on that optional rule, I thought that in the next rest, once you have a positive number in your chakra points, all the exhaustion is gone. Mainly since it would be so annoying to have time skips left and right just so our characters won't have any detrimental effects before the next mission. And I mean ''only'' through rest. Indra's Susanoo and Cursed Mark chakra can't get rid of exhaustion.<br />
<br />
:While I couldn't write it in a satisfying way, the intent was for regaining chakra points to reduce your exhaustion. With this in mind, while Cursed Mark certainly shouldn't be able to reduce chakra exhaustion for the same reason red chakra can't, I don't see why Indra Susano'o shouldn't be able to. Exhaustion can also be cured by chakra pills (or greater restoration if you aren't doing a shinobi only campaign), so it's not exactly your ''only'' option. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
<br />
Regarding Cooperation Jutsu, if the requirement to perform the jutsu has to be achieved by either one or both and they perform a kekkei genial jutsu, does that mean that in order to do it one of them would have to choose that kekkei genkai? Effectively disabling them from having other kekkei genkais.<br />
<br />
:I gotta be real, the Cooperation Jutsu variant rule was written a while ago and I'm still not positive I like how any of it is worded, so I full on might completely rewrite it. The intent was to allow writing it that way was to allow things like Scorch Style: Nimbus Tempest, in which neither Naruto nor Sasuke knew Scorch Style, but could individually use Fire and Wind Style. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
<br />
And what happens in a case that an Uchiha fulfills the requirement of the mangekyo, which is witnessing the death of a close entity, but they have yet to reach level 15?<br />
<br />
:It would be a similar effect to Sasuke unlocking his first tomoe, they would technically "have" Mangekyo, but the repressed trauma would keep them from using it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
<br />
Question about the cursed mark: it says if I can use black chakra as if it were normal chakra but if I do so I have to spend an equal amount of normal chakra.. so in the case that my normal chakra is lower than my black chakra. Or my chakra is 0, or -0 or i don't have any chakra remaining at all. How will that be managed? Or is that all just meant to if I use black chakra and normal chakra at the same time?<br />
<br />
:That piece of wording was intended to only apply to using black chakra and normal chakra on the same jutsu. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
<br />
Is there a way for a third party to unseal a seal? I looked around the page and didn't find it... --<br />
[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:31, 28 February 2021 (MST)<br />
<br />
I noticed Path of Beast, Path of Hatred, and the path of exalted now include level 22, 27 and 30 milestones. Is this intentional? And if so, what made you desire this change? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 07:50, 2 March 2021 (MST)<br />
<br />
:These features have been on the page for ages, but their place has always been pretty nebulous as Beyond 20th Level also grants boons. This way, path features are with path features, their place is better clarified within the extended ruleset, and honestly they're just easier to find and edit. As detailed under the Ninja Paths header, if you aren't using that variant rule they are simply epic boons with a 20th level requirement.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:51, 2 March 2021 (MST)<br />
<br />
Seems like my question was glanced over. I think you just didn't notice it, so I'll ask again. Is there a way for a third party to unseal a seal? I looked around the page and didn't find anything about it. Maybe I just missed it or something. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 11:54, 2 March 2021 (MST)<br />
<br />
:Sorry about that! At the moment there is not, but I will add one in the near future.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
:My bad, it appears we both overlooked it. Rules for removing and highjacking a seal is listed immediately under the unique jutsu header.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:41, 2 March 2021 (MST)<br />
<br />
::What? Where? I can't see it. Maybe I'm blind.... --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 19:59, 2 March 2021 (MST)<br />
<br />
:::My bad, immediately under the REGULAR BASIC NINJUTSU header, "Seals can be created on any surface, however special material (such as Chakra Tags and Elemental Ink) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra point spent on the seals." Apparently I couldn't type at noon. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:04, 2 March 2021 (MST)<br />
<br />
Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth<br />
Cost: 10 Chakra<br />
The user forms a seal on another creature it can touch. Once per hour, that creature gains 2 chakra points, even if they can not use chakra. This can extend above a creature’s chakra point maximum, and they are not lost at the end of a long rest. This chakra can’t be used by the creature it is sealed in, but the creature that used this jutsu may cast jutsu from the seal using both the sealed creature’s chakra and their own.<br />
<br />
Can this jutsu be done on yourself? Cuz it does fall into touch category, but maybe RAI it's a no-go. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 07:41, 3 March 2021 (MST)<br />
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:This jutsu can not be used on the caster.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:25, 3 March 2021 (MST)<br />
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<br />
Would the Painkiller feat enable you to bypass Baryon Mode’s permanent HP decrease (At least for a few turns + Con mod)?.<br />
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:Painkiller only decreases hit point reduction, not maximum hit points, so while it is still useful for bypassing its current hit point reduction, the answer is no. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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It says that you had some sort of secondary subclass (Dojutsu implants,Kama,Soul Containment,etc) you can only reach it’s 10th or 15th level feature unless you have some feats, but can you use Advanced Training to simply get the next and final features?<br />
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:I hadn't considered that when making Advanced Training, but I suppose so. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:09, 4 March 2021 (MST)<br />
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Path of Totality Manipulation, does it require an action or? If it's a free action it's unstoppable. If it's a bonus action it's manageable.<br />
<br />
Also if you have affinity in basic do you add your unarmed damage to shadow clone attacks? [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 11:24, 5 March 2021 (MST)<br />
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:Manipulation's rules were vague, so I have clarified it as well as giving it a sleight nerf. Affinity only increases damage that a jutsu deals when cast, not damage a jutsu's construct deals, so shadow clones and summons do not deal additional unarmed die damage.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:07, 5 March 2021 (MST)<br />
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The Tenseigan can only be achieved through implantation. So is it safe to assume that the Tenseigan doesn't follow implantation rules?<br />
And can Kirin be used while being in a closed room, unable at all to see the sky? I assume it is because the jutsu doesn't say otherwise, but I like to make sure. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:12, 5 March 2021 (MST)<br />
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:The Tenseigan still follows implantation rules if you gain it after 3rd level, because while naturally gaining the Tenseigan at 3rd level isn't justified in canon, either of the previous being false makes it kinda weird balance-wise. As for Kirin, it does say that the lightning comes from the cloud, so while you should be able to use it indoors, it should be harder, which I will try to make clearer. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:20, 5 March 2021 (MST)<br />
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How does Masterful Chakra Control works exactly? The ability of lowering chakra cost, to be specific. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 18:15, 6 March 2021 (MST)<br />
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:You decrease the amount of chakra you need to spend by your Intelligence modifier to a minimum of 1. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
<br />
So how exactly does Red Chakra work? Does it mean that 1 red Chakra is enough to use a single Jutsu or do you need to have an amount of chakra equal to the jutsu’s chakra cost?<br />
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:As described in the feature, red chakra can be spent in the same way as normal chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:46, 7 March 2021 (MST)<br />
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So if a Jutsu needs 5 Chakra, I need 5 red chakra to do it? Alright, thanks for the clarification.<br />
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<br />
There’s been a things I’ve been wondering about Path of Hatred lately so here are my questions,<br />
<br />
Wouldn’t each eye’s gradual blindness be separate except maybe for using Susanno? For example, I use my right eye more often to use Tsukuyomi but rarely use my left eye to cast Kotoamatsakumi so wouldn’t that mean only the right eye’s vision would deteriorate? (Idk how to deal with this since the Gradual Blindness variant rule isn’t made for this)<br />
<br />
:Technically each eye would go blind individually, but defining that mechanically would be an absolute nightmare, and using such mechanics even more so.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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I remember seeing in an archive that you can take the same MS ability multiple times, but what benefit does it give you if you chose the same ability 2 or more times since CBS was the only one that clarifies this?<br />
(Basically what do you get from having multiple Amaterasus,Tsukuyomi,Totsuka Blade,Yata Mirror,etc)<br />
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:Amaterasu, Tsukuyomi, and Yata Mirror wouldn't benefit from being taken multiple times. The main ones that benefit are Telekinesis (each take allowing the user to manipulate an additional 100 pounds), Totsuka Blade (I've been meaning to rewrite it to be more inclusive to all Susanoo weapons, thus taking it twice would apply it to both Susanoo weapons), and Kotoamatsukami (with each take granting an additional use).--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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Would we ever get a Partial Susanno feat/boon (Like how Sasuke and Madara summon ribcages and limbs)?<br />
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:A partial susanoo feat is in the works.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:54, 7 March 2021 (MST)<br />
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If you permanently lose a path, like with baryon mode or with your extracting your jinchuriki, can you gain another path in it's place? And can path of the cursed be permanently lost, like with Sasuke when itachi freed him from it?<br />
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Second question: with path of the puppet master it says "you can create threads of chakra" but doesn't clarify if it requires an action, does that mean it's a free action? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
<br />
:Hopefully the most recent edit has clarified these. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:47, 8 March 2021 (MST)<br />
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<br />
If you end Baryon Mode, what would be the PC and the Tailed Beast’s maximum HP since it only says PC would lose 20 current and maximum HP but it never said what it would mean for its tailed beast or even how to divide the HP back after ending it<br />
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<br />
Question about Basic Ketsuryūgan, it says if I "make" an unarmed attack, I can expend a chakra point to force them a Con save and make them stunned on a failure.<br />
The "make" has me a bit confused, do I need to actually "hit" them to force them the save or can I do that even if I missed?<br />
I have the same question about Byakugan's heavy palm.<br />
And a similiar question about lightning cloak, do they take the damage just if they hit me, or if they attempt to do so?<br />
<br />
<br />
And does my curse mark stay active even if I'm knocked unconscious? That would spell death, since it'll keep reducing maximum hp until the user reaches 0 and they can't do anything about it. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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<br />
Does the loss of HP from Path of Youth abilities considered damage? Can Painkiller reduce it? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:56, 11 March 2021 (MST)<br />
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:Hopefully the above have been edited into clarity.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Can the cell activation Jutsu take away the curse mark feature? Is it counted as a curse for cell activation and greater restoration? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Mechanically, cursed mark is a class feature, not a curse, so it would not be affected.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Is there a shark-shifting-thingy for Hoshigaki people? Like Kisame can do. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 13:29, 12 March 2021 (MST)<br />
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:Assuming you're talking about the form he used against Guy, Kisame's shark form was a function of Samehada, not necessarily the Hoshigaki clan. I might add it some time in the future, but I wouldn't count on it since there really isn't a huge difference between that and using Samehada as a Hoshigaki. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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<br />
My earlier message about the curse mark wasn't answered so in case you didn't see it.<br />
Does the curse mark stay active even when the user is unconscious?<br />
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<br />
For people who want to break out of Edo Tensei, if it was cast not in initiative (so it's cost is halved), does the amount of chakra to break out counts as 7/8 or still 15? Disregarding the doubling for people that don't know the jutsu. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:42, 13 March 2021 (MST)<br />
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:They weren't unanswered, just one of the few that were answered in a main page edit rather than on this page. All path features that require upkeep end if you become unconscious as stated under the Paths header, and Edo Tensei is no longer affected by out-of-initiative cost reduction.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:26, 13 March 2021 (MST)<br />
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Would a jutsu count more as a spell or a cantrip because your only able to cast 1 spell per turn but a infinite amount of cantrips as long as you have enough extra attacks or bonus actions?<br />
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:I have no idea where you're getting that you can cast an infinite amount of cantrips, or that you can only cast 1 spell per turn. Spell level doesn't determine how you can cast it at all, casting time does, and almost every official cantrip has a casting time of 1 action. This is also why cantrips that deal damage deal more damage based on character level, if they didn't DPR casters wouldn't be able to keep up with DPR non-casters with multiattack. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:59, 15 March 2021 (MDT)<br />
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<br />
Just a few Path of the Puppet Master questions:<br />
<br />
Can you place seals on puppets?<br />
<br />
Can a puppet be used as a vessel for Creation of Heaven and Earth and Fury?<br />
<br />
Can puppets (specifically Human Puppets) cast jutsus?<br />
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<br />
The curse Mark's 15th level feature contains "You gain one additional Diversified Second Stage effect."<br />
When I do that, is it always the same effect that I chose the first time everytime? Or do I choose whichever effect I want whenever I use that? [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]])<br />
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:Hopefully the most recent edit has put these to rest. As a general rule, seals can be placed on literally anything. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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Where does one come across a White Kama?<br />
Is this planned for future updates? Or is this just up to the DM? --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 16:11, 16 March 2021 (MDT)<br />
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:Honestly, there's not any real difference between Kama and White Kama in play beyond how the player role plays it, so I don't currently have any plans to add it, though this may change. It's only stated in Ōtsutsuki Demi-God for the sake of canon accuracy and flavor text. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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Since you can cast jutsus with puppets, does that mean feats like Multi-Shadow Clone Jutsu Master work on puppets?<br />
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:Controlled puppets can cast clone jutsu, but as the page was this would be massively overpowered as it was. Hopefully this has been balanced. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:41, 16 March 2021 (MDT)<br />
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What would be the stats of the 4th and 5th puppets in “Master Strategist” as shown in the newest revision for Path of the Puppet Master?<br />
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:Master strategist does not grant additional puppets, only the ability to control two additional puppets. It's really only a good option if you took human puppeteer or have a very generous DM.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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If someone gets a kekkei genkai, they can also use the two natures that construct it. But my friends think that being granted the ability to take jutsus from those lists grant them with the extra jutsu you get from gaining a new nature. Please tell me this is wrong. It just feels so unbalanced for me, since not only do their get the ability to use jutsus from multiple natures, but they can also take up more jutsus than any other ninja would. I get that Kekkei Genkai is cool and unique and all, but the system can't just favor someone based on a single dice roll. That's basically my case lol. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 15:41, 17 March 2021 (MDT)<br />
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:I'm going to be completely honest, if you're worried about balance DO NOT use the Random Natures variant rule, it is easily the most busted variant rule on this page. Every time I've even considered using it, I've also considered making a variant rule to restrict component natures, most often by requiring a player to unlock them, but there should definitely be some sort of benefit for rolling well if you use it in the first place. What your friends say is correct, and there's really no good way around it without throwing out nature rolls as a whole.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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on page 202 of the PHB under the bonus action heading of the casting time section: If you cast a spell with your bonus action, You can't cast another spell during the same turn, except for a cantrip with a casting time of I action.<br />
So if i were to use the kamui ability intangible witch costs a bonus action what jutsu would i be able to use after if any. Hopefully this helps i kinda worded it weirdly last time.<br />
<br />
:Jutsu are similar to spells, but are not spells. If a jutsu can be cast as an action or bonus action, the only limitation is if you have a usable action or bonus action.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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Also in the Beyond 20th Level chart i noticed that at level 37 the martial arts goes from 3d6 (average of 10.5) to 2d10 (average of 11) barely increasing the average damage and decreasing the minimum damage from 3 to 2 making it less of a bonus and more of a disadvantage.<br />
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:While what you say is technically true, 4d6 is a jump of 4, when the typical increase is +1, making +0.5 a better alternative. As far as I can tell, there's really no better alternative, though you're welcome to suggest anything I might have missed.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 22:21, 17 March 2021 (MDT)<br />
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What if you replace the 3d6 with 2d10, the 2d10 with 2d12, and the 2d12 with 3d8 then all the jumps would be +1 except for the last one that would only give a +0.5 to the average as well as increasing the minimum damage from 2 to 3.<br />
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<br />
How do clones and subclass features like dojutsu, sage mode, curse mark, and the path of beast releases work? There's been a lot of arguments about this in our campaign that clones became a pain to even use, so I've decided not to use them until everything is clarified.<br />
[[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 08:39, 19 March 2021 (MDT)<br />
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<br />
What happens if a clone uses Gedo Art of Rinne Rebirth? This question kind of seconds the dude above me with the confusion.<br />
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==Requests==<br />
<br />
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 />
<br />
: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 />
<br />
: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 />
<br />
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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<br />
<br />
<br />
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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<br />
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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<br />
Double Human Bullet Tank, Water Release: Surfing Strike<br />
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Surfing Strike has been incorporated into instant water. 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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<br />
Earth Release: Rock Shuriken<br />
<br />
:I’ve added a handful of the requested jutsu. Rock shuriken was not added as one can simply use shuriken shadow clone 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, Medical Water Release: Water Scorpion, Medical Mode.<br />
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:I don't see a mechanical difference between Wind Cutter and Great Sickle Weasel, and Medical Mode and Mitotic Regeneration. As interesting as the Medical Water Styles are, Scorpion doesn’t make offer anything that the Path of the Healer doesn’t. -[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 06:32, 7 March 2020 (MST)<br />
<br />
<br />
Sound release<br />
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<br />
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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<br />
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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<br />
Could you add twin lightning blades if that is canon, but something along those lines. If that makes sense lol-D<br />
<br />
: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 />
<br />
<br />
*Suicide Bombing Clone<br />
*Sword of Kusanagi: Hawk Flash<br />
*Water Release: Water Hail<br />
*Susanoo: Tsukumo<br />
*Crazy Butterfly Kick<br />
*Alder<br />
*Sealing Technique: Spirit Sealing<br />
*Insect Clone Technique<br />
<br />
:Suicide Bombing Clone has not been added due to being too similar to the various explosive clone jutsu and C0. Hawk Flash doesn't seem any different to simply making attacks with a sword, and the same goes for Crazy Butterfly Kick with Butterfly Mode and Alder with Camellia. Water Hail seems identical to any other projectile water jutsu. Tsukumo is already a part of the good-aligned Susanoo's lance. I have no idea how to adapt Spirit Sealing without making it equal in power to a legendary item like the Kohaku no Johei. Adding Insect Clone would negate the decision behind choosing Hive Body over Mimicry. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 18:28, 25 November 2020 (MST)<br />
<br />
Lightning Release: Snake Lightning, Sage Art: Goemon, Frog Kata, Fighting Tongue Bind, Sage Art: Storm Release Light Fang, Secret Sword: Moonlight, Chakra Shockwave Slash, Flash, Samurai Sabre Technique, Rupture, Adamantine Seal: Monkey Yang Suppression, Kaima Form,Origami Replacement Technique<br />
<br />
:Snake Lightning seems identical to pretty much every lightning jutsu, Goemon is incorporated as part of [[Elder Toad (5e Creature)]], Frog Kata is just making unarmed strikes in Sage Mode, Fighting Tongue Bind should be a thing only elder toads can use (which I will add in the future), Light Fang and Origami Replacement are already adapted, and any of the above kenjutsu are either identical to simply making sword attacks or seem difficult to adapt into mechanics, with Monkey Yang Suppression suffering from the latter. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:46, 3 December 2020 (MST)<br />
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<br />
[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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Could you make the sage art and other benefits like it stack with weapon attacks as well? I don't think it would break balence too much (Ive found a way to one-round kaguya), and it makes sense because sage mode and tailed beast mode didn't just make naruto better at punching, they made him stronger overall. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:I've seen the whole "one-shotting Kaguya" thing before, would you mind giving me the specific calculation? The main point of only adding damage to unarmed strikes, rather than all melee attacks, is to control general damage output. For instance, 7 (1d4 + 1d10) damage per attack is perfectly manageable as a temporary boost at lower levels, as is 7 (2d6), but 12 (2d6 + 1d10) is a bit too much. While this becomes less of a problem once you're rolling 13 (3d4 + 1d10) damage per attack with Sage Mode, at that point using a weapon is obsolete. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 14:35, 4 January 2021 (MST)<br />
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The reason why I wanted it for weapons is because susanoo benefited from curse mark, which is essetially the same thing. it would make sense. and one-shotting kaguya is an expoint that no sane player or dm would allow, thats baically multi-shadow clone master with ten tails jinchuriki, and you bassically have to roll a 24+ on the con save. get the no chakra cost path of the tailed beast feature. Clone (Make sure to take fighter 2) action surge, transform. your clones reapeat this, and whenever you're ready to fire, tailed beast bomb. kaguya and basically all of your cloned tailed beasts would die.[[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
<br />
:Susanoo benefitting from Curse Mark is meant to parallel Tailed Beast Mode benefitting from Sage Mode, they are not the same thing. Also, your reasoning on why something wouldn't break balance is that a player could theoretically collect and seals all 9 tailed beasts inside them (which would be a campaign in and of itself), roll exceptionally well, and multiclass. You're also missing that every clone would need 20 chakra (~3 rounds of prep that Kaguya could easily obliterate all of your clones during), and that becoming the Ten-Tails' jinchuriki fundamentally means that Kaguya can not exist at the same time. Is it mechanically possible? Sure. Is it worth taking into any consideration? No. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:07, 5 January 2021 (MST)<br />
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1. the ten tails has a tailed beast bomb ability that makes it free and stronger.<br />
2. sage mode and curse mark are senjustu enhancements, and they have very similar properties in the anime<br />
3. you can actually pull this off easily by transforming first, then using clone action surge tailed beast bomb on the kyuubi or really any tailed beast. they would deal enough to kill kaguya, especially if using hidden chakra or asura's reincarnation. if your dm is allowing you to have a tailed beast, you can pull this combooff in one round. [[User:The Archmage Karsus|The Archmage Karsus]] ([[User talk:The Archmage Karsus|talk]])<br />
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:The only thing that changes in Tailed Beast Mode is ability scores and size; you keep your own features. While I may change this, it would come alongside giving the tailed beasts their own chakra, thus making their TBB cost 20 chakra anyway. While Curse Mark and Sage Mode both use senjutsu, they are shown to be WILDLY different (compare Jiraiya and Jugo). One-shotting Kaguya with TBB would cost 685 chakra (2057/60x20), so it really doesn't matter if you're using hidden chakra or are asura's reincarnation. Trust me, this combo isn't even worth considering. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 11:44, 5 January 2021 (MST)<br />
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These are basically feat versuons of Indra and Asura’s reincarnation boons except you don’t have to be a reincarnation of the sons of a literal God<br />
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Prodigy:<br />
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You have the choice of either automatically taking your Ninja Path’s 7th level feature and decreasing your 10th Level Feature’s level requirements by 1 or halving 3 jutsus of your choice’s Chakra requirements <br />
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Hard Work Pays Off:<br />
Prerequisites:16th Level or higher<br />
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You gain 1 extra use of the “Advanced Training” Class Feature and have the choice to either learn a unique jutsu (Discuss with your DM), create a custom one (Obviously discuss) or learn 2 new jutsus from any nature element (Excluding Kekkai Genkai), On top of that you also gain affinity with Basic Ninjutsu/Taijutsu depending on what you chose on 2nd level.<br />
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Note: I think I made the “Hard Work Pays Off” feat a bit better compared to the the “Prodigy” feat but ey, that’s why the prerequisite is 16th level<br />
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:Any character could be a prodigy or work hard for their talent, that kind of thing applies to any class and is 100% a part of a character's traits and personality, rather than anything mechanical. The only times either of these would be mechanical is if it was something supernatural, such as being a reincarnation. Beyond that, both of these are incredibly powerful, and easily constitute boons instead of feats. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:00, 6 January 2021 (MST)<br />
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What about a subclass based off scientific ninja tools and shinobiware like Garo, Kawaki or other members of Kara?<br />
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:I think scientific ninja tools and shinobiware should be campaign equipment rather than a subclass. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:28, 27 January 2021 (MST)<br />
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Will Kunitsikami and Reibi (Zero-Tails) jinchurikis get a variant rule like you did with the Ten-Tails due to them not being regular Tailed Beasts?<br />
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:I don't see why either of those would require variant rules, as neither of them grant their junchuriki the variety of powers the Ten-Tails does. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 13:09, 30 January 2021 (MST)<br />
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I can understand Reibi, but didn’t Kunitsikami Naruto gain access to various nature releases and access to the Kunitsikami (Boon) as well?<br />
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:Kunitsukami Naruto gained all of the Super Tailed Beast Rasenshuriken (which might be changed to an enhanced version of TBB enhancement) and MAYBE all of the Jinchuriki feats. That being said, I will add a variant rule for befriending a tailed beast that grants the above in a minute. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 08:59, 31 January 2021 (MST)<br />
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Barely any info on this, but how about Will Materialization? Basically what Kaguya did to create Black Zetsu, So far these are the only stats I can think of and it’s still kinda rough<br />
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Will Materialization Epic Boon:<br />
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Prerequisites: Charisma and Wisdom/Intelligence 20,<br />
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- You manifest a portion of yourself in a LV1 “Path of Mutation” (I’d say Black Zetsu lines up with the Path of Adequacy since only thing he and White Zetsu have in common is Body Coating) Shinobi that’s immortal (Probably Jashin Immortality Rules for “Dying”) as long as your chakra somewhat still exists (Stored in a seal even if you’re dead or some sort). This creature is in realistic terms, essentially a 2nd PC but it cannot cast any jutsus (save for Dojutsu abilities) and their chakra point maximum is always halved.<br />
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:This looks interesting, but I'll probably add it as a unique jutsu following the same rules as other Kekkei Mora given that Kaguya is the only one to use it. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:34, 13 February 2021 (MST)<br />
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I like how the evil sealing Jutsu isn't a stop gag to prevent activation like in the show. But a method to use the cursed mark. I suggest adding a stipulation to the black frog jutsu under cursed mark. Change it so they can get to the level 7th ability, and make it so once they hit their diversified second stage, they can activate it on their own without the evil sealing jutsu. Or just make a note saying once they gain access to the second diversified stage they can activate it on their own. Yo more closely match with the show. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:18, 25 February 2021 (MST)<br />
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:I completely disagree that would make it more accurate to canon, as the Four Black Fogs jutsu is explicitly used to counter the Mind Awakening Pills that kill the person who ingests them in order to progress their Cursed Mark to be able to use Second Stage. Additionally, Sasuke is the only person to both use a Cursed Mark and be able to activate it at will instead of when they get "worked up". That being said, Kabuto is able to use Sage Transformation effectively all the time, so I have added an Evil Sealing Jutsu-like effect to the 15th level feature. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:19, 25 February 2021 (MST)<br />
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I don't really know how to post on this, but I just wanted to mention some of my feelings on swift style since I'm playing a character who uses it as his main thing. The recently added unique jutsu are cool but feel a bit weird to use in practice. Its very awkward to walk back forth in and out of a creatures range, it feels odd and kind of of missed the point of opportunity attacks. I like the concepts behind the jutsu but i feel as if they could be changed a bit and i have a few ideas for them.<br />
*Heavenly dragon flash: is good as is and really nice to have.<br />
*10,000 step combo: i think giving the user more bonus actions would be more useful and practical than reactions. Not sure if it should be one or 2 more bonus actions but either way i think the effect being "While Surge is active, you move at blinding speeds, kicking off of walls and striking your opponents at any given time. As long as Surge remains active, you may make 1 additional Bonus action, and may take the attack action as a bonus action, and may make attacks of opportunity when your movement causes a creature to move outside of your reach." may be a nice and powerful change.<br />
*Blade Dance: i think this could also be changed and simplified to make it better to use and better overall. the effect could be "While Surge is active, your attack speed increases dramatically, but their effectiveness decreases. As long as Surge remains active, you may make 2 extra, extra attacks as a part of the attack action on your turn, but each of your attacks deal half damage.<br />
*The rasengan ones are great as is i think.<br />
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Anyways, these ideas may not be great, but i felt i could try to offer some change as swift style is kinda obscure so i understand having to make ideas out of no source material. anyways i hope youll consider them if you get the chance.<br />
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:The point of 10,000 Step Combo and Blade Dance being worded like that is to make them synergize by making attacks of opportunity both more common and making them make more attacks. While I'll think about rewording them some time in the future, I'd have to dwell on them longer.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:24, 25 February 2021 (MST)<br />
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I understand the point and idea of the wording, i was just saying that they are a bit hard to read and understand, aswell as feeling weird to use in real combat.<br />
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Yes, you were correct. However iirc the sound four were also able to use the cursed mark freely. Though this could easily be eluded to specific conditions or a unique method of training. <br />
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:I mean, I literally rewatched every episode that a character enters Second Stage to come to my decision, and excluding maybe Kimimaro, they all activate after getting worked up. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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Add an optional rule where being targeted by a curse mark has but a 10% survival rate. It would be fitting~ [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 04:29, 26 February 2021 (MST)<br />
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That would probably be a D18 Con Save if a creature chooses to give you a curse mark I think. It’d also be pretty cool if we also have some sort of saving throw for Kama Seals --[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 13:25, 26 February 2021 (MST) Bobert<br />
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:The 10% survival rate wasn't added because of just how disappointing it would be as a player to have a 90% chance to die instantly, but I'll try to find some way to squeeze it in. As for Kama, I have some plans that probably won't be put in place for a while. --[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 09:51, 27 February 2021 (MST)<br />
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I did the same, at least that specific arc. And yes. You are ccorrect. I wont press the matter any further. My apologies if I made it seem like a bigger deal than it was.<br />
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The changes to Sage Mode are great. Though the classes utility is low, considering utilizing the capstone is near impossible. Since you drain 2 senjutsu chakra every turn when you're not meditating, keeping it at a point where it's equal to your own chakra longer than a single turn is incredibly difficult. Even with clone meditating. As going over the amount you can sustain immediately paralyzes and transforms you. And the benefits for the capstone is a huge step down from what it was. Losing advantage on attacks. Losing yin yang usage or affinity. It's definitely drove a lot of my players off from being interested in said class. That being said. I like it. [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 18:02, 28 February 2021 (MST)<br />
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This is a question from one of my players: Hello there, I was wondering why aren't there any path of companionship insect swarm unique jutsu? as well as more of a focus on that part of path of companionship? And does the kikaichu's drain ability, level up with me or no?<br />
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:There aren't more insect-specific jutsu because most just aren't mechanically useful or unique, with a similar, if not worse, problem occurring with the Inuzuka's unique jutsu. That being said, feel free to suggest any that you find interesting. Your other question, the original version of the feature had a pretty big blind spot when it comes to saving throws, hopefully this has been rectified.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 12:30, 2 March 2021 (MST)<br />
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I think Shade Style: Chimera Technique is slightly overpowered. Gaining 3 features is pretty unbalanced. I think if you make it so they can take only 1 feature, it'll be better. --[[User:FrickyDiBoop|FrickyDiBoop]] ([[User talk:FrickyDiBoop|talk]]) 05:18, 7 March 2021 (MST)<br />
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:Chimera Technique was intended to be an analogue to replication, specifically with the major downsides that it only lasts for 1 minute and costs about half of a 20th level character's chakra.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 07:52, 7 March 2021 (MST)<br />
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Are there currently any plans for changes on Path Of Companionship? I like it as is concept wise, i just think it falls a tad short in the lower level abilities(the upper levels are great as is!), one thing paricularly that i dont think is necessary is the removal of any multiattacks with Companions bond. I also feel as though increasing the max CR of your companion may make the subclass more interesting.<br />
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:There are no current plans to change it. The loss of multiattacks and CR limitation is necessary due to having a companion doubling the number of creatures a player controls, specifically twice as many actions and hit points is very VERY powerful. That being said, a companion should probably gain your class features.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:44, 8 March 2021 (MST)<br />
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The creature gaining class features seems like a great change, but i imagine this isnt meant to let them cast jutsu, so you may want to specify that. Unless they are meant too, which would be cool, but maybe unrealistic.<br />
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:I don't see why they couldn't. Shino and Kiba have their various companions use jutsu regularly, and Itachi can even cast Kotoamatsukami using his crow.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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For the zetsu class, I think it would be cool if when using the possession you can choose which of the stats to use a person could mix and match the stats to really give that support aspect the finishing touch and then maybe put a size limitation on it, like you can't capture anything bigger than large because otherwise a powerful character with luck could take over a tailed beast.<br />
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:Good idea, sounds fun to use.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 20:33, 12 March 2021 (MST)<br />
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Separating Path of Companion into their own subclasses: I.E: Beast-Nin, or Insect-Nin would allow for more versatility for both. As it stands, insects seem horrendously outshined when compared to the Beast aspect. I could write up an editable template as I did with the Path of Specialization, if you wish to go down this route. To take some of the weight off of your shoulders. Always willing to help! (Edit) Also, I just noticed someone already brought up Path of Companionship, but my statement stands. Best wishes! (Edit) [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 17:15, 9 March 2021 (MST)<br />
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:Sorry for the delay, real life happens sometimes, but hopefully I'm back for now. I didn't distinguish between bug and beast at the time of creation because I couldn't come up with enough interesting ideas unique to insect-nin. That being said, feel free to split them as you wish, Sykon, it's gonna take a minute for me to get back into the editing groove.<br />
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Can do Chief. And no worries. Life takes priority. Be safe! [[User:Sykon|Sykon]] ([[User talk:Sykon|talk]]) 02:22, 13 March 2021 (MST)<br />
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I think allowing the Path of The Assassin's deadly blade to benefit from your martial arts feature would be a great idea, because without it your damage eventually falls off compared to normal people using their fists. Im playing with the Path of the Assassin in a campaign rn, and i made my custom nindo have that effect because i really do think its necessary.<br />
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:I completely disagree. Most weapons deal around 2d6 damage, so assuming you're using the old unarmed die, you only get outclassed by 0.5 average damage at 11th, and by 3 at 17th. While a difference in 3 certainly matters, it's easily made up for with Proficient Assassin (which only works with weapons, and not unarmed strikes), making you deal an additional 10.5 damage 1/round at 17th and 14 at 18th, which shouldn't be a problem given just how easy it is to gain advantage with jutsu (even with linear jutsu since paralysis seals cost 2 chakra and you get them before Deadly Blade). Also, in terms of nindo, being able to double the amount of damage you deal without limit is far too powerful, maybe something along the lines of being able to make an attack with your blade as a bonus action would be more balanced.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 10:11, 16 March 2021 (MDT)<br />
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I have a character focused on lightning and speed.<br />
He's a cursed mark, specialization on lightning, and implanted Ketsuryūgan Namikaze.<br />
He's kind of laid back and a bit emo, though he's like Sasuke in that he doesn't like to talk much and he's focused on killing a specific person, I'm really having trouble with Nindo as I can't find any or think up any that I think fit.<br />
If any of you can help me with that by making one, giving me ideas, or pointing out one of the Nindos that fit with this guy, I'd really appreciate it. Thanks. [[User:Paul the anime Dm|P@uL]] ([[User talk:Paul the anime Dm|talk]]) 04:18, 18 March 2021 (MDT)<br />
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It really depends on your PC's backstory and other stuff, I think checking out the Shinobi backgrounds that were made for this class would be a good start--[[User:Bobert|Bobert]] ([[User talk:Bobert|talk]]) 05:24, 18 March 2021 (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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== 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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== baryon mode ==<br />
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I think if you have both the six-path sage mode and outer path sage mode you should be able to exit baryon mode more easily because it was stated if naruto had both halves of hamuras chakra then he would be able to use the mode freely.<br />
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:I can’t seem to find anything on that statement at the moment. Would you mind sourcing your statement?—[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 16:21, 3 March 2021 (MST)</div>FrickyDiBoop