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  1. Yoshi Hoshigaki Age: 18 Clan: Hoshigaki Height: 6' 3 Weight: 295 lbs Background: Student Class: Tactical Scout-Nin 5 Concept: Water tai-nin with a bit of medical capabilities Description: Yoshi is a blue-skinned Hoshigaki, with gills on his neck and thickly built. His hair is black, long and curly, just like the beginnings of his beard. He tends to tie his hair back so most of it is out of his face, and is not afraid to use a ribbon to do so. He has dyed most of his hair black to cover up his blonde locks, but left some of his sunny yellow hair undyed in honour of his Fathers memory and his Blonde locks than anything else. He has an extended Jaw and some really sharp nashers, with two fairly pronounced that juts from his lower jaw. He is seen in Kimonos, and all sorts of different colours and patterns. From an all black one that he uses when he expect night-time missions to occur, to his casual wave-designed based one, he is usually in various types of Kimonos, treated to dry quickly when submerged. He even has a dedicated Kimono for his Medical duties. He doesn't explain why he dresses solely in them, but it was a well known thing that his mother adored Kimonos and loved it when he was all dressed up. Most people can put two and two together. Underclothing is usually a simple white or red fundoshi, and his footwear is usually sandals, usually without socks or tabi. The only other thing he wears is a Haori-coat, but that it usually kept wrapped over his shoulders as a mini-cape. He wears his Headband around his neck, but sometimes keeps it on his forehead when working medical or on his arm during away missions (it's less of a chocking hazard then). Personality Yoshi is the definition of "gentle giant". Despite his fearsome appearence he's remarkably soft to friends and acquantices. However, this does conceal a deeply protective rage he has deep within. Having lost his parents, one who died defending the family and the other from a festering injury, Yoshi has focussed his skills into making sure those two scenarios never happen again. He's trained to be hard to beat, and he's studied medicine so preventable losses like his parent can never happen again. He loves seafood and Ramen, although most meats are deeply appreciated. He does however, dislikes Sea-Urchins. And may have a slightly protective streak to close friends. And a temper that is buried deep, deep down, inside. He enjoys swimming, training and helping out in the Medical Center. He dreams of a world where his friends are still alive in the future. And maybe having his own children and NOT dying on them. He may have some issues... Backstory Yoshi is an imigrant to the village. He doesn't know much about his history, but he remembers his parents and himself fleeing to his new home. How as a young child, watched his father waste away from illness. He remembers arriving in the village, how his mother and himself were interrogated but how his father's illness had done too much damage over too long a time to his organs that he was going to die. A few weeks before, he would have been fine, but it ravaged his body and he pushed himself too far to be able to keep going. As newcomers to the village, it was strange to experience. His Mother, Yakura, was descended from the Hoshigaki's, so she joined that sect of the village with him and operated as a Kunoichi of the Village. During this time, Yoshi took up Medical Jutsu, adamant that illnesses like the one that took his Father would never happen again. His mother rapidly rose in the ranks, her uncanny mastery over Water Jutsu made her quiet the power house as well as just general use all round. She did have one particular weakness though, she found an adorable pair of matching Kimonos that was designed for a mother and son. Pretty soon, both of their wardrobes were half filled with Kimono's that she's collected, and did her best in attending any and all festivals in them. It reached the point that she only work Kimono's, and foudn great glee in hiding needles and knives within the flowing robes. Her death was due to an encroaching enemy ninja. She managed to take the guy down at the same time, but had thrown herself at her teammate who was stunned and vulnerable to attacks. She saved her friend, but lost her arm in the process. She lost too much blood that by the time the injury was wrapped, she was in shock and died on the journey back. Yoshi was now an Orphan. He amped up his own training when not studying and started to wear Kimono's for everything, like his Mother did. He vowed to never let another comrade die if he could help it. His own Mastery over Water was similar to his mothers, but his addition of various Healing Jutsu that works with Water made him quite the beast, as well as his own natural advantages and prowess.
  2. Anika Non-Clan Medical-Nin (Natural Medicine) Lv.5   Art work by Fatih Öztürk Source byZoe O'Shannessy @Pinterest.com Basic Information Clan: Non-Clan Age: ? 20's ish Class: Medical-Nin: Natural Medicine Background: Traveler Appearance Anika has light skin, and deep-set blue eyes. Her hair is black, very thick, and very wavy to the point of being frizzy. She keeps at shoulder length and occasionally ties it back into a pony tail. There is a solid black tattoo around her mouth, and a black stripe that runs from the middle of her lower lip down to her chin. There are also two smaller, thin black strips that run from her ears across her cheeks to the sides of nose. Traditional: Her clothing consists of a plain skirt layered with flowing layers of fabric and an oversized top both colored in hues of blues and greens. A dark red shawl with elaborate designs on it is wrapped around her shoulders. There is a red belt around her waist, also with elaborate designs on it. Her head is covered in a plain blue cloth that is tied around her head and hangs down her back. A small animal skull with four horns sits on top of her head dress, a symbol of her status as being chosen by the Forest Bear Spirit. Genin: Her Genin outfit is very simple. It’s black with a black hood. She doesn’t wear any shoes or armor of any kind with it. Personality Anika is friendly, social and enjoys sharing her culture and beliefs to others who are curious enough to ask her about her people. At the same time, she’s very curious about and really enjoys learning about the foreigner neighbors in Matsugakure. She considers her friends as part of her extended family and will do anything to help and protect them. Anika also reflects some of the behaviors of her bear brother, Nitay-Kamuy. She is soft spoken, but if she’s angered, she won’t back down, unless forced to do so. When she has some time off, Anika likes taking her friends back to her village and introducing them to her people's way of life, just like she was introduced to outsiders' way of life. She believes this will help build a better understanding between herself and her teammates. BackstoryTL;DR  Born and raised in the forests of Land of Auroras, Anika is a member of a large group of indigenous people known as the Forest Bear People. Anika’s way of life is rich and full of traditions, dating back to an unknown age long ago. Anika and those of her generation are the inheritors of many long artistic traditions such as storytelling, music, dance, embroidery, tattooing, woodcarving and the preservation of their history and myths through oral literature. Her people believe that kamuy, or spirts, live in all things in the forest and are always watching over all humans, which heavily influences how she and her people art. Flora, fauna, fire, water, wind, mountains, and rivers are all kamuy that manifest in the human world with gifts such as meat, furs, water and materials for goods such as housing items and house building. Anika and her people also believe that the kamuy can take the physical form of an animal which becomes the protector of a particular group. In this case it’s the Bear that protects the People of the Forest. While there are many indigenous groups throughout the Land of Auroras, Anika's people have had a lot of contact with the outside world for some time now. This contact is either by direct contact with sea traders who come up the inlet river from the ocean to trade, or indirect contact through other indigenous groups who have traded with Lands of Earth and Stone. Even during the Third Shinobi War, the Forest Bear People where kept well informed about what was going on in the outside world, thanks to the continued trading within their trade network. It didn’t come as a surprise that outside foreigners were going to established the village of Matsugakure at the ancient mountaintop fortress, which placed it close the settlement of Forest Bear People. It was during this time that, during the construction of the Village Hidden in the Pines that the Truce of Mutual Understanding and Harmony was made between the village and the Forest Bear People. It promised that anything wouldn’t be taken out of the forest without consent with the Bear People and to make sure that there wasn’t any intrusion on scared lands or areas. To reinforce this promise, the Truce also established a culture exchange, information sharing and trade between both the indigenous group(s) and the outside foreigners. Up until now both Matsugakure and the Forest Bear People have upheld this truce. As part of the culture exchange, once a year the village of Matsugakure offers members of the Forest Bear People a chance to be a Genin and participate in the education and training of shinobi. Being chosen as the future leader of the Forest Bear People, Anika decided it was her duty to accept the invitation. This would offer a chance to really get to know and understand not only the foreign people of Matsugakure but to study their ways of warfare. Anika believes that not only will this strengthen the bond between her people and that of the outsiders, but the knowledge gained from Genin training will help ensure the future of the Forest Bear People should war break out among the foreigners once again. Connections Source by alphacoders Anika Bear, D-Rank: Natural Talent Anika’s bear form. The secret of shape-shifting was taught to her by the Forest Bear Spirit. This gift is only bestowed on those who will become the tribal leader of the Forest Bear people. Anika takes great pride in this special gift and will use it to protect her people and the land they live on. Anika also considers Nitay-Kamuy her big brother and part of her human family.   Source by Vince @Pinterest.com Nitay-Kamuy Bear, D-Rank Summon Kind and gentle, Nitay-Kamuy is big bear with a big heart. He is soft spoken, friendly and very social. He can also be a little moody at times and sometimes standoffish, a reflection of his bear behavior. However, when angered he is fearless and won’t back down unless forced to do so. He also isn't sure about the non-Forest People and a little hesitant about working with them. He was given the job by the Forest Bear Spirit to show and help train Anika in the ways of natural cures and how to use the energies of natural Chakra foundi n both in the earth and nature that is around her. Nitay-Kamuy is very proud that he was picked for this role and will fulfill it to the best of his abilities. On his backpack in full display are a set of animal horns, a symbol of his status as being chosen by the Forest Bear Spirit. He also considers Anika his little sister and part of his bear family.   Source by PonyPonyPony @ pinterest.co.uk Forest Bear Spirit Spirit Guide (Sage/Kamuy) Many believe the Forest Bear Spirit is the physical manifestation of Kim-un Kamuy the god of bears and the mountains and represents the spirit-kamuy that live in all things in the forest. It will only guide those who show great potential or will become leader of the Forest Bear People. It’s a great honor to be chosen, and Anika doesn’t take it lightly. She will do her best to uphold the rules set down by the Forest Bear Spirit and prove to it that it made the right choice. Anika Non-Clan Medicla-Nin (Natural Medicine) Lv.5       STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA 10 (+0) 16 (+3) 16 (+3) 12 (+1) 16 (+3) 12 (+1) +0 STR Save +3 DEX Save +3 CON Save +5 INT Save +7 WIS Save +5 CHA Save +0 Athletics +0 Martial Arts   +3 Acrobatics +3 Sleight of Hand +7 Stealth   +7 Chakra Control   +1 Crafting +5 History +1 Investigation +5 Nature +5 Ninshou   +3 A. Handling +7 Illusions +7 Insight +7 Medicine +7 Perception +7 Survival   +1 Deception +1 Intimidation +1 Performance +1 Persuasion     Traits Initiative +3 AC 13/   18 Health 40/40 Chakra 45/45 Healing Energy 5d6/5d6 Speed 30 ft Proficiency +4         Attacks Unarmed +6/   +8    1d4+2/   +4 bludgeoning Panther Claw +9/   +11 2d10   +2 lightning Thunderclaw +9/   +11 2d6+5/   +7 lightning       Proficiencies and Equipment From class: PROFICIENCIES Armor: Light armor, medium armor Weapons: All Simple Weapons Ninja Tools: Medicine Kit, Poison Kit Saving Throws: Wisdom, Charisma Class EQUIPMENT: Combat Jacket. Selling Combat Jacket for 100ryo. One Simple Weapon: Tanto (Shortsword) 1d6 Piercing Light, Finesse One Kunai Stack: Kunai 1d4 Piercing Light, Finesse, Thrown (30/60), Multiattack, ammunition 1 Flash tags Medicine Kit Background: Tool Proficiencies: Poison Kit Equipment: One set of traveler's clothes, any one gaming set from your homeland, a poorly written map from your homeland that depict where you are in the world, a small piece of jewelry worth 10 Ryo in the style of your homeland's craftsmanship, and a pouch containing 100 Ryo Total Ryo=210.   Featurea and Feats Feats. HERBALIST *    RESILIENT: Intelligence * TAIJUTSU EXPERTISE   HERBALIST *  Category: Skill You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits: • You gain proficiency in Nature. • You can apply natural cures and medicines to heal your allies. So long as you are near a variety of plants and natural foliage you can make an Intelligence (Medicine) check in place of a Wisdom (Medicine) check. • If you are in wilderness you can treat the surrounding natural foliage as if you have a Medicine kit. • Over the course of a short rest, you can make an Intelligence (Nature) check to search for special plants and herbs which can be used to create a special salve which you or another creature can consume or apply to yourselves or another willing creature as an action. The DC to find the plants needed to create the salve are listed in the Herbalist chart at the end of this feat. If you succeed on the check, you pick one of the salves you want to make that has a DC lower than or equal to your checks result. You can only make one Salve per rest. These Salves retain their potency for up to 24 hours as you infuse your chakra into them. You can only have two salves at any given time. If you ever gain a third salve, one of the previous salves lose potency and becomes inert. You can only find special plants for these salves in any given location within 10 miles twice per month. HERBALIST CHART:  DC Salve Name Effect 10 Bitter Salve End the Poisoned condition and recover 1d8 + 4 Hit points 12 Sweet Salve Regain the ability to Mold chakra and recover 1d8 + 4 chakra points 15 Gelatinous Salve Select one damage type. You reduce all damage inflicted by that damage type by 5 for 1 minute. 17 Sour Salve End the Charmed or Feared condition and recover 2d8 + 12 hit points 20 Tangy Salve End the Stunned or Paralyzed condition and recover 2d8 + 12 chakra points. 22 Salty Salve Regain 1d4 + 1 hit points at the end of each of your turns for 1 minute. 25 Rock Salve You gain resistance to all damage for 1 minute. 27 Taffy Salve Your AC becomes 15 + Your proficiency bonus for 1 minute if it is lower than the result. Your AC cannot be reduced below this value for the duration. 30 Omni Salve Select two of any previous Salves and combine their effects.   RESILIENT: Intelligence *  Category: General Choose one ability score. You gain the following benefits: • Increase the chosen ability score by 1, to a maximum of 20. • You gain proficiency in saving throws using the chosen ability. • You can take this feat multiple times.   TAIJUTSU EXPERTISE Category: General, Taijutsu Your Focus in the heat of Combat and mastery of the martial arts, allow you to fight with much greater efficiency. You gain the following benefits: • Increase your Dexterity score by 1, to a maximum of 20. • You may instead use Dexterity instead of Strength as your Taijutsu Modifier. • You may use Dexterity instead of Strength for your Unarmed Attack and damage rolls.[/ooc] TRAVELER Background Feature. FEATURE: THE EXOTIC INDIVIDUAL Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.   NON-CLAN features.   Select one between Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. Your ability score is counted as being +2 higher, for the purpose of casting Higher Ranked jutsu that are classified as the chosen type through any Ability score Restrictions (SHB, pg.190). General Literacy: Taijutsu *  Select one between Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. Your ability score is counted as being +2 higher, for the purpose of casting Higher Ranked jutsu that are classified as the chosen type through any Ability score Restrictions (SHB, pg.190) Self-Taught Skills:*   You are one of pure hard work with no family ties that grant you any natural advantages or benefits. At 1st Level Select any 1 Skill. You gain proficiency in the chosen skill. If you are already proficient in those Skills, you may treat them as if you are an expert, you gain expertise in the chosen Skills. You may select another skill at 7th and 15th level. Unrelenting Focus:*   In your quest for greatness, you have achieved what your allies have not, additional talents that potentially takes years of extra training that those who are born in a clan do not have the time to commit to. At 1st Level you gain an additional Feat of your choice. You may gain additional feats at 3rd, 11th, and 18th levels. You cannot take Feats with the Clan Category, even when you would gain a feat in a class you have.   Nindo:*  You are not someone who gives in easily. You have created a short saying to yourself, something you repeat to yourself when you are in a tight spot and when your backs against the wall. At 3rd Level Select any of the following “Nindo” and reflavor the wording to whatever suits your shinobi. You gain the effects of the Nindo you select. Beginning at 11thh level, you may select a second Nindo and at 18th level you may select a third Nindo   Never Give up: This Nindo is one of perseverance. The first time you are reduced to 0 Hit points by a hostile creature, you are instead reduced to 1 Hit point. You cannot go below this 1 hit point until the end of your next turn. When you fall unconscious or enter the dying condition, you roll your Death saving throws at advantage. You cannot gain the benefits of this feature more than once per rest. Class features: Medical-Nin: Natural Medicine.   MEDICAL NINJUTSU*  Beginning at 1st level, as a Medical Ninja you gain the ability to learn Jutsu with the Medical Keyword. Ninjutsu, you cast with the Medical Keyword, may use Wisdom instead of Intelligence for the Attack and Damage rolls, as well as Save DC calculation. When using any Jutsu with the Medical Keyword that recovers hit points, add your Wisdom Modifier to the Hit Points Regained. Additionally, you can use Intelligence in Place of Wisdom for the Medicine Skill. REJUVENATING REST*  Also, at Level 1 you use your medical skills to revitalize wounded allies during a short rest. When you or any friendly creatures who you can touch regain Hit points at the end of a short or long rest, they regain an extra 1d6 Hit points. This amount of extra healing increases to 2d6 at 7th level, 3d6 at 11th, and 4d6 at 17th Level. CHANNELED HEALING*  Starting at 2nd Level you learn to passively enhance your Medical Jutsu to greater Lengths. Whenever you use a Ninjutsu with the Medical Keyword of D-Rank to restore hit points, the affected creature regains additional hit points equal to 1d10. This amount increases to 2d10 at 9thh level and 3d10 at 15th level. You may use this feature twice per rest. Additionally, Ninjutsu with the Medical Keyword you cast that restores hit points or ends conditions, remove one failed death saving throw from an affected creature, if any. TENETS OF MEDICINE: NATURAL MEDICINE*  Starting at 2nd Level, you begin to focus on a Specific Tenet of Medicine that will enhance your abilities to support your allies. These Tenets will provide you additional features at 2nd Level, and again at 5th, 9th, 13th and 17th Levels. SUMMONING APPRENTICE*  Beginning at 2nd level, you have contacted a tribe of animals that are willing to help you in your studies, and will even fight by your side in defense of you, your comrades and your pursuit of knowledge and wisdom. You learn the Summoning Technique Ninjutsu. This does not count against your Jutsu known limit. Creatures you summon using this jutsu become able to cast Ninjutsu with the Medical Keyword as well.   NATURAL HEALING*  Also, at 2nd level, you learn to use the natural veins of chakra found in the earth itself and all through nature to heal yourself and your allies at range, though this method is less potent than direct healing. You have stored a pool of this healing energy represented by a number of d6’s equal to your Medical-Nin level. As a bonus action, you can choose one creature within 60 feet of you and spend a number of those dice up to half your Medical-Nin level. Roll the spent dice and add them together. The target regains a number of Hit Points equal to the total. The target also gains 1 temporary Hit Point per die spent. You regain all expended dice when you finish a long rest. Beginning at 5th level,  while you are gaining the benefits of your chakra Scalpel Class feature, each time you would deal damage with your Chakra Scalpel, you regain hit points equal to your chakra Scalpels damage + Your Intelligence Modifier. You can only regain hit points this way once per turn. CHAKRA SCALPEL*  Beginning at 3rd Level, you have learned to manifest a medical ninja’s signature technique, the Chakra Scalpel. As a bonus action you coat your hands in highly condensed blades of chakra, designed to slice muscle and flesh with surgical efficiency for one minute, while in combat or 1 hour while not in combat. [b]While in Combat.[/b] For the duration, unarmed attacks now deal 1d4 + your wisdom ability modifier in slashing damage, this increases to 2d4 at 7th level,, 3d4 at 11th level and 4d4 at 18th level. These attacks count as chakra enhanced and you may use your Wisdom instead of Strength for attack and damage rolls of your unarmed attacks. Taijutsu you cast that deals unarmed damage gains any additional effects granted by this feature. Beginning at 7th level when you would deal unarmed damage to a creature with temporary hit points while you have chakra scalpel active, you bypass the temporary hit points instead directly reducing their hit points. Beginning at 11th level, when you deal unarmed damage with your chakra scalpel, the target creature must succeed a constitution saving throw vs your Ninjutsu save DC or gain one rank of the bleeding condition on a failed save. This Ninjutsu Save DC can be calculated using your Wisdom in place of your Intelligence. Finally, at 18th level, on a failed constitution saving throw the target also gains the Weakened condition for 1 minute. A Creature weakened in this way remakes the constitution saving throw at the end of each of their turns to end the condition. [b]While out of Combat.[/b] For the duration when you would make an Intelligence or Wisdom (Medicine) check to stabilize a creature, you gain a +5 bonus to the result. Beginning at 7th level you can spend one use of your Chakra Scalpel to automatically end one Non-Jutsu based Condition. Beginning at 11th level, the +5 bonus is increased to a +10-bonus made to stabilize a creature. Finally, at 18th level, you can spend a use of your Chakra Scalpel to end any condition a creature is suffering from regardless of its origin. For all of this techniques splendor and prowess, the toll it takes on one’s body is immense. You may only gain the benefits of this feature a number of times equal to half of your proficiency bonus (Rounded down) per long rest.[/ooc]* NATURAL TALENT Starting at 5th level, you learn the techniques required to play a powerful role in the throes of battle. You learn the following jutsu as you gain levels in this class according to the Natural Medicine Chart at the end of this class section. Each jutsu learned also grants you an additional feature pertaining to the jutsu. Learned jutsu do not count against your jutsu known as seen on your Medical-Nin Class Chart. Additionally, you have learned to transform into a member of the tribe you selected from your Summoning Apprentice class feature for short periods of time. As an Action, you may assume the form of a D-Rank Summon of your Tribe, replacing your own Physical Ability Scores (Strength, Dexterity, and Constitution) and your HP with the creatures Physical Ability scores and Hit points. (When calculating Hit points, take the average of the creatures Hit points. Your Chakra Point Maximum, and current chakra point total does not change.) Your new forms natural attacks and AC are calculated using your full proficiency bonus. You also gain any traits the summoned creature you transform into would have at the appropriate rank. You may remain in this form for a number of hours equal to half of your Medical-Nin level. If your new forms hit points are reduced to 0, you immediately revert back to your normal form and fall unconscious. You may assume the form of a C-Rank Summon at 9th level, B- Rank at 13th level, and A-Rank at 17th. You may transform using this feature twice per long rest.[/ooc]   Jutsu Justu casting NINJUTSU Ninjutsu save DC = 13 (Intelligence modifier) Ninjutsu attack modifier = +5 (Intelligence modifier) GENJUTSU Genjutsu save DC = 15 (Wisdom modifier) Genjutsu attack modifier +7 (Wisdom modifier) TAIJUTSU Taijutsu save DC = 15 ( Strength Dexterity modifier) Taijutsu attack modifier = +7 ( Strength Dexterity modifier) Jutsu that doesn't count against number of known Jutsu.   SUMMONING TECHNIQUE Classification: Ninjutsu Rank: D-Rank Casting Time: Full Turn Action Range: 10 Feet Duration: Instant Components: HS, CS, CM Cost: Special (See Summoning Section for Jutsu breakdown) Keywords: Ninjutsu, Fuinjutsu, *** Creatures you summon using this jutsu become able to cast Ninjutsu with the Medical Keyword as well.*** Description: You have formed a Blood Contract with a Sage creature. Upon learning this Jutsu, select 1 Sage creature you wish to form a contract with from the summoning creature table at the end of the Ninjutsu Chapter. You must have encountered this breed of creature at least once in order to form a contract. This technique summons one of the creatures the user has a blood pact with. The chakra cost of the technique is equal to the summon level and rank of the summoned creature summoned. If a creature refuses or cannot be summoned, only the technique's base chakra cost is spent. (5 Chakra) It appears where the user designates and can act as a Bonus Action on the user's turn, on the user's initiative order. If no commands are given to the creature, it performs the dodge action automatically until you order it to do something else. You can communicate with the creature and it will listen to you and only you in combat. You can direct it to perform the following actions: Attack (Unarmed, Weapon, or Jutsu), Dodge, and Help. The creature can perform an Action and Move. If the summoned creature has a bonus action or reaction ability or jutsu, and the conditions for that bonus action or reactions reaction are met (if any) then they can perform that jutsu or feature as normal without command from their summoner. The creature must remain within 120 feet of the user.  If the creature cannot speak, the user, and the user alone, may roll an Insight check (DC 15) to decipher what the creature is trying to say by its body language. The duration of the summoning is based directly on the summoned creature's Hit Points & Chakra Pool. When it runs out of Chakra or Hit points—it simply vanishes and cannot be summoned again for 8 hours. At Higher Ranks: For each rank you cast this jutsu above D-Rank, you summon a corresponding creature equal in level and rank to the Rank used upon activation.     CHAKRA TRANSFER Classification: Ninjutsu Rank: C-Rank Casting Time: 1 Action Range: Touch Duration: Instant Components: CM Cost: Special Keywords: Ninjutsu, Medical Description: You place your hand on a creature and share your chakra with them, transferring it to them. Spend a number of Chakra die up to your proficiency bonus. When you do roll the spent die, recording the result and adding your Constitution modifier. Transfer the result to a willing creature. Chakra die spent in this way cannot be regained until you complete a long rest. If the creature is affected by a Genjutsu, they gain advantage on their next saving throw. **** Add half of your Medical-Nin level to the maximum amount of chakra your target gains.*** Jutsu known: 10. C-rank E-Rank: ???? ENHANCED DEFENSE Classification: Ninjutsu Rank: E-Rank Casting Time: 1 Action Range: Self Duration: Instant Components: HS Cost: 2 Chakra Keywords: Ninjutsu Description: You focus chakra into the top layer of your skin, providing your resistance to Bludgeoning, Piercing, and slashing damage until the start of your next turn     RELEASE Classification: Genjutsu Rank: E-Rank Casting Time: 1 Action Range: Touch Duration: Instant Components: HS, CM Cost: 2 Chakra Keywords: Genjutsu, Fuinjutsu Description: This technique allows the user to isolate and forcefully remove the effect of a single Genjutsu effect, so long as it can be dispelled. You must first be aware that you or your target is under the effect of a Genjutsu. As part of the activation of this jutsu, make a Chakra Control Check at advantage against the Save DC of the Genjutsu you are affected by. On a success you free yourself or your target from the Genjutsu.     MIND SLIVER Classification: Genjutsu Rank: E-Rank Casting Time: 1 Action Range: 60 Feet Duration: 1 Round. Components: HS, CM Cost: 1 Chakra Keywords: Genjutsu, Visual, Tactile Description: You inject a disorienting spike of chakra into the mind of one creature you can see within range. Make a Ranged Genjutsu attack, dealing 1d6 psychic damage. The target must also succeed an Intelligence saving throw. On a failed save, until the end of its next turn, it must roll a d4 and subtract the number from the first saving throw they make for the duration. At Higher Levels: This Jutsu’s proficiency increases as you increase in level rolling an additional 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6)   FEATHER BURST Classification: Genjutsu Rank: E-Rank Casting Time: 1 Reaction, which you take when you would take damage. Range: Self Duration: Instant Components: HS, CM Cost: 2 Chakra Keywords: Genjutsu, Visual Description: A simple illusion of sight. When hit by an attack, the opponent sees you burst into black raven feathers reforming at your current location. When hit by a melee attack, roll 1d8 reducing damage taken by the result and move 10 feet away. This movement does not provoke attacks of opportunity. At Higher Levels: This Jutsu’s proficiency increases as you increase in level rolling 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8)   TRANSFORM Classification: Genjutsu Rank: E-Rank Casting Time: 1 Action Range: Self Duration: 10 Minutes Components: HS Cost: 1 Chakra Keywords: Genjutsu, Visual Description: This technique is taught to every student of the academy. Using this technique, the user assumes the form of a creature of the same size category as they are or smaller. They may freely designate the specifics of their new form (such as height, weight, hair texture and color, skin tone, etc.). You do not lose any of your personal abilities, features, or jutsu as this transformation is purely cosmetic and an illusion. When you make a Charisma (performance) or Charisma (Deception) check while in this form, you add an additional 1d10 to the check. At Higher Levels: This Jutsu’s skill reinforcement increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), 17th level (4d10)   D-Rank:   CHAKRA SKIN  Classification: Ninjutsu Rank: D-Rank Casting Time: 1 Action Range: Self Duration: 8 Hours Components: HS, CM Cost: 5 Chakra Keywords: Ninjutsu Description: This jutsu can only be used when you are not wearing Armor. You coat yourself in a Protective aura of chakra, protecting you from damage. Your AC becomes 13 + Dexterity or Intelligence (Pick one) + Half of your proficiency Bonus (Rounded Down). This jutsu ends if you wear armor or dismiss the jutsu as a Bonus action.     HEALING AURA Classification: Ninjutsu Rank: D-Rank Casting Time: 1 Bonus Action Range: 60 feet Duration: Instant Components: HS, CM Cost: 5 Chakra Keywords: Ninjutsu, Medical Description: You mold Medical chakra into a web as you spread it affecting multiple creatures healing their wounds from a distance. Select a number of creatures equal to half of your proficiency bonus within range. They heal a number of hit points equal to 2d6. This jutsu has no effect on undead or constructs. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the number of creatures you can target by +1 and the amount of healing by 1d6.     HEALING ELIXIR Classification: Ninjutsu Rank: D-Rank Casting Time: 1 Minute Range: Touch Duration: 1 Hour Components: HS, CM, NT (Medical Kit) Cost: 5 Chakra Keywords: Ninjutsu, Medical Description: You use your medical kit to assist in creating a healing elixir which is contained in a simple vial that appears in your hand. The elixir retains its potency for the duration or until its consumed. As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 3d4+3 hit points and immediately ends the Poisoned or removes 2 ranks of the Bleeding condition. At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3. When you cast this Jutsu at B-Rank, the drinker instead regains 3d8+6 Hit points and immediately ends the Poisoned, Dazed, Weakened or removes 4 ranks of the Bleeding condition. When cast at S-Rank, the drinker regains 3d12+9 and ends any single condition excluding Exhaustion, Prone, or Invisible.     SEALING ART: BIND Classification: Ninjutsu Rank: D-Rank Casting Time: 1 Action Range: 60 feet Duration: Concentration, Up to 1 minute Components: HS, CM, CS Cost: 5 Chakra Keywords: Ninjutsu, Fuinjutsu Description: You infuse chakra into a chakra seal as you attempt to mark a person with the seal of binding. A creature within range, must succeed a Charisma saving throw. On a failed save the target creature is Restrained unable to move or form handseals for the duration. A creature restrained by this jutsu remakes their save at the end of each of their turns. Another creature within 5 of the target may attempt to release them by making an Intelligence (Ninshou) check vs your Ninjutsu save DC, breaking the seal on a success.  At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the number of targets by +1.   C-Rank:   SEALING ART: AURA OF LIFE Classification: Ninjutsu Rank: C-Rank Casting Time: 1 Action Range: Self (30-foot radius sphere) Duration: Concentration, up to 1 Minute Components: HS, CM, CS Cost: 7 Chakra Keywords: Ninjutsu, Fuinjutsu, Medical Description: You infuse chakra into a chakra seal as you attempt to mark yourself with the seal of forgiveness. For this jutsu’s duration, anytime you or a non- hostile creature in this jutsu’s radius would take damage from a hostile creature, they immediately regain 10 Hit points. This jutsu immediately ends after 50 Hit points have been healed. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the maximum amount of hit points this jutsu can heal by +20.   SEALING ART: AURA OF PURITY Classification: Ninjutsu Rank: C-Rank Casting Time: 1 Action Range: Self (30-foot radius sphere) Duration: Instant Components: HS, CM, CS Cost: 9 Chakra Keywords: Ninjutsu, Fuinjutsu, Medical Description: You infuse chakra into a chakra seal as you attempt to mark yourself with the seal of virtutis. You release a potent wave of medical release chakra. All creatures within range who are currently; Berserk, Blinded, Charmed, Dazed, Deafened, Poisoned, or Feared as a result of a jutsu of equal rank or lower, has all stacks (if any) of their condition removed, cleansing them. At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3. Listed conditions inflicted by jutsu of equal rank or lower are removed.     Level Progression/Info Non-Clan skills: History, Survival: Self-taught skill: Stealth General Literacy: Taijutsu Background Skills: Insight, Perception Class skills: Medicine, Chakra Control, Illusions, Ninshou Feat: Skill - Nature Stats: original: Str:10, Dex:13, Con:16, Int:11, Wis:14, Chr:12 After mods: Str:10, Dex:16, Con:16, Int:12, Wis:16, Chr:12 Level 1: Feat (Background) HERBALIST. Gain proficiency in Nature. Feat (Non-Clan) TAIJUTSU EXPERTISE. +1 to Dex. Stat increase (Non-Clan) +2 Wis Level 2: Level 3: Feat (Non-Clan) RESILIENT Intelligence. +1 Int, Int saving throw. Level 4: +2 Dex Level 5:      
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