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Yoshi Hoshigakispacer.png

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.

 

 

Edited by Pheonixfire (see edit history)
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Proficiency: +4 | AC: 20 | Max HP: 65 | Max Chakra: 59 | Speed: 40 ft (Ground and Swim) | Init: +3

 

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA
16 (+3) 10 (+1) 20 (+5) 16 (+2) 11 (+1) 10 (+0)
+7 STR Save +0 DEX Save +9 CON Save +7 INT Save +0 WIS Save +0 CHA Save
+11 Athletics (Expert)
+7 Martial Arts
 
+4 Acrobatics
+0 Sleight of Hand
+4 Stealth
 
+9 Chakra Control
 
+3 Crafting
+3 History
+3 Investigation
+3 Nature
+7 Ninshou
 
+4 A. Handling
+4 Illusions
+4 Insight
+4 Medicine
+4 Perception
+0 Survival
 
+0 Deception
+4 Intimidation
+0 Performance
+0 Persuasion

Show Point Buy

Str 15, Dex 10, Con 16, Int 16, Wis 11, Cha 0: 40 Pb

 

== PROFICIENCIES ==

Armor: Light Armor, Medium Armor, Heavy
Weapons: All Simple, All Martial Weapons
Tools: Forensics Kit, Medicine Kit, Cooking Kit

Saves: Strength and Constitution
Skills:
Background: Acrobatics, Martial Arts
Clan: Animal Handling, Athletics
Clan Feature (Brute Strength): Intimidation
Class: Ninshou, Chakra Control, Perception, Medicine
Class - Canny Expertise: Athletics
Feat (Practiced Adept): Insight, Stealth, Illusions

 

== JUSTU CASTING==


Ninjutsu
Ninjutsu save DC 15 = 8 + your proficiency bonus + your Intelligence modifier (3)
Ninjutsu attack modifier +7 = your proficiency bonus + your Intelligence modifier (3)

Genjutsu
Genjutsu save DC 12 = 8 + your proficiency bonus + your Wisdom modifier (0)
Genjutsu attack modifier +4 = your proficiency bonus + your Wisdom modifier (0)

Taijutsu
Taijutsu save DC 15 = 8 + your proficiency bonus + your Strength modifier (3)
Taijutsu attack modifier +7 = your proficiency bonus + your Strength modifier (3)

 

 

== FEATS ==
Elemental Specialization (Water): Category: Ninjutsu

You have begun to specialize in a particular element of your choice. When you gain this feat, choose one of the following jutsu types: Earth, Wind, Fire, Water, Lightning. When casting jutsu with your chosen nature's Keyword, you gain the following benefits:

  • You may ignore Hand Seal (HS) requirement for Ninjutsu of C-Rank of lower with your chosen nature release.
  • You deal additional damage with Ninjutsu with your chosen Nature Release Keyword, equal to its rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
  • You reduce the chakra cost of Ninjutsu with your chosen Nature Release keyword by an amount equal to its rank. (Min 1.) (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). If a jutsu has multiple selected keywords, this cost reduction is only applied once


Practiced Adept: Category: Skill

You have honed your proficiency with particular skills or tools, gaining the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20. (Constitution)
  • You gain proficiency in any combination of three skills or tools of your choice. (Insight, Stealth, Illusions)
  • You can take this feat multiple times.

== TRAITS ==

BEST DEFENSE: 

“… is a good offense!”
Prerequisite: N/A
Benefit:

  • Whenever you cast a Jutsu that deals damage, you may increase the cost of that Jutsu by its rank to increase the damage by one step (D=1, C=2, B=3, A=4, S=5)
  • Additionally, once per turn, when you deal damage with a Jutsu enhanced in this way, the damaged creature has disadvantage on checks to maintain concentration

Drawback:
Jutsu that don’t deal damage that you cast cost 1 additional chakra, and you suffer disadvantage on concentration checks to maintain them

 

== NOTES ==

ELEMENTAL ADVANTAGE: When this interaction happens the user of the Superior element makes their attack roll or Clash check at advantage, while the user of the inferior element rolls normally

Fire > Wind > Lightning > Earth > Water > Fire

Edited by Pheonixfire
Moved Class + Feats down to it's own post (see edit history)
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Moving my race+class stuff down into it's own post for easier updating.


 

RACIAL Features
Dark Vision: You have Darkvision up to 30 Feet.
Passive Affinity: You have Water Release Affinity (You can learn Ninjutsu with the Water Release Keyword)
Water Literacy: Your Ninjutsu ability score is counted as being +2 higher, for the purpose of casting jutsu Higher Ranked jutsu with the Water Release Keyword through any Ability score Restrictions (SHB, pg.190)..
Water Release Simplicity: When creating or learning Ninjutsu with the Water Release Affinity reduce the time it takes to complete the task by half. This does not stack with other similar effects.
Aquatic Adaptation: You have a Swimming and Water walking speed equal to your walking speed.
Amphibious: You can breathe air and water.
Commander of the Deep: Beginning at 1st level, aquatic creatures have an affinity with people of your clan. You can communicate simple ideas with beasts that can breathe Water. They can understand the meaning of your words, though you have no special ability to control them directly.
Brute Strength - Proficiency: Beginning at 1st level, you gain proficiency in intimidation and weapons with the Versatile property deal their two-handed damage even if you wield them in one hand.
Brute Strength - Casting: Starting at 3rd level, when you are wielding one weapon, you can still use the hand holding it to cast jutsu with the hand seal (HS) and Chakra seal (CS) components, without putting the weapon down. Additionally, you always add your strength modifier to the damage rolls of weapon attacks and half your strength modifier to Taijutsu attacks made as a result of Bukijutsu.
Ravenous Chakra - Initial: Your body yearns to consume the Chakra of others. The stronger your enemies, the stronger you can become, using their energy to fuel you. Beginning at 3rd level, when you cast a jutsu with the Water release keyword, the jutsu also deals Chakra damage equal to half the result. You gain a number of temporary Chakra points equal to the Chakra damage dealt. If this would be cast on a jutsu that affects multiple creatures, pick one of them to deal Chakra damage to. You can use this feature twice per long rest.
Shark Skinned Predator - Unarmored AC: Beginning at 1st level, your skin begins to resemble that of a shark's becoming tougher and more resilient. You can use your Constitution instead of Dexterity to calculate your Armor Class.

Show LOCKED CLASS FEATURES

Commander of the Deep (Summons): Starting at 7th level you learn the Summoning Technique D-Rank ninjutsu with a contract with the Shark tribe. You can cast this jutsu ignoring ability score restrictions. The Shark tribe you are contracted with are a bit more powerful than other shark tribes. This shark tribe gains additional ASI points equal to its rank. (D-Rank: +2, C-Rank: +3, B-Rank: +4, A-Rank +5, S-Rank: +6). Additionally, when you summon these sharks, they are summoned in a large bubble of Water that they use for land travel, using their swimming speed to traverse the land. If they ever end their turns more than 60 feet away from you and they are not in a body of Water that is not this bubble, they are automatically unsummoned.
Brute Strength - Ravenous Link: Starting at 7th level, when you would gain temporary Chakra as a result of the Ravenous Chakra clan feature, you may add your proficiency bonus to damage rolls that use your strength once per turn.
Ravenous Chakra - Enhanced: Beginning at 11th level, your jutsu can also consume the Chakra in other techniques as your jutsu becomes more shark like. If you would clash with a jutsu while using this feature, you gain a bonus to the clash check equal to 1d6 and the opposing jutsu cannot gain advantage on the check, regardless of its nature release or keywords. If you win the clash check, your jutsu deals additional damage equal to twice the losing Jutsu's cost, but you do not gain temporary Chakra when you use this effect.
Shark Skinned Predator - Transformation: Starting, at 11th level, you tap into your innate bloodline limit, allowing you to become one with your inner apex predator. As a bonus action on your turn, you enter a shark like form, growing large gills on your neck, large wing like fins grow from your shoulders down to your wrists, you grow webs between your fingers, your hair, if any fuses into your scalp, as your head, shoulders, and neck fuse into each other as your spine also grows into a long tail like appendage. You cannot cast Ninjutsu that does not have the Water Release Keyword. For the next minute you gain the following benefits;

  • You can as an action perform the Apex Gaze against a single creature you can see within 60 feet of you. Targets must make a Wisdom saving throw vs your Taijutsu or Ninjutsu save DC (Your choice). On a failure, you treat the targets AC as 2 lower against youand your attacks for the next minute. They can repeat this save as an action, ending this effect on a success. A creature can only be affected by this gaze twice per rest, with its effects stacking.
  • You have advantage on Strength & Constitution Checks and Saving throws.
  • You gain a swim speed and Water walking speed of twice your movement speed.
  • You gain 30 feet of true sight while submerged underwater
  • When you make a melee attack using strength, you gain a bonus to damage equal to your Constitution modifier.
  • You have resistance to Bludgeoning, Piercing, or Slashing damage. (Pick 2, This can’t be changed later).

Once you enter this form, you must complete a rest before you are able to enter this form again.
Ravenous Chakra - Extra Usage: This increases to three times at 15th level.
Shark Skinned Predator - Extra Usage: You gain an additional use of this form beginning at 18th level.

 


Background Features

STUDENT
Feature: The Master's Name: You were formally trained in the art of shinobi, and the name of those that trained you can open doors. You can usually gain an audience with another Shinobi Leader, simply by dropping the name of your Master or Masters School. Furthermore, you can usually find a place to stay among Monks or Shinobi Temples, unless you show yourself to be a danger to them. You may also have access to resources from those who taught you, whether that is access to your school’s libraries and facilities, or simply the ability to correspond with your Master and ask him or her for advice.
Well-Learned (Elemental Specialization (Water)): Select one Feat with the Ninjutsu, Genjutsu, or Taijutsu Category. Regardless of which feat you pick, you do not gain an ability score improvement from any feat you select.

 


Class Features

SCOUT-NIN CLASS 5
Fighting Style (Frog Fist Style): You have learned to fight with chakra and fists in a combination of leaping kicks and lunging punches, hitting creatures who are far outside of your attacks range.

  • Your Unarmed attacks deal 1d6 bludgeoning damage while not wielding a weapon in either hand.
  • Your Unarmed attacks while not wielding a weapon in either hand gain the reach 2 weapon property
  • Taijutsu, you cast taijutsu without the bukijutsu keyword that deals unarmed damage increases their range by 10 feet.

Deft Explorer: Beginning at 1st level you are an unsurpassed generalist in most all environments. You gain the Canny benefit below, and an additional benefit when you reach 6th level and 10th level in this class.

Deft Explorer - Canny: (Chakra Control) Choose one of your skill proficiencies. You gain expertise in this skill.
Shinobi Adept I: SHINOBI’S EDGE (Ninjutsu): You have trained for countless hours, to become a more skilled shinobi. Select one between Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. The chosen jutsu type reduces the cost to maintain concentration on their jutsu by -1. (Min 1.)
Shinobi Adept II: SHINOBI’S FOCUS: You have trained for endless hours to be considered a more focused shinobi. When you would make a check, attack roll or saving throw while you have disadvantage or are suffering from a penalty of any type, imposed by a Jutsu, feature or trait from a hostile creature, you can spend 1 Chakra die to treat your d20 roll as if you have no penalties applied to it

Scouting Technique: Tactical Scout: Starting at 3rd level, choose a technique that you strive to emulate in combat and style. The Scouting Technique you choose grants you features at 3rd, 6th, 9th, 14th, 17th and 20th Levels. Those Scout Ninja who choose to become Tactical Specialists employ martial techniques passed down through generations. To a Tactical Specialist, combat is an academic field, sometimes including subjects beyond battle such as weaponsmith or armor craft. Not every scout absorbs the lessons of history, theory, and artistry that are reflected in the Tactical Specialty, but those who do are well-rounded fighters of great skill and knowledge
SUPERIOR TACTICS (Superiority Dice): 3d10, You have three superiority dice, which are d10’s, you earn more at higher levels, as shown in the Superiority Dice column of the Superior Defense table. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
SUPERIOR TACTICS (Maneuvers): You learn three maneuvers of your choice, which are detailed in the Tactical Maneuvers Section at the end of this class. You earn more at higher levels as shown in the “Maneuvers Known” Column of the Superior Tactics table. Many Maneuvers enhance you or your allies in some way. You can only use one maneuver per attack. When you take a short rest, you may switch any maneuver you know for another you qualify for

  1. SUPERIOR DISARMING TRIP (Tactical); When you hit a creature with a melee attack, you can expend one superiority die to attempt to knock the target down and take away any advantage they may have had over you physically. You add the superiority die to the attack’s damage roll, and if the target is large or smaller, it must make a Strength saving throw vs your attacks Save DC (If weapon or unarmed then Taijutsu Save DC). On a failed save, you knock the target prone, disarm and kick its weapon, if any 10 feet away and their movement speed is reduced by half until the end of their next turn
  2. SUPERIOR MANEUVERS (Tactical); When you hit a creature with an attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can move up to its full movement speed without provoking opportunity attacks, gaining a bonus to their next attack roll equal to half the result of your superiority die
  3. SUPERIOR RIPOSTE (Tactical); When a creature misses you with an attack, you can use your reaction and expend one superiority die to make a melee or ranged weapon attack against the creature. If you hit, you add twice the superiority dies result to the attack’s damage roll, and the creature gains 1 rank of weakened.

MASTER OF TACTICS: Starting at 3rd Level, Unlike other Shinobi, your ability to control a combat comes from your masterful control of the battlefield and tactical acumen. You can gain the benefit of up to two Maneuvers per attack or jutsu cast.
Additionally, once per creature, per turn you can choose to spend one superiority die. When you do select either yourself or one allied creature within 30 feet of you. The chosen creature gains a bonus to their next d20 roll, equal to the result.
Beginning at 6th level, whenever you would score a critical hit with an attack or roll a natural 20 on an ability check or Saving throw, you regain 1 Superiority die
SIGNATURE MANEUVER (SUPERIOR DISARMING TRIP): Also at 3rd Level, you have learned to efficiently utilize your learned maneuvers’ far better than other Shinobi you consider your peers. Select one maneuver that you know with the Tactical keyword. Whenever you use that maneuver you can choose to roll a d4, and use it instead of expending a superiority die once per turn. You can select a second maneuver beginning at 9th level.
You can switch all selected Signature Maneuvers when you would complete a rest
Ability Score Improvement (Constitution) / Feat (Practiced Adept)
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn
Jack of all, Master of None (Support): Starting at 5th Level, you exemplify the ideal of generalized combat. Select one of the following generalizations between Combat, Control, Mobility, Skill, and Support. When you do, you gain its benefits. You can switch which generalization you have when you complete a rest. Alternatively, you can spend one superiority die from your Scout-Nin Subclass to switch the Generalization you are benefiting from. You can only switch in this way, once per short rest.

Jack of all, Master of None Options

COMBAT
You gain a +1 bonus to attack & damage rolls made with Ninjutsu, Taijutsu, Genjutsu and Bukijutsu you cast. This bonus increases to +2 at 11th level.
Additionally, while you are gaining the benefits of this generalization, when you would take the attack action, you can make a weapon attack as a bonus action, once per turn

CONTROL
Jutsu and Maneuvers you use that would inflict a condition on a creature are even more difficult to resist. Creatures who would make a saving throw to resist a condition inflicted by a jutsu you cast or maneuver you use suffer a -1 penalty. This penalty increases to -2 at 11th level.
Additionally, while you are gaining the benefit of this generalization you gain a 1d4 bonus to clash checks.

MOBILITY
You gain a +10 bonus to your speed, and +1 bonus to Saving throws made to resist hostile effects. These bonus increases to +15 and +2 at 11th level.
Additionally, while you are gaining the benefit of this generalization whenever you would make a saving throw using an ability you are not proficient in to end a condition or effect placed on you by a hostile creature or environment, you gain a bonus 1d4 to the saving throw

SKILL
Select one ability score when you select this generalization. In order to change this ability score, you must complete a rest. You gain a +1 bonus to all ability checks made using this ability score. This bonus increases to +2 at 11th level.
Additionally, while you are gaining the benefits of this generalization, select two toolkits. You gain proficiency in these toolkits.

SUPPORT
You can use the Help and Search actions as a bonus action. When you would use the Help action, you can aid an ally in attacking a creature, making an ability check in a skill you are not proficient in, or providing them some support in combat, allowing you to spend a reaction to interpose an attack, switching the target of a hostile attack from an allied creature to yourself. You can complete the Help action in this way aiding an ally within 30 feet of you. This range of support increases to 45 feet at 11th level.
Additionally, while you are gaining the benefits of this generalization, creatures within weapon attack range who would make an attack or cast a jutsu targeting an allied creature triggers an attack of opportunity for you.

 

Edited by Pheonixfire
Improved formatting (see edit history)
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Moving my class stuff down into it's own post for easier updating. So shifting everything down.

NB: All Chakra Costs account for Good Defense and Water Specialization. Original cost is in brackets

 

Yoshi's Jutsu Scroll

Jutsus known 12; Base: 9, Session 0 Downtime: +3
GOOD DEFENSE: Whenever you cast a Jutsu that deals damage, you may increase the cost of that Jutsu by its rank to increase the damage by one step (D=1, C=2, B=3, A=4, S=5). Additionally, once per turn, when you deal damage with a Jutsu enhanced in this way, the damaged creature has disadvantage on checks to maintain concentration.
But Jutsu that don’t deal damage that you cast cost 1 additional chakra, and you suffer disadvantage on concentration checks to maintain them


Ninjutsu
Ninjutsu save DC 15 = 8 + your proficiency bonus + your Intelligence modifier (3)
Ninjutsu attack modifier +7 = your proficiency bonus + your Intelligence modifier (3)
SHINOBI’S EDGE (Ninjutsu): You have trained for countless hours, to become a more skilled shinobi. Select one between Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. The chosen jutsu type reduces the cost to maintain concentration on their jutsu by -1. (Min 1.)

BODY FLICKER

BODY FLICKER
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 round
Components: HS, M
Cost: 4 (3) Chakra
Keywords: Ninjutsu
Description: You gain a mastery of movement, allowing you to cover much greater distance in a shorter amount of time. Until the end of your next turn, double your movement speed


Water Release:

  • You may ignore Hand Seal (HS) requirement for Ninjutsu of C-Rank of lower with your chosen nature release.
  • You deal additional damage with Ninjutsu with your chosen Nature Release Keyword, equal to its rank. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
  • You reduce the chakra cost of Ninjutsu with your chosen Nature Release keyword by an amount equal to its rank. (Min 1.) (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). If a jutsu has multiple selected keywords, this cost reduction is only applied once

WATER RELEASE: WATER FORMATION: PUDDLE

WATER RELEASE: WATER FORMATION: PUDDLE
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: Touch
Duration: Instant
Components: HS, CM
Cost: 3 (3) Chakra
Keywords: Water Release, Ninjutsu
Description: You generate a Large Puddle of water from your stomach and expel it onto the ground in front of you. This puddle holds no more than 10 gallons of water. You can use this puddle as a source of drinking water, lay a trap, or use it as a source for more complex Water Ninjutsu. You may use the water this Jutsu produces as a Source of Water for no more than 2 water release ninjutsu of C-Rank or Lower, after which, the puddle is no longer usable.

WATER RELEASE: WATER BLENDING

WATER RELEASE: WATER BLENDING
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Touch
Duration: 1 hour
Components: HS, CM
Cost: 5 (5) Chakra
Keywords: Water Release, Ninjutsu
Description: A willing creature you touch becomes invisible for the duration, water bends the light around the target hiding their presence. Anything the target is wearing or carrying is invisible as long as it is on their person. The jutsu ends for a target that attacks, casts a jutsu or physically interacts with another creature.
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and you can target one additional creature.

WATER RELEASE: WATER CLONE

WATER RELEASE: WATER CLONE
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 120 Feet
Duration: Concentration, up to 10 minutes (Disadvantage)
Components: HS, CM
Cost: 7 / 2 Concentration (8 / 3 Concentration) Chakra
Keywords: Water Release, Ninjutsu
Description: You conjure a clone made of water similar to the Shadow clone technique but with far less inherent danger to a space it can occupy within 5 feet of you. This clone is made of water, and weights half as much as the caster. You can create up to two clones, each costing 8 chakra to conjure. You can command the clone as a bonus action. The clone can only take a Standard and Move action.

The clones have 5 hit points and no chakra, an AC equal to your Ninjutsu save DC, can cast a maximum of 2 Ninjutsu of C-Rank or lower (except Jutsu with “Clone” in its name, Fuinjutsu or Jutsu with the Combination keyword) with the Water Release keyword that you know, before this jutsu ends. These clones can only concentrate on a single jutsu and only for a number of rounds equal to your Ninjutsu ability modifier. These clones cannot use any Clan or Class features or Feats that you have. This clone can move across water without chakra but cannot move vertically along any surface. It does not benefit from any bonuses to its attacks or AC grants by other sources (Such as jutsu that increases either of them.).

When this clone makes a Ninjutsu or Melee attack, the clone uses your Ninjutsu attack bonus for both attacks. If the clone forces a target to make a saving throw, the DC for these jutsu is equal to your ninjutsu save DC. If it uses a melee attack, regardless of the weapon the clone uses, it deals 1d8 cold damage.

Learnt from Mari-Sensei

WATER RELEASE: ROAR OF ATLANTIS

WATER RELEASE: ROAR OF ATLANTIS
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Touch
Duration: Concentration, Up to 1 minute (Disadvantage)
Components: HS, CM
Cost: 7 / 2 Concentration (8 / 3 Concentration) Chakra
Keywords: Water Release, Ninjutsu
Description: You manipulate the Water Release Chakra with a creature you touch within range. If used on yourself, you do not need to spend chakra to maintain concentration on this jutsu. For the duration, when the creature cast a Jutsu with the Water Release keyword that deals damage or inflicts a condition of any type, the affected creature becomes Wet. A wet creature remains wet for this jutsu’s duration, unless otherwise stated. A wet creature who takes damage from the following damage types triggers the following effects.

Fire Damage: Once per turn, they take additional fire damage equal to 2dX, where X is the triggering jutsu’s damage die. The steam remains until the end of the target creatures next turn. The area the steam occupies is heavily obscured. The target creature is no longer wet.

Lightning Damage: Once per turn, the creature has the water react to the lightning as the lightnings conductivity is multiplied and all adjacent creatures become targets for this super conduction. They take additional Lightning Damage equal to 2dX, where X is the triggering jutsu’s damage die. All creatures who are adjacent to the wet creature makes a Dexterity saving throw taking half of the lightning damage dealt on a failed save or none on a successful save.

Wind Damage: Once per turn, the creature has the wet condition spread around affecting creatures near them as the water is picked up and thrown around. They take additional cold damage equal to 2dX, where X is the triggering jutsu’s damage die. All creatures who are within 10 feet of the wet creature becomes wet as well.

Water Source Bonus jutsus

WATER RELEASE: WATER SHIELD

WATER RELEASE: WATER SHIELD
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Reaction, which you take when you would take damage or make a saving throw.
Range: Self Duration: Instant
Components: HS, CM
Cost: 4 (4) Chakra
Keywords: Water Release, Ninjutsu, Clash
Description: You create a floating wall of spiralling water, capable of pushing back creatures and blocking attacks. Increase your AC by +2 against the triggering attack until the beginning of your next turn and reduce the next instance of damage you take by 1d4. If this jutsu would reduce fire damage from another jutsu, you instead initiate a Clash, and add 1d6 to your clash check.
If you have a sufficient water source nearby, reduce the chakra cost of this jutsu by 2 or you can choose to also select another willing creature to gain this benefit for the duration of your bonus to AC.

At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3.
If this jutsu is Cast at C-Rank or higher, reduce the next instance of damage by an additional 1d6.
If this jutsu is cast at B-Rank or higher, increase the AC bonus by +1.
If this jutsu is cast at A-Rank or higher, reduce the next instance of damage by an additional 1d8.
If this jutsu is cast at S-Rank, increase the AC bonus by +2 and reduce the next instance of damage by an additional +1d10.

WATER RELEASE: PIRANHA SWARM

WATER RELEASE: PIRANHA SWARM
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action.
Range: 60 Feet
Duration: Concentration, up to 1 minute.
Components: HS, CM, CS
Cost: 4 / 1 Concentration (5 / 1 Concentration) Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu
Description: You manifest a medium sized bubble of water that you then summon a swarm of Water Construct piranhas within. When you cast this jutsu, you can make a melee ninjutsu attack against a creature within 5 feet of the swarm. On a hit, the target takes 2d6 cold damage + 2d6 piercing damage.
As a bonus action on subsequent, you can command the swarm to move up to 30 feet and repeat the attack against a creature within 5 feet of it.
If you cast this jutsu while submerged underwater, the piranha’s can instead be commanded to move up to 60feet instead of 30.
A creature who takes more cold damage than piercing damage makes a Constitution saving throw gaining 1 rank of Chilled on a failed save.
A creature who takes more piercing damage than cold damage makes a constitution saving throw gaining 1 rank of Bleeding on a failed save.
If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to summon a second swarm of water construct piranhas, that act as a part of the same bonus action used to command the original swarm

WATER RELEASE: HEALING WATERS

WATER RELEASE: HEALING WATERS
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Touch
Duration: Instant
Components: HS, CM
Cost: 5 (5) Chakra
Keywords: Water Release, Ninjutsu
Description: You collect a mass of water and impart chakra into it and begin to heal a creature you can touch with it. This dissolves the water from being used in the healed creatures healing process. Roll 2d8, healing the target creature by the total.

If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to instead remove one of the following conditions in addition to restoring hit points; Bleeding, burned, poisoned or shocked conditions.

At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the healing by 1d8.

WATER RELEASE: TSUNAMI MALLET

WATER RELEASE: TSUNAMI MALLET
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 10 feet
Duration: Instant
Components: HS, CM
Cost: 3 (4) Chakra
Keywords: Water Release, Ninjutsu
Description: You manifest a construct of water release chakra in the shape of a large mallet, of your design and description. This mallet is then immediately used to make a Single Melee Ninjutsu attack against a target creature within range. On a successful hit, you deal cold damage equal to 2d6 + Your Ninjutsu Ability modifier. The target creature must also succeed a Constitution Saving throw, being Chilled on a failed save.

If the target of this jutsu already has 1~3 ranks of chilled, they make the saving throw at disadvantage and this Jutsu's damage die becomes d8’s. If the target already has 4~5 ranks of chilled, they automatically fail the saving throw and this jutsu’s damage die becomes d10’s

If used near a sufficient source of water, reduce the chakra cost of this jutsu by 2 or you can choose to increase the damage die of this jutsu by 1 step.

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 amount of attacks you make becomes 2. When you cast this Jutsu at S-Rank the number of attacks you make becomes 3.



Genjutsu
Genjutsu save DC 12 = 8 + your proficiency bonus + your Wisdom modifier (0)
Genjutsu attack modifier +4 = your proficiency bonus + your Wisdom modifier (0)

RELEASE

RELEASE
Classification: Genjutsu
Rank: E-Rank
Casting Time: 1 Action
Range: Touch
Duration: Instant
Components: HS, CM
Cost: 2 (3) 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 an Illusion Check at advantage vs the Save DC of the Genjutsu. On a success you free yourself or your target from the Genjutsu

Learnt from Mari-Sensei

TRANSFORM

TRANSFORM
Classification: Genjutsu
Rank: E-Rank
Casting Time: 1 Action
Range: Self
Duration: 10 Minutes
Components: HS
Cost: 2 (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 139or 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)

Learnt from Mari-Sensei


Taijutsu
Taijutsu save DC 15 = 8 + your proficiency bonus + your Strength modifier (3)
Taijutsu attack modifier +7 = your proficiency bonus + your Strength modifier (3)
Taijutsu, you cast taijutsu without the bukijutsu keyword that deals unarmed damage increases their range by 10 feet.

 

Unarmed:

IRON STRIKE

IRON STRIKE
Classification: Taijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: (5) 15 Feet
Duration: Instant
Components: M
Cost: 3 Chakra
Keywords: Taijutsu
Description: Description: You punch with enough force to tear through any defense your enemy might have. The target creature cannot take reactions against this jutsu or its damage. Make a taijutsu attack. On a hit, they take your unarmed damage + 3d6.

At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and the damage by 1d6.

Bukijutsu:

None

Edited by Pheonixfire
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== EQUIPMENT ==

 

Max Bulk: 26+10: Base
+06: Strength
+10: Shinobi Backpack


Ryo: 325

History

Starting Wealth: 100 ryo (100 from Background)
+500 from selling Flak Jacket

75 Ry for Camping Kit
50 Ryo to make Camping Kit a Sealed item
150 for buying Studded Leather

 

Current Bulk: 13

00 - Common Clothes
00 - Book of Medical texts from your master
00 - Blank Jutsu Scroll
00 - Letter received from your master
00 - Wallet containing Ryo
01 - Explorer's Pack - Sealed Item

Contents

1 bedroll, 5 glow rods, 5 heating pads, 1 Radio Link, Commoner’s clothes, 7 days of field rations, a Shinobi Backpack, and 50 feet of rope sealed inside a scroll

00 - Flak Jacket (Sold 1/2 price: +500 Ryo)
03 - Studded Leather (150 ryo)
02 - Kunai Stack
02 - Tanto (Shrotsword)
00 - Paper Bomb
00 - Tracking Kit
05 - Camping Kit - Sealed Item (125 ryo)

Contents

Two-Person Tent, Bedroll and a Blanket sealed inside a scroll.

Edited by Pheonixfire
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 DOWNTIME

5 Weeks Downtime - Mari-Sensei's Gateway Training 5/15

Show Downtime

Week 1: Gateway Training (1/15).
Learn from Mari-Sensei.
Learn Water Clone Ninjutsu (Water Release Simplicity. 1/2.5 weeks).

Week 2: Gateway Training (2/15).
Learn from Mari-Sensei.
Learn Water Clone Ninjutsu (Water Release Simplicity. 2/2.5 weeks)

Week 3: Learn from Mari-Sensei. Gateway Training (3/15).
Learn from Mari-Sensei.
Learn Water Clone Ninjutsu (Water Release Simplicity. 2.5/2.5 weeks)
Lost 1/2 Week to recover

Week 4: Learn from Mari-Sensei. Gateway Training (4/15).
Learn from Mari-Sensei.
Learn Release Genjutsu (1/1 weeks)

Week 5: Learn from Mari-Sensei. Gateway Training (5/15).
Learn from Mari-Sensei.
Learn Transform Genjutsu (1/1 weeks)

 

Edited by Pheonixfire
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