Base Class: Fighter
Nine Tails
Nine Tails Cloak (Two Tails)
On your turn, as a Special Action, you can consume one use of The tailed beast cloak. Upon using the cloak you gain the following: You have advantage with Dexterity and Strength Check and saves, you get an extra 15 feet of movement speed, An extra damage die to all attacks, and you ignore exhaustion levels while it’s active and you get 30 temporary hit points.With rage fueling your every thought, you have disadvantage on Wisdom, Intelligence, and Charisma Checks and Saves. When the cloaks time is up You loose ten feet of movement until a short rest and you gain 1 level of exhaustion. You also take a 1d6 damage. This last for 3 of your turns then at the end of your third one, you must make a con save of 18 to keep going. If he passes he can keep going until the next third attacking turn and will keep going until a fail happens. Upon the first fail you loose the extra hit die for all jutsu and looses the extra movement speed. After the first fail, every two turns he must make a con save of 20 at the end of the second turn to keep going. If he fails then he losses the cloak and receives the debuffs from the cloak ending. The Cloak will not deactivate unless the Jinchuriki is unconscious or fails two con saves. You cannot use weapons in this form only jutsus and the cloak unique attacks.
Nine Tails Cloak (3 Tails)
On your turn, as a Special Action, you can consume one use of The tailed beast cloak. Upon using the cloak you gain the following: You have advantage with Dexterity and Strength Check and saves, you get an extra 20 feet of movement speed, 2 extra damage die to all attacks, and you ignore exhaustion levels while it’s active and you get a bonus 2 AC.With rage fueling your every thought, you have disadvantage on Wisdom, Intelligence, and Charisma Checks and Saves. When the cloaks time is up You loose 15 feet of movement until a short rest and you gain 2 level of exhaustion. You also take a 2d6 damage. This last for 3 of your turns then at the end of your third one, you must make a con save of 18 to keep going. If he passes he can keep going until the next third attacking turn and will keep going until a fail happens. Upon the first fail you loose the 2 extra hit die for all jutsu and looses the extra movement speed. After the first fail, every two turns he must make a con save of 20 at the end of the second turn to keep going. If he fails then he losses the cloak and receives the debuffs from the cloak ending. The Cloak will deactivate when he chooses, the Jinchuriki is unconscious, or fails two con saves. If he fails the 2nd con save with a 15 or lower he does not loose the cloak and Grows a fourth tail going into the Four Tailed Cloak. If the first save was failed with a nat one, then he grows a fourth tail and enters the Four Tailed Cloak. The Four tailed transformation does not apply unless he has it unlocked. You cannot use weapons in this form only jutsus and the cloak unique attacks.
Nine Tails Cloak (4 Tails)
Upon gaining the cloak you gain the following: You have advantage with Dexterity and Strength Check and saves, you get an extra 25 feet of movement speed, you unlock the Bijuu Beast Bomb and can only use the cloak Attacks, and you ignore exhaustion levels while it’s active and enemies Have to attack with disadvantage against you.With rage fueling your every thought, you have disadvantage on Wisdom, Intelligence, and Charisma Checks and Saves. When the cloaks time is up You loose 20 feet of movement until a short rest and you gain 3 level of exhaustion. You also take a 3d6 + 1d6 for the previous cloak damage. This last for 3 of your turns then at the end of your third one, you must make a con save of 18 to keep going. If he passes he can keep going until the next third attacking turn and will keep going until a fail happens. Upon the first fail you loose the extra movement speed. After the first fail, every two turns he must make a con save of 20 at the end of the second turn to keep going. If he fails then he losses the cloak and receives the debuffs from the cloak ending. The Cloak will deactivate when he chooses, the Jinchuriki is unconscious, or fails two con saves. If he fails the 2nd con save with a 15 or lower he does not loose the cloak and Grows two more tails going into the Six Tailed Cloak With Bone. If the first save was failed with a nat one, then he grows 2 more tails and enters the Six Tailed Cloak with Bone. The Six tailed transformation does not apply unless he has it unlocked. You cannot use weapons in this form only the Cloak Unique attacks.
Six Tailed Cloak
Upon turning into The tailed beast cloak you gain the following: You have advantage with Dexterity and Strength Check and saves, you get an extra 30 feet of movement speed, you can only use the cloak Attacks and gain 1 more charges of the Beast Bomb, and you ignore exhaustion levels while it’s active and enemies Have to attack with disadvantage against you and you gain a bonus 3 AC.With rage fueling your every thought, you have disadvantage on Wisdom, Intelligence, and Charisma Checks and Saves. When the cloaks time is up You loose 25 feet of movement until a short rest and you gain 4 level of exhaustion. You also take a 4d6 plus a 2d6 for every form you go through damage. This last for 3 of your turns then at the end of your third one, you must make a con save of 18 to keep going. If he passes he can keep going until the next third attacking turn and will keep going until a fail happens. Upon the first fail you loose the extra movement speed. After the first fail, every two turns he must make a con save of 20 at the end of the second turn to keep going. If he fails then he losses the cloak and receives the debuffs from the cloak ending. The Cloak will deactivate when he chooses, the Jinchuriki is unconscious, or fails two con saves. You cannot use weapons in this form only the Cloak Unique attacks. All cloak unique attacks get an extra 3 damage die.
Perfect Jinchiriki
Upon becoming The Perfect Jinchuriki you can transform with the Perfect Cloak. You can do this as a bonus action and transform as many times equal to your Constitution Modifier. Upon Awakening this Perfect Cloak you gain the following: 25 feet of extra movement, 2 bonus AC, 2 extra hit Die to all jutsus, and you can now use weapons with this transformation and the Jinchuriki moves including Bijuu Beast Bomb. This transformation last as many minutes equal to the Constitution Modifier. Like Dragons Breath, you can now change the elemental Damage type of Rasengan. You can now use Bijuu Rasenshuriken. Bijuu Rasenshuriken does 11d6 + Constitution Modifier. it has two charges. As a special action, you can also summon a giant chakra Kurama if you have the Perfect Cloak active. Kurama gives you the following: doubles the Jinchuriki Size, Has a health of 230, the health has to be depleted to hit the Jinchuriki unless it is piercing damage, then it hits the player directly. It gives 2 bonus die to all jutsus due to the increased size, and you gain access to these unique moves: Tailed Beast Slash- +15 to hit, reach is reach is 20 feet. 3d12+5. Dual Planetary Bijuu Rasenshuriken- +15 to hit for each Rasenshuriken. 150 feet range. 6d6 + constitution modifier per Rasenshuriken each, consumes 2 attack to use. Planetary Beast Bomb- +15 to hit, 150 feet range. 12d12 + constitution modifier. one use per long rest. Consumes a Action.
Chakra
Chakra allows you to use Jutsu and the following: Walk on water, sideways, upsidown, jump half movement speed, and the use of jutsu
Comments