Base Class: Rogue
A Kage's journey begins with achieving unparalleled proficiency in the ninja arts. They master advanced jutsus, wield powerful techniques, and embody the essence of their village's unique strengths. Kages are not only formidable fighters but also inspirational figures, capable of uniting their people and fostering unwavering loyalty.
In times of war, Kages lead their forces with unparalleled strategy, turning the tide of battles with their tactical acumen. During times of peace, they focus on the prosperity and well-being of their villages, ensuring growth and stability. Kages are often revered as living legends, embodying the pinnacle of what a ninja can achieve.
The path to becoming a Kage is fraught with challenges, requiring not only immense strength but also wisdom and a deep understanding of the responsibilities that come with leadership.
Recommended Spell List
| Rogue Level | Spell Level | Archtype Spells |
|---|---|---|
| 3rd | 1st | Cure Wounds, Expeditious Retreat |
| 5th | 2nd | Blindness/Deafness, Hold Person |
| 9th | 3rd | Major Image, Bestow Curse |
| 13th | 4th | Hallucinatory Terrain |
Spellcasting
Kage Spellcasting Table
| Rogue Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | - | - | - |
| 4th | 2 | 4 | 3 | - | - | - |
| 5th | 2 | 4 | 3 | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - |
| 10th | 3 | 7 | 4 | 3 | - | - |
| 11th | 3 | 8 | 4 | 3 | - | - |
| 12th | 3 | 8 | 4 | 3 | - | - |
| 13th | 3 | 9 | 4 | 3 | 2 | - |
| 14th | 3 | 10 | 4 | 3 | 2 | - |
| 15th | 3 | 10 | 4 | 3 | 2 | - |
| 16th | 3 | 11 | 4 | 3 | 3 | - |
| 17th | 3 | 11 | 4 | 3 | 3 | - |
| 18th | 3 | 11 | 4 | 3 | 3 | - |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip at 10th level.
Spell Slots
The Kage Spellcasting table shows how many spell slots you have to cast your spells of 1st through 4th level.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Kage Spellcasting table shows when you learn more spells of 1st through 4th level.
Whenever you gain a level, you can replace one of the sorcerer spells you know with another spell from the sorcerer spell list.
Spell Slots
Dexterity is your spellcasting ability for your Kage spells.
- Spell save DC = 8 + your proficiency bonus + your Dexterity modifier
- Spell attack modifier = your proficiency bonus + your Dexterity modifier
Shadow Techniques
You gain proficiency in the Arcana skill, as understanding chakra and its applications is essential. Additionally, you learn to harness basic shadow techniques:
- Shadow Clone Jutsu: As a bonus action, you can create one shadow clone within 30 feet of you. This clone is an illusory double that mimics your appearance. It lasts for 1 minute or until you dismiss it as a bonus action. The clone cannot attack or interact physically but can be used to distract enemies, giving you advantage on your next attack roll against a creature within 5 feet of the clone.
- Substituition Jutsu: As a reaction when you are hit by an attack, you can replace yourself with an object (such as a log) within 5 feet of you, teleporting up to 15 feet away. You reduce the damage taken by half when using this ability. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1) per long rest.
Elemental Jutsu
At 9th level, you can select an elemental chakra style and gain access to two techniques within that style: a basic jutsu and an advanced jutsu available at 13th level. Choose one of the following:
Fire Style:
- Fireball Jutsu: As an action, you can make a ranged spell attack against a creature you can see within 60 feet. On a hit, the target takes 1d6 fire damage. The damage increases by 1d6 at 11th level (2d6), 15th level (3d6), and 19th level (4d6).
- Great Majestic Flame (13th level): You unleash a roaring flame in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus). On a failed save, they take 4d6 fire damage, or half as much on a successful one.
Water Style:
- Water Prison: As an action, you can attempt to restrain a creature you can see within 30 feet with a water prison. The target must succeed on a Strength saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus) or be restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns to escape.
- Great Shark Missile (13th level): You conjure a massive shark-shaped mass of water that rushes towards a target within 60 feet. The target must make a Strength saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus), taking 6d6 cold damage on a failed save, or half as much on a successful one.
Earth Style:
- Hidden in Rock: As an action, you blend into the surrounding stone and rock, gaining advantage on Dexterity (Stealth) checks for 1 minute as long as you remain near stone surfaces.
- Ten Thousand Ri Earth Wall (13th level): You summon a massive wall of earth, up to 60 feet long, 10 feet high, and 5 feet thick, within 30 feet of you. The wall provides three-quarters cover and lasts for 10 minutes or until destroyed.
Air Style:
- Erase Tracks: You can use this jutsu to erase all tracks left by yourself and your allies within a 30-foot radius for 1 hour. Creatures attempting to track you have disadvantage on their Survival checks during this time.
- Rasenshuriken (13th level): As an action, you create a swirling vortex of wind in the form of a shuriken and hurl it at a target within 60 feet. Make a ranged spell attack. On a hit, the target takes 5d6 slashing damage.
Lightning Style:
- Chidori: You channel lightning chakra into your hand and make a melee spell attack against a creature within reach. On a hit, the target takes 3d8 lightning damage.
- Kirin (13th level): You call down a massive bolt of lightning from the sky to strike a target within 120 feet. The target must make a Dexterity saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the target takes 8d6 lightning damage, or half as much on a successful one.
Clan Techniques
You unlock a secret technique from your clan. Choose one of the following:
- Burning Ash Cloud: You gain the ability to release a cloud of smoldering ash. As an action, you can exhale a cloud of burning ash in a 15-foot cone. Creatures in the area must make a Dexterity saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus). On a failed save, they take 4d6 fire damage and are blinded until the end of their next turn. On a successful save, they take half damage and are not blinded. You can use this ability once per short or long rest.
- Healing Palm: You learn how to use your chakra for medical purposes. You can use an action to touch a creature and restore hit points equal to your rogue level. You can use this feature a number of times equal to your proficiency bonus per long rest.
- Mind Transfer Technique: You can use your chakra to temporarily take control of a creature's body. As an action, choose a creature you can see within 30 feet. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Charisma modifier + your proficiency bonus) or be controlled by you for 1 minute. While controlling the creature, you can use its actions but cannot force it to harm itself directly. Your body remains unconscious and vulnerable while you use this ability. You can use this feature once per long rest.
- Shadow Possession Jutsu: You can extend your shadow to bind an enemy within 30 feet. As an action, choose a creature you can see; the creature must make a Dexterity saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus). On a failure, the target is paralyzed and mimics your actions for 1 minute or until it takes damage. You can use this ability once per short or long rest.
Kekkei Genkai Mastery
At 17th level, you unlock a rare and powerful ability inherited from your bloodline. Roll a d4 to determine your Kekkei Genkai.
| Dice Roll | Kekkei Genkai | Effect |
|---|---|---|
| 1 | Sharingan | You gain an increased ability to anticipate your enemies' movements. As a reaction, you can impose disadvantage on an enemy’s attack against you a number of times equal to your proficiency bonus per long rest. Additionally, you gain the ability to copy and replicate spells of 3rd level or lower after witnessing them. Once per long rest, you can perform the Amaterasu, a black flame attack that deals 8d6 fire damage and persists for 3 rounds. |
| 2 | Byakugan | Your eyes gain the ability to perceive chakra and weak points. You have advantage on Perception checks and can see through walls and solid objects up to 60 feet. Additionally, your critical hits with Sneak Attack double your Sneak Attack dice. Once per long rest, you can also perform the Gentle Fist Technique, forcing a target within 5 feet to make a Constitution saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus) or be stunned until the end of your next turn. |
| 3 | Wood Release | You gain the ability to create and manipulate wood. You can summon wooden tendrils to entangle enemies within 30 feet; these creatures must make a Dexterity saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus) or be restrained. You can also create barriers of wood (20-foot-long, 10-foot-high wall) as a reaction. Additionally, once per long rest, you can use Deep Forest Emergence, summoning a forest area (30-foot radius) that becomes difficult terrain for enemies and deals 4d6 bludgeoning damage when it sprouts. |
| 4 | Ice Release | You can shape and manipulate ice. You gain resistance to cold damage, and your attacks deal an additional 2d6 cold damage. You can also create walls or spikes of ice as an action (20-foot-long, 5-foot-wide wall or 5-foot-tall spike) within 60 feet. These structures last for 1 minute. Once per long rest, you can encase a target in ice, paralyzing it if it fails a Strength saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus). |
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