Kekkei Genkai - Senjustsu Rage Image

You gain a bonus to your Strength, Dexterity, or Constitution you gain a +1 to one of your choice for each evolution. In addition, you gain the ability to use your Kekkei Genkai, and the following spells:

- Detect Magic - You can use this spell an amount equal to your proficiency modifier per long rest. 

- Arcanist's Magic Aura - You can use this spell an amount equal to your proficiency modifier per long rest. 

- True Seeing - You can use this spell twice per long rest. 

Kekkei Genkai - Senjustsu Rage - For 1 minute as a bonus action, you can activate your Kekkei Genkai gaining the benefits of your current unlocked evolution. You can do this a number of times equal to your proficiency modifier per long rest. 

One with Magic - You become naturally attuned to the naturally magic of the world. Your body becomes a vessel for magic naturally absorbing magic into yourself. As a bonus action you can choose to activate your stores of natural magic energy to recover spell slots or charges up to a combined level equal to half your character level. You can do this a number of times equal to your current unlocked Senjutsu Rage evolution per long rest. 

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Downsides 

- If hit with an attack or spell you must make a Wisdom save of drift into a blind rage. If you fail 3 of these checks in a row then you fall into madness and can't make a check again until your Senjustsu rage ends. If you fail this check then you cant make another one untill 24 hours pass. (Madness Rage Check - Starts as a Wisdom 10DC. Each time you are attacked, and each time you fail a save for the madness the DC increases by 1. If the Senjustsu Rage ends the DC resets to 10, unless you fall into madness in which case the counter doesn't reset but instead increases by 1 for every failed check). 

- If your temporary hit-points are depleted by you taking damage, you are knocked out of your Senjustsu Rage and take 1 point of exhaustion. If you use Senjustsu Rage again after having a point of exhaustion, then when it finishes you gain another point of exhaustion. Your exhaustion does not effect you while your Senjustsu Rage is active. 

- You can only cast spells that you have prepared using your natural magic charges while your Senjustsu Rage is active. 

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Evolution 1 - Awakening 

- You gain a +1 to your ac. 

- You gain temporary hit-points equal to your character level times your current evolution level. 

- Your unarmed strikes do 1d6+your spellcasting modifier+your strength or dexterity modifier bludgeoning damage. 

- You gain resistance to non-magical bludgeoning, slashing, and piercing damage. 

- You gain 15 charges of naturally absorbed magical energy per Senjutsu Rage activation. Instead of spending a spell slot to cast a spell you can instead use a number of charges equal to the spell slot level. Spells casted using this manner overcome all resistances. In addition, spells casted in this manner dont require material components or an arcane focus. 

- You gain an additional 1d6 damage to your attacks and spells. 

- While in this transformation you have Detect Magic and Arcanist's Magic Aura always active without needing concentration. 

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Evolution 2 - Invigoration 

- You gain a +2 to your ac. 

- You gain temporary hit-points equal to your character level times your current evolution level. 

- Your unarmed strikes do 1d8+your spellcasting modifier+your strength or dexterity modifier bludgeoning damage. 

- You gain immunity to non-magical bludgeoning, slashing, and piercing damage. 

- You gain 20 charges of naturally absorbed magical energy per Senjutsu Rage activation. Instead of spending a spell slot to cast a spell you can instead use a number of charges equal to the spell slot level. Spells casted using this manner overcome all resistances. In addition, spells casted in this manner dont require material components or an arcane focus. 

- When targeted with a spell that does damage, you can instead use your reaction to take half damage and absorb the spell. The rest of the damage that you would've taken is then applied to the damage of your next successful spell or attack. You can do this a number of times equal to your proficiency modifier per long rest. 

- You gain an additional 1d8 damage to your attacks and spells. 

- While in this transformation you have Detect Magic and Arcanist's Magic Aura always active without needing concentration. 

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Evolution 3 - Exaltation 

- You gain a +3 to your ac. 

- You gain temporary hit-points equal to your character level times your current evolution level. 

- Your unarmed strikes do 1d10+your spellcasting modifier+your strength or dexterity modifier bludgeoning damage. These attacks overcome resistances. 

- You gain resistance to bludgeoning, slashing, and piercing damage and immunity to non-magical bludgeoning, slashing, and piercing damage. 

- You can attack an additional time when you take the attack action. 

- You gain 25 charges of naturally absorbed magical energy per Senjutsu Rage activation. Instead of spending a spell slot to cast a spell you can instead use a number of charges equal to the spell slot level. Spells casted using this manner overcome all resistances. In addition, spells casted in this manner dont require material components or an arcane focus. 

- When targeted with a spell that does damage, you can instead use your reaction to take half damage and absorb the spell. The rest of the damage that you would've taken is then applied to the damage of your next successful spell or attack. You can do this a number of times equal to your proficiency modifier per long rest. 

- You gain an additional 1d10 damage to your attacks and spells. 

- While in this transformation you have Detect Magic and Arcanist's Magic Aura always active without needing concentration. 

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Evolution 4 - Mastery

- You no longer suffer the downsides of Senjustsu Rage. 

- You gain a +4 to your ac. 

- You gain temporary hit-points equal to your character level times your current evolution level. 

- Your unarmed strikes do 2d6+your spellcasting modifier+your strength or dexterity modifier bludgeoning damage. These attacks overcome resistances and immunities. 

- You gain immunity to bludgeoning, slashing, and piercing damage, and are resistant to magic. 

- You can attack an additional time when you take the attack action. 

- You gain 30 charges of naturally absorbed magical energy per Senjutsu Rage activation. Instead of spending a spell slot to cast a spell you can instead use a number of charges equal to the spell slot level. Spells casted using this manner overcome all resistances and immunities. In addition, spells casted in this manner dont require material components or an arcane focus. 

- When targeted with a spell that does damage, or would be within a spells area of effect that does damage. You can instead use your reaction to take half damage and absorb the spell. The rest of the damage that you would've taken is then applied to the damage of your next successful spell or attack. You can do this a number of times equal to your proficiency modifier per long rest. 

- You gain an additional 2d6 damage to your attacks and spells. 

- While in this transformation you have Detect Magic and Arcanist's Magic Aura always active without needing concentration. 

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Kekkei Genkai - Senjustsu Rage Image

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