Monk
Base Class: Monk

At a young age these monks train to channel their inner ki that they refer to as chakra. They train using this chakra to perform special acts such as ninjutsu, taijutsu, or genjutsu. Eventually they learn something from each. Genjutsu is specialized in illusion that they can use to their advantage. Ninjutsu is specialized in using their chakra to perform special moves like forming a fireball from their mouths. Finally taijutsu specializes in hand to hand combat which can be in different styles depending on where they trained.

Clan Name

Each Shinobi is a part of a clan here is where you get to decide what clan you are a part of. Each clan specializes in different techniques for each (taijutsu, ninjutsu, and genjutsu).

Hyuga Clan

You specialize in Taijutsu.

At 3rd level you unlock your Byakugan, a dojutsu unique to the Hyuga clan which opens the pathway to many other techniques developed by your ancestors. As a bonus action, you can expend 1 Ki point to gain Blindsight and Truesight to a range of 60 feet. Additionally, your unarmed Attacks score a critical hit on a roll of 19 or 20.

At 15th level, the range of your Byakugan increases by 60 feet.

At 20th level, you no longer need to expend Ki points to activate the Byakugan.

 

Lee Clan

You specialize in Taijutsu.

This clan is known for their taijutsu skill. This clan is well known for the creation of the eight gates. This clan doesnt have a lot of chakra reserves so they cant perform ninjutsu.

As an action, you can expend 2 ki points to open up one of the 8 Gates for 1 minute. The 8 Gates must be opened in order. When the gates close you suffer 1 level of exhaustion for each gate you open after the second gate. At 3rd level, you can open the First Gate. You learn to open the next gates at levels 5, 7, 9, 11, 13, 15, and 17.

Eight Gates

1st Gate (Gate of Opening): You can now add your strength and Dex Modifiers to you damage rolls for unarmed strikes and, you gain a +15 foot movement speed while this gate is open.

2nd Gate (Gate of Healing): Once activated you recover 2d6 hit points at the start of each round.

3rd Gate (Gate of Life): Upon activation of this gate your skin turns red, hair stands up, and pupils dissapear. In this form you are no longer affected by difficult terrain, you are naturally adapted to extreme heat and extreme cold environments. And you can choose to resist lightning, thunder, fire, or cold damage.

4th Gate (Gate of Pain): When you activate this gate you gain a +15 foot bonus to your movement speed and 35 feet of climbing speed, but you take 1d4 force damage for every attack you make.

5th Gate (Gate of Limit): You gain 2 additional attacks per action.

6th Gate (Gate of View): Your unarmed strikes deal an additional 1d6 fire damage and have a range of 20 feet.

7th Gate (Gate of Wonder): All of your unarmed strikes are considered critical if the attack hits and do an additional 1d6 force damage, however, all incoming attacks are considered critical as well.

Final Gate (Gate of Death): Your body begins to heat up rapidly as your heart beats at its maximum speed, your hair turns red and you gain a red aura. All creatures in a 40 foot radius must make a Wisdom saving throw or be frightened by you. Your attack rolls are made with advantage and you become immune to lightning, fire, cold, and thunder damage.

Senju Clan

You specialize in Ninjutsu.

At 3rd level, you learn your family's healing jutsu, allowing you to act as a medic in the midst of battle. You can expend 2 ki points to cast Cure Wounds or 1 Ki point to cast Healing Word. You can spend a number of additional ki points equal to the level of spell slot to cast either spell at higher levels.

The senju clan has access to the rinnegan in later training. They also specialize in healing and wood type ninjutsu. This clan is known for being the founder of the first shinobi village known as konaha.

Uchiha Clan

Your specialty is Genjutsu.

At 3rd level you have unlocked you the unique trait of the Uchiha Clan known as the Sharingan. You can expend 1 chakra (ki) point to copy a chakra ability you have seen performed. You can only copy one chakra ability at a time and can only use the copied chakra ability for the next 24 hours.

At 6th level, you can expend 5 ki points to teach yourself a weaker version of the copied ability. If the ability deals damage, you may only use half of the damage dice. If the ability requires a check or attack you cannot add your proficiency bonus to the check. If the ability requires a saving throw the DC is automatically set to 13.

The Uchiha clan is the strongest clan of the hidden leaf. This clan had a long battle scar with the Senju clan while having a couple of battles with them. Among the Uchiha clan lived a very powerful and capable shinobi, Madara Uchiha.

Uzumaki Clan

Your Specialty is Ninjutsu

Starting when you choose this Clan at 3rd level, you learn a basic Chakra cultivation technique named Six Paths Cultivation. However, this technique can only be used properly by a master. You can perform a ritual over the course of 1 hour, which can be done during a short rest. At the end of this ritual, you gain a Temporary Chakra Point which lasts until you take another rest. Using this method you can gain up to 5 Temporary Chakra Points. If this ritual is instead performed over the course of 24 hours, you can gain a permanent Bonus Chakra Point. This method is still limited to 5 Chakra Points, but it does not take away from the number of Temporary Chakra Points you can get from this feature. 


They were distant blood relatives of the Senju clan and as such, both were on good terms. An alliance was created with both their hidden villages.

Clan Skill

After training you unlocked an ability commonly used among the clan you are under. Some clans might have strong abilities in the beginning but all clans become strong in the end if you know how to use them.

Hyuga Clan Skill

Starting at Level 6, you can channel your chakra (Ki) into a dizzying display of martial prowess, causing your enemies heads to spin. As a Bonus Action on your turn you can spend 3 chakra (Ki) points and enter into your Rotation Jutsu. When used all creatures in a 10 foot radius must make a Dexterity saving throw or take 3 martial arts dice of damage and be launched 10 feet backwards. While using this technique you gain the following benefits…

  • Nonmagical Ranged attacks do not affect you.

  • You have Resistance to Bludgeoning, Piercing, and Slashing Damage from Nonmagical Attacks.

  • When you take the Attack action you may make 1 Additional Attack.

This jutsu lasts for 1 Minute or until you lose Concentration (as if you were concentration on a spell) Alternatively, you can use this ability as a reaction to deflect incoming attacks. When you are targeted by an attack while spinning, you can use your Deflect Missiles to reduce the damage of the attack.

Lee Clan Skill

Sea Sickness Fist: As a bonus action you can spend 1 chakra (ki) point to imbue your unarmed strikes with a retched almost alcoholic smell. Each creature hit by your unarmed strikes must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that are immune to poison automatically succeed on this saving throw.

Uchiha Clan Skill

Mangekyo Sharingan: Through intensive use of the sharingan it has evolved. Roll a d10 to see what abilities your mangekyo sharingan will have.

1-2. Amaterasu: As an action you may spend 2 chakra (ki) points to summon black flames that cannot be extinguished through normal means. These flames can be added to weapons to give them an extra 2d6 fire damage. Alternatively, you can use these flames to attack a creature you can see within 30 feet dealing 1d6 fire damage at the start of each of its turns. If you take damage while conjuring the flames you must succeed a concentration check or the flames will extinguish.
3-4. Tsukuyomi: As an action you may spend 3 chakra (ki) points to trap a creature within 30 feet of you in a genjutsu. The targeted creature must succeed a Wisdom saving throw or become paralyzed for 5 rounds and take 1d8 damage at the end of each of its turns.
5-6. Kamui: As a reaction you may spend 2 chakra (ki) points to send a ranged attack or ranged spell attacks to the kamui dimension. You can only hold 3 spells and 5 ranged attacks at a time. As an action you can shoot the transported ranged attack out of the kamui dimension at a creature within 60 feet of you or, you can shoot the transported ranged spell attack out of the kamui dimension at a creature within 100 feet of you. Alternatively, you may spend 4 chakra (ki) points to open a gate to the kamui dimension. Any creature within 10 feet of the gate must make a charisma saving throw on a fail they get sucked through it to a random location in the Kamui Dimension. Breathing creatures inside the Kamui Dimension can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. The gate then closes. The gate is one-way only and can’t be reopened unless you reopen it.
7-8. Kotoamatsukami: As an action you may spend 4 chakra (ki) points to have your words gain a beguiling influence and for your speech to dominate the minds of whomever hears it. If a creature answers your words they must make a Wisdom Saving Throw or fall under your control. You can have multiple creatures under your control, but you can only command one creature at a time. A creature affected by this jutsu can repeat the save at the end of each of its turns. While the creature is under your control they have no knowledge of events that occur and after the effects end they will not know you were the one that commanded them.
9-10. Kagutsuchi: As a bonus action you may spend 1 chakra (ki) points to add and shape black flames to other jutsu techniques. This gives the jutsu an extra 2d6 fire damage. Unlike the Amaterasu these flames go away on impact of the jutsu it is fused with.

Uzumaki Clan Skill

You have learned the Uzumaki special ninjutsu passed on by generations the Rasengan.

You may expend 2 Chakra (ki) points to make a melee spell attack roll using your Wisdom modifier. On a successful hit the target takes 3d6+3+your Dexterity modifier and is forced to make a Strength saving throw or be knocked back 15 feet.

Clan Skill # 2

Through more training you unlocked another ability used by your clan.

Hyuga Clan Skill

8 Trigrams 64 Palms Starting at 11th level, when you use your Flurry of Blows you can choose to strike your opponents in pressure points that limit their abilities. When you successfully hit a creature with an unarmed strike from your Flurry of Blows, you can expend 2 additional ki points to activate one of the following effects:

  • The target cannot expend Ki points
  • The target cannot make extra attacks
  • The target cannot cast spells
  • The target's movement speed is reduced by 15 feet

Lee Clan Skill

Dynamic Entry: As an action, when you have advantage on the attack roll, you can expend 3 chakra (ki) points to perform a flying kick on a creature within 30 feet. This attack is considered critical, and if it hits the target must succeed a Wisdom saving throw or become Frightened by you.

Uchiha Clan Skill

Susanoo: As an action you may spend 5 chakra (ki) points to summon an incomplete susanoo. Roll a d4 to determine your susanoo's weapon. While on the field you become one size larger and you gain a +2 to ac. All attacks get an additional 10 feet of range and a +3 to damage. The Susanoo lasts for 5 rounds before disappearing.

1. Shuriken: These shurikens can be thrown at a creature of your choice in a 40 foot radius. This weapon deals 4d6 slashing damage. If your mangekyo sharingan ability is the kamui you can send creatures to the Kamui dimension on a hit with this weapon.
2. Longbow: This bow has a range of 120 feet and deals 2d6 piercing damage. On a hit the creature is knocked back 10 feet. If your mangekyo sharingan ability is the kotoamatsukami your arrows can make people fall under your control.
3. Katana: This sword has a reach of 15 feet and deals 6d6 slashing damage. If your mangekyo sharingan ability is the amaterasu you cover your blade with the black flames and have the flames transfer to a creature on a hit.
4. Your choice

At level 15 you unlock the ability to summon a complete susanoo. The incomplete susanoo now costs 3 chakra (ki) to summon. As an action you may spend 5 chakra (ki) points to summon your full susanoo. The complete Susanoo increases your size by 2 size categories and grants a +4 bonus to your armor class. Additionally your attacks deal an additional 6 damage and have an extra range of 20 feet. The Complete Susanoo disappears after 1 minute. Alternatively, if you have the jinchuriki's grace feat you can give your beast susanoo armor by spending 7 chakra (ki) points.

Uzumaki Clan Skill

You have learned the technique known as Uzumaki's Chains.

You may expend 4 chakra (ki) points to make a ranged weapon attack. This weapon has a natural range of 25ft but can be increased by 5ft by expending additional chakra point. On a successful hit the target takes 2d6+3+Wisdom modifier bludgeoning damage and must succeed a Dexterity saving throw or become restrained for 3 rounds. You may extend it by an additional 3 rounds by expending additional chakra points. At the end of each of its round the creature can attempt a strength saving throw to break the chains.

Final Clan Skill

After all of your training you have finally learned all of your clans special abilities.

Hyuga Clan Skill

As a bonus action you can expend 5 chakra (Ki) points to produce divine lion faces on your fists. Every time you make an unarmed strike you gain an additional 2d6 Radiant damage. These divine lion fists last for 1 minute. When you hit a creature with an Unarmed Attack, you can expend one chakra (Ki) point to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for 1 chakra (Ki) point, plus 1d8 for each chakra (Ki) point higher than 1, to a maximum of 5d8.

Lee Clan Skill

Power of Youth (Can be stacked with Eight Gates): As a bonus action, you may expend 3 chakra (ki) points to imbue your body with THE POWER OF YOUTH!!! This gives your body the energy of a youthful shinobi boosting your movement speed by 10 feet, and giving your unarmed strikes an additional 1d8 + Strength Modifier force damage.

Youth Full Power: As an action, you may expend 5 chakra (ki) points to perform a series of unarmed strikes. On the first attack you must make an opposing strength check with the creature. If the creature fails it is lifted up into the air. If the creature succeeds then they stay in place and the series of unarmed strikes is stopped. Once the creature is in the air roll a d6 to determine how many unarmed strikes you can perform before the finishing attack. The finishing attack is a drop kick that sends the creature back to the ground at twice its normal speed. After performing Youth Full Power you cannot perform another attack on this turn and you receive one level of exhaustion.

Uchiha Clan Skill

Rinnegan: In order to determine your rinnegans power roll a d6.

1. Almighty Push and Pull:
2. Death Revival: 
3. King of Hell Healing: As an action you may expend 10 chakra (ki) points to summon the King of Hell's Mouth. The Mouth can swallow a party member absorbing them inside and allowing them to recover 2d8 hit points each round until they cannot regain hit points or the mouth is destroyed. The King of Hell's mouth has 60 hit points and an armor class of 16. Once you use this feature, you cannot use it again until after a long rest.
4. Teleportation Swap:
5. Chakra Chains: 
6. Mechanical Body: 

At level 20 you unlock the Rinnesharingan. The Rinnesharingan allows you to cast the Plane Shift spell at the cost of 10 chakra (ki) points.

Uzumaki Clan Skill

At 17th level you learn to add the Uzumaki Clan's natural wind chakra to your Rasengan, creating the Rasenshuriken.

As a bonus action, when you create your Rasengan you can spend an additional ki point to allow yourself to throw it up to 40 feet. You can spend additional ki points to increase its range by 10 feet and it's damage by 1d6 per ki point spent. Additionally, you can target 1 additional creature per additional ki point spent. When thrown you can telepathically control the Rasenshuriken to allow it to curve around corners and walls. A creature struck by the Rasenshuriken must make a Strength saving throw or become prone.

You have learned your clans ultimate power, the power of sealing.

Also at 17th level you learn the Uzumaki Clan's Five Pointed Seal. As an action you can expend 10 ki points to force a creature you touch to make a Charisma saving throw. On a failed save the creature's body is sealed within an object or creature of your choice and its soul is sent to the Astral Plane. If the seal is broken by another creature expending either 10 ki points or a spell slot of 5th level or higher, the creature appears in the nearest unnocupied space.

Comments

Posts Quoted:
Reply
Clear All Quotes