+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+4 | Dexterity | |
+3 | Constitution | |
+4 | Intelligence | |
+4 | Wisdom | |
+0 | Charisma |
+4 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+1 | Athletics | STR | |
+0 | Deception | CHA | |
+2 | History | INT | |
+2 | Insight | WIS | |
+0 | Intimidation | CHA | |
+2 | Investigation | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+2 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+2 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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Languages:
Common (Language of the Land) – Communication among villagers and shinobi
Ancient Shinobi Script – Used for forbidden scrolls, seals, and jutsu techniques
Clan Dialect – Specific to his clan (e.g., special terms, coded language for secrecy)
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
The Ketsueki Clan is one of the oldest ninja clans of the Hidden Mist Village. It is most well known for its excellent swordsmen and swordsmiths. The clan played a critical role in the many civil wars that plagued the Bloody Mist period of Kiri's history as well as the destruction of the Kaguya Clan. Due to the prejudice against advanced bloodlines, the Ketsueki have remained highly secretive about their Blood Release jutsu, carefully playing them off as Hiden Jutsu.
The Ketsueki Clan members, have a chance of gaining two abilities. One in which is the Blood Release, being able to both make weapons and control a opponents flow of blood. The second is a high containment of blood then the average ninja has. In Suigetsu Ketsueki's case, he has both the abilities. Othermembers besides four others were not blessed with the abilities. In the clans history it's is written down, that it is very rare for the members of the clan to awaken it.
Ketsueki Clan | |
---|---|
Name | Ketsueki Clan |
Literal English | Blood Family |
Members | Suigetsu Ketsueki |
Affiliation | Kirigakure |
Kekkei Genkai | Blood Release |
These shinobi, different as they might be, are connected by one common factor, they are masters in the field of Ninjutsu. While others are able to use the techniques, they learn with some level of mastery, the Ninjutsu Specialists are able to draw out the true essence of the Ninjutsu arts. They are able to take the concepts of the Ninjutsu they have and accelerate it to new heights and unmatched levels.
Hit Dice: 1d6 per Ninjutsu Specialist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Ninjutsu Specialist level after 1st
Chakra Dice: 1d12 per Ninjutsu Specialist level
Chakra Points at 1st Level: 12 + your Constitution modifier
Chakra Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Ninjutsu Specialist level after 1st
Armor: Light Armor
Weapons: All Simple Weapons
Ninja Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Ninshou, Choose four from Insight, Investigation, History, Stealth, Perception, Chakra Control
You start with the following equipment, in addition to the equipment granted by your background:
Padded Armor
1 Simple Weapon
(a) One Kunai stack or (b) One Shuriken stack
Ninjutsu Scroll (D-Rank)
Ninjutsu save DC = 8 + your proficiency bonus + your Intelligence modifier
Ninjutsu attack modifier = your proficiency bonus + your Intelligence modifier
Genjutsu save DC = 8 + your proficiency bonus + your Wisdom modifier
Genjutsu attack modifier = your proficiency bonus + your Wisdom modifier
Taijutsu save DC = 8 + your proficiency bonus + your Strength modifier
Taijutsu attack modifier = your proficiency bonus + your Strength modifier
Starting at 1st level, you have learned to retain some spent chakra from Casting Ninjutsu.
Twice per short rest, you may half the cost of any 1 Ninjutsu you cast.
You gain an additional use of this feature at 6th, 11th & 15th levels.
Also, at 1st level, you can select an amount of Ninjutsu that you know equal to the number shown for Refined Jutsu in the class table above, increasing the Save DC or the amount of either damage or healing done by the chosen jutsu by 1 die. This feature happens once per casting of the Refined Jutsu. You choose which benefit you gain each time you cast the jutsu, but before the jutsu would affect a creature.
You can change your Refined Ninjutsu when you would gain a level in this class.
At 9th level, you increase the Save DC or die by 2 instead of 1, and at 17th level, you increase Save DC or die by 3 instead of 2.
Starting at 2nd level, you begin to Specialize in a Tradition that enhances the style of ninjutsu that you focus on.
The Tradition that you choose grants you features at 2nd, 6th, 10th & 14th Levels.
Tradition | Description |
---|---|
Blaze Walker | The Ninjutsu Specialist who chooses to become a Blaze Walker, becomes a primal engine of destruction, feared and revered since man’s earliest days when using Fire Release Ninjutsu. |
Hijutsu Elitist | |
Lightning Breaker | The Ninjutsu Specialist who chooses to become a Lightning Breaker, becomes an unmatched force of unstoppable power similar to that of a Lightning bolt when using Lightning Release Ninjutsu. |
Sanguine Master | |
Scribe Master | |
Stone Crusher | The Ninjutsu Specialist who chooses to become a Stone Crusher, becomes an unwavering force of power, earth-shattering destruction and mountain-like toughness when using Earth Release Ninjutsu. |
Storm Terror | The Ninjutsu Specialist who chooses to become a Storm Terror becomes a ruthless natural disaster and unmatched collateral destruction when using Wind Release Ninjutsu. |
Summoner | The Ninjutsu Specialist who chose this Tradition to become a Summoner, walk the path closest to Sage hood, forming bonds with the Sage beasts across the land and in different worlds. Those who walk this path are best known for having a wide arrangement of jutsu learned from the sage creatures themselves. |
The Professor | |
Trace Talent | |
Tsunami | The Ninjutsu Specialist who chooses to become a Tsunami embodies the force of such an event. Unphased by the power of the sea and all-encompassing just like an ocean when using Water Release Ninjutsu. |
Starting at 2nd level, whenever you would deal damage with a D-Rank or lower Ninjutsu, you can instead as a bonus action, deal maximum damage.
You can do this once per long rest. You gain an additional use of this feature at 13th level.
Beginning at 7th level, you can instead use this feature on a C-Rank or lower Ninjutsu. B-Rank or Lower at 13th and A-Rank at 18th level.
Starting at 3rd Level, you learn how to bend your chakra to suit your needs while casting Ninjutsu.
You gain two of the following Efficient Molding options of your choice.
You gain another one at 5th, 9th, 13th and 18th Levels.
You can only use one Efficient Molding option on a Ninjutsu when you cast it, unless otherwise noted.
When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.
Beginning at 5th Level, you learn how to overwhelm your opponent’s jutsu with pure force.
When you would see a creature within 90 feet of you cast a Ninjutsu that would deal damage of any type, you may as a reaction cast a Ninjutsu you know with a casting time of 1 action.
When you do, if the jutsu you cast doesn’t have the clash keyword it gains the clash keyword.
You automatically initiate a clash with the triggering creature's jutsu even if their jutsu doesn’t have the clash keyword.
You may use this feature twice per long rest. You gain an additional use of this feature at 15th level.
Starting at 20th Level, Select one Ninjutsu you know of C-Rank or Lower.
You always deal Maximum damage with the Chosen Jutsu.
Level | Proficiency Bonus | Features | Refined Ninjutsu | Efficient Moldings | Jutsu Known | Highest Rank Jutsu Known |
---|---|---|---|---|---|---|
1st | +3 | Chakra Recovery, Refined Ninjutsu | 1 | - | 6 | D-Rank |
2nd | +3 | Ninjutsu Tradition, Potent Ninjutsu | 1 | - | 7 | D-Rank |
3rd | +3 | Efficient Molding | 1 | 2 | 8 | D-Rank |
4th | +4 | Ability Score Improvement/Feat | 1 | 2 | 9 | D-Rank |
5th | +4 | Jutsu Breaker | 2 | 3 | 10 | C-Rank |
6th | +4 | Ninjutsu Tradition (2), Chakra Recovery (2) | 2 | 3 | 11 | C-Rank |
7th | +5 | Potent Ninjutsu (2) | 2 | 3 | 12 | C-Rank |
8th | +5 | Ability Score Improvement/Feat | 2 | 3 | 13 | C-Rank |
9th | +5 | Refined Ninjutsu (2) | 3 | 4 | 14 | B-Rank |
10th | +6 | Ninjutsu Tradition (3) | 3 | 4 | 15 | B-Rank |
11th | +6 | Chakra Recovery (3) | 3 | 4 | 16 | B-Rank |
12th | +6 | Ability Score Improvement/Feat | 3 | 4 | 17 | B-Rank |
13th | +7 | Potent Ninjutsu (3) | 4 | 5 | 18 | A-Rank |
14th | +7 | Ninjutsu Tradition (4) | 4 | 5 | 19 | A-Rank |
15th | +7 | Chakra Recovery (4) | 4 | 5 | 20 | A-Rank |
16th | +8 | Ability Score Improvement/Feat | 4 | 5 | 21 | A-Rank |
17th | +8 | Refined Ninjutsu (3) | 5 | 5 | 22 | S-Rank |
18th | +8 | Potent Ninjutsu (5) | 5 | 6 | 23 | S-Rank |
19th | +9 | Ability Score Improvement/Feat | 5 | 6 | 24 | S-Rank |
20th | +9 | Ninjutsu Master | 5 | 6 | 25 | S-Rank |
Statblocks for your familiars, mounts etc.
Name: Shiro
Type: Mount
Size: Medium
Speed: 50 ft.
Skills: Perception +3, Stealth +4
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Understands commands in Japanese but cannot speak
Keen Smell: The wolf has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bloodlust (Recharge 5-6): When Shiro is in combat, he can channel a surge of bloodlust. For 1 minute, he gains advantage on attack rolls and can make one extra attack as part of his attack action.
Shiro is a sleek, black wolf with shimmering fur that seems to absorb the light around it. His eyes gleam a piercing blue, reflecting his keen instincts and intelligence. As a loyal companion to Kemono, Shiro is adept at navigating the battlefield, using his speed and agility to flank enemies or evade danger. His presence is both intimidating and comforting, embodying the fierce spirit of the wild while remaining fiercely devoted to his master. Shiro's bond with Kemono allows them to communicate seamlessly, enhancing their effectiveness in combat and exploration.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.