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1
LIGHT RELEASE
Unlocking or revealing to yourself that you have the LEVELING UP LIGHT RELEASE
Light Release is highly unlikely, and yet a wondrous
Leveling up the Light Release is a difficult task, unlike
thing when you finally do. From an era of Celestial
normal shinobi classes that require the player to gain XP
beings and divine chakra or was it from an era of Holy
to reach their next level, the Light Release requires the
knight and Samurai? An era of shinobi who harnessed
user to bind their chakra essence with another to grow
the metaphysical incarnation of hope? Regardless of the
the power of the Light Release. This process is
backstory you apply to Light Release and by extension its
essentially creating links that the user can draw from.
counterpart, the Dark release, it is an extremely potent
This connection comes in the form of leaving a piece
and powerful source of power.
of the user's spirit, soul, or consciousness inside another
The Light release is a source of power that lends itself
creature who shares some level of emotional, historical,
to that of a heroic character trope. A power that feeds on
or biological connection with them. This is generally
the self-sacrifices of its host growing in power the
done with creatures who harbor strong emotional
longer and the more its host leans towards the ideas of
feelings with each other. This action can easily be seen as
“Protection, Giving, Support, and Sacrifice”. This power
easy and something most people can do quickly to
grows as you nurture it more and more.
unlock their full potential with the Light Release, but
The Light Release is a tool that can be used for both
those people would be missing the major aspect of
plot & Mechanical relevance. Both the DM and the Player
leaving a piece of themselves in the care of someone
can benefit from including this into the narrative. The
else, and if that other creature dies or is harmed then
Light Release was designed to fit into any story and can
their spirit and by extension, a piece of themselves
be reflavored into any exclusive power up, super form or
would also be harmed or die. This leaves heavy burdens
enhancement. With no direct hold in the Naruto
on you and the person you are binding with to protect
Universe this gives both Players and DM’s an option for
each other, because the more you split with yourself in
an alternative path in regards to how a player progresses
terms of your spirit, the less you have for yourself. This
from standard high-level shinobi into a powerhouse
leaves you extremely vulnerable to certain forms of
comparable to that of the Legendary Sannin, Naruto,
assault.
Sasuke or others with unique powers, power-ups and
If the Class Mod Table is unclear; In order to level up
abilities. This is a powerful Class Mod and should not be
this class mod. Beginning at 1st level of this class mod,
handed out freely without careful consideration into
you must have at least two living bonds in order to
enemy choice.
ascend to the next level of this class mod. Then four
GAINING THE LIGHT RELEASE living bonds and be at least a 12th level character to
ascend to the 3rdd level of this class mod.
Gaining the Light Release should be unique in its path
towards realization. This can be achieved via a mix of
either narrative anchors that are entirely story
dependent, or a mechanical anchor that requires a series
of conditions be met before realized. The fun and
excitement comes from the ideas that can erupt from
theory crafting how this class mod should be released.
This Class mod can go by a series of names once
released; Light Release, Divine Chakra, The Source,
Order, Life Energy etc. Once you decide on a name
organize your requirements behind how it should be
achieved.
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each creature that you link with whom becomes one of
CLASS MOD FEATURES your Bonds you also seal 1 Hit Die and Chakra Die into
the creature in question. This creature gains this hit die
When you finally gain the Light Release Class Mod, you
and chakra die permanently, rolling them adding the
gain the following class mod features.
result + their constitution to their Hit point and chakra
LIGHT SEAL totals, while you permanently lose access to this Hit and
Chakra die. This process creates more room for the Light
Beginning at the first level of the Light Release Class Seal to grow in strength increasing its power.
mod, and potentially even before you unlock this class This interconnection of Bonds, while personal and
mod, in its dormant state, it takes shape as a physical potentially extremely fulfilling, comes at a massive risk.
marking on your body. This mark can take any shape but If a creature whom you have marked as a Bond dies, their
usually rests in a location that is either easy to see or is soul is torn asunder being unable to be revived by any
extremely large in size. For example, it may take shape means as it blends back into the ether. When you lose a
as scar like patterns on its hosts face that glow when Bond, while you do not regress in Class Mod Level, you
active. Or it may cover the whole of the hosts back in a do not get back any permanently lost Hit or Chakra Die
design reminiscent of a Lions head. It is also common for from a dead Bond.
it to manifest in the palm of its host as a moderately Beginning at the 3rd level of this class mod, your Light
sized non-descript shape of the players choice. Seal has begun to expand and grow, either growing in
When active this seal releases a mass of pale white length, width or overall size occupying more space in its
chakra that spills out of it. This Chakra is known as Light predetermined location. This growth in size represents
Chakra and is the fuel of this class mod. its encroaching growth in strength and your ability to
This Seal can be activated as a bonus action on your tap into this source of power with ease. You have learned
turn. This activation lasts for 1 minute, or until you to tap into this power without previous limitations. You
deactivate it as a bonus action on your turn, giving you can activate the Light Seal twice per short rest now.
access to all class mod features you have unlocked or Additionally, you gain the ability to sense the conditions
selected. Any class mod feature, Art or effect that would of all of your Linked Bonds, and their general locations
persist after this seals duration ends also ends. When in relation to you.
you activate the Light Seal you and all allied creatures
who you are within 30 feet of regains 2d6 + Your LIGHT CHAKRA
Character Level worth of hit points. This healing
Also, at 1st level of this class mod, for the duration of the
increases by 2d6 for each additional level you have in
Light Seal class mod feature, you have access to a pool of
this class mod. A creature other than you can benefit
Pale white Chakra known as Light Chakra. This chakra
from this healing effect once per short rest. You can
grows in strength, potency and size as your Light Seal
activate the Light Seal twice per long rest. Once your
Grows. You have a number of Light Chakra Points equal
Light seal has been deactivated you must wait at least 10
to 20 + Twice your current Proficiency bonus. This
minutes before you can activate it again, providing your
increases by an additional 20 Light Chakra for each
body time to recover from the previous activation.
additional level in this class mod you have pass the first
Additionally, you have an innate knowledge around
level.
what makes your Light Seal grow in strength. You learn
This chakra must be used in place of normal chakra
how to link yourself to a creature with whom you
while you have access to it. If used to cast a Jutsu of any
consider to be extremely important to you. This is an
type increase the attack and damage bonus of the casted
extremely personal choice and be anyone you have a
Jutsu by twice your level in this class mod. If the jutsu
close affiliation with. This can be a loved one, sibling,
does not require an attack roll, then you instead increase
parent, child, or even long-time rival. Regardless of
the save DC by +1 for each level in this class mod. If the
whom you decide to mark, they are marked for life and
jutsu does not require an attack roll, or a saving throw,
cannot be unmarked by any means short of death. This
then you instead reduce the cost by -1 for each level of
process is relatively quick, able to happen as a bonus
this class mod to a minimum of cost of 1. Jutsu cast with
action so long as you have physical contact with them. A
Light Chakra lose any coloring natural to them, they
creature marked by your Light Seal is counted as a Bond.
instead take on a pale white color palate regardless of its
This bond takes a piece of you (your spirit, soul,
consistency or make up, turning flames, Lightning, or
consciousness or even memories) and seals it inside that
even solid earth a pale white color when cast.
creature. They gain whatever it is that you sealed into
Finally, Light Chakra can be used passively to aid
them, be it memories, a certain emotion or even a
yourself or your allies. You can as an action spend your
thought connect to your consciousness. This piece you
Light Chakra to heal either yourself or another creature
have given them doesn’t come without consequence. For
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within 10 feet of you. For each point of Light chakra, you an Action you can spend any number of Light Chakra
spend the target creature recovers 2 hit points or you can points sharing them with any bonded creature. For each
spend 5 Light chakra to end one condition on the point of light chakra spent, the bonded creature gains 3
affected creature. You can also spend Light Chakra to Temporary Hit points that supersedes all other
enhance a creature. By spending 10 Light Chakra you can Temporary hit points they may have, unless the
enhance a creature of your choice within 10 feet of you; Temporary hit points, they have are from a Class Mod or
granting them advantage on all Ability checks or saving an Art of any type. Temporary Hit points gained this way
throws until the end of your next turn. last for 1 minute or until reduced to 0 by damage.
AUTHORITATIVE DUALITY Beginning at 5th level of this class mod your chakra
cloak becomes heavy with the Light you’ve instilled into
Beginning at 2nd level of this class mod, the power of
others. You gain the following benefit for the duration of
Light begins to wash over you and those you have made
your Light Chakra Cloak.
bonds with. A bonded creature can sense when you are in
dire straits. When you have half or less Hit points all • Unity: For each bonded creature within 120 feet of you,
bonded creatures are immediately aware of your current increase each of your ability scores by +1. When you
condition. would gain additional Hit points and Chakra Points
As an action, a creature that is bonded with you can from an increase to your Constitution Modifier, you
attempt to offer some of the Light you shared with them instead gain an Amount of Temporary Hit points and
along with their own strength in your time of need. bonus Light Chakra equal to the amount of Hit and
When they do, they roll all of their remaining Chakra Die Chakra points you would have gained. Additionally, if
recording the result. You begin to feel the shared power you have no bonded creatures within 120 feet of you,
they offered you. You must choose before you are aware Light Arts you cast targeting a single creature cannot
of the result to apply the bonus to either your attack roll, be reacted to by any means and damage they deal
damage roll, or Save DC. cannot be reduced by any means.
3
LIGHT ARTS IMPERIAL LIGHT SWORDS
Classification: Light Art
Light Arts are powerful arts of Light Chakra. These arts
Casting Time: 1 Action
are based in the concept of Light, Purity, Bonds, and
Range: Self (60-foot Sphere)
Connections. The aforementioned links and concepts
Duration: Instant
give strength to those with Light Arts, and by extension
Components: CM
Light Arts are the manifestation of that power given
Cost: 20 Light Chakra
shape.
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
ENCHANTING LIGHT Description: You use your Light Chakra to conjure a
Classification: Light Art flurry of weapons made from pure Light chakra. These
Casting Time: 1 Bonus Action weapons float above the target area before you rain them
Range: 30 Feet down impaling everything in sight with vindictive
Duration: Concentration, Up to 1 Minute judgement. All creatures of your choice within a 60-foot
Components: CM sphere, centered on you must succeed a Dexterity saving
Cost: 10 Light Chakra throw. On a failed save targets take 14d6 Force damage
Keywords: Hijutsu, Ninjutsu and immediately ends one Jutsu or Feature they
currently have active even if it does not require
Description: You amply a creature you can see within 30
Concentration. On a successful save they only take half
feet of you, other than yourself with Light Chakra. A
creature amplified with this Art gains the following; as much damage with no additional effects.
• +2 Bonus to AC
JUDGEMENT OF LIGHT
• +2 Bonus to Attack Rolls Classification: Light Art
• +1 Damage Die increase to Damage Rolls Casting Time: 1 Action
• Advantage on all Saving throws to Resist Ninjutsu and Range: 90 Feet
Genjutsu. Duration: Instant
• Immunity to the Blinded Condition. Components: CM
• +1 to Save DC’s to resist their Ninjutsu or Genjutsu Cost: 20 Light Chakra
• -2 Cost to Jutsu Cast. (Min 1.) Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You use your Light Chakra to conjure a
A creature amplified by this art glows with a warm white
beam, wave or construct weapon made of pure Light
light. This sheds bright light in a 20-foot radius and dim
Chakra, which is used to attack a single creature in
light for an additional 20 feet.
Range. Make a Ranged Light Art attack. On a hit, you deal
GIFT OF LIGHT 11d6 Force damage and force the target to make a
Classification: Light Art Constitution saving throw. On a failed save, the target
Casting Time: 1 Action cannot cast the last Jutsu they cast for the next minute as
Range: 120 Feet your Light Seals away their power temporarily. If the
Duration: 1 Minute target fails the save by 10 or more, they also cannot use
Components: CM the last feature they used for the next minute. On a
Cost: 50 Light Chakra successful save no affectional effects.
Keywords: Hijutsu, Ninjutsu
Description: You Link your soul with another granting LIGHT ABSORPTION
Classification: Light Art
them access to the source of Light that lives within you.
Casting Time: 1 Reaction, which you take when you see a
For the duration of this Art, the target creature within
creature cast a Jutsu, Art or use a feature that requires
range can use the following Class Mod Features; Light
chakra.
Chakra Cloak, Light Arts, and Bane of the Dark. A
Range: 30 Feet
creature targeting by this art must be willing and they
Duration: Instant
only gain access to the features you would normally have
Components: CM
access too. A Creature that would spend Light Chakra to
Cost: Special
activate or pay the cost of any of the aforementioned
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
features can instead use normal chakra. For every 2
Description: When you see a creature cast a Jutsu, Art, or
Chakra they spend it counts as 1 light Chakra. A Linked
use a feature that costs chakra, you can, as a reaction
Creature can only use Light Arts that you know as if they
spend a number of Chakra die. When you do, you roll
know them. Effects from the same Class mod feature but
each chakra die recording the results adding them
from different creature’s stack. Only one Creature can
together. If the result of your spent chakra die is greater
gain the benefit of this Art at a time. If you attempt to
than or equal to the amount of chakra spent on the Jutsu,
cast this targeting a different willing creature it
Art or Feature, then you immediately absorb the chakra
immediately ends on the previous creature.
used for the Jutsu, Art or Feature, negating the casting
You can as a bonus action cut the connection between
and gaining Light chakra equal to half the chakra cost of
you and the target creature immediately ending this Art
the negated jutsu, art or feature.
and any features or Arts the linked creature had active.
When this art ends either by reaching its duration, you
ending it early, or your Light Seal feature deactivating,
the linked creature begins to feel the weight of the Light
you carry. They gain the Dazed, and Weakened Condition
along with 2 Ranks of Exhaustion. These conditions end
after 1 hour has passed or when you complete a rest of
any type.
4
LIGHT AURA LIGHT FORESIGHT
Classification: Light Art Classification: Light Art
Casting Time: 1 Action. Casting Time: 1 Action.
Range: Self (30-foot Sphere) Range: Self
Duration: Concentration, Up to 1 minute Duration: Concentration, Up to 1 minute
Components: CM Components: CM
Cost: 10 Light Chakra Cost: 15 Light Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Ninjutsu
Description: You release a warm aura of light from your Description: You tap into the vast well of Light chakra,
body. This light radiates over allies protecting them granting you limited Foresight into what the Light
from harm. For the duration, allied creatures excluding believes to be happening. For the duration, while you are
yourself, who take damage while within the radius of not blinded, you can see glimpses of the future granting
your Aura, reduces incoming damage by an amount you a +2 Bonus to your AC, Attack Bonuses, and Saving
equal to half your proficiency bonus rounded down. throws.
5
SPLITTING LIGHT HOLY LIGHT
Classification: Light Art Classification: Light Art
Casting Time: 1 Action. Casting Time: Full Turn Action.
Range: Self (120-foot line) Range: Self (120-foot Sphere)
Duration: Instant Duration: Instant
Components: CM Components: CM
Cost: 35 Light Chakra Cost: 1 Light Chakra
Keywords: Hijutsu, Ninjutsu, Clash Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You release a concussive beam of Light Description: You create a massive sealing Circle that
chakra that rips through the darkness. All creatures in a expands outward from you with light that erupts upward
10-foot wide, 120-foot-long line must succeed a creating an absolute field of influence.
Dexterity saving throw. On a failed save affected All allied creature regains all Hit Points and are
creatures take 15d10 Force Damage and immediately cleansed of all conditions they are currently suffering
ends one Jutsu or Feature they currently have active even from.
if it does not require Concentration. On a successful save All Hostile creature must succeed a Wisdom saving
they only take half as much damage with no additional throw as their body is overwhelmed by the light you
effects. release, dealing 35d4 Force damage on a failed save, or
half as much on a successful save. A creature who’s hit
STRENGTHENING LIGHT points are reduced to 0 as a result of this jutsu are
Classification: Light Art destroyed as they are sealed within you.
Casting Time: 1 Reaction, which you take when an allied At the conclusion of this Art, your Maximum hit points
creature you see within 60 feet casts a Jutsu. are reduced to 0 and all memories of you are erased from
Range: 60 Feet all creatures that you were not bonded with on this plane
Duration: Instant as your body is sealed into the Light Seal which is passed
Components: CM on to the next creature of your choice in 20d20 Years.
Cost: 25 Light Chakra
Keywords: Hijutsu, Ninjutsu
Description: You attempt to magnify an allies jutsu with
your Light Chakra. This takes shape in a multitude of
different ways based on the type of Jutsu Cast;
• Damage: If the magnified jutsu deals damage, the
damage type becomes force, and ignores resistance
and Immunity.
• Healing: If the magnified jutsu recovers hit points, the
amount of hit points regained is treated as if the
casted rolled the maximum possible.
• Buff: If the magnified jutsu applies a bonus of any type
to the caster or another creature. The caster can target
an additional creature applying the effects to this
additional creature, even themselves.
• Debuff: If the magnified jutsu applies a penalty of any
type (Including disadvantage) to a hostile creature,
the affected hostile creature cannot make any
additional saving throws if any to resist the Debuffing
effect.
6
DARK RELEASE
Unlocking or revealing to yourself that you have the LEVELING UP DARK RELEASE
Dark Release is highly unlikely, and yet a wondrous
Leveling up the Dark Release is a difficult task, unlike
thing when you finally do. From an era of Celestial
normal shinobi classes that require the player to gain XP
beings and divine chakra or was it from an era of Dark
to reach their next level, the Dark Release requires the
knights and Warlords? An era of shinobi who harnessed
user to consume the essence of another to grow the
the metaphysical incarnation of Power? Regardless of
power of the Dark Release. This consumption comes in
the backstory you apply to Dark Release and by
the form of absorbing another’s spirit whom is either
extension its counterpart, the Light release, it is an
near your level, a creature with whom you are close too
extremely potent and powerful source of power.
or a creature with whom someone you are close to
The Dark release is a source of power that lends itself
considers an important person to them. This action can
to that of an avenger or antagonistic character trope. A
easily be seen as evil or cruel in nature, which is why
power that feeds on the selfish desires of its host
there are almost no records on the tiers of power the
growing in power the longer and the more its host leans
Dark Release has to offer its holders. But one thing can
towards the ideas of “Power, Strength, and Authority by
be drawn from what is known, this power and
any means”. This power grows as you feed m it more and
consumption causes the memories and humanities (or
more.
inhumanities) of those you consume to begin to mix
The Dark Release is a tool that can be used for both
with your own mental state. The more power you gain
plot & Mechanical relevance. Both the DM and the Player
through the Dark Release, the less stable your psyche
can benefit from including this into the narrative. The
becomes. This process is essentially destroying links and
Dark Release was designed to fit into any story and can
bonds between the host of the Dark release to syphon the
be reflavored into any exclusive power up, super form or
power from those links.
enhancement. With no direct hold in the Naruto
This severing comes in the form of stealing pieces of
Universe this gives both Players and DM’s an option for
the targets spirit, soul, or consciousness and converting
an alternative path in regards to how a player progresses
it into fuel for the Dark Release. This conversion causes
from standard high-level shinobi into a powerhouse
some level of emotional, historical, and biological
comparable to that of the Legendary Sannin, Naruto,
adaptations to occur to better modify one’s body to
Sasuke or others with unique powers, power-ups and
utilize the power they just consumed.
abilities. This is a powerful Class Mod and should not be
If the Class Mod Table is unclear; In order to level up
handed out freely without careful consideration into
this class mod. Beginning at 1st level of this class mod,
enemy choice.
you must have at least two Consumed Spirits in order to
GAINING THE DARK RELEASE ascend to the next level of this class mod. Then four
living bonds and be at least a 12th level character to
Gaining the Dark Release should be unique in its path ascend to the 3rd level of this class mod.
towards realization. This can be achieved via a mix of
either narrative anchors that are entirely story
dependent, or a mechanical anchor that requires a series
of conditions be met before realized. The fun and
excitement comes from the ideas that can erupt from
theory crafting how this class mod should be released.
This Class mod can go by a series of names once
released; Dark Release, Unholy Chakra, The Remnant,
Unorder, Entropy etc. Once you decide on a name
organize your requirements behind how it should be
achieved.
1
CLASS MOD FEATURES Universal Criteria
When you finally gain the Dark Release Class Mod, you • The Creature must have 0 hit points but not be dead.
gain the following class mod features.
Severing Bond Criteria
2
DARK CHAKRA feature this way. You can gain the benefit of this feature
granting you a bonus to your rolls twice per long rest.
Also, at 1st level of this class mod, for the duration of the
This limitation does not apply to the reduction in
Dark Seal class mod feature, you have access to a pool of
maximum hit points.
Inky black Chakra known as Dark Chakra. This chakra
grows in strength, potency and size as your Dark Seal
consumes more Spirits. You have a number of Dark
CHIMERA TECHNIQUE
Chakra Points equal to 10 + Twice your current Beginning at 2nd level of this class mod, the power of
Proficiency bonus. This increases by an additional 10 Dark begins to wash over you and tell you of ways to
Dark Chakra for each additional level in this class mod steal the strength from others. All creatures within 90
you have pass the first level. feet of you give off an aura that can be used to discern
This chakra must be used in place of normal chakra how weak they’ve become, and with this knowledge a
while you have access to it. If used to cast a Jutsu of any weakened creature grants you strength from its
type increase the attack and damage bonus of the casted weakness. A creature who has less than 25% (one-
Jutsu by your proficiency bonus. If the jutsu does not fourth) of their maximum hit points can have their
require an attack roll, then you instead increase the save physical strength stolen from them. While a creature
DC by +1 for each level in this class mod. If the jutsu does with less than 25% of their maximum chakra points can
not require an attack roll, or a saving throw, then you have their techniques stolen. You can sense when a
instead reduce the cost by -1 for each level of this class creature is at this threshold while they are within 120
mod to a minimum of cost of 1. Jutsu cast with Dark feet of you. When you do, they begin to glow with a soft
Chakra lose any coloring natural to them, they instead light only you can see that details their current condition
take on an inky black color palate regardless of its based on their current Hit or Chakra point.
consistency or make up, turning flames, Lightning, or When you can see this glow around a creature you gain
even solid earth an inky black color when cast. the ability to either steal that creature’s strength for a
Finally, Dark Chakra can be used passively to aid limited time, or to steal their technique for a limited
yourself. You can as an action spend your Dark Chakra to time. As an action, by spending 20 Dark Chakra, you
Consume the Health of another creature, taking it for create a vacuum of Dark Chakra that only affects a single
yourself. A target creature within 5 feet of you must creature with this glow. The select creature must succeed
succeed a Constitution saving throw. On a failed save For a Wisdom Saving throw vs your Dark Art Save DC.
each point of Dark chakra you spend the target creature Depending on the creature’s current condition the
loses 1 hit points and you gain 1 hit point. On a successful following happens on a failed save, while no further
save, for every 2 points of Dark chakra you spend, the effects take place on a successful one;
target creature loses 2 hit points and you gain 1 hit point. • If the Target creature has 25% or less of its maximum
Additionally, as an action you can spend 5 Dark chakra hit points, then it reduces either its Strength,
to end one condition on yourself as you attempt to Dexterity, Intelligence, or Wisdom by 1d4. You
transfer it to another creature. A target creature within 5 increase the corresponding Ability score by the result.
feet of you must succeed a Constitution saving throw A creature can only have one ability score reduced this
gaining the lost condition on a failed save and no further way at a time. Additionally, a Creature can only be
effect on a successful save. You can also spend Dark affected by this feature no more than twice per long
Chakra to enhance yourself. By spending 10 Dark Chakra rest. Both effects lasts for 1 minute.
you can enhance yourself gaining advantage on all • If the Target creature has 25% or less of its maximum
Ability checks or saving throws until the end of your next chakra points, then you select one Jutsu, Art or
turn, while all creatures within 5 feet of you cannot gain Feature that you know it has and temporarily steal it
advantage by any means for the duration. for the next minute. The affected creature cannot use
the stolen Jutsu, Art or feature for the duration. You
DARK ARTS can only have two stolen techniques this way at a time.
Starting at 1st level of this class mod you learn to A Jutsu, Art, or Feature that has a prerequisite feature,
manifest power techniques of Dark called Dark Arts. jutsu, or Art that needs to be in effect or requires it
These Arts are powerful and versatile. They are the used have to use for the duration ignore that
metaphysical manifestation of ancient techniques other prerequisite. Any Drawbacks or penalties gained still
Hosts of the Dark Seal passed down to the next heir. You take place and are closely imitated by your Dark
learn 2 Dark Arts of your choice; you learn more as you Chakra.
gain levels in this class mod. Beginning at 4th level of this class mod your chimera
Arts may require an Attack Roll or Saving throw. To Technique Evolves, granting you the following instead;
Calculate these, do the following;
• If the Target creature has 25% or less of its maximum
Dark Art Save DC = 8 + your Level in this class mod + hit points, you instead roll 1d6 instead of 1d4.
your Proficiency bonus; • If the Target creature has 25% or less of its maximum
Dark Art Attack Bonus = Twice your Proficiency Bonus + chakra points, you can instead have four stolen
your level in this class mod; techniques this way at a time.
Beginning at 4th level of this class mod your Dark Arts
have ascended to a new level. Dark Arts you cast have a
force behind them that feels unnatural and slightly
unholy as the arts you cast bring ruin to the battlefield.
When you cast a Dark Art, all creatures of your choice
within 30 feet of you hit point maximum is reduced by an
amount equal to Half the Dark Chakra Spent for 1 minute
and you gain a +1 Bonus to your next roll, regardless of
what it is for every 5 Dark Chakra spent while using this
3
DARK CHAKRA CLOAK
Beginning at 3rd level of this class mod, you learn to coat
your body in this all-encompassing ether of your Dark
Chakra. This Chakra cloak forms in any design you wish,
be it a suit of armor, a cape, twin tailed jacket, or even
dimly glowing markings on your body.
As a Bonus action you may spend 20 Dark Chakra to
materialize this cloak of yours for the remaining
duration of your Dark Seal. For the duration you have the
Dark Chakra Cloak active, you gain the following
benefits and effects;
• Misguided Dark: All Creatures within 60 feet of you
increases their chakra cost of Jutsu, Arts and Features
by 2. You reduce the cost of Jutsu, Arts and Features by
and equal amount.
• Unrealized Despair: Creatures within 60 feet of you
who regain hit points, reduce the amount of hit points
gained to 0. Instead, you gain Dark Chakra equal to
half of the amount of hit points creatures would have
gained.
4
DARK ARTS DARK FORESIGHT
Classification: Dark Art
Dark Arts are powerful arts of Dark Chakra. These arts
Casting Time: 1 Action
are based in the concept of Dark, Solidarity,
Range: Self
Individualism, and Connections. The aforementioned
Duration: 1 Minute
concepts give strength to those with Dark Arts, and by
Components: CM
extension Dark Arts are the manifestation of that power
Cost: 10 Dark Chakra
given shape.
Keywords: Hijutsu, Ninjutsu
ALONE Description: You tap into the vast well of Dark chakra,
Classification: Dark Art granting you limited Foresight into what the Dark knows
Casting Time: 1 Action to be the best path for victory against a single creature of
Range: 90 Feet your choice which you designate when you cast this Art.
Duration: Concentration, Up to 1 Minute For the duration, while you are not blinded, you can see
Components: CM glimpses of the future granting you a +5 Bonus to your
Cost: 10 Dark Chakra AC, Attack Bonuses, and Saving throws against the
Keywords: Hijutsu, Ninjutsu designated creature for the duration.
DARK LANCER
Description: You begin to overwhelm the target with
Dark Chakra completely coating them until they vanish
Classification: Dark Art
from this plane into one where only you can see them
Casting Time: 1 Action
and they can only see you. Target creature must succeed
Range: Self (60-foot Line)
a Wisdom Saving throw to resist being pushed onto
Duration: Instant
another layer of reality. This layer allows them to
Components: CM
interact and see all non-creatures they could see and
Cost: 20 Dark Chakra
interact with prior. For the duration, they can no longer
Keywords: Hijutsu, Ninjutsu, Clash
see, hear, or interact in any way with any other creature
Description: You Create a single beam of Dark which
except you. You can still see them clearly. Creatures
penetrates all creatures in 5-foot wide, 60-foot-long
other than them cannot see or interact with the target
line. All creatures penetrated must succeed a
creature for the duration.
Constitution saving throw to resist the Dark Ripping a
DARK DOMAIN piece of their Spirit out. On a failed save the target takes
Classification: Dark Art 10d8 Force damage, reduce their current chakra by the
Casting Time: 1 Action same amount of damage dealt, you gain temporary hit
Range: Self (65-Foot cube) points equal to half the damage done until the start of
Duration: Concentration, Up to 1 Minute your next turn.
DARK SPEED
Components: CM
Cost: 15 Dark Chakra
Classification: Dark Art
Keywords: Hijutsu, Ninjutsu
Casting Time: 1 Bonus Action
Description: You expand your Dark Chakra to encompass
Range: Self
a predetermined area of effect. This area becomes your
Duration: 1 Minute
Domain. Once cast your Dark Domain cannot be moved.
Components: CM, M
All creatures who are within the radius of your domain
Cost: 10 Dark Chakra
when cast cannot escape the radius for the duration. You
Keywords: Hijutsu, Ninjutsu
become aware of all Creatures locations, current Hit
Description: You seep yourself in Dark Chakra allowing
Point and Chakra Point Values and their Highest Ability
you to bend the rules of space. For the duration, when
Score. Dark Arts that deal damage to a creature while
you move, you can select one creature you can see that is
within this radius also forces the creature to make a
currently in Bright or Dim Light. You teleport to one
Wisdom saving throw. On a failed saved you reduce their
adjacent space within 5 feet of them. When you do, the
maximum Hit points by the amount of Damage dealt for
next melee attack you make is made at advantage until
the duration they are within your Dark Domain.
the end of your current turn.
DARK DRIVER
Classification: Dark Art
DARK STORM
Classification: Dark Art
Casting Time: 1 Action
Casting Time: 1 Action
Range: Touch
Range: Self (75-foot cube)
Duration: Instant
Duration: Concentration, Up to 1 Minute
Components: CM, M
Components: CM
Cost: 10 Dark Chakra
Cost: 15 Dark Chakra
Keywords: Hijutsu, Ninjutsu, Clash
Keywords: Hijutsu, Ninjutsu
Description: You coat your hand in Dark Chakra as it
Description: You allow your Dark Chakra to bleed out of
expands into a massive construct of your description.
you into the surrounding atmosphere that follows you.
You then attempt to ram it into a target creature
For the duration, all Dark Arts you cast that would deal
attempting to tear a hole through their spirits. Make a
damage to a creature who is within your Storms Radius
Melee Dark Art Attack. On a hit, you deal 8d8 Force
and doesn’t reduce their chakra points or Chakra Die
Damage and force the target to make a Constitution
now, also reduces a creatures Chakra points by half of
saving throw. On a failed save roll 1d4, they lose the
the damage dealt.
result number of Chakra Die. On a successful save no
Additionally, for every missing Chakra Die a creature
additional effect.
has, you deal an additional 2 Damage Die worth of
damage with Dark Arts.
5
DARK VOID you would gain a condition of any type, the linked
Classification: Dark Art creature also has the same condition for the same
Casting Time: 1 Action duration. If a Condition would end on you by any means
Range: 60 feet (10-foot Sphere) the same condition would end on the target.
Duration: Instant
Components: CM HEAVY DARK
Cost: 20 Dark Chakra Classification: Dark Art
Keywords: Hijutsu, Ninjutsu Casting Time: 1 Action
Description: You create a singularity of Dark Chakra that Range: Self (35-foot Cube)
collapses around a target area dealing crushing damage Duration: Instant
to their spirit. Creatures in the target area must succeed Components: CM
a Dexterity saving throw. On a failed save they take 10d10 Cost: 20 Dark Chakra
force damage and the next time the creature would make Keywords: Hijutsu, Ninjutsu, Fuinjutsu
a Saving throw to resist a Condition of any type cast by Description: You use your Dark Chakra to create an aura
you their saving throw is made at disadvantage. On a of Oppression in the area around you. All creatures
successful save no damage or effect. within the radius of this Art except for you, must succeed
a Constitution saving throw on a failed save creatures
DEVOUR! must spend 1d4 Chakra Die. Creatures take damage equal
Classification: Dark Art to 3 times the result of their individual chakra die rolls.
Casting Time: 1 Action
Range: Self (15-foot cone) SHATTERING DARK
Duration: Instant Classification: Dark Art
Components: CM Casting Time: 1 Action
Cost: 25 Dark Chakra Range: 5 Feet
Keywords: Hijutsu, Ninjutsu Duration: Instant
Description: You conjure a massive Claw made of Dark Components: CM
Chakra that you then swipe at all creature in a 15-foot Cost: 20 Dark Chakra
cone in front of you. Make a Single Melee Dark Art Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Attack. This single attack counts as an attack against all Description: You use your Dark Chakra to create a pulse
creatures in range. On a hit you deal 5d12 Force damage of raw Energy designed to completely nullify other
and 5d12 Necrotic Damage. Additionally, creatures that creature’s chakra-based abilities. Target creature within
are hit spend 1d4 of their Chakra die by. You regain a range must succeed a Wisdom saving throw. On a failed
number of hit points equal to the result of their Spent save the target loses concentration on all Jutsu, Arts or
Chakra die results. effects they are maintaining.
A creature who you cast this against who has 0 Chakra Additionally, the target makes a Constitution saving
die takes double damage as you begin to eat away at the throw as well. On a failed save, any other Jutsu, Art or
very fabric of their persona. Feature they have that doesn’t require concentration
that is currently active is also immediately ended.
ENCROACHING DARK On a successful save, no further effects from either
Classification: Dark Art save.
Casting Time: 1 Reaction, which you take when you
would take damage. SUFFOCATING DARK
Range: Self (40-foot sphere) Classification: Dark Art
Duration: 1 Round Casting Time: 1 Action.
Components: CM Range: 5 Feet
Cost: 20 Dark Chakra Duration: Concentration, Up to 1 minute
Keywords: Hijutsu, Ninjutsu Components: CM
Description: You extend your Dark Chakra to all Cost: 10 Dark Chakra
creatures within a 35-foot sphere centered on you. All Keywords: Hijutsu, Ninjutsu
creatures in this radius must succeed a Constitution Description: You form a blanket of Dark Chakra that you
saving throw. On a failed save, all the damage you take is spread across a creature of your choice within range.
evenly distributed amongst all creatures who failed the Target creature must succeed a Constitution saving
save. If all creatures pass the saving throw then you take throw. On a failed save the target becomes Dazed,
the damage as normal. Weakened and lose 1d4 Chakra die.
6
UNHOLY LIGHT
Classification: Dark Art
Casting Time: Full Turn Action.
Range: Self (120-foot Sphere)
Duration: Instant
Components: CM
Cost: 1 Dark Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You create a massive sealing Circle that
expands outward from you with an ever-ominous Dark
that erupts upward creating an absolute field of
influence.
All creatures in the radius of your Sealing Circle spend
a number of Chakra Die equal to your proficiency bonus
+ Your level in this class mod. Creatures must roll spent
Chakra die, reducing their current chakra points by the
results of their roll. If a Creatures chakra points or
Chakra Die are reduced to 0 as a result of this Art, their Art Credit: Issei The Angry God Slayer (Link)
body is overwhelmed as the Dark consumes them,
destroying their body as their spirits and power is sealed
within you.
For the next minute, or until your Dark Seals duration
ends, you have the complete collection of power of all
creatures sealed inside of you due to your Dark Seal. For
the remainder of your Dark Seals duration, you have a
bonus to attack and damage rolls equal to the combined
levels of all creatures sealed within you as the result of
this Art.
At the conclusion of your Dark Seal, your Maximum
hit points are reduced to 0 and all memories of you are
erased from all creatures on this plane as your body is
sealed into the Dark Seal which is passed on to the next
creature of your choice in 20d20 Years.
7
CLASS MOD CONSIDERATIONS
Some Players and DM’s may want to include this
powerful Class mod into their campaign. Below is a list
of considerations
• These Class mods are designed to attempt to provide
the same general power as Cursed Seal with an ever-
progressing level of power unique to Light and Dark
Release. While Light and Dark Release begin at a lower
level in power, as they progress in level, they find their
peak in between Class mods like Sage Mode and
Rinnegan.
• Players DO NOT get to decide when or where or even
how their Dark or Light Release activates.
• Do not be afraid to impose additional penalties to
players who attempt to manipulate and abuse this
Class Mod. I am certain both I and the Kage Council are
fully aware of all feature interactions in regards to this
class mod and potential future Classes, Features,
Feats, etc. If there happens to be an issue do not
hesitate to reach out to the Developers about any
questions you may have HERE.
• This class mod attempts to add a more versatile and
dynamic form of Class mod to the game.
• This class mod is extremely powerful in a player who
power builds Hands. I, Kingsare4ever, advise against
giving this to that player unless the following
conditions are met;
o That player has not explicitly designed their
Shinobi around the idea that they will get either
the Dark or Light Release at some point during
the campaign, essentially, optimizing their
feats, jutsu, and overall character around this
class mod.
o That player has a history of abusing or misusing
different effects to ruin the tempo or flow of the
game for other players or the DM.
o That player has a history of finding it difficult to
make decisions and takes long turns throwing
the pacing of an encounter (Social, Exploration,
or Combat) off.
o Other players have Class mods, or will be getting
class mods of their own so as to not feel left out.
o Other players are underperforming in relation to
that player already.
o You feel comfortable providing this boost in
power to your table.
• Players with this class mod WILL have more resources
than most other players, even those with class mods of
their own. This can be off set with threats who have
either, more Hit points, or traps that drain the users
actual Chakra reserves.
• A DM’s goal when a player has this class mod, is to
resource stress this player by placing them in front of
powerful Striker and Defender enemies who can stall
out the power of the Dark Release and overwhelm the
support of the Light Release.
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