You are on page 1of 9

SENJUTSU (SAGE MODE)

Unlocking the power of Senjutsu is a normally unheard- While following each step of the process, you must
of feat. The power to harness the worlds naturally succeed each skill Check twice. You may make a skill
occurring energy supply is a monstrously difficult task check for each week spent performing the given tasks. If
and not to be taken lightly in any sense of the word. you fail any of the tasks, your shinobi suffers one of the
Senjutsu involves the process of drawing natural energy following conditions;
into one’s self and compartmentalizing it, and • Acrobatics: After falling so many times from such a
progressively blending it with their own chakra to create
high place with chakra retardant surfaces, with no way
Senjutsu Chakra, or Sage Chakra. This power is one of
to brace your fall, you have shattered multiple limbs.
absolute power and with unlimited potential. Those who
You require 4 weeks of Downtime performing a Full
have undergone the challenges presented when learning
Rest each week to recover.
to harness such a power have come out in one of two • Ninjutsu: After failing to grasp the concepts of
ways. Either dead or with more power then most others
Ninshou, and how to manipulate Nature energy your
within their class of skill.
mentor instructs you to take a break from this to
Sages are usually the bearers of change. The
recover a bit. You cannot attempt to practice Senjutsu
protectors of the natural order. They are usually the ones
for 3 weeks.
standing in between disaster and peace in most eras of • Insight: After failing to recognize the difference
Shinobi history.
between Nature Energy and other darker malevolent
forces in the world, your body has become slightly
The use of Senjutsu is a powerful tool, that can be used
corrupted by this mixed intake of Chakra. You lose the
for both plot & mechanical Relevance. Both the DM and
ability to Mold Chakra. You require 4 weeks of the
the Player can benefit from including this into the
Medical Ninjutsu Regenerate casted on you every day
narrative. Senjutsu has been designed to fit into any
at S-Rank.
story. Senjutsu is a Mid to Late game class mod that if • Chakra Control: After failing to correctly mold and
provided to players should come with consideration for
mix the nature chakra inside of your body, you lose
providing other players with a class mod as well to keep
yourself as your body converts into whatever creature,
balance within the party. Due to the amount of power
or nature affinity you were most connected with while
Sage mode provides it is not intended to be used by
training. If you have not failed any of the previous skill
characters who are below 11th level. Characters who gain
checks, your mentor can save you once. Doing so, they
this powerful class mod, should only do so after arduous
cannot do it a second time. When your body converts
training, and from serious narrative reasoning behind it.
into whatever creature or nature affinity you were
This is not a power freely handed out due to the
most connected with while training, your body
immense strain it can put on the user. This is a powerful
literally becomes that creature or nature type. You lose
Class Mod and should not be handed out freely without
your self-consciousness. (For example. If you fail this
careful consideration into enemy choice, team
skill check, while learning to become a Toad Sage.
composition and Campaign power levels.
Your body converts turning you into a Toad.) Once this

GAINING SAGE MODE


happens there is no going back, and nothing can save
you. You are lost as nature energy changes you beyond
Gaining Sage mode should be from a series of trials in repair.
which, players should be aware, the potential death of
their character could occur while grasping as this LEVELING UP SAGE MODE
newfound power. This should not be something that is
Leveling up Sage mode is a difficult and time-
planned for during character creation, nor should it be
consuming process. Unlike normal shinobi classes that
handwaved with a second-hand explanation. Power of
require the player to gain XP to reach their next level,
this magnitude should come from serious narrative
Senjutsu (or Sage Mode) requires the user to consistently
complications and implications.
use the form & abilities that come with it, in both combat
Gaining Senjutsu is one that does not come from
and through passive downtime training. But to do this a
character choice, but is instead initiated by Sage Beast,
person would need to also assume the risks of
or another Sages intervention. This requires the DM to
potentially failing such a training process. A practitioner
initiate such an event as it entirely out of the players
of Senjutsu must attain the form, conjure and use a total
hands.
of 250 Sage Chakra to reach the next level of Senjutsu.
There are a few steps in between learning of the
For each Sage Chakra you use, this increases your Sage
existence of sage mode and actually learning to harness
Chakra proficiency, as seen on the Senjutsu (Sage Mode)
it. Learning to harness such a power requires the
Class mod table. This requirement increases as you gain
following.
Levels in Senjutsu (Sage Mode). Once you reach the next
S ENJUTSU L EARNING DC’ S level of this class mod, your Sage Chakra Proficiency
resets to 0 for the purposes of leveling up to next level of
Step Skill Check Skill DC Downtime Requirement
this class.
1 Acrobatics 25 4 Weeks
2 Ninjutsu 30 4 Weeks
3 Insight 25 4 Weeks
4 Chakra Control 30 4 Weeks

1
CARNIVORAN SENJUTSU
CLASS MOD FEATURES While gaining the benefits of Sage Mode and following
When you finally gain the Senjutsu Class Mod, you gain this Sage Affinity, you gain the following benefits;
the following class mod features. • Your unarmed strikes uses 2d8 for damage.

SAGE AFFINITY
• You are resistant to bludgeoning, piercing, and
slashing damage from non-chakra enhanced attacks.
Beginning at the first level of Senjutsu Sage mode, your • Jutsu you cast damage can not be reduced by any
training has led you to adopt an affinity for a certain type means other than resistance or Immunity.
of Sage Chakra. If you have a summoning contract with a
Beginning at 3rd level in this class mod;
tribe of Sage Beasts, or have a Nature Release Affinity,
you automatically have the option to select their • You gain Proficiency in Perception & Insight.

Summon Types or Elemental Affinity as your Sage • Your Unarmed strikes uses 3d8 for damage.

Affinity. • You become immune to the deafened & Frightened


condition.
AMPHIBIAN SENJUTSU
While gaining the benefits of Sage Mode and following DRAGON SENJUTSU
this Sage Affinity, you gain the following benefits; While gaining the benefits of Sage Mode and following
this Sage Affinity, you gain the following benefits;
• Your unarmed strikes uses 2d6 for damage.
• Ninjutsu you cast, deals additional damage equal to • Fuinjutsu can be cast without Hand signs or Chakra

your Ninjutsu Ability Modifier. Seals.


• Taijutsu you cast, deals additional damage equal to • Fuinjutsu you cast cannot be reacted to.

your Taijutsu Ability Modifier. • When you would make a Saving throw against a
Genjutsu with the Visual keyword, you roll 3 additional
Beginning at 3rd level in this class mod;
d20’s taking the highest results.
• Taijutsu you cast with a range of at least 5 feet, have
Beginning at 3rd level in this class mod;
their range increased by double. Taijutsu with an area
of effect instead increases the size of their area by 10 • Ninjutsu with the Sensory keyword that you cast, has
feet. their sensory range doubled.
• Your Unarmed Strikes now have the Reach 2 Weapon • You and Jutsu you cast cannot be seen with Chakra
Property and now use 2d8 for damage. Sight.
• When you would cast a Genjutsu of any type with the • Fuinjutsu you cast, that deals damage, deals additional

Auditory Keyword, that would require a creature make damage equal to Twice your Intelligence Modifier.
a Saving throw of any type. Roll 1d8, reduce their
saving throw by the result of your roll. EARTH AFFINITY SENJUTSU
While gaining the benefits of Sage Mode and following
AVIAN SENJUTSU this Sage Affinity, you gain the following benefits;
While gaining the benefits of Sage Mode and following • Jutsu you cast with the Earth Release Keyword cost is
this Sage Affinity, you gain the following benefits; reduced by Half. (Min 1)
• You are always under the effects of Gift of the Apex: • Jutsu you cast with the Earth Release Keyword ignores
Eagles Splendor. Resistance, and deals half damage to creatures with
• Taijutsu you cast deal wind damage. Immunity.
• Taijutsu you cast, use Dexterity instead of Strength • You may cast Ninjutsu with the Earth Release
and deals additional damage equal to twice your Keyword, that has a casting time of 1 Action, as a
Dexterity Modifier. Reaction.
• You are always under the effects of Wind Release: • Ninjutsu you cast with the Earth Release Keyword
Feather Fall. deals additional damage equal to Twice your
Intelligence Modifier.
Beginning at 3rd level in this class mod;
Beginning at 3rd level in this class mod;
• You become immune to the blinded condition.
• You gain a flying speed equal to half your movement • You are Resistant to Earth Damage.

speed. • When you would take earth damage from a ninjutsu


• While flying, whenever you would make a Dexterity cast on you, you can as a reaction, double the jutsu’s
saving throw, you roll 3 additional d20’s taking the cost by draining the user’s chakra through the earth.
highest result. • Your Unarmed Strikes deal 3d6 Earth damage

2
FIRE AFFINITY SENJUTSU PRIMATE SENJUTSU
While gaining the benefits of Sage Mode and following While gaining the benefits of Sage Mode and following
this Sage Affinity, you gain the following benefits; this Sage Affinity, you gain the following benefits;
• Jutsu you cast with the Fire Release Keyword cost is • You are always under the effects of Dancing Blade Risk.
reduced by Half. (Min 1) • Bukijutsu you cast, adds twice Taijutsu Ability
• Jutsu you cast with the Fire Release Keyword ignores modifier to damage if it doesn’t already.
Resistance, and deals half damage to creatures with • Melee Weapon attacks you make ignore resistance.
Immunity.
Beginning at 3rd level in this class mod;
• You may cast Ninjutsu with the Fire Release Keyword,
that has a casting time of 1 Action, as a Reaction. • You are Resistant to bludgeoning & piercing damage.
• Your Unarmed Strikes deal an additional 2d6 fire • When you cast a Bukijutsu with the Finisher Keyword

damage. and score a critical hit, you automatically deal


maximum possible damage, regardless of the damage
Beginning at 3rd level in this class mod;
roll.
• You are Resistant to Fire Damage. • Bukijutsu you cast, that require Concentration, have
• When you would take fire damage, you regain Sage their concentration cost reduced by half.
Chakra equal to ¼th of the damage you take.
• Your Unarmed Strikes deal an additional 3d6 fire RODENT SENJUTSU
damage. While gaining the benefits of Sage Mode and following
this Sage Affinity, you gain the following benefits;
INSECTOID SENJUTSU • You are always under the effects of Body Flicker,
While gaining the benefits of Sage Mode and following Chakra Leaping and Sensing Technique.
this Sage Affinity, you gain the following benefits; • For every 20 feet of movement you have remaining at
• You unarmed strikes are always under the effects of the end of your turn, you gain a +1 bonus to AC. You
Poison Weapon Technique. cannot gain more than +5 using this feature.
• Ninjutsu that deal poison damage, or causes the • For every 20 feet of movement you spend on your
Poisoned or Envenomed conditions cannot be reacted turn, you gain a +1 bonus to attack and damage rolls of
too. Melee attacks. You cannot gain more than +5 using
• You can as a Standard Action Cast Poison Mist this feature.
Technique by spending 3 Sage Chakra. Casting the jutsu
Beginning at 3rd level in this class mod;
this way, deals double damage, with double the range
and double the Cloud size. • You are always under the effects of Nondetection.
• When you would make a saving throw to resist being • You can cast Jutsu with the Mobility (M) component

Stunned, Incapacitated, Paralyzed, Slowed, knocked regardless of your current condition.


prone, or Dazed. You roll an additional 3d20. Taking • Your Speed cannot be reduced by any means.
the highest result. • Ability Checks made with Strength and Dexterity can
never be less than Character Level + Senjutsu (Sage
Beginning at 3rd level in this class mod;
Mode) Level.
• You are Resistant to Poison damage and Immunity to
the Poisoned Condition. WATER AFFINITY SENJUTSU
• When you would take poison damage, you are instead While gaining the benefits of Sage Mode and following
healed an amount of Hit points equal to the damage this Sage Affinity, you gain the following benefits;
you would take. • You are always under the effects of Water Shield, Water
• Ninjutsu you cast can, as a bonus action be converted
Breathing and Water cutting sword.
to poison damage. • Jutsu you cast with the Water Release Keyword cost is
reduced by Half. (Min 1)
LIGHTNING AFFINITY SENJUTSU • Jutsu you cast with the Water Release Keyword ignores
While gaining the benefits of Sage Mode and following
Resistance, and deals half damage to creatures with
this Sage Affinity, you gain the following benefits;
Immunity.
• You are always under the effects of Lightning Release: • You may cast Ninjutsu with the Water Release
Surge. Keyword, that has a casting time of 1 Action, as a
• Jutsu you cast with the Lightning Release Keyword Reaction.
cost is reduced by Half. (Min 1)
Beginning at 3rd level in this class mod;
• Jutsu you cast with the Lightning Release Keyword
ignores Resistance, and deals half damage to creatures • You are Resistant to Cold damage and have immunity

with Immunity. to the Slowed & Restrained Conditions.


• You may cast Ninjutsu with the Lightning Release • When you would take Cold Damage, you gain Sage
Keyword, that has a casting time of 1 Action, as a Chakra equal to 1/4th of the damage you take.
Reaction. • Jutsu you cast with the Water Release Keyword are
always treated as if they are near a sufficient source of
Beginning at 3rd level in this class mod;
water.
• You are Resistant to Lightning damage and have • Your Unarmed attacks deal an additional 3d6 cold
Immunity to the Shocked Condition. damage.
• When you would take Lightning Damage you instead
gain Sage Chakra equal to 1/4th of the damage you WIND AFFINITY SENJUTSU
would take. While gaining the benefits of Sage Mode and following
• Your Unarmed Strikes deal an additional 2d6 this Sage Affinity, you gain the following benefits;
Lightning damage. • You are always under the effects of Gale Fists.

3
• Jutsu you cast with the Wind Release Keyword cost is Beginning at 3rd level in this class mod;
reduced by Half. (Min 1) • For every 1 Sage Chakra you spend casting any jutsu or
• Jutsu you cast with the Wind Release Keyword ignores
paying the cost of any feature or feat, you treat the
Resistance, and deals half damage to creatures with chakra spent as 3 instead of 2.
Immunity. • Jutsu you cast that uses Sage Chakra increase their
• You may cast Ninjutsu with the Wind Release
save DC by +3 instead of +2 and their Damage dice by 2
Keyword, that has a casting time of 1 Action, as a instead of 1.
Reaction. • You instead add your full proficiency bonus to all
Beginning at 3rd level in this class mod; saving throws you are not proficient in for the
duration.
• You are Resistant to Wind damage.

SAGE ARTS
• When you would cast a Ninjutsu with the Wind Release
Keyword, that has a casting time of a Reaction, that
would reduce an Attack or Jutsu’s damage, negate a Beginning at the 2nd level of this class mod, you have
Jutsu, or provide temporary hit points, you instead learned to utilize esoteric secrets, and monstrously
treat the jutsu cast as Backlash Wave dealing half the powerful techniques and abilities, known as Sage Arts.
damage of the Backlash Wave Ninjutsu. These arts fall into one of 3 categories. Abilities, Passives
• When you would take Wind Damage, you gain Sage and Techniques. The Sage Arts you learn define the type
Chakra equal to 1/4th of the damage you take. of Sage you embody beyond what affinity you have
• You are always under the effects of Gale fists as if it adopted. You gain the benefits of your Sage Arts while
were upcasted to A-Rank. gaining the benefits of Sage Mode. You Cannot switch
these once learned.
SAGE CHAKRA
Sage chakra is the spiritual manifestation of nature
SAGE BLOODED
Sage Art Type: Passive
energy after you drew it in and combined it successfully
Your body has consumed enough Senjutsu chakra for it
with your own chakra. You can draw this chakra into
to leak into your normal Jutsu passively. You gain the
yourself at any time by reducing your movement speed
following Benefits;
to 0 and using your action to concentrate on drawing
• Jutsu you cast that has the Chakra Molding
this chakra in. Make a Constitution (Chakra control)
check against a DC 15, gaining 5 Sage chakra if you beat Component add an additional 1d20 whenever you
the DC, and an additional 5 Sage Chakra for every initiate a Clash.
additional 5 you get over the original Check DC. (15, 20, • You are immune to the exhaustion condition gained

25, 30 +), Up to a maximum amount of Sage Chakra from losing a Clash of any type.
equal to 1/3 of your current Chakra point total. You can • When you win a Clash of any type, the losing creature

begin to gather Nature Energy into yourself to create Sage gains the Dazed Condition for 1d6 rounds.
Chakra while moving as well, but in doing so, you make
your Constitution (Chakra Control) check at SAGES STRENGTH
disadvantage. Jutsu you use, that uses Sage Chakra count Sage Art Type: Passive
as 2 Ranks higher or Increase your Save DC by +2 for the You have tuned your Senjutsu to the point where it not
purpose to increasing difficulty of Countering, Negating only permeates throughout your body, providing your
or ending your Jutsu’s effects by means other than the abilities based on your affinity, but you also use it to
jutsu’s duration ending or you dismissing the jutsu. amplify your Strength. You gain the following Benefits;
If you fail a Chakra Control check to draw in Nature • Your Strength Score becomes 24.
Energy, you suffer 1 rank of exhaustion. Exhaustion • You can grapple, lift and carry Huge or smaller
gained in this way does not apply any of its normal creatures with no penalties.
penalties unless you have gained more than 4 Ranks of it • You apply twice your Proficiency bonus to Strength
through this method and does not recover unless you saving throws.
take a Full Rest. • Ability checks made using strength are made at
Sage chakra remains in your body for up to 10 Minutes advantage
before it harmlessly disperses from your person. • Attack rolls and Saving throws that use strength gain a
bonus equal to your Senjutsu (Sage Mode) Level
SAGE MODE
Sage mode exceeds the absolute peak of most shinobi’s SAGES AGILITY
Sage Art Type: Passive
careers in terms of their power. You can enter Sage mode
You have tuned your Senjutsu to the point where it not
as a Bonus action, so long as you have at least 1 Sage
only permeates throughout your body, providing your
Chakra. Jutsu you use while in Sage Mode, must use Sage
abilities based on your affinity, but you also use it to
chakra. Using Sage Chakra while in Sage mode does the
amplify your Agility. You gain the following Benefits;
following;
• Your Dexterity Score becomes 24.
• For every 1 Sage Chakra you spend casting any jutsu or
• You apply twice your Dexterity Modifier to your Armor
paying the cost of any feature or feat, you treat the
Class ignoring any Light or Medium armor Penalties.
chakra spent as 2.
• You apply twice your Proficiency bonus to Dexterity
• Jutsu you cast that uses Sage Chakra increase their
saving throws.
save DC by +2 or their Damage dice by 1 or are counted
• Ability checks made using Dexterity are made at
as being cast as one rank higher.
• You add half of your Proficiency bonus (Rounded advantage.
• Attack rolls and Saving throws that use dexterity gain
Down) to all saving throws you are not proficient in
a bonus equal to your Senjutsu (Sage Mode) Level.
for the duration.

4
SAGES FORTITUDE you, the creature will feel a positive or negative (Your
Sage Art Type: Passive choice) emotional state when around you, slightly
You have tuned your Senjutsu to the point where it not influencing their actions by this.
only permeates throughout your body, providing your • You apply twice your Proficiency bonus to Charisma
abilities based on your affinity, but you also use it to saving throws.
amplify your Strength. You gain the following Benefits; • Ability checks made using Charisma are made at

• Your Constitution Score becomes 24.


advantage
• Attack rolls and Saving throws that use Charisma gain
• You apply twice your Proficiency bonus to
a bonus equal to your Senjutsu (Sage Mode) Level
Constitution saving throws.

SENPO: PEERLESS ACCURACY


• Ability checks made using Constitution are made at
advantage
Sage Art Type: Ability
• You do not gain bonus Chakra or Sage Chakra from
You use your Senjutsu to provide you with a massive
increasing your Constitution score this way.
bonus to your accuracy. As a bonus action, by spending 2
• You gain Temporary Hit points instead of increasing
Sage Chakra you grant yourself a +5 bonus to a single
your maximum hit points from increasing your
attack roll you make. You can spend an additional 2 Sage
Constitution Modifier. Damage you take is reduced by
Chakra to further increase this bonus by an additional +5.
your Senjutsu (Sage Mode) level so long as you have
these Temporary hit points.
SENPO: PEERLESS POWER
Sage Art Type: Ability
SAGES KNOWLEDGE You use your Senjutsu to provide you with an unmatched
Sage Art Type: Passive
bonus to your power. As a bonus action, by spending 3
You have tuned your Senjutsu to the point where it not
Sage Chakra you grant yourself a +5 bonus to a single
only permeates throughout your body, providing your
damage roll you make. You can spend an additional 3
abilities based on your affinity, but you also use it to
Sage Chakra to further increase this bonus by an
amplify your knowledge, and ability to process
additional +5.
information, new and old. You gain the following
Benefits;
SENPO: PEERLESS FORCE
• Your Intelligence Score becomes 24. Sage Art Type: Ability
• You recognize all jutsu of any Nature Release you You use your Senjutsu to provide you with a massive
currently have before its cast so long as you can see bonus to your Chakra’s Force. As a bonus action, by
the hand signs. spending 5 Sage Chakra you grant yourself a +3 bonus to
• You apply twice your Proficiency bonus to Intelligence a single Save DC you force a creature to save against. You
saving throws. can spend an additional 5 Sage Chakra to further increase
• Ability checks made using Intelligence are made at this bonus by an additional +3.
advantage
• Attack rolls and Saving throws that use Intelligence SENPO: PEERLESS EVASION
gain a bonus equal to your Senjutsu (Sage Mode) Level Sage Art Type: Ability
You use your Senjutsu to provide you with a massive
SAGES WISDOM bonus to your Evasive potential. As a bonus action or
Sage Art Type: Passive Reaction which you take when you would take damage,
You have tuned your Senjutsu to the point where it not by spending 3 Sage Chakra you grant yourself a +3 bonus
only permeates throughout your body, providing your to your AC until the end of your next turn. You can spend
abilities based on your affinity, but you also use it to an additional 3 Sage Chakra to further increase this
amplify your ability to comprehend Emotion, bonus by an additional +3.
understand the world and relate to these finding. You
gain the following Benefits; SENPO: PEERLESS RESISTANCE
Sage Art Type: Ability
• Your Wisdom Score becomes 24.
You use your Senjutsu to provide you with a massive
• So long as you can hear or see a creature, you can
bonus to your Toughness. As a bonus action or Reaction,
sense their emotional state, able to tell what they’re
which you take when you would take damage, by
feeling at the moment.
spending 2 Sage Chakra you reduce the next single
• You apply twice your Proficiency bonus to Wisdom
instance of damage you take by 5. You can spend an
saving throws.
additional 2 Sage Chakra to further reduce damage this
• Ability checks made using Wisdom are made at
way by an additional 5.
advantage
• Attack rolls and Saving throws that use Wisdom gain a
SENPO: PEERLESS PERCEPTION
bonus equal to your Senjutsu (Sage Mode) Level Sage Art Type: Ability
You use your Senjutsu to provide you with a massive
SAGES WILL bonus to your sensory potential. As a bonus action, by
Sage Art Type: Passive spending 2 Sage Chakra, you gain the benefits of
You have tuned your Senjutsu to the point where it not Kagura’s Mind Eye for the next Hour. When gaining this
only permeates throughout your body, providing your jutsu’s benefits in this way, the range is instead 100
abilities based on your affinity, but you also use it to miles. Also, while gaining the benefits of this jutsu in
amplify your Force of Will. You gain the following this way, you gain 60 feet of blindsight.
Benefits;
• Your Charisma Score becomes 24. SENPO: PEERLESS CRUELTY
• So long as a creature can see or hear you and you are Sage Art Type: Ability
not hostile towards them or they’re hostile towards

5
You use your Senjutsu to impart unrivaled cruelty to following Results; You summon an ever-bellowing
those afflicted with a condition inflicted by you. As a amalgamation of the element you choose that explodes
bonus action, by spending 4 Sage Chakra when a creature upwards. Select up to 5 Creatures including yourself to
fails a saving throw to resist a condition caused by you not be affected by this jutsu. All creatures affected, must
the Conditions effects are amplified. succeed a Dexterity saving throw taking 20d12 damage
• Bleeding- The target cannot stop the bleeding without of the corresponding damage type and also make a
Constitution saving throw to resist gaining the listed
a Ninjutsu with the Medical keyword casted at no less
Condition for the next Minute or Half damage on a
than B-Rank. They instead take 3d4 damage instead of
successful save and suffering no additional effects.
1d4. For every additional application of the bleeding
condition, they take an additional 3d4. F IVE G ODS F AN E LEMENTAL C HART
• Burned- The target cannot put out these flames
without a Ninjutsu with the Water release keyword, D6 Nature Release Damage Type Condition
casted at no less than B-Rank. They instead take 3d10 01 Earth Earth Weakened
Fire Damage. 02 Wind Wind Bleeding
• Envenomed- The target cannot recover from the
03 Fire Fire Burned
poison without a Ninjutsu with the Medical keyword,
casted at no less than B-Rank. They instead take 5d6 04 Water Cold Poisoned
Poison damage. This can scale up to 10d6 instead of 05 Lightning Lightning Shocked
Envenomed normal limitation.
06 Select 2, split damage evenly -
SAGE ART: MOUNTAIN CARVING BALL
Sage Art Type: Technique SAGE ART: GREAT GOD GATE
Classification: Senjutsu Sage Art Type: Technique
Casting Time: 1 Action Classification: Senjutsu
Range: 15 Feet Casting Time: 1 Action
Duration: Instant Range: 300 Feet
Components: CM Duration: Concentration, up to 1 minute
Cost: 9 Sage Chakra Components: HS, CM, CS
Keywords: Ninjutsu Cost: 10 Sage Chakra
Description: You use Sage Chakra to generate a massive Keywords: Ninjutsu, Fuinjutsu, Senjutsu
15-foot diameter ball of chakra. When you cast this Description: You use Sage Chakra to conjure a
Senjutsu, you may give this jutsu a Nature Release Summoning circle 500 feet in the sky above a target you
Keyword of a Nature Release you know. You impart can see within range. You conjure 5 red torii that fall
enough Sage Chakra into this ever-spiraling ball of down from the summoning circle slamming down
energy to easily carve a mountain, or wipe away a small around and on top of the intended target. The target
village. creature must succeed a Strength Saving throw to resist
You make a Melee Ninjutsu attack against a creature in being knocked prone on a failed save. They must also
range. On a hit, the target creature takes 20d10 force make a Dexterity saving throw, taking 15d6 force
damage. All Creatures, excluding you & the original damage on a failed save. They must also make a
target, in a 90-foot sphere, centering on the original Constitution saving throw if they fail either their
target must succeed a Dexterity saving throw, taking Strength or Dexterity saving throws. On a failed
20d6 force damage and are thrown back to the edge of Constitution saving throw, they can no longer mold
the 90-foot sphere on a failed save, or half as much Chakra for 1d8+2 rounds, at the end of which they regain
damage and only pushed back half as far on a successful the ability to mold chakra.
one. If you gave this jutsu a Nature Release Keyword that If the target of this Jutsu has failed 2 of the 3 previous
you know then it gains the corresponding Damage, saving throws, they must make an Intelligence saving
dealing half Force Damage, and Half of the throw, temporarily forgetting all known jutsu with the
corresponding Damage type. Classification of Ninjutsu or Genjutsu for the duration.
After the conclusion of this jutsu, the surrounding
area, up to 500 feet out will be devastated by the SAGE ART: INORGANIC REINCARNATION
concentrated force of this jutsu. All solid ground and Sage Art Type: Technique
terrain 500 feet out centering on your attacks impact Classification: Senjutsu
space, is now counted as difficult terrain. Casting Time: 1 Action
Range: Touch
SAGE ART: FIVE GODS FAN Duration: Concentration, up to 1 minute
Sage Art Type: Technique Components: HS, CM, CS
Classification: Senjutsu Cost: 8 Sage Chakra
Casting Time: 1 Action Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Range: Self (60 Foot Sphere) Description: You use Sage Chakra to enslave objects with
Duration: Instant no life functions such as the earth, water, metals, or
Components: HS, CM, CS even sections of wood, giving you the ability to make
Cost: 7 Sage Chakra drastic alteration to the immediate area that you control
Keywords: Ninjutsu, Fuinjutsu, Senjutsu entirely. An area in size, equal to a 100-foot cube, that
Description: You use Sage Chakra to conjure a you touch up, gain seemingly sentient movement at your
Summoning circle to one of the 5 Raw Elemental discretion. For the duration of this jutsu, you can do the
Mountains. If you know a Nature release, you may only following as either a Standard Action or Bonus action;
select one of the Nature release you know. If you don’t • You can raise or lower an area no larger than a 40-foot
know any Nature Release, roll a 1d6, taking one of the
cube’s elevation.

6
• You can create or fill a trench up to 40 feet long or SAGE ART: GODS PUNISHMENT
deep. Sage Art Type: Technique
• Erect or flatten a wall up to 25 feet tall 5 feet thick and Classification: Senjutsu
15 feet long. Casting Time: 1 Action
• Make any area of ground in within the cube difficult Range: 90 Feet (120-foot radius sphere)
terrain for your enemies. Duration: Instant
• Have the ground, Metallic objects and other inorganic Components: HS, CM
objects attack your enemies within the Cube. Target Cost: 11 Sage Chakra
creatures must succeed a Dexterity saving throw, or Keywords: Genjutsu, Senjutsu, Visual, Audio
take 6d6 slashing damage. Description: You use Sage Chakra to create a single
• Make the a 15-foot diameter of ground soften and bestial or elemental like entity of your description and
malleable as it attempts to consume your enemies. design that carries an orb. The entity coils itself around
Target creature(s) must succeed a Strength (Athletics) the orb before it glows a blinding white light and
check against your Ninjutsu save DC, being retrained oscillates to create a deafening sound. All creatures
on a failed save. A Creature restrained in this way can (Including the caster) must make a Wisdom saving
use an action to make another Strength (Athletics) throw being blinded and deafened on a failed save for 1
check to escape being restrained in this way. minute.
• Cause wood and smaller inorganic matter to fire like Creatures affected by this genjutsu also gain
bullets at a target creature within range. Make a vulnerability to the first instance of bludgeoning,
Ranged Ninjutsu attack dealing 5d8 non-chakra piercing or slashing damage they take.
enhanced piercing damage. When an affected creature takes damage, they
immediately make a Wisdom saving throw to end this
SAGE ART: SCATTERING RAGE jutsu’s effects.
Sage Art Type: Technique
Classification: Senjutsu SAGE TRANCE
Casting Time: 1 Action
Beginning at 4th level of this Class Mod you have learned
Range: 90 Feet
the Secret art of Sage Trance. This trance grants you the
Duration: Instant
unique ability to gather nature energy while in motion
Components: HS, CM
significantly easier. When making a Chakra Control
Cost: 8 Sage Chakra
(Constitution) skill check while not reducing your
Keywords: Ninjutsu, Senjutsu
movement to 0, you roll without disadvantage. If you do
Description: You use Sage Chakra to create 3 constructs
reduce your movement to 0, you instead roll at
of chakra of your description and personal design. Select
Advantage.
up to 3 targets within range, each construct attacking a
Sage Chakra you gather remains in your body for 1
different target. Make a Ninjutsu attack for each
hour before it harmlessly disperses from your person.
construct. If you have multiple constructs attack a single
You may gather Sage Chakra up to half of your current
creature, add one additional damage die for each
Chakra Point maximum.
construct instead of making multiple attack rolls.
Make a Ninjutsu attack, dealing 10d10 Force damage.
On a hit, target creature must succeed a Wisdom Saving MASTERED SAGE MODE
throw being blinded and deafened until the end of their Beginning at 5th level in this class mod, you have
next turn on a failed save. mastered Sage Mode and paved a way for yourself to
Creatures who are targeted by this jutsu are left with complete knowledge and wisdom of the sage arts. Many
an imprint of your chakra. The next attack made before you have failed to achieve this level of ability but
targeting a creature targeted by this jutsu is made at you have persevered and achieved greatness.
advantage. • Sage Chakra you gather remains in your body for 24

SAGE ART: LIGHT FANG


hours before it harmlessly disperses from your person.
• You may gather Sage Chakra up to your current Chakra
Sage Art Type: Technique
point maximum.
Classification: Senjutsu
• For every 1 Sage Chakra you spend casting any jutsu or
Casting Time: 1 Action
paying the cost of any feature or feat, you treat the
Range: 60 Foot line
chakra spent as 4 instead of 3.
Duration: Instant
• Jutsu you cast that uses Sage Chakra increase their
Components: HS, CM
save DC by +5 instead of +3 and their Damage dice by 3
Cost: 11 Sage Chakra
instead of 2.
Keywords: Ninjutsu, Senjutsu
• You instead add twice your proficiency bonus to all
Description: You use Sage Chakra to generate a beam of
saving throws.
light sharp enough to cut through anything. This beam
moves at the speed of light and is almost impossible to
dodge. Creatures in front of you, in a 60-foot line must
succeed a Dexterity saving throw at Disadvantage, taking
18d8 piercing damage on a failed save. Creatures whose
speed is equal to or greater than yours do not make this
saving throw at disadvantage.

7
8

You might also like