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Death's Chosen At 15th Level you have now strengthed your

Shinigami Clan connection to the soul. As a Bonus action you can gain Soul
The cloaked man walked forward still, no fear in his eyes. He Sense for one minute. You can now sense the soul of all
put his hand on the blade of his sword and said some line. creatures within 30ft. While using this sense you gain the
After that it stopped being a sword...from that moment his following information:
If the enemy is stronger, weaker, or on
sword was scythe, and I the fool who had angered a reaper par with you, their emotional state, and the number of
Dib Haruno creatures around you. When you defeat enemy you gain
Ragnarok, Ch. 21 excerpt temporary CP equal to their soul's strength as you seal it
away:
Hell's Butterfly Minion: 1d10
Standard: 2d10
The Shinigami Clan are masters of both blade and jutsu, Elite: 3d10
mixing the two so well that thier chakra takes form in the Solo: 4d10
shape of their special blade, called a Zanpakutō. This Temporary chakra can only be used for Shinigami
Hijutsu
Shinigami Traits
Ability Score Increase: +2 Int, +1 Wis
Kido Enhanced Blade Beginning at the 18th level, as long as
Speed: Your base walking speed is 35 feet.
you are equipped with your Zanpakutō, when you would cast
Skill Proficiencies: Ninshou, Martial Arts
a Shinigami Hijutsu you can instead as a bonus action, turn it
Shinigami Kenjutsu: You know are proficient in Katanas into a Bukijustu Melee Attack and on a hit deal additional
damage equal to your character level. This can be done twice
Kido Techniques: The Shinigami Clan has access to a per long rest.
separate list of Jutsu unique to their Clan. You can add these
Jutsu to your jutsu list instead of selecting jutsu from the
Normal jutsu list(s). You must sleect your Kido Training path:
Bakudo, which is more Defensive or Hado, which is more
Offensive
Zanpakutō Beginning at the 1st level, you gain a weapon
that is the manifestation of your soul. This weapon takes the
form of a simple Katana. While you are wielding this weapon
you gain a +1 to Damage rolls with your Zanpakuto . This
increases to a +2 at 5th Level and +3 at 11th Level.
Mastered Blade and Body Beginning at the 3rd level you
master the technical applications of the Zanpakutō. You may
use Intelligence for the Attack and Damage rolls for weapon
attacks with your Zanpakutō.
Shikai Beginning at the 7th level, You Have finally heard
the true name of your blade. When you speak it evolves and
becomes it's true form. As a Bonus Action, you may spend 10
chakra and enter Shikai Stance. While in this stance your
Zanpakutō changes shape into it's true weapon. Chose a
weapon you are proficient in. While in Shikai Stance Your
Zanpakutō always takes the stats of this weapon.
Furthermore While in Shikai Stance You can gain two of the
following benefits: These choices can not changed later.
1: You gain a +2 to Ninjutsu Attack Rolls
2: You gain a +2 to Ninjutsu Damage Rolls
3: You gain a +1 to your Ninjutsu Save DC
4: You gain a +2 to Bukijutsu Attack Rolls
5: You gain a +2 to Bukijutsu Damage Rolls
6: You gain a +1 to your Bukijutsu Save DC
While in Shikai Stance you also gain the benefit of a
Storing Seal(Greater) The number of charges increases to
your Intelligence Modifier.
Kido Technique: Bakudo # 1: Sai Kido Technique: Hado #4. Byakurai
Classification: Hijutsu
Classification: Hijutsu

Rank: D-Rank
Rank: D-Rank

Casting Time: 1 Action


Casting Time: 1 Action

Range: 30ft Duration: Concentration up to 1 minute


Range: Self(30 feet Line)

Components: HS, CM
Cost: 4 Chakra
Duration: Instant

Keywords: Hijutsu, Ninjutsu,


Components: CM, HS

Description: The practitioner points their index and middle Cost: 5 Chakra

fingers at the intended target(s), causing the target's arms to Keywords: Hijutsu, Ninjutsu

lock behind their back. Select a target creature in range. They Description: The practitioner gathers high-density spiritual
must succeed a Constitution Saving throw or become energy, which they discharge from as they point at the
restrainted for the duration. At the end of their turn, and intended target with their index finger and generates a
when they take damage, they can remake the save to end this concentrated bolt of lightning to use against the target. Make
condition a Ranged Ninjutsu attack against a target creature, on a hit
At Higher Ranks: For each rank you cast this jutsu above dealing 4d6 damage. All creatures in between you and the
D-Rank, increase the cost of this jutsu by 3 and select a target must all make a Dexterity Saving throw, or take half of
additional creature the damage dealt.

At Higher Ranks: For each rank you cast this jutsu above D-
Kido Technique: Hado #1: Sho Rank, increase the cost of this jutsu by 3 and the damage die
Classification: Hijutsu
by 1d6
Rank: D-Rank

Casting Time: 1 Action


C-Rank
Range: 20 feet

Duration: Instant
Kido Technique: Bakudo #26. Kyokko
Components: CM, HS
Classigication: Hijutsu

Cost: 5 Chakra
Rank: C-Rank

Keywords: Hijutsu, Ninjutsu


Casting Time: 1 Action

Description: As the practitioner points at their target with Range: Self

their index finger, a small amount of chakra is dispelled from Duration: Concentration, up to 1 minute

the tip of the index finger with enough force to thrust a Components: CM, W(Zanpakuto)

considerable amount of kinetic energy at a target, which is Cost: 8 Chakra

pushed back from the practitioner. Select a target creature in Keywords: Hijutsu, Ninjutsu

range. They must make a Stength Saving throw or be Description: Hides the physical form of the caster by
knocked back by amount equal to Intelligence modifier times bending light. On cast you become invisible. This ends if you
two. If they hit a wall or some other object that stops their cast any jutsu or make a weapon attack.

movement they take 2d10 damage for every 10 feet they still At Higher Ranks: For each rank you cast this jutsu above C-
had to move.
Rank, increase the cost of this jutsu by 3. At B rank this jutsu
At Higher Ranks: For each rank you cast this jutsu above
D- no longer takes chakra to concentration on and last 10
Rank, increase the cost of this jutsu by 3 and the modifier minutes. At A rank it also masks the users chakra, also hiding
multiplcation by 2(->x4->x6->x8->x10) them from Chakra Sight and Chakra based alarms. At S rank
the Duration increases to 1 hour.
Kido Technique: Bakudo #8: Seki
Classification: Hijutsu
Kido Technique:Hado #33. Sokatsui
Rank: D-Rank
Classification: Hijutsu

Casting Time: 1 Reaction when you are targeted with a Rank: C-Rank

attack
Casting Time: 1 Action

Range: 60 feet
Range: 60 feet

Duration: Instant
Duration: Instant

Components: CM, HS
Components: CM, HS

Cost: 5 Chakra
Cost: 9 Chakra

Keywords: Hijutsu, Ninjutsu


Keywords: Hijutsu, Ninjutsu

Description: The practitioner generates an orb of light blue Description: Blue flames discharge from the palm. The
energy which repels whatever strikes it. Increase your AC by practitioner aims the palm of their hand at their target and
your Intelligence Modifer. If this increase would cause a generates a torrent of blue chakra before firing it at their
melee attack to miss the triggering creature takes 3d6 force target. Make a Ranged Ninjutsu attack against a creature in
damage and is knocked back 15 feet. range. On a hit deal 6d6 Fire damage and the target gains a
rank of Burned. If the target is restrained you can forgo
gaining advantage to instead increase the critical range of
this jutsu by 1.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3, the damage by
1d6 and the critical range by an 1
Kido Technique: Bakudo #39. Enkosen B-Rank
Classigication: Hijutsu

Rank: C-Rank
Kido Technique:Bakudo #61. Rikujokoro
Casting Time: 1 reaction when you are targeted by an attack Classification: Hijutsu

or when you are forced to make a saving throw from a Line Rank: B-Rank

or Cone AoE
Casting Time: 1 Action

Range: Self
Range: 30 feet

Duration: Concentration, up to 1 minute


Duration: Concentration, 1 minute

Components: CM, W(Zanpakuto)


Cost: 10 Chakra
Components: HS, CM, CS

Keywords: Hijutsu, Ninjutsu


Cost: 15 Chakra

Description: Using either both hands or their Zanpakutō in a Keywords: Hijutsu, Ninjutsu, Fuinjutsu

blocking motion, the practitioner generates a dull yellow Description: Pointing their index finger at the target, the
energy, which takes the form of a large spinning disk of practitioner generates a spark of yellow chakra, which
condensed chakra, in front of themselves, blocking an summons six thin, wide beams of seals that slam into a
opponent's attack. When you are targeted with a attack or a target's midsection and holda them in place. The target is
Line or Cone AoE you can summon this disk. The disk has unable to move any part of their body, including the parts
4d12+Intelligence Modifier Hit Points and as long as it has which were not struck by the beams. The target creature
HP all attacks stop 5ft short of you.
must make a Dexterity Saving Throw. On a failure they are
At Higher Ranks: For each rank you cast this jutsu above C- restrained and incapacitated for the duration. At the start of
Rank, increase the cost of this jutsu by 3 and the Disk's HP their turn they can remake the save to end both the conditons
by 1d12. At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and the number of
Kido Technique: Hado #58. Tenran target creatures by 1. If this jutsu is cast at S rank it becomes
Classification: Hijutsu
so fast dodging is a afterthought. You can instead force the
Rank: C-Rank
target creatures to make a Constitution save.
Casting Time: 1 Action

Range: Self(60 foot cone)


Kido Technique:Hado # 73 Sōren Sōkatsui
Duration: Instant
Classification: Hijutsu

Components: CM,HS or W(Zanpakuto)


Rank: B-Rank

Cost: 7 chakra
Casting Time: 1 Action

Keywords: Hijutsu, Ninjutsu


Range: 30 feet

Description: Levitating their sheathed Zanpakutō in front of Duration: Instant Components: HS, CM, CS

them, the practitioner lightly hits one of its ends, causing it to Cost: 15 Chakra

spin like a fan. Stopping it, the practitioner creates a Keywords: Hijutsu, Ninjutsu, Fuinjutsu

widening tornado-like blast, which is fired toward the target. Description: An advanced form of Hado #33. Sokatsui, it has
A hand can be used as a catalyst for the jutsu if the twice the effectiveness.Generating blue energy with their
Zanpakutō is not available. All creatures in a 60ft Cone in index and middle fingers, the practitioner makes a pushing
front of you must make a Strength Saving throw. On a Failure motion with both of their palms to push the gathered energy
they are knocked back to the end of the cone and fall prone. toward the target in a concentrated blast. Make 2 Ninjutsu
They also take 6d8 Slashing damage. On a success they take attacks, either targeting the same or different creatures, on a
half as much damage and no additional effects. hit dealing 6d6+Intelligence Modifer Fire Damage on a hit on
At Higher Ranks: For each rank you cast this jutsu above a hit. If the same creature is hit by two or more attacks from
C-Rank, increase the cost of this jutsu by 3 and the damage this jutsu they must also make a Constitution Saving throw,
by 2d8 gaining 3 stacks of Burned on a failure and 1 on a success.

At Higher Ranks: For each rank you cast this jutsu above B-
Rank, increase the cost of this jutsu by 3 and the number of
attacks by 1
A-Rank Expanded Clan Feats
Kido Technique: Hado #90: Kurohitsugi Kido Master
Classification: Hijutsu
Catagory: Clan

Rank: A-Rank
Prerequisite: Shinigami Clan, Level 4

Casting Time: 1 Action


You have dedicated yourself to the study of Kido

Range: 120ft (40 foot radius cube)


• Increase your Intelligence score by 1, to a maximum of 20.
Duration: Concentration, Special
• You can learn Kido from either Bakudo or Hado. • Your
Components: CM, HS
Ninjutsu Save DC increases by 1 for Shinigami Clan Hijutsu
Cost: 20 Chakra

Keywords: Hijutsu, Ninjutsu


Path of the Warrior
Description: Kurohitsugi is a high-level Kidō which seals its Catagory: Clan

target in a black spiritual coffin. The practitioner generates Prerequisite: Shinigami Clan, Level 8

purple/black chakra, which envelops the target with a You have become Master Swordsmen and have completed
powerful torrent of gravity before taking the form of a box of become one with your Zanpakuto

black energy, covered in several spear-like protrusions which • Increase your Intelligence score by 1, to a maximum of 20.

pierce the box, lacerating the one inside from head to toe. • When you cast a Bukijutsu using your Zanpakuto you can
Select a point in range to summon the coffin. All creatures use your Intelligence Modifier for its Attack and Damage Roll
inside when it appears must make a Strength saving throw or and Save DC.
become Slowed as long as they are inside the area. When
this jutsu ends,
either because your concentration is broken Bankai
or because
you decide to end it, the coffing is pierced by the Catagory: Clan

spears. Each creature inside must make a Constitution Prerequisite: Shinigami Clan, Level 16

saving throw. A
creature takes fire damage equal to the total You and your Zanpakuto have achieved a state beyond what a
accumulated damage on a failed save, or half as much normal clansmen can accomplish.

damage on a successful one.


The jutsu base damage is 10d8. • While in your Shikai Stance you can spend an additional 20
If at the end of your
turn, the jutsu is still active, the damage chakra and enter Bankai Stance
While in Bankai Stance You
increases by 2d8. select two more benefits from Shikai Stance. Your chosen
jutsu for the Storing Seal is also always upcasted to your
Kido Technique: Bakudo #99 Bankin Highest Known Rank.
Classification: Hijutsu

Rank: A-Rank
Expanded Bloodline, Latent
Casting Time: 1 Action
Shinigami |Latent Zanpakuto | You gain the Zanpakuto and
Range: 30 feet
Mastered Blade and Body Clan features.
Duration: Concentration,1 hour
Expanded Bloodline, Realized
Components: CM, HS

Cost: 25 Chakra
Shinigami |Realized Zanpakuto| You gain the the Shikai
Keywords: Hijutsu, Ninjutsu
Clan feature but can select one buff
Description: The practitioner holds their palms away from
themselves, with their arms extended out to the sides, before
clasping their hands together, with the fingers intertwined
intricately, causing their target's arms to be bound to their
back with spiritual fabric and iron shafts. Select a Target
creature in range. They must succeed 5 saving throws in
order:

Strength Save: On a failed save you are restrained and


cannot weave hand signs.

Dexterity Save: On a failed save you take 3d8 Piercing


Damage as you are nailed to the ground. On a success you
take half damage.

Constitution Save: You gain two stacks of Weakened. As


long as you have these stacks you also have disadvantage on
any attack rolls as your body is out of sync

Wisdom Save: You lose the ability to mold chakra while you
are under the effects of any of this jutsu's effects

Charisma Save: While under the effects of this jutsu you are
incapacitated.
The target creature can use a action to remake one of their
failed saves on there turn. At the end of the turn, as long as
this jutsu is being concentrated on they must remake any
saves they passed. If a creature has failed all 5 saves at the
same time they immediately are sealed away.

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