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KINZOKU Refined Chakra: Starting at 1st level, you gain an

amount of Refined Chakra, equal to 5 + your level.


Refined Chakra can only be spent on jutsu with the Earth

METAL BENDERS Release Keyword. When you finish a short rest, you
regain half of your spent Refined Chakra. Your Refined
Chakra pool is fully refilled on a long rest.
Native to the Land of Platinum, the Kinzoku clan were
Beginning at 3rd Level, when you cast a Jutsu with the
once a clan of poor miners, specialized in earth release.
Earth Release Keyword, if you spend at least 1 Refined
They were the first clan to learn how to manipulate the Chakra to cast the jutsu, you reduce the cost of the jutsu
platinum veins deep in their Homeland. This knowledge by -1. This reduction increases by -1 at 15th level (-2
allowed them to quickly rise to positions of wealth and total).
power, and be revered as the most reputable clan in the Finally at 7th level, you can pay additional Refined
land. They used their gifts in metal manipulation and Chakra based on its rank to add +1 additional damage
earth style jutsu, to bring the land out of poverty, but die, or increase the HP of a construct you create with
recently the clan has been split between, improving their Earth Release jutsu by 10. This increases by +1 damage
own lives through traditional ideals, or improving others die or 10 HP at 11th and 15th level. This cost is
through progressive ideals. determined by the rank of the jutsu. (D- Rank/C-Rank: 1,
B-Rank/A-Rank: 2, S-Rank: 3)
KINZOKU TRAITS Mountain’s Might: Beginning at 3rd level, you learn to
Ability Score Increase: +2 Strength, +1 Constitution leverage your Strength to manage your Kinzoku Hijutsu.
Speed: Your base walking speed is 30 feet You may use Strength instead of Intelligence for the
Skill Proficiency: Martial Arts, Survival Attack and Damage rolls and Save DCs of Kinzoku
Passive Affinity: You have Earth Release Affinity Hijutsu that you cast.
Sense the Earth: Starting at 3rd level you have learned
KINZOKU FEATURES to listen to the earth, gaining 30ft Tremorsense. This
Blood of the Earth: You have access to a separate list increases by 15 feet at 11th and 18th level.
of jutsu unique to your clan. You can add these jutsu to Platinum Spears Starting at 11th level, your control
your Jutsu list instead of selecting from the normal list. over earth release is so refined, you ignore resistance to
Difference of Ideologies: The Kinzoku clan has two Earth Damage. You can ignore Immunity at 18th level.
very different ideologies among its members. The
difference in ideology has not only led to a split in the
clan as a family, but also a split in how they practice CREDITS
their jutsu.
• Traditional Style – Those who practice the old ways Designers: SilentComedy97, Miles, KadenUchiha
and value the old ideals, this is represented in their Naruto 5e System: Kingsare4ever
style of jutsu. You may select Kinzoku Hijutsu with Template: Simple Microsoft Word Template by Laura
the Traditional Style Keyword. Hirsbrunner
• Progressive Style – This practice is all about Special Thanks:
progression and expansion. This is represented in the Playtesters: (Credit here)
aggressiveness of their jutsu. You may select Kinzoku
Hijutsu with the Progressive Style keyword.
KINZOKU CLAN JUTSU exposed hanging nature. While moving in this
manner, attacks of opportunity against you are at

D-RANK
disadvantage.

At Higher Ranks: For each rank you cast this jutsu


METAL STYLE: REFINED CONTROL above D-Rank, increase the cost by 3, and you gain an
Classification: Hijutsu additional +10 movement speed when using this jutsu’s
Rank: D-Rank movement option. If cast at B-Rank or higher you gain
Casting Time: 1 Action an additional attack with this jutsu’s Action and you can
Range: 30 ft. use your reaction to reduce damage when you are hit by a
Duration: Instantaneous, or 1 hour ranged weapon or taijutsu attack. When you do so, the
Components: CM damage you take from the attack is reduced by 1d10 +
Cost: 3 Chakra your Ninjutsu Save DC. If this jutsu is cast at S-Rank you
Keywords: Ninjutsu, Earth Release, Hijutsu gain a 3rd attack with this jutsu’s action.
Description: You choose a portion of dirt, stone or metal
that you can see within range and that fits within a 5 foot METAL STYLE: PLATINUM STRIKE STANCE
cube. You manipulate it in one of the following ways: Classification: Hijutsu
Rank: D-Rank
• If you target an area of dirt, stone or metal, you can Casting Time: 1 Bonus Action
instantaneously excavate it, move it along the
Range: Self
ground, and deposit it up to 5 feet away. This
Duration: 1 Minute
movement doesn’t have enough force to cause
Components: CM, M, W (Shuriken or Battle Wire)
damage.
Cost: 5 Chakra
• You cause shapes, colors, or both to appear on the dirt
Keywords: Taijutsu, Earth Release, Progressive Style,
stone, or metal, spelling out words, creating images,
Hijutsu
or shaping patterns. The changes last for 1 hour.
• If the dirt, stone, or metal you target is on the Description: Taking this stance enables you to utilize
ground, you cause it to become difficult terrain. your metal weapons alongside your martial arts, by
Alternatively, you can cause the ground to become manipulating metal wires, or reshaped shuriken to
normal terrain if it is already difficult terrain. This deliver the full force of your attacks at a range. The range
change lasts for 1 hour. of unarmed and Taijutsu attacks from Kinzoku Hijutsu
increase to be equal to the range of your tremorsense.
If you cast this jutsu multiple times, you can have no For the duration of this jutsu, if you hit a creature with
more than two of its non-instantaneous effects active at two or more melee attacks in the same turn, that
a time, and you can dismiss such an effect as an action. creature must make a Constitution saving throw,
At Higher Ranks: For each rank you cast this jutsu gaining 1 rank of bleed on a failed save as the metal
above D-Rank, increase the cost by 3 and the area of the pierces through them.
cube by 5 feet. If this jutsu is cast at B-Rank or Higher,
you may try to crush an enemies weapon provided, make METAL STYLE: STEEL PRISON
a Ninjutsu attack roll against a contested Strength Classification: Hijutsu
(Athletics) or Dexterity (Acrobatics) check, on a success Rank: D-Rank
you rip the weapon from their hands and may use your Casting Time: 1 Action
Bonus Action to crush it, rendering it unusable. If you Range: 30 ft.
attempt to crush a Chaka Enhanced Weapon you must Duration: Concentration, up to 1 minute.
make a Ninjutsu ability modifier check against a DC of 15 Components: HS, CM
+ the highest ranked seal. (D-Rank = 1, C-Rank = 2, B- Cost: 5 Chakra
Rank = 3, A-Rank = 4, S-Rank = 5) Keywords: Ninjutsu, Earth Release, Traditional Style,
Hijutsu
METAL STYLE: METAL MANIPULATION Description: You constrict and bind a creature with
Classification: Hijutsu metal, choose one creature in range, they must make a
Rank: D-Rank Strength saving throw, being restrained on a failed save.
Casting Time: 1 Action When a creature is restrained this way, they gain
Range: Self resistance to all damage types except for lightning. A
Duration: Concentration, up to 1 minute. creature may use its action to repeat the saving throw.
Components: CM, W (Battle Wire) At Higher Ranks: For each rank you upcast this jutsu
Cost: 6 Chakra above D-Rank, increase the cost by 3 and the number of
Keywords: Ninjutsu, Earth Release, Hijutsu targets by 1. If this jutsu is casted at B-Rank or Higher, a
Description: You animate the wires carried in your creature contained by this jutsu gains vulnerability to
Kinzoku gauntlets, using them to gain the upper hand in lightning damage. If this jutsu is casted at S-Rank, its
any situation. Until this Jutsu ends you gain the duration becomes 1 minute and you no longer have to
following actions to take: concentrate on it.
• Strike: As an Action, make a Ninjutsu attack roll on a
creature within 30 ft. launching the wire at them, on a
hit you deal 2d8+your Ninjutsu ability modifier
• Defend: As a Bonus Action, you ready yourself for an
incoming barrage, you gain +2 AC until the start of
your next turn.
• Swing: When you move you can choose to instead use
your wires to grapple anywhere within 30 feet of you.
You must end your movement on a stationary object,
otherwise you are considered prone due to your
C-RANK Until the end of your next turn, you gain a +3 to AC,
resistance to all damage except lightning and psychic, 15
METAL STYLE: METAL MANIPULATION Temporary Hit Points, and count as a construct. While
WHIPLASH under the effects of this jutsu you are vulnerable to
Classification: Hijutsu lightning damage and your movement speed becomes 0.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above C-Rank, increase the cost by +3 and the
Range: Self (15 ft. Radius) Temporary Hit Points by 10. If this jutsu is cast at B-
Duration: Instantaneous Rank or higher you gain an additional + 1 to AC. If this
Components: CM, M, W (Battle Wire) jutsu is cast at S-Rank, you can target up to two allies
Cost: 8 Chakra within 15 ft. when you cast this jutsu to also gain the
Keywords: Taijutsu, Earth Release, Hijutsu benefits until the end of their next turn.

B-RANK
Description: You spin around, releasing lengths of your
wire out to slash against all enemies within range.
Each creature of your choice in range must make a
Strength saving throw, taking 2d6 slashing damage and METAL STYLE: PLATINUM STRIKE
2d6 earth damage on a failed and falling prone. On a PUNISHMENT
successful save a creature takes half damage and suffers Classification: Hijutsu
no additional effects. Rank: B-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above C-Rank, increase the cost by 3 and the damage by Range: 5 ft.
1d6 slashing and 1d6 earth, and increase the range by 15 Duration: Instantaneous
feet. Components: CM, M, W (Shuriken)
Cost: 14 Chakra
METAL STYLE: PLATINUM STRIKE Keywords: Taijutsu, Earth Release, Progressive Style,
JUDGMENT Hijutsu, Finisher
Classification: Hijutsu Description: Condensing several reshaped shuriken
Rank: C-Rank around your fist, you make a large metallic glove, as you
Casting Time: 1 Action raise your hand above your head, and bring it down into
Range: 5 ft. the target.
Duration: Instantaneous Make a melee taijutsu attack on a creature in range, on
Components: CM, M, W (Shuriken) a hit you deal your unarmed damage + 4d8 Earth damage
Cost: 8 Chakra and the target creature must make a Constitution saving
Keywords: Taijutsu, Earth Release, Progressive Style, throw, being weakened and dazed until the end of their
Hijutsu, Combo next turn on a failed save.
Description: Reshaping a number of shuriken. You If this jutsu is used as a Finisher, you instead deal your
flatten them into flat plates of metal and perform a unarmed damage + 6d10 Earth damage and the target
Flurry of attacks, launching a plate with each attack. creature must succeed a Constitution saving throw or
Make 2 melee taijutsu attacks against a creature become Weakened, Dazed, and gain 3 ranks of bleeding.
within range, dealing your unarmed damage + 1d8 Earth A creature weakened in this way gains an additional rank
damage on a hit. If one attack hits, the target is of weakened for each turn they are bleeding.
restrained until the end of their next turn. If two or more
attacks hit the same target. The target is prone and METAL STYLE: STEEL FORTRESS
restrained, until the end of their next turn. Classification: Hijutsu
Until the end of your turn, you can target one affected Rank: B-Rank
creature with a Taijutsu Finisher regardless of range, Casting Time: 1 Action
once per turn, using either an Action or Bonus action, Range: 5 ft.
ignoring its listed casting time. Duration: Instantaneous
At Higher Ranks: For each rank you upcast this jutsu Components: HS, CM
above C-Rank, increase the cost by 3 and the damage by Cost: 14 Chakra
1d8. If this jutsu is cast at B-Rank or higher, increase the Keywords: Ninjutsu, Earth Release, Traditional Style,
number of attacks by +1. If this jutsu is cast at S-Rank, Hijutsu
increase the number of attacks by an additional +1. Description: You wrap yourself in a fortress of steel,
becoming an unstoppable juggernaut.
METAL STYLE: PROTECTIVE PLATING For the duration of the Jutsu when you gain the
Classification: Hijutsu following benefits:
Rank: C-Rank • When you would make an unarmed attack, you can
Casting Time: 1 Reaction, which you take when you instead make a melee Ninjutsu attack that deals 2d10
would take damage. + your Ninjutsu ability modifier.
Range: Self • When you would make an unarmed attack, you may
Duration: 1 Round instead make a ranged Ninjutsu attack (40/60) that
Components: HS, CM deals 2d8 + your Ninjutsu ability modifier.
Cost: 8 Chakra • Your AC becomes 11 + Your Ninjutsu casting modifier
Keywords: Ninjutsu, Earth Release, Traditional Style, + Your full Proficiency Bonus. Additionally, you gain
Hijutsu 25 Temporary Hit Points and count as a Construct.
Description: Seeing an incoming attack activates your • Your movement speed is reduced by 10 ft.
reflexes, you quickly draw all the metal from the ground • You have resistance to Bludgeoning, Piercing,
around you and form it into a shell. Slashing, Cold, and Wind damage, and have
advantage on Strength and Constitution saving
throws.

For the duration of this jutsu you are also vulnerable


to lightning damage and make Dexterity saving throws
at disadvantage.

A-RANK
METAL STYLE: PLATINUM STRIKE
PUNISHMENT
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (30 ft. Radius)
Duration: Instantaneous
Components: CM, M, W (Shuriken)
Cost: 20 Chakra
Keywords: Taijutsu, Earth Release, Progressive Style,
Hijutsu
Description: You launch a full out attack on all enemies
in range.
Each creature of your choice in range must make a
Dexterity saving throw. On a failed save they take 8d12
Earth damage and become paralyzed as all their joints
are restricted with metal plates.
If a creature is wearing armor made of metal, they
take an additional 6d10 Earth damage and lose their
armor bonus to AC as the armor shatters.
Any creature wielding a weapon or item made of metal
must succeed a Strength saving throw, or have their
weapon crushed making it unusable.
A creature paralyzed by this jutsu may use their action
to make a Strength saving throw, ending the paralyzed
condition on a success.
FEATS
KINZOKU FEAT
Category: Clan
Prerequisite: Kinzoku Clan

KINZOKU FEAT
Category: Clan
Prerequisite: Kinzoku Clan

Latent
Bloodline Latent Feature Latent Effect
Kinzoku

Realized
Bloodline Realized Feature Realized Effect
Kinzoku

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