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Yami Clan

Blessed with a Curse Manifest the Darkness: Beginning at 3rd level your
connection with the darkness is strong enough that you
The Yami Clan originates in the Land of the Moon, but has can actually manifest a portion of it's true form into this
spread out across varying nations, due to members often world, using you as its tether.
favoring a nomadic lifestyle. Finding it hard to live happily in As a bonus action you may spend 10 chakra to wreath
any one location for very long because of their clan gifts, they yourself in whisps of darkness, and summon forth sentient,
often travel, trying to find their place in the world. The Yami symbiotic and bloodthirsty tendrils from your back that
Clan is a clan known and feared for its dark otherworldly represent your avatar of the Darkness. These benefits lasts
gifts and the dangers that come with its use. Many members for 10 minutes or until you reach 0 Hit points or you fall
of the Yami Clan lose themselves to the powers of darkness unconscious. If you start or end your turn in bright light you
they wield in their older years. Giving into chaos and do not gain these benefits again until you return to dim light
bloodlust, those who reach elderly ages, are certainly well or darkness.
equipped for it. When a Yami clan member dies they are
taken into the darkness and their memories and powers are You gain two tendrils that end in sharp rows of teeth that
spread through the rest of the clan. you can use your Charisma Modifier for attack and
Believed to be cursed, the Yami clan was gifted with powers damage. They are an unarmed attacks that deal 1d8
of an entity known as the Darkness ages ago. It is a necrotic damage, and gain the Reach property, as well as
mysterious primordial entity of chaos and destruction, that your choice of two of the following properties: (Blocking,
thrives on death. The members of the clan carry a heavy Critical, Deadly, Disarm, Finesse, Grapple, Multiatack,
burden with this power and they continue to pass it down Reach, or Trip)
from generation to generation, regardless of whether they You regain a number of Hit Points per turn equal to half
want to or not. The Darkness wants to be used so that it may your Proficiency Bonus (Rounded up) at the start of your
continue to grow in power, and therefore the youngest turn.
members do not need teachers for their powers to grow, as Your AC becomes 10 + Your Dexterity Modifier + Your
the Darkness itself teaches them. The darkness manifests Charisma Modifier + half your Proficiency Bonus
itself in each member of the clan and begins tempting them (Rounded Down).
with its knowledge and power, until one day they die, and it When you reduce an enemy to 0 HP with your tendrils or
takes their power back into itself. any Yami Clan Jutsu, you regain chakra equal to twice
your Proficiency Bonus.
Yami Traits Beginning at 7th level, when you activate your Manifest
Ability Scores: +2 Cha, +1 Con the Darkness clan feature you gain Resistance to Necrotic
Speed: 30 ft. Damage, and Immunity to the Bleeding Condition. You gain
Skills: History, Choose one between, Ninjutsu, Taijutsu, or one additional weapon property for your Manifest The
Chakra Control Darkness tendrils at 7th, 11th, 15th, and 18th levels.
Extra Language: You can telepathically speak to and
understand the alien language of the Darknes within you Shattered Memories: The Darkness begins to show you
and other members of the Yami Clan within 120 ft. memories of previous users long passed. It teaches you
secrets and tricks others have developed and allows you to
Yami Clan Features use its gifts more efficiently. Starting at 7th Level you
Yami Clan Jutsu: Beginning at 1st level the Yami have access reduce the cost of Yami Clan Jutsu by 1. You reduce this
to a separate list of Jutsu unique to their Clan. You can add cost by 1 again at 11th, and 15th levels.
these Jutsu to your jutsu list alongside other Jutsu taken Symbiotic Existence: Beginning at 11th level you gain
from the standard Ninjutsu, Taijutsu & Ninjutsu lists. Proficiency in Charisma Saving throws. If you would
Born in Darkness: Starting at 1st level, you know additional already be proficient then you gain double your bonus to
techniques taught to you by the darkness itself. You develop your saving throws. At 18th Level when you would fail a
the skills it grants you, so that it may grow in power as you Charisma saving throw, you may choose to instead
do. You may select 1 Yami Clan Jutsu of D Rank, add that automatically pass. You can only gain this benefit once per
jutsu to your known jutsu list. You learn 1 additional C- long rest.
Rank Clan Jutsu at 3rd Level, you learn 1 additional B-
Rank Clan Jutsu at 7th Level, you learn 1 additional A-Rank
Clan Jutsu at 15th Level. You ignore the CM, HS, and CS
components for jutsu chosen this way, and are always
considered to have a teacher when learning Yami Clan
Jutsu.
Fueled by Emotion: Beginning at 1st level, You may
substitute your Charisma modifier for attack and damage
rolls, as well as save DC’s for Yami Clan Jutsu, instead of
your other modifiers.
Duration: 1 Hour
Yami Clan Jutsu Components: CM
Cost: 5
D-Rank Keywords: Ninjutsu, Hijutsu
Symbiotic Reserve Description: You reach back into the Darkness itself and call
Classification: Hijutsu out to it. In return it lends you the ability to see the world
Rank: D as it does. You can see in dim light or darkness as if it were
Casting Time: 1 Day bright light up to a range of 120 ft. Your sight is not
Range: Self obstructed by Chakra based darkness or any other effect
Duration: - that would limit sight based on light conditions. While you
Components: CM gain these benefits and are in bright light you automatically
Cost: - fail perception rolls that require Sight and have
Keywords: Ninjutsu, Hijutsu disadvantage on attack rolls. You may end this Jutsu at any
Description: You have an extra pool of chakra equal to half of point as a reaction.
your maximum chakra. This pool represents the amount of At Higher Ranks: for each rank above D-Rank you cast
the Darkness' own power it keeps in you, so that you may this jutsu you increase its cost by 3 and increase the range of
further it's plans. It takes a full day of no strenuous chakra vision by 30 ft, and increase the duration by 1 hour. If you
use for the Darkness to complete the process. Once upcast this Jutsu to B Rank or higher you no longer suffer
completed, the Darkness allows you to spend chakra from penalties for being in bright light.
this pool to maintain concentration on any Yami Clan Jutsu.
You may also request aid from the Darkness, by spending 5 Darkling's Defense
of this chakra to end a condition currently affecting you. If Classification: Hijutsu
you would fall to 0 hit points you instead fall to 1 as the Rank: D
Darkness automatically reacts spending 10 Chakra to Casting Time: Reaction, when yhou would be hit by a melee
immediately stabilize you and keep you conscious. Chakra attack
stored in the chakra reservoir cannot be replenished with Range: 10 ft.
rests of any type (Short, Long, or Full). Instead, you must Duration: Instant
cast the jutsu again in order for the Darkness to refill your Components: CM
chakra reservoir. Cost: 5
If you have this jutsu active, you cannot also gain the Keywords: Nijutsu, Hijutsu
benefits of the Chakra Reserves Uzumaki Clan Hijutsu, or Description: When an enemy strikes you with a melee
Miotic Regeneration Senju Clan Hijutsu. attack, you can as a reaction temporarily open a rift into
the Darkness from the point of impact, and reduce the
Kill the Light! damage by 2d8 + Your Ninjutsu Ability Modifier.
Classification: Hijutsu Immediately after, a Darkling temporarily comes through
Rank: D the rift and does one of the following based on the type of
Casting Time: Bonus Action melee attack that harmed you.
Range: Special Unarmed: The Darkling comes out and grabs at the feet of
Duration: Instant the creature. The triggering creature must succeed a
Components: CM, M, W (Any Ranged) Dexterity saving throw, or be knocked prone, and reduce its
Cost: 4 speed to 0 until the start of its next turn.
Keywords: Ninjutsu, Bukijutsu, Hijutsu Weapon: The Darkling attempts to disarm your opponent.
Description: You charge a projectile with your dark chakra The triggering creature must succeed a Strength Saving
and launch it through the air with an audible and loud Throw, or immediately be disarmed as the Darkling steals the
crack sound, as the projectile moves like a bullet at a Weapon retreating into the rift and reemerging from another
source of light within range of the weapon. Natural light rift within 30 ft. of you, dropping the weapon.
sources and jutsu of D-Rank or lower, that produce light, Genjutsu: The Darkling comes out and shouts an insult
are immediately snuffed out. Jutsu of C-Rank or higher and blows a raspberry and forces the triggering creature to
requires you to make an ability check and add your make a Charisma saving throw giving them disadvantage on
Ninjutsu or Bukijutsu modifier DC 15 + the rank of the their next attack roll against you on a failed save.
Jutsu. C (2), B(3), A (4), S (5) If you succeed, the effect no Ninjutsu: The Darkling comes out and unzips its pants and
longer produces light as your ominous chakra dampens its begins to urinate on the triggering creature forcing them to
brightness. make a Constitution Saving throw, dealing Necrotic damage
At Higher Ranks: for each rank above D-Rank you cast to them equal to the amount you reduced with this jutsu on a
this jutsu you increase its cost by 3 and gain a +1 bonus to failed save.
the Ability check to cancel the light source At Higher Ranks: for each rank above D rank you cast this
Jutsu increases the cost of this jutsu by 3, and damage is
Eyes of the Void reduced by an additional 2d8.
Classification: Hijutsu
Rank: D
Casting Time: 1 Action
Range: Self
Summon Darkling Tendril Sling
Classification: Hijutsu Classification: Hijutsu
Rank: D Rank: D
Casting Time: 1 Action Casting Time: Bonus Action
Range: 30 ft. Range: 30 ft.
Duration: Instant Duration: Instant
Components: CM, HS, CS Components: CM, M
Cost: 5 Cost: 5
Keywords: Ninjutsu, Hijutsu Keywords: Taijutsu, Hijutsu
Description: You summon a small creature called a Darkling, Description: To perform this jutsu you must currently be
that acts on your turn as a bonus action. All Darklings must under the effects of the Manifest the Darkness clan
have been dismissed or killed before casting again. feature. You create and launch an object made of pure
At Higher Ranks: for each rank above D-Rank you cast darkness from your tendril, that is meant to leave your
this jutsu you increase its cost by 3 and summon an opponent battered. Make a Melee Taijutsu Attack. On a hit,
additional darkling. You can command each darkling the target takes 2d6 Bludgeoning damage and 2d6 Force
separately with the same bonus action. The darkling can cast damage from the impact and then must succeed a
any Yami clan jutsu you know using it’s Charisma at no cost. Constitution saving throw or be Dazed until the end of
Darklings stay summoned until they either die, or you their next turn on a failed save.
dismiss them back into the Darkness Until the end of your turn, the target can be targeted by a
Taijutsu with the Finisher keyword regardless of the range of
the Taijutsu with the Finisher keyword used.
At Higher Ranks: for each rank above D Rank that you
Darkling cast this Jutsu, increase the cost of this Jutsu by 3, and the
Small, Monstrosity, Unaligned damage by 2d6 of each type.
Armor Class 10 + your Ninjutsu Modifier Tendril Imaplement
Hit Points 36
Speed 40ft.
Classification: Hijutsu
Rank: D
Casting Time: Bonus Action
STR DEX CON INT WIS CHA Range: 30 ft.
8 (-1) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 18 (+4)
Duration: Instant
Components: CM, M
Cost: 5
Damage Resistances: Bludgeoning, Piercing, and
Slashing from non chakra-enhanced weapons
Keywords: Taijutsu, Hijutsu
Damage Immunities: Necrotic
Description: To perform this jutsu you must currently be
Senses passive Perception 10, Darkvision 120 ft. under the effects of the Manifest the Darkness clan
Languages All Languages of the Summoner feature. You create and launch an object made of pure
darkness from your tendril, that is meant to impale the
Sneak Attack: Once per turn, the Darkling deals an target in place. Make a Melee Taijutsu Attack. On a hit, the
extra 2d6 damage when it hits a target with a target takes 3d4 Piercing damage and 3d4 Force damage
melee attack and has advantage on the attack roll, from the impact and then must succeed a Constitution
or when the target is within 5 feet of an ally of the saving throw or be Restrained until the end of their next
Darkling. turn on a failed save as the item pierces through them and
pins to the ground beneath them or wall behind them
Dark Kin: While in dim light or darkness the darkling before vanishing at the end of their turn.
has a +5 bonus, and advantage on Dexterity
(Stealth) checks. Until the end of your turn, the target can be targeted by a
Taiijutsu with the Finisher keyword regardless of the range of
Weakness to Light: The Darkling gains 1 rank of
exhaustion each round it is in an area of bright
the Taijutsu with the Finisher keyword used.
light. It suffers all the effects of exhaustion until it
At Higher Ranks: for each rank above D Rank that you
would spend at least one turn in dim light or cast this Jutsu, increase the cost of this Jutsu by 3, and the
darkness. damage by 2d4 of each type.
Actions
Claw: Melee Weapon Attack: +7 to hit, 5 ft., one
target. Hit: (1d8 + 3) Slashing damage.
Detonate: As an action the darkling can detonate,
each creature within 10 ft must make a Dexterity
saving throw or take 6d4 necrotic damage on a
failed save and half as much on a success.
Tendril Laceration Description: You conjure chakra based darkness all around
Classification: Hijutsu your arms, eveloping a single weapon you can touch. For
Rank: D the duration, the weapon counts as your tendrils for any
Casting Time: Bonus Action prerequisites that would normally require you to have your
Range: 30 ft. Manifest the Darkness clan feature active, and gains all
Duration: Instant the weapon properties that your Tendrils have. Additionally
Components: CM, M this weapon gains a +1 to attack and damage rolls. Once
Cost: 5 the Jutsu ends the shadows recede into your hands leaving
Keywords: Taijutsu, Hijutsu the weapon as it was before, but with a cold chill, and an
Description: To perform this jutsu you must currently be unnatural eeriness to the weapon for one day.
under the effects of the Manifest the Darkness clan At Higher Ranks: For each rank above C-Rank you cast
feature. You create and launch an object made of pure this jutsu increase the cost of this jutsu by 3 and You and may
darkness from your tendril, that is meant to cut the target choose to bind 1 additional weapon, and increase the bonus
deep. Make a Melee Taijutsu Attack. On a hit, the target to your weapons attack and damage by +1.
takes 1d8 Slashing damage and 1d8 Force damage from
the impact and then must succeed a Constitution saving Tendril Bisection
throw or gain the Bleeding Condition on a failed save. Classification: Hijutsu
Until the end of your turn, the target can be targeted by a Rank: C
Taijutsu with the Finisher keyword regardless of the range of Casting Time: 1 Action
the Taijutsu with the Finisher keyword used Range: 30 ft.
At Higher Ranks: for each rank above D Rank that you Duration: Instant
cast this Jutsu, increase the cost of this Jutsu by 3, and the Components: M
damage by 1d8 of each type. Cost: 8
Keywords: Taijutsu, Hijutsu, Finisher
C-RANK Description: To perform this jutsu you must currently be
under the effects of the Manifest the Darkness clan
Darkness Armor feature. You swing one or both of your Tendrils in an
Classification: Hijutsu attempt to bisect an opponent, Make a melee taijutsu
Rank: C attack, on a hit the target takes your tendrils damage + 6d8.
Casting Time: 1 Action If you roll 6 or more 8s on the damage dice the creature is
Range: Self immediately cut in half. If the creature can survive this it
Duration: Concentration, up to 10 minutes instead takes an extra 5d10 damage.
Components: HS, CM At Higher Ranks: For each rank you cast this jutsu above
Cost: 9 C-Rank Increase the cost by 3 and increase the damage by
Keywords: Ninjutsu, Hijutsu 1d8 and 2d10
Description: You conjure chakra based darkness to spread
all around your body manifesting a mystical body armor Heart Consumption
which increases your durability, strength, and speed. You Classification: Hijutsu
gain resistance to Bludgeoning, Piercing, and Slashing Rank: C
damage, Additionally you gain a +2 bonus to your Strength Casting Time: 1 Action
Score and your speed increases by 20 ft. Range: 30 ft.
At Higher Ranks: For each rank above C-Rank you cast Duration: Instant
this jutsu increase the cost of this jutsu by 3 and the bonus to Components: M
your strength and movement speed by +2 and +10 ft Cost: 8
Keywords: Taijutsu, Hijutsu, Finisher
Dark Weapon Adaptation Description: To perform this jutsu you must currently be
Classification: Hijutsu under the effects of the Manifest the Darkness clan
Rank: C feature. Your Tendrils lash out in a fury, at one enemy
Casting Time: Bonus Action within range, attempting to pierce them through the heart.
Range: Touch Make a Melee Taijutsu Attack, on a hit they take 3d8
Duration: Concentration, up to 10 minutes piercing damage and 3d10 necrotic damage. If this would
Components: HS, CM, W (Any) reduce a creature to 0 HP, you regain 2 Hit Dice, as the
Cost: 9 darkness converts their hearts into vitality for its host. If
Keywords: Ninjutsu, Hijutsu you were to gain more hit dice than your maximum you
immediately spend them to regain health.
At Higher Ranks: for each rank above, C rank increases
the cost of this Jutsu by 3, and increases the damage by 2d8
and 2d10, and increases the number of Hit dice regained by
1.
Shattered Minds Cost: 14
Classification: Hijutsu Keywords: Ninjutsu, Hijutsu
Rank: C Description: You slam your hands on the ground, tearing a
Casting Time: Reaction when you would be targeted by a large rift in space as a winged dragon made of pure
Genjutsu darkness rises from the rift. You command the dragon and
Range: 60 ft. it only listens to you (no action needed). It is proficient in all
Duration: instant saving throws, using your Ninjutsu ability modifier as its
Components: CM, HS Proficiency bonus. You may as a Bonus action, or reaction
Cost: 9 cause the dragon to use its Detonate ability. It rolls
Keywords: Genjutsu, Hijutsu, Special initiative as it has its own turns, using your Ninjutsu Ability
Description: When you would be subjected to the effect of a Modifier as its Initiative, and uses the following Statistics;
genjutsu of C- Rank or lower, that originates within range
immediately negate the effects that the genjutsu would
have, and return them to the user. The Darkness allows Darkling Devourer
them to see the maddening history of all who have wielded Huge Monstrosity, Unaligned
it, making them suffer severe mental anguish. If the
Genjutsu would require a saving throw, then the caster Armor Class 15 + Your Ninjutsu Abiility Modifier
must make the save against your Genjutsu Save DC, if it is Hit Points 125(10d10 + 70)
an attack roll, the result of the target's attack must still Speed 50ft. Fly 50ft.
meet or exceed their own Armor Class. If the Genjutsu is of
B- Rank or higher make an Ability Check using your STR DEX CON INT WIS CHA
Genjutsu modifier. The DC is 15 + the level of the Jutsu (B
(3), A (4), S (5), if you succeed then this jutsu works as 23 (+6) 10 (+0) 25 (+7) 1 (-5) 10 (+0) 1 (-5)
normal, if you fail then you suffer the effects of the
Genjutsu. This Jutsu, gains any Genjutsu keywords that the Damage Immunities: Poison, Psychic, Necrotic,
triggering effect may have. Bludgeoning, Slashing, Piercing and Slashing
from non-Chakra enhanced weapons.
B-RANK Condition Immunities: Charmed, Exhaustion,
frightened, paralyzed, petrified, poisoned.
Darkling Toss Senses: Darkvision 60 ft. Passive Perception 10
Classification: Hijutsu
Rank: B Shadow Scales: The Darkling Devourer is immune to
Casting Time: Action any Jutsu or effect that would alter its form.
Range: 60 ft.
Duration: Instant Unnatural Weapons: The Devourer's attacks are
Components: CM, M chakra enhanced.
Cost: 15 Darkness Armor: The Darkling Devourer cannot be
Keywords: Taijutsu, Hijutsu dispelled by any jutsu of B-Rank or Lower.
Description: To perform this jutsu you must currently be Weakness to Light: The Darkling Devourer gains 1
under the effects of the Manifest the Darkness clan rank of exhaustion each round it is in an area of
feature. Additionally you must have at least 1 Darkling bright light. It suffers all the effects of exhaustion
summoned with the Summon Darkling Jutsu that has not until it would spend at least one turn in dim light or
acted yet on your turn and is within reach of your tendrils. darkness.
You reach out and grab a Darkling with the demonic
mouths of your tendrils, and then charge them full of Actions
chakra and launch them toward a single target. Make a Multiattack. The Darkling Devourer can make 2
ranged taijutsu attack, on a hit the target takes 4d10 + your attacks with its Bite.
taijutsu ability modifier in Necrotic damage as the Darkling
splatters all over the target and triggers its detonate ability. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
The target of the attack and all creatures within 10 ft of the one creature. Hit: 2d10 + 6 Necrotic damage. On a
target, must succeed a dexterity saving throw or take the successful hit, the target must succeed a DC 18
damage of the Darklings detonate ability. Constitution saving throw, losing chakra equal to
the damage dealt.
At Higher Ranks: for each rank above, B rank increases
the cost of this Jutsu by 3, and increases the damage by 2d10, Detonate: As an action the Darkling Devourer can
and increases the range by 10 ft. implode, stealing away with life energy from those
around it. Each creature within 15 ft must make a
Dexterity saving throw or take 6d8 Necrotic
Darkling Devourer damage on a failed save and half as much on a
Classification: Hijutsu success. Creatures affected reduce their Max HP by
Rank: B the damage taken.
Casting Time: 1 Action
Range: 30 ft.
Duration: Concentration, up to 1 minute
Components: CM, HS, CS
A-RANK
CONSUME THEM ALL!
Classification: Hijutsu
Rank: A
Casting Time: 1 Action
Range: 30ft.
Duration: Instant
Components: M
Cost: 20
Keywords: Taijutsu, Hijutsu, Finisher
Description: To perform this jutsu you must currently be
under the effects of the Manifest the Darkness clan
feature. Your Tendrils lash out in a fury, at all enemies
within range, attempting to pierce them all through the
heart. Make a Melee Taijutsu Attack on all Creatures within
30 ft of you. On a hit they take 6d8 piercing damage and
5d10 necrotic damage. You regain a number hit dice equal
to a number of targets that took damage from this Jutsu, as
the darkness converts their hearts into vitality for its host.
If you were to gain more hit dice than your maximum you
immediately spend them to regain health. Creatures who
would be reduced to 0 hit points by this Jutsu cannot be
revived as the Darkness consumes not just their heart, but
also their soul.
At Higher Ranks: for each rank above, A rank increases
the cost of this Jutsu by 3, and increases the damage by 4d8
and 5d10, and the range by 60 ft.
Ravaging Vortex
Classification: Hijutsu
Rank: A
Casting Time: 1 Action
Range: 120 ft, 30 ft Radius
Duration: Concentration, up to 1 minute
Components: CM, HS, M
Cost: 25
Keywords: Ninjutsu, Hijutsu
Description: To perform this jutsu you must currently be
under the effects of the Manifest the Darkness clan
feature. You manifest a large sphere of pure darkness in
the mouth of one of your tendrils. You then launch the ball
at a point within range creating a rift into the void. All
creatures within 30 ft. radius of that spot, excluding you,
must make a Strength Saving Throw vs Your Ninjutsu
Save DC. On a failed save all creatures who fail are pulled
into the center of the vortex, each taking force damage as if
they had fallen twice the distance they were moved.
Immediately after that, all creatures in range must succeed
a Constitution Saving Throw, or take 4d10 Necrotic
Damage and 3d10 Force Damage as the Vortex attempts to
rend them apart and consume them into the void, or half as
much on a successful save. Creatures that fail this
Constitution saving throw gain the paralyzed condition and
must succeed a Constitution saving throw at the start of
each of their turns, or take the 4d10 Necrotic, and 3d10
Force damage again for the duration, or half as much on a
successful save. A creature paralyzed by this jutsu can
make a Constitution Saving Throw at the end of each of
their turns, ending the condition on a successful save.
Yami Clan Feats Latent Bloodline Yami
Favored Host The Darkness has found a host in you, though the
connection is weaker than with full-blood Yami, the
Category: Clan Darkness intends to use you. You gain the Manifest
Prerequisites: Yami Clan, Level 4+ the Darkness clan feature. As a bonus action, you
Out of all who wield a fraction of the Darkness' power, it has can spend 10 chakra to gain the following benefits
selected you to be among its favorites. For better or worse, it for 1 minute or until you reach 0 HP, or fall
sees you as worth keeping alive. unconscious. You lose these benefits when starting
Increase your Charisma Score by 1, to a maximum of 20. or ending your turn in bright light, until you would
You gain darkvision to a range of 60 ft. return to dim light or darkness.
You no longer need to Eat, Sleep, or Breath as the Your gain one tendril that ends in a sharp row of
Darkness completely sustains you. (You must still spend teeth, that is an unarmed attack and can use
the required hours of light activity to gain the benefits of a your Charisma modifier for attack and damage.
rest.) It deals 1d6 necrotic damage and has the Reach
You are proficient in Death Saving Throws. weapon property as well as one additional
weapon property from the feature's list of
Embrace the Darkness! choices.
Category: Clan You regain 2 hitpoints per turn
Prerequisites: Yami Clan, Level 8+ When you reduce an enemy to 0 HP with your
The time you have spent with the Darkness has taken its toll tendrils or any Yami Clan Jutsu, you regain
on you, and you begin to embrace it more. But for your chakra equal to your proficency bonus.
willingness to feed it, you have been allowed more of its You gain additonal weapon propterties for your
power. tendrils at 11th, and 18th level.
You gain access to the Darkness Jutsu. It gains the
Hijutsu keyword, becoming a Yami Clan Jutsu for you. It
can only be countered or negated by Jutsu of A Rank or
Higher. Realized Bloodline Yami
When you cast the Darkness jutsu, you can spend 5
chakra and choose a number of creatures that you can see You have strengthed you connection to the
equal to your proficiency bonus, these creatures can see Darkness, gaining your second tendril and one
additonal weapon property for your tendrils when
normally through the jutsu. you use Manifest the Darkness. You gain the
When you cast a Yami Clan Jutsu that allows you to benefits of the Shattered Memories clan feature;
conjure chakra based darkness, you do not need to reducing Yami Clan Jutsu costs by 1, and then
maintain Concentration on the Jutsu, if it would normally reducing it again by 1 at 15th, and 18th level.
require you to do so.
Credit
Thank you to everyone involved in the creation of this clan. I
appreciate the help with mechanics, inspiration, or just wacky
and fun ideas. And thank you to the people responsible for the
games and comics this is heavily meant to represent.
Creator: TacoFrog.
Editor: Kaden Uchiha - Responsible for balancing a multitude
of the content, as well as letting me play test one in his game.
Contributors: Kaden Uchiha, MurderHobo, @Drachengeist,
Kalised1420 - These people are all responsible for some form
or another of creative work. Whether it was creation of some
of this content, mechanical assistance, great knowledge of the
comics and games, or just funny ways to include the darklings
and all their attitude.
Inspiration: The Darkness Games and Comics - 100% of the
reason I wanted to make this a clan for Naruto 5e. Its such a
fun concept for an entire clan, I couldnt just let Jackie have all
the fun.
This PDF Creation: The Homebrewery - Thanks for an
awesome tool to help create authentic looking content.

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