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Class Mod Features ................................................................

40
Cursed Seal ......................................................................... 40
Cursed Chakra .................................................................... 40
Cursed Seal Release .......................................................... 40

Table of Contents Cursed Arts ......................................................................... 41


Cursed Power ..................................................................... 41
Cursed Mutations .............................................................. 42
Magnified Cursed Art ....................................................... 42
Table of Contents............................................................... 2 The Chosen ......................................................................... 42
Curse Seal Type ....................................................................... 43
What is a Class Modification? ...........................................4
Cursed Seal of heaven ...................................................... 43
Design Principles ................................................................ 4
Cursed Seal of earth .......................................................... 44
Modernization ..................................................................... 4
Cursed Seal of Hell ............................................................ 45
Senjutsu Sage Mode...........................................................6 Cursed Seal of the Sun ......................................................46
Gaining Sage Mode ............................................................. 6 Cursed Seal of the Moon .................................................. 48
Leveling Up Sage Mode...................................................... 6 Cursed Seal of the Stars ...................................................49
Class Mod Features ................................................................... 7 Cursed Seal of War ............................................................ 50
Sage Chakra ...........................................................................7 Cursed Seal of Peace .......................................................... 51
Sage Mode .............................................................................7 Cursed Seal of Order ......................................................... 52
Sage Affinity ......................................................................... 8 Cursed Seal of Genesis (Special) .................................... ̓͋̑̔ 53
͂
Sage Arts ............................................................................... 8 ̵̛̓͋̑̇̀ ̂̂2̸
Cursed Seal of ~̸̨̛͇͇̦̬͈͍̟̳͉̮̜̼̀̉̋̌̾͜͜͠?̸̋v̶͕͍̫͋̔̑̔̂̊̓͋̑̔̄̉͋̔̑̚̚1̶̨̧̬͈͍̟̳͉̮̜̼̣̹̗͔̬̖̓͋̑͜͜.̶̬͈͍̟̳͉̮̜̼̄̾̂̃̍̂͜͜͠0̶̹̦͒̄͂4̧̝̰̠͒3̵ ́̆̂͘ ͂̔̊̀́ ̛̗̱̗̟̳̀͠9̶͂̋̊̀̾̆̍4̵̧̦͙̣0̴̨̝̰̠̳̝̰̠̅̽̀͝͝#̵̀̉̋͂̆̂͘!̴̳̅̽̀̌̿͝͝ !̴̨̳̹̅̽̀̓͋̑̔͂̊̂̀̊͒͝͝ ................................. 54
̱̗̟̳
Sage Training Proficiency ................................................. 8 Corrupted Boosts .................................................................... ̝̰̠̱̗̟̳ 55
Senjutsu Infusion................................................................ 8 Corrupted Armor ............................................................... 55
Sage Trance .......................................................................... 8 Corrupted Chakra Network ............................................. 55
Mastered Sage Mode .......................................................... 8 Corrupted Control ............................................................. 55
Sage Affinity .............................................................................. 9 Corrupted Critical ............................................................. 55
Amphibian Senjutsu ........................................................... 9 Corrupted Curse ................................................................ 55
Avian Senjutsu ..................................................................... 9 Corrupted Distance ........................................................... 55
Carnivoran Senjutsu........................................................... 9 Corrupted Drive ................................................................. 55
Dragon Senjutsu .................................................................. 9 Corrupted Efficiency ........................................................ 55
Earth Senjutsu .................................................................... 10 Corrupted Effort ................................................................ 55
Fire Senjutsu ....................................................................... 10 Corrupted Element: Bleed ............................................... 56
Insectoid Senjutsu ............................................................. 10 Corrupted Element: Burned ........................................... 56
Lightning Senjutsu ............................................................ 11 Corrupted Element: Chilled ............................................ 56
Primate Senjutsu ............................................................... 11 Corrupted Element: Corroded & Envenomed ............. 57
Reptilian Senjutsu ............................................................. 11 Corrupted Element: Shocked ......................................... 57
Rodent Senjutsu ................................................................. 12 Corrupted Flurry ............................................................... 57
Water Senjutsu ................................................................... 12 Corrupted Focus ................................................................ 57
Wind Senjutsu..................................................................... 13 Corrupted Force ................................................................. 57
Herbavorian Senjutsu ....................................................... 13 Corrupted Fortitude ......................................................... 57
Advanced Sage Arts ................................................................. 14 Corrupted Guard Shatter ................................................. 57
Advanced Sage Arts: Passive ........................................... 14 Corrupted Healing ............................................................ 57
Advanced Sage Arts: Abilities..........................................16 Corrupted Penetration ..................................................... 57
Advanced Sage Arts: Techniques ................................... 18 Corrupted Power ............................................................... 58
Senjutsu (Sage Of Six Paths) ........................................... 31 Corrupted Presence .......................................................... 58
Gaining The Sage of Six paths Sage Mode ......................... 31 Corrupted Reflexes ........................................................... 58
Sage of Six Path Features .......................................................32 Corrupted Shapes .............................................................. 58
Sage of Six Paths Mode .................................................... 32 Corrupted Tenacity Break ............................................... 58
Six Path Arts ....................................................................... 32 Corrupted Flames ............................................................. 58
Truth Seeking Orbs ........................................................... 32 Corrupted Sky .................................................................... 58
Six Path Arts .............................................................................32 Corrupted Storm ............................................................... 58
Six Path Arts: Passive....................................................... 32 Corrupted Earth ................................................................. 58
Six Path Arts: Abilities ..................................................... 32 Corrupted Sea..................................................................... 59
Six Path Arts: Techniques ................................................33 Corrupted Mind ................................................................. 59
Corrupted Sickness ........................................................... 59
Sage Mode – Extras ......................................................... 34 Corrupted Decay ................................................................ 59
Sage Mode Feats ..................................................................... 34 Corrupted Seals ................................................................. 59
Fledgling Sage ................................................................... 34 Corrupted Will ................................................................... 59
Adept Sage .......................................................................... 34 Corrupted Weakness ........................................................ 59
Expert Sage......................................................................... 34 Cursed Mutations ................................................................... 59
Superior Sage ..................................................................... 34 Recessive Mutations ......................................................... 59
Sage Mode Adversaries .......................................................... 35 Dominant Mutations ........................................................60
Jutsu Cost (Sage Mode) .................................................... 35 Orders ........................................................................................ 62
Sage Mode Tiers ................................................................ 35 Minor Orders ...................................................................... 62
Senjutsu Attack and Save DC .......................................... 36 Major Orders ...................................................................... 63
Adversary Sage Mode Traits ........................................... 36
Cursed Seal - Extra.......................................................... 66
Cursed Seal ....................................................................... 39 Cursed Seal Feats .................................................................... 66
Gaining a Cursed Seal ............................................................ 39 Cursed Beginnings ............................................................66
Leveling Up The Cursed Seal .......................................... 39 Adept Cursed Seal .............................................................66
2
Expert Cursed Seal ............................................................ 66
Superior Cursed Seal ........................................................ 66
Cursed Seal Adversaries ........................................................ 67
Jutsu Cost (Cursed Seal) .................................................. 67
Cursed Seal Tiers ............................................................... 67
Cursed Seal Attack and Save DC ..................................... 67
Adversary Cursed Seal Traits ......................................... 68
GM Guidance – Cursed Seal ................................................. 70
Narrative Events with the Cursed Seal ......................... 70
The Patron and their influence ...................................... 70

3
WHAT IS A CLASS MODERNIZATION

MODIFICATION?
While I am going over each class mod, the intent is not to
nerf or buff any particular class mod as it is to modernize
them to make them compatible with the current design
A Class Modification, is very much like a Prestige Class principles of the Naruto URPG. Class Mods previous
found in games like Dungeons and Dragons or versions do not take into account Damage Reduction,
Pathfinder. Powerful mini classes, that contain a large Chakra Damage, Skill Action System, Feat types, or the
boost in power for both players and adversaries to gain rebalance of Jutsu into account.
and use in battle.
To that effect, they are also extremely potent and CLASS MOD FEAT(S)?
powerful narrative tools that allow the DM and players Class Mods currently do not utilize the Feat system, but
to express themselves using the same story beats and with this iteration they will but in a different and unique
concepts found in the Naruto Source Manga, such as way.
Sage Mode, Mangekyōu Sharingan, Tenseigan, the Curse Currently class mods are expected to be very powerful.
Mark and many more things found in said series as well And thus, they have remained as a single short class with
as some unique things developed by myself from my the sole intent on increasing the users power
own personal narrative. astronomically. I want to maintain this, but I also want
to expand and check myself.
DESIGN PRINCIPLES While I believe that Class Mods should always be held
back from being used by new GM’s and PC’s, this simply
PREREQUISITES is not the case and I need to understand that these
Unlike base classes, the expectations of Class players being told to not use a fundamental aspect of the
Modification (which will be called Class Mod moving source material is completely backwards logic. I should
forward) is not to be gained as a result of casual play or instead find a way to supplement their attempts with an
handed out a sort of reward for a mission like an effective alternative.
Enhanced Katana would be. Instead, Class Mods are Appended and attached to each Class Mod you will find
extremely powerful and narrative defining effects. These a Series of 5 to 7 Feats that are classified as Class Mod
are intended to be provided and treated as such. (Type) [Ex. Class Mod (Sage) or (Class Mod (Cursed Seal)].
Gaining the benefit of a Class Mod will often have These feats are weaker but still flavorful and strong feats
specific requirements and prerequisites such as Skill with the intent to provide players and GM’s a lower
proficiencies, level requirements or even Clan powered alternative to picking up the full Class Mod.
requirements. Players who does meet all listed These feats are not allowed to be taken in conjunction
prerequisites cannot and should not be able to with a class mod. They should be used in place of, not
circumvent these requirements to gain a Class Mod alongside, Class Mods.
simply because they want it. As a GM you can choose to
completely ignore the listed requirements and
prerequisites at your own discretion.

ATTEMPT AT STANDARDIZATION
There are current Draft versions of the Class Mods that
have been live and in the wild for some time now. These
will not be going anywhere and will exist alongside this
updated document, while I attempt to modernize these
concepts and classes.
Class Mods have always been considered high
powered, campaign changing, and even unbalanced due
to the level of power they provided. Moving forward my
attempts are to maintain this power but instead create
an obvious floor and ceiling of power for each class mod.
Creating a set standard for High and Low power Class
Mods. Creating a more standard set of draw backs to
enforce a level of use limitations to allow DM’s to know
what to expect in regards to Class Mods as a whole.

NOT FOR INEXPERIENCED DM’S OR PC’S


This may sound antithetical to the idea behind
simplification, but this is simply true. I will not pretend
that these class Mods should be used by a new table who
just want to do cool things. This will create a lot of
questions and imbalances between the team if sufficient
care is not put into the decision to add Class Mods.

4
5
SENJUTSU SAGE MODE Failing Step 1: After failing to succeed the physically
taxing portion of the Sage Training, the PC find
themselves broken, bruised and with a shattered body.
Unlocking the power of Senjutsu is a normally unheard- They require 4 DT to recover. Until all 4 DT to recover
of feat. The power to harness the worlds naturally is spent, they have 3 ranks of Exhaustion;
occurring energy supply is a monstrously difficult task Failing Step 2: After failing to grasp the concepts of Sage
and not to be taken lightly in any sense of the word. Arts and how to manipulate Nature Energy while using
Senjutsu involves the process of drawing natural energy them, their mentor instructs them to take a break to
into one’s self and blending it with their own chakra to recover an regroup. They cannot attempt to practice
create Sage Chakra. Those who have undergone the Senjutsu for 4 weeks (This does not cost DT).
challenges presented when learning to harness such a Failing Step 3: After failing to recognize the differences
power have come out in one of two ways; Either dead or between Nature Energy or other darker malevolent
with the power of a Sage. forces in the world, the PC’s body has become slightly
Sages are usually the bearers of change. The corrupted by this mixed intake of Chakra. They lose
protectors of the natural order. They are usually the ones the ability to Mold Chakra (CM). They require 4 DT of
standing in between disaster and peace in most eras of rest to recover. If they failed any of their skill checks
shinobi history. by 10 or more, they lose the ability to Mold Chakra
Senjutsu is a powerful tool that can be used for both until healed by a Ninjutsu with the Medical keyword
plot & mechanical relevance. Both the GM and the player that removes Conditions, of A-Rank or higher.
can benefit from including this into the narrative. Failing Step 4: After failing to correctly mold and mix
Senjutsu has been designed to fit into any story. the nature energy inside of their body, they lose
Senjutsu is a High-powered class mod, so if providing themselves as their body converts into whatever
players, the option to gain it, take into consideration creature or nature affinity they are most connected
what Class Mods are provided to other players. Due to with while training. Their mentor is able to save them,
the amount of power Sage Mode provides it is not but only as a onetime deal. Their mentor, nor can
intended to be used by characters who are below 11th anyone else save the PC a second time. If they attempt
level. Characters who gain this powerful class mod, and fail this step twice, they are lost as nature energy
should only do so after arduous training with narrative changes them beyond repair becoming one of the
purpose behind it. many beast tribes’ speechless tribesman or turning
into a pure elemental spirit, lost to the world.
GAINING SAGE MODE
Gaining Sage Mode should be from a series of trials in
LEVELING UP SAGE MODE
which, players should be aware the potential death of Leveling up Sage mode is a difficult and time-
their character could incur while grasping as this consuming process. Unlike normal shinobi classes that
potential. This should not be something that is planned require the player to gain XP to reach their next level,
for during character creation, nor should it be Sage Mode requires the user to consistently train with
handwaved with a second-hand explanation. Power of the form, both in combat and through passive downtime
this magnitude should come from serious narrative training. But to do this a person would need to also
complications and implications. assume the risks of potentially failing such a training
Gaining Senjutsu is one that does not come from process.
character choice, but is instead initiated by a Sage or At Character level 13, 15, 17, and 19, you can further
Sage Beast from a Tribe the PC has grown close to. This your sage training to ascend to the next level of Senjutsu.
requires the GM to initiate such an event as it is entirely Return to your tribes or mentors sage domain. When you
out of the players hands. There are a few steps in do, you must redo steps 1-4, but reduce the number of
between learning of the existence of Sage Mode and checks made by 1. If the number of checks made would
actually learning to harness it. fall below the number of successes needed, you instead
While following each step of the process, you must must succeed all checks made..
first select one skill to focus on if more than one is listed.
Be sure the skill selected is the skill you wish to focus on
because once selected, you cannot go back and change
this selection.
Once selected, you must make the chosen skill check
five times, and of these five checks, you must succeed at
least three times. For each step in the process, you can
cast one jutsu of your choice, once, to help you succeed
one of the five checks. At the PC’s sole discretion, they
can spend extra DT focusing on the current step. For
each additional DT spent, they gain a +2 bonus to all of
that step’s skill checks. If the PC fail any of the steps,
they shinobi suffers the listed condition.

S ENJUTSU L EARNING DC’ S


Step Skill Check Ability DC Minimum Downtime Requirement
1 Acrobatics or Athletics 25 4 DT
2 Ninshou, Illusions, or Martial Arts 25 4 DT
3 Insight, Nature or Survival 25 4 DT
4 Chakra Control 35 4 DT
6
CLASS MOD FEATURES SAGE MODE
When you finally gain the Senjutsu Class Mod, you gain Sage mode exceeds the absolute peak of most shinobi’s
the following class mod features. careers in terms of their power. You can enter Sage mode
as a Bonus action, so long as you have at least 1 Sage
SAGE CHAKRA Chakra. You automatically exit sage mode when you reach
0 Sage Chakra or would spend more Sage Chakra than you
Beginning at the first level of Senjutsu Sage mode, your
have remaining. You can exit sage mode willingly as a
training has led you to learn to Generate Sage chakra, the
Bonus action on your turn, doing this disperses all
manifestation of nature energy combined with your own
remaining Sage Chakra within you. Jutsu you use and
chakra. You can draw this chakra into yourself at any
maintain while in Sage Mode, must use Sage chakra. Using
time. You gain a new skill-based Action;
Sage Chakra while in Sage mode does the following;
• Gather Nature Energy
• Jutsu you cast while in Sage Mode now cost an amount
o As a Full-Turn Action, you must reduce your
equal to their Rank, regardless of circumstance.
movement speed to 0, and reduce your current
o D-Rank: 3 Sage Chakra, C-Rank: 5 Sage Chakra,
and maximum Chakra Die count by 2. If you have
B-Rank: 7 Sage Chakra, A-Rank: 11 Sage Chakra,
moved 5ft or more, you make all checks
S-Rank: 15 Sage Chakra.
referenced in this Skill Action, with disadvantage.
o Jutsu you cast while in Sage Mode, with the
Make a Chakra Control check vs DC 20. On a
combination keyword, have a +5 Sage Chakra cost
success, you gain 30 Sage chakra. At higher levels
increase. While they do split their chakra cost
in this class mod, successful checks grant you the
evenly with all non-Sage Chakra users, you must
listed Sage Chakra value found in the Senjutsu
still spend the listed Sage Chakra Cost + 5. This
(Sage Mode) table above. On a failure, you reduce
cannot be reduced by any effects, outside of this
your maximum Chakra Die count by an additional
Class Mod.
2. If you attempt this Skill Based Action while you
o Jutsu you cast in Sage Mode, that deals damage,
have less than the required Chakra Die the action
heals, grants Damage reduction or temporary hit
is failed without penalty. If you fail this check and
points, increases the number of dice rolled by +2,
would go below 0, maximum chakra die, you are
once per casting.
Petrified permanently. Your maximum chakra die
• You gain a +3 bonus to all Saving throws, Ability Checks
value returns to normal when you complete a
& Skill checks (excluding checks and saves made in
Full-Rest.
relation to this Class Mod).
Each time you attempt the Gather Nature Energy
Beginning at 3rd level in this class mod you have reached
action, after the first, the DC increases by 5. This DC
a pinnacle of control and technique not seen in
increase resets when you complete a Full-Rest.
generations. You gain the following benefits;
Jutsu you use, that uses Sage Chakra, that another
creature attempts to interrupt, end or dispel, forces that • You can now use Advanced Sage Art: Abilities, at their
creature to attempt their ability check vs a DC 22. reduced cost.
Sage chakra remains in your body for up to 10 Minutes • You can now cast Advanced Sage Art: Techniques, at their
before it harmlessly disperses from your person. reduced cost.
• You can now gain the benefit of Advanced Sage Art:
Passives, at their reduced Sage Chakra cost, per turn.

7
SAGE AFFINITY SAGE TRAINING PROFICIENCY
Also, at the first level of Senjutsu Sage Mode, your Beginning at 2nd level of this Class Mod when you would
training has led you to adopt an affinity for a certain type gain a level in this class mod, you reduce the downtime
of Sage Chakra. If you have a summoning contract with a cost required with each Step down to 3 Weeks.
tribe of Sage Beasts or have a Nature Release Affinity, Starting at 4th level of this Class Mod, when you
you automatically have the option to either; select their would attempt to gain a level, you reduce the downtime
summon type or elemental affinity as your Sage Affinity. cost required down to 2 week for each step.
You can find all Sage Affinities at the end of this Class
Mod section. SENJUTSU INFUSION
SAGE ARTS
Beginning at 3rd level of this Class Mod select one
Ninjutsu, Genjutsu, Taijutsu or Bukijutsu that you know
Finally, at the first level of this class mod, you have of B-Rank or lower. That jutsu gains the Senjutsu
learned to utilize esoteric secrets and monstrously keyword and becomes a Senjutsu. When cast in Sage
powerful techniques and abilities, known as Sage Arts. Mode the cost of this Senjutsu becomes 5 Sage Chakra.
These arts fall into one of 3 categories; Abilities, Passives This Senjutsu can be cast while not in Sage Mode, using
and Techniques. its normal cost. If cast while not in Sage Mode, it gains
The Sage Arts you learn define the type of Sage you the following benefits.
embody beyond what affinity you have adopted. You gain • Can use your Senjutsu Attack Bonus.
the benefits of your Sage Arts and can fully utilize them • Can use your Senjutsu Save DC.
while gaining the benefits of Sage Mode. You cannot • Damage, Healing, Damage reduction or temporary hit
switch these once learned. Regardless of the Sage Art you
point die, increased by +2, once per casting.
have or the benefits it grants, if you would end sage • Ranks of a condition applied, increased by +1.
mode, all such benefits end as well.
Some Sage Arts may require an Attack Roll or Saving
throw and these are called Senjutsu. Also, while gaining
SAGE TRANCE
the benefits of Sage Mode, Jutsu you cast with Sage Beginning at 4th level of this Class Mod you have learned
Chakra are treated as Senjutsu for the purpose of Attack the Secret art of Sage Trance. You can take the Gather
Bonus/Save DC. If casted this way, using your Senjutsu Nature Energy action without reducing your movement
attack Bonus and Save DC, they gain any bonuses that to 0. If you do choose to still reduce your movement to 0,
trigger as a result of using Sage Arts or Senjutsu. you instead roll at advantage.
To calculate your Senjutsu, Save DC and Attack bonus, Sage Chakra you gather remains in your body for 1
do the following; hour before it harmlessly disperses from your person.
Senjutsu Save DC = 10 + half your character Level + While Sage chakra remains in your body, you can
your Proficiency bonus; actively enter and exit the form while you have Sage
Senjutsu Attack Bonus = Half your character Level + Chakra within you. When you do, you retain the value of
your Senjutsu (Sage Mode) class mod level + Your Sage Chakra you had when you exited the form.
Proficiency bonus;
MASTERED SAGE MODE
Beginning at 5th level in this class mod, you have
mastered Sage Mode and paved a way for yourself to
complete knowledge and wisdom of the sage arts. Sage
Chakra you gather remains in your body for 8 hours
before it harmlessly disperses from your person.
Additionally, while in this state, you have an increased
master with your Senjutsu. All listed costs and benefits
found under the Sage Mode class feature are slightly
adjusted as follows.
• Jutsu you cast while in Sage Mode now cost an amount
equal to their Rank, regardless of circumstance.
o D-Rank: 2 Sage Chakra, C-Rank: 4 Sage Chakra,
B-Rank: 6 Sage Chakra, A-Rank: 9 Sage Chakra,
S-Rank: 12 Sage Chakra.
o Jutsu you cast in Sage Mode, that deals damage,
heals, grants Damage reduction or temporary hit
points, increases the number of dice rolled by +4,
once per casting.
• Your Senjutsu Infusion benefits are also adjusted as
follows
o Damage, Healing, Damage reduction or
temporary hit point die, increased by +4, once
per casting.
o Ranks of a condition applied, increased by +2.

8
SAGE AFFINITY CARNIVORAN SENJUTSU
Your skin becomes slightly darker in tone. Your cheeks
AMPHIBIAN SENJUTSU and arms gain distinct chakra-based markings on them
Your iris change to match the shape of your tribes. Your as your muscles become distinctly bulkier. Your canine
eyes gain distinct coloring around them and even teeth become noticeably sharper and more profound.
possibly, gills or webbed hands. You gain the following You gain the following Abilities and Passives;

CARNIVORAN ABILITIES
Abilities and Passives;

AMPHIBIAN ABILITIES • Once per turn, on your turn, you may spend 3 Sage

• Once per turn, when you would spend Sage Chakra to Chakra to mark one hostile creature you can see within
cast a Ninjutsu or Taijutsu that requires you to make 60 feet of you for the next hour. This marked creature
an attack roll, you can make one additional attack as is considered Predator Marked and treated as marked
part of that jutsu’s casting. for any one Clan or Class feature you have that would
• Once per turn, when you would cast a Senjutsu you can mark a creature in a similar way (Pick one. Ex. Hunter-
spend an additional 3 Sage Chakra. When you do, Nin’s Primary Target or Intelligence Operative’s Exploit
Weakness).
creature(s) who would make a saving throw against it,
o A Predator Marked creature always leaves tracks
makes their save with a 1d6 penalty.
that only you can see. Even if they are flying you
AMPHIBIAN PASSIVES can see a trail of Sage Chakra that trails behind
them for the duration. This does leave behind a
• You can breathe underwater as you can air and gain a
trail for a creature that has teleported.
swimming speed equal to your movement speed. • Once per turn, when you would cast a Ninjutsu or
• You can sense the intents of creatures up to 30 feet
Taijutsu that requires you to make an attack roll, you
away from you such as Hostility, Cooperativeness, can make one additional attack as part of that jutsu’s
Indifference, Concern or Anger. This does not reveal a casting.
creatures location nor can you tell where the intent is
coming from. CARNIVORAN PASSIVES
• Taijutsu and Unarmed attacks you make with a range
• Select 2 damage types from the following. You gain
of 5 feet (or Touch), have their range increased by 10
Resistance to the chosen damage type. Once chosen,
feet.
this cannot be changed later. (Bludgeoning, Piercing,

AVIAN SENJUTSU Slashing, Earth, Wind, Fire, Cold, Lightning, Acid, Poison,
Necrotic, Force, Psychic)
Your iris’s change to match the shape of your tribes. • Select 1 special sense. You gain the selected sense.
Your nose becomes slightly slimmer and your physique (Darkvision 30ft, Keen Smell, Keen Sight, Keen Hearing)
becomes noticeably slimmer. You gain the following • You become immune to the Deafened & Blind
Abilities and Passives; conditions.

AVIAN ABILITIES DRAGON SENJUTSU


• Once per turn, when you would cast a Senjutsu you
The whites of your eyes darken and become black. You
may half its cost. This can be done once per Sage Art,
grow horns on the crown of your head and your skin
per Long Rest.
becomes scaly like that of a reptile. You gain the
• Once per turn, when you would use an Advanced Sage
following Abilities and Passives;
Art Ability you may retain its benefits until the end of
your next turn. DRAGON ABILITIES
AVIAN PASSIVES • Once per turn, when you would cast a Jutsu or Senjutsu
with the Fuinjutsu keyword, you can spend an
• You become immune to all Sensory conditions.
additional 3 Sage Chakra. If you do, the jutsu or Sage
• You are always under the effects of Wind Release:
Art cast cannot trigger reactions or be interrupted by
Feather Fall. hostile effects.
• Ninjutsu or Senjutsu you cast, with an area of effect,
• Once per turn, when you would make a Saving throw
increases its size by 5 feet. against a Genjutsu or Art with the Genjutsu keyword,
you can spend 3 Sage Chakra to gain a 1d8 bonus to the
saving throw.

DRAGON PASSIVES
• At the end of each of your turns, you reduce the rank of
all Physical conditions you have by 1.
• Jutsu with the Fuinjutsu keyword can be cast without
Hand Signs (HS) or Chakra Seals (CS). Pick one when
casting.
• You cannot be seen by creatures currently gaining the
benefits of Chakra Sight or True Sight. You are treated
as invisible against them.

9
EARTH SENJUTSU ▪ A creature cannot maintain concentration or
cast jutsu that requires concentration for the
You gain colored tattoo’s on your skin of your
duration of this condition.
description. Your body becomes heavier and you begin to
▪ A creature can spend a Full-Turn-Action to
sense all stone, earth, and naturally occurring metallic
make a DC 25 Dexterity (Survival) check to
substances around you. Your iris’s take on a geometric
put out the flames. These flames cannot be
shape and small earthen substances react to your
extinguished by submerging themselves in
presence by moving or floating around you. You gain the
water.
following Abilities and Passives;
FIRE PASSIVES
EARTH ABILITIES
• You have immunity to the Burned and Chilled
• Once per turn, you can spend 3 Sage Chakra to cast
Conditions.
Earth Release: Bedrock Skin. Casting in this way treats • Fire damage you deal ignores non- Art based Damage
the jutsu as an A-Rank and only lasts until the end of
reduction (DR).
the current turn. This does not spend your reaction. • Your unarmed and weapon damage types can be
• Once per turn, when a construct or structure you
changed to Fire.
summoned with a Ninjutsu with the Earth Release • You cannot lose concentration on Jutsu or Senjutsu
keyword or Senjutsu that summons a construct or
with the Fire Release keyword that deals damage.
structure would take damage, you can spend 3 Sage
Chakra. When you do the construct or structure gains
bonus damage reduction (DR) equal to twice your
INSECTOID SENJUTSU
proficiency bonus for that damage calculation. Your eyes become honeycombed like that of an insect.
Your skin darkens and hardens similar to that of an
EARTH PASSIVES exoskeleton. You gain the following Abilities and Passives;

INSECTOID ABILITIES
• You cannot be moved or teleported against your will.
Effects that would attempt to do so automatically fail.
• You have Immunity to the Bruised and Weakened • Once per turn, you can spend 3 Sage Chakra to coat one

Conditions. weapon or striking instrument (Ex. Hands, Legs,


• Your unarmed and weapon damage types can be Claws or Teeth) within 5 feet of you, in a potent sage
changed to Earth. poison, granting it the effects of Medical Release:
• Constructs and Structures you create as a result of Poison Weapon at A-Rank, for the next minute. This
Jutsu or Arts you cast lose all vulnerabilities it may does not cost an Action.
have and gains immunity to cold damage, and • Once per turn, when you would cast a Jutsu or Senjutsu

resistance to Bludgeoning, piercing and Slashing that would deal Acid, Poison or Necrotic damage, you
damage. can spend up to 5 Sage Chakra. When you do the Jutsu
or Art cast inflicts all affected creatures with 1 rank of
FIRE SENJUTSU Envenomed and Corroded for each Sage Chakra spent
on this ability.
Your hair begins to glow hot orange and the tips begin to
move like embers. You become warm or hot to the touch. INSECTOID PASSIVES
Your Iris’s begin to flicker like flames and you produce
• You are Resistant to Acid and Poison damage and
an aura of harmless flames and heat around you. You
gain the following Abilities and Passives; Immune to the Poisoned, Envenomed, and Corroded
Conditions.
FIRE ABILITIES • When you would take acid or poison damage, you are
instead healed an amount of Hit points equal to the
• Once per turn, you can spend 3 Sage Chakra to cast Fire
damage you would take, once per turn.
Release: Hellfire Rejection. Casting it in this way treats • You are immune to the surprised condition and
the jutsu as an A-Rank and the size of the sphere by 10
creatures cannot gain advantage on attacks against
feet. This does not spend your reaction, but you must
you as a result of being hidden from you.
still satisfy its casting time trigger.
• Once per turn, when you would cast a Jutsu or Senjutsu
that deals Fire damage, you can spend 3 Sage Chakra.
When you do, the fire is transformed into Sage Fire, a
fire whose heat and power is only surpassed by the
flames of Amaterasu. The Jutsu or Sage Art has the
following effect added. If the Jutsu would inflict the
Burned condition, it is replaced with this instead.
o Affected creatures must make a constitution
saving throw. On a failed save they gain 1 rank of
Smoldering.
▪ A smoldering creature or object takes 12 fire
damage at the beginning of each of their
turns that ignores Fire resistance for the next
minute.
▪ Smoldering can be applied to a creature up to
5 times total. Each application increases the
fire damage by 12, up to a maximum of 60 fire
damage at max ranks.

10
LIGHTNING SENJUTSU REPTILIAN SENJUTSU
Your hair stands up as the tips glow yellow like lightning You lose all hair across your body except for the hair on
bolts. Your iris’s begin to exhibit electric like movement your head as your skin hardens like that of a reptiles
and designs as your eyes become yellow. You naturally scales. Your skin takes on a reptilian color of your choice
generate an aura of harmless sparking electricity around such as green, silver, white, orange etc. You gain the
you. You gain the following Abilities and Passives; following Abilities and Passives;

LIGHTNING ABILITIES REPTILIAN ABILITIES


• Once per turn, you can spend 3 Sage Chakra to cast • Once per turn, when you cast a Jutsu or Sage Art that
Lightning Release: Enhanced Ability, with its Overcharge deals Poison or Acid damage, you can spend 4 Sage
effect. When you do, it is treated as being cast at A-Rank, Chakra. When you do, the substance you expel or
can affect allies creatures up to 15 feet away from you utilize is transformed into Sage Venom. This empowers
and you can select which benefit each allied creature your jutsu or art to inflict the Malignancy condition in
gains. When cast this way, its effects last until the place of the Poisoned, Envenomed, or Corroded
beginning of your next turn. conditions. The affected creature(s) also have any of
• Once per turn, when you cast a jutsu or Senjutsu with the the aforementioned conditions turned into ranks of
Lightning release keyword you can spend 3 Sage Chakra. Malignancy, up to a maximum of 5 ranks.
When you do the jutsu or Art cast gains the Onerem o A creature with ranks of Malignancy takes 1d10
effect. Necrotic damage for each rank they have at the
o Onerem. When this jutsu or Art is cast, as a bonus start of each of their turns.
action or reaction, you can cause it to become o A Malignant creature suffers a -1 penalty to their
Onerem. When you do the jutsu or Art turns your Armor class, attack rolls, damage rolls, ability
enemies strengths into a weakness. If this jutsu or checks, skill checks and saving throws for each
Art would deal damage to a creature with temporary rank.
hit points or Damage reduction, increase the o A Malignant creature remains so until they would
damage dealt by +1 damage die, for every multiple of be affected by an S-Rank Jutsu or Art that cleanses
10 they have in either value, up to a maximum of +10 conditions. Otherwise, this condition does not end
damage die. on its own and prevents the creature from
benefiting from healing, or rests of any type.
LIGHTNING PASSIVES • Once per turn, when you would fall under the effect of

• You have immunity to the Shocked and Slowed a condition of any type, you can spend 5 Sage Chakra.
conditions. When you do, you shed your skin cleansing yourself of
• You cannot lose concentration on Jutsu or Senjutsu that any one condition you are under the effects of as if
provides boosts, buffs or bonuses to yourself. affected by an S-Rank jutsu or Sage Art.
• Your unarmed and weapon damage types can be
changed to Lightning. REPTILIAN PASSIVES
• Allied creatures who begin their turn within 10 feet of • You gain 30 feet of Blindsight, and 60 feet of tremor
you reduce their ranks of shock by 1. For each rank of sense.
shock that you reduce in this way, you regain 2 Sage • Once per round, you treat one critical hit against you
Chakra. You can regain Sage Chakra in this way, no more as a normal hit.
than 5 times per long rest. • When you are at 50% or less hit points, you fall under
the effects of Medical Release: Healing Aura as if cast at
PRIMATE SENJUTSU A-Rank, once per turn, until the end of your next turn,
after which this effect ends. Once this passive is used
You grow fur like hair around your face similar to that of a
you cannot gain its benefits for 1 hour.
primates mane. You grow a construct tail made of chakra
and fur. Your feet become more hand like, like that of a
primates. You gain the following Abilities and Passives;

PRIMATE ABILITIES
• Once per turn, on your turn, you can spend 3 Sage Chakra
to cast Heat Up at no action cost at A-Rank and counts
for Bukijutsu. The drawback of vulnerability is not
applied to you if cast in this way.
• Once per turn when you would cast a Senjutsu, that
requires a melee attack, you can reduce the cost by half.
You can do this once per Senjutsu, per long rest.

PRIMATE PASSIVES
• Taijutsu, Bukijutsu and Sage Arts you cast that grant you
bonuses to AC or Damage reduction increase the bonus
AC is grants by +1 and the Damage reduction by +2 dice.
If no dice are rolled, you instead add 2d6 to the Damage
reduction, which lasts until the end of that turn.
• You are always under the effects of the Brace jutsu as if
cast at D-Rank.
• You are immune to the Bruised and Weakened
conditions.
11
RODENT SENJUTSU WATER SENJUTSU
Your nose becomes pointed as your iris’s shrink to small Your hair begins to accumulate water like moister as
beads. You grow a flesh like tail made of chakra. You gain those near or around you can hear the sounds of crashing
markings under your eyes emblematic of your tribe as waves. Droplets of water begin to generate around you
whiskers grow near the center of your face. You gain the and float while in your vicinity. Your iris’s fluctuate like a
following Abilities and Passives; bubble of water. You gain the following Abilities and
Passives.
RODENT ABILITIES
• Once per turn, you can spend 2 Sage Chakra to cast WATER ABILITIES
either Sensing Technique, Thunderous Screech, Wind • Once per turn, when you would cast a Jutsu or Senjutsu
Release: Blurring Wind, Earth Release: Mole Movement or that would deal cold damage or have the Water Release
Water Release: Water Blending as if cast at A-Rank. Being keyword, you can spend 3 Sage Chakra. When you do, all
cast in this way does not cost an action of any type but hostile creatures affected must make a Constitution
their effects last until the end of the turn cast saving throw to resist gaining ranks of Frigid, up to a
• One per turn, when you would be targeted by a hostile maximum of 5 ranks. If they have ranks of Chilled on a
effect you can spend up to 5 Sage Chakra. When you do, failed save, each rank of Chilled is converted into ranks
If you would make a saving throw, you instead gain a of Frigid.
bonus to your saving throws equal to the number of o A creature with ranks of Frigid reduces their
Sage Chakra spent. If you would pass a save in this way movement speed by 15ft, up to a maximum
you become unaffected by the jutsu, art or effect reduction of 75ft at 5 ranks and cannot gain
targeting you. These bonuses last until the end of the bonuses to their speed.
current turn. o A Frigid creature cannot take Bonus Actions.
o A Frigid creature suffers a -2 penalty to all D20
RODENT PASSIVES rolls using their Strength and Dexterity for each
• When you succeed on any Dexterity or Intelligence rank they have.
saving throw, you ignore its effects for the remainder of o A Frigid creature remains so until they would be
that turn. If you fail a saving throw you only take half affected by an S-Rank Jutsu or Art that cleanses
damage. If you would critically fail a saving throw you conditions. Otherwise, this condition does not end
treat it as a normal failure. on its own and prevents the creature from
• You are immune to the Grappled and Restrained benefiting from healing, or rests of any type.
• Once per turn, you can spend 2 Sage Chakra. When you
conditions.
• You ignore difficult terrain and cannot have your do, you becomes aware of all sources of water within 10
movement speed reduced by hostile effects. miles of you. Additionally, you become aware of all
creatures within 30 feet of each source of water and can
see as if you were looking from just below the surface of
water. This does not immediately reveal their locations
but you do know they are within the range of this
sensory ability. While you are using this sensory ability
you cannot hear or smell anything and only see through
these sources of water. This can last for up to 10
minutes before you require at least 1 hour of rest to
recharge this effect.

WATER PASSIVES
• You have Immunity to the Chilled, Burned and Slowed
Conditions.
• Jutsu you cast that could benefit from a sufficient
source of water reduce their Sage Chakra cost by 1.
• Your unarmed and weapon damage
types can be changed to Cold.
• You are always treated as a sufficient
source of water for Jutsu you or allied creatures
cast that gain additional benefits from being
near a sufficient source of water.

12
WIND SENJUTSU HERBAVORIAN SENJUTSU
Your hair begins to flow on its own as if there is a strong Your skin becomes slightly lighter in tone. Your cheeks
breeze always near you. Your iris’s take the shape of a puff slightly and body gain distinct chakra-based
spiraling tornado as you gain tattoo’s on your arms and markings on them as your muscles become distinctly
hands symbolic of the wind itself. The more chakra you leaner. Your eyes take on the shape of your tribes. You
have the more harmless wind you can generate. You gain gain the following Abilities and Passives;
the following Abilities and Passives.
HERBAVORIAN ABILITIES
WIND ABILITIES • Once per turn, on your turn, you may spend 5 Sage
• Once per turn, on your turn, you can spend 2 Sage Chakra Chakra to mark up to two allied creatures of your
to cast Wind Release: Blurring Wind at no action cost. If choice. These creatures becomes apart of your Herd.
cast in this way, its duration becomes ‘Concentration, Creatures who are part of your Herd gain the following
until dispelled or Sage Mode ends.’ Its effects can trigger benefits;
twice per turn and works even if the target does not rely o Attacks against them cannot gain advantage from
on sight or has Truesight. While maintaining traits, features or conditions.
concentration in this way, you do not spend Sage Chakra o While within 10 feet of you, they gain advantage
to maintain concentration on it. on one saving throw of your choice, which you
• Once per turn, when you would cast a Jutsu or Senjutsu choose when you activate this feature, which
that deals wind damage or has the wind release keyword cannot be changed unless you activate this feature
you can spend 3 Sage Chakra to sharpen or strengthen again.
the wind to the point of manifesting Sage Breezes. A jutsu o Creatures cannot gain a boost to their critical
or Sage Art enhanced in this way doubles all ranks of threat range against them.
Bleed it inflicts and then instead inflicts the target with • Once per turn, when you would cast a Jutsu or Senjutsu
Lacerated, the range of Swirl increases to 15 feet and that would provide a boost to an allied creatures
spreads Mental conditions, and doubles the distance of (excluding yourself) Attack rolls, damage rolls, AC,
knock back, if any. damage reduction or temporary hit points, you can
spend 2 Sage Chakra. When you do, you can select one
WIND PASSIVE addition willing creature (excluding yourself) to gain
• You have immunity to the Bleeding, Exhausted and Dazed the benefit as well for the same duration.
Conditions. (Effects that inflict ranks of exhaustion that you
use or activate still inflicts their ranks and imposes those HERBAVORIAN PASSIVES
effects as normal.) • Select 1 damage type and 1 Sensory or Mental condition
• You can never suffer fall damage or effects that would from the following lists. You and all allied creatures
cause fall damage like effects. beginning their turns within 10 feet of you, gain
• Your unarmed and weapon damage types can be immunity to the chosen damage type and Condition
changed to Wind. until the beginning of their next turns. Once chosen,
• Allied creatures who begin their turn within 5 feet of you this cannot be changed later.
that have ranks of an Elemental condition, reduce those o Damage: Earth, Wind, Fire, Cold, Lightning, Acid,
ranks by an amount equal to your levels Poison, Necrotic, Force, Psychic
in this class mod, once per long rest. o Mental/Sensory: Berserk, Charmed, Concussed,
Confused, Fear, Slowed, Blinded, Deafened.
• Select 1 special sense. You gain and allied creatures
who begin their turns within 10 feet of you gain the
selected sense until the beginning of their turns.
(Darkvision 30ft, Keen Smell, Keen Sight, Keen Hearing)
• You become immune to the Stunned & Paralyzed
conditions.

13
ADVANCED SAGE ARTS SAGES FORTITUDE
Sage Art Type: Passive
Below are a list of Advanced Sage Arts. Advanced Sage You have tuned your Senjutsu to the point where it not only
Arts are techniques that Sages have access to that can permeates throughout your body, providing your abilities
shift and turn the tides of battle. These arts are what based on your affinity, but you also use it to amplify your
defines a Sage and grants them a host of unique abilities, physical endurance.
techniques and passives that exemplify why Sages are Once per turn, on your turn, you can activate or
considered the pinnacle of the Shinobi world. These deactivate this passive. At the beginning of each turn you
Advanced Sage Arts are listed below in Alphabetical have this passive active; you spend the listed Sage Chakra
order, in the following grouping; Passive, Ability and Cost. This cost is spent even if you decide to end the passive
Technique. at the beginning of your turn. You gain the following
Benefits;
ADVANCED SAGE ARTS: PASSIVE • Sage Chakra Cost: 6 Sage Chakra.

SAGES AGILITY
• Reduced Sage Chakra Cost: 4 Sage Chakra.
• Your Constitution Score becomes 24.
Sage Art Type: Passive
• You gain bonus Damage reduction (DR) equal to twice
You have tuned your Senjutsu to the point where it not
your level in this class mod.
only permeates throughout your body, providing your
• Once per long rest, when you activate this passive, you
abilities based on your affinity, but you also use it to
gain a number of temporary hit points equal to your
amplify your Agility.
Constitution modifier times 10 (Max 100.). These
Once per turn, on your turn, you can activate or
temporary hit points persist between activations of Sage
deactivate this passive. At the beginning of each turn you
Mode and only refresh after a long rest.
have this passive active; you spend the listed Sage Chakra
• When you would pass a Constitution saving throw by 5 or
Cost. This cost is spent even if you decide to end the
more, you gain 1 Will of Fire. You can gain 1 Will of Fire in
passive at the beginning of your turn. You gain the
this way every short rest.
following Benefits;
• Sage Chakra Cost: 6 Sage Chakra. SAGES KNOWLEDGE
• Reduced Sage Chakra Cost: 4 Sage Chakra. Sage Art Type: Passive
• Your Dexterity Score becomes 24. You have tuned your Senjutsu to the point where it not only
• Increase your Speed by 30 feet. permeates throughout your body, providing your abilities
• You may take one additional reaction per round. based on your affinity, but you also use it to amplify your
• Class Mod features that reference your Class mod level knowledge, and ability to process information, new and
for calculations now can use your base Dexterity old.
modifier in place of class mod level. This does not Once per turn, on your turn, you can activate or
stack with other passives that perform similar effects deactivate this passive. At the beginning of each turn you
but with different ability modifiers. This also does not have this passive active; you spend the listed Sage Chakra
count for Senjutsu Attack or Save DC calculation. Cost. This cost is spent even if you decide to end the passive
at the beginning of your turn. You gain the following
SAGE BLOODED Benefits;
Sage Art Type: Passive
• Sage Chakra Cost: 6 Sage Chakra.
Your body has consumed enough Senjutsu chakra for it
• Reduced Sage Chakra Cost: 4 Sage Chakra.
to leak into your normal Jutsu passively.
• Your Intelligence Score becomes 24.
Once per turn, on your turn, you can activate or
• Increase your Sage Art Attack Bonus by +2.
deactivate this passive. At the beginning of each turn you
• You can maintain concentration on up to 3 Jutsu and/or
have this passive active; you spend the listed Sage Chakra
Sage Arts at a time.
Cost. This cost is spent even if you decide to end the
• Class Mod features that reference your Class mod level
passive at the beginning of your turn. You gain the
for calculations now can use your base Intelligence
following Benefits;
modifier in place of class mod level. This does not
• Sage Chakra Cost: 6 Sage Chakra. stack with other passives that perform similar
• Reduced Sage Chakra Cost: 4 Sage effects but with different ability modifiers. This
Chakra. also does not count for Senjutsu Attack or Save
• Increase your Sage Art DC by +1. This DC calculation.
increases to +2 at 3rd level in this class
mod and +3 at 5th level.
• Jutsu and Senjutsu you cast that deals
damage, heals, grants Damage reduction
or temporary hit points, increases the
number of dice rolled by +1. This
increases to +2 at 3rd level in this class
mod and +3 at 5th level.
• When you clash with a creature using a
Jutsu or Art, you gain a +1d6 bonus to the
check.

14
SAGES STRENGTH SAGES WISDOM
Sage Art Type: Passive Sage Art Type: Passive
You have tuned your Senjutsu to the point where it not only You have tuned your Senjutsu to the point where it not only
permeates throughout your body, providing your abilities permeates throughout your body, providing your abilities
based on your affinity, but you also use it to amplify your based on your affinity, but you also use it to amplify your
Strength. ability to comprehend Emotion, understand the world and
Once per turn, on your turn, you can activate or relate to these finding.
deactivate this passive. At the beginning of each turn you Once per turn, on your turn, you can activate or
have this passive active; you spend the listed Sage Chakra deactivate this passive. At the beginning of each turn you
Cost. This cost is spent even if you decide to end the passive have this passive active; you spend the listed Sage Chakra
at the beginning of your turn. You gain the following Cost. This cost is spent even if you decide to end the passive
Benefits; at the beginning of your turn. You gain the following
• Sage Chakra Cost: 6 Sage Chakra. Benefits;
• Reduced Sage Chakra Cost: 4 Sage Chakra. • Sage Chakra Cost: 6 Sage Chakra.
• Your Strength Score becomes 24. • Reduced Sage Chakra Cost: 4 Sage Chakra.
• Increase your Sage Art Attack Bonus by +2. • Your Wisdom Score becomes 24.
• Increase your unarmed and Weapon damage die by +1. • Increase your Sage Art Save DC by +1
• Class Mod features that reference your Class mod level • Jutsu, Abilities or Advanced Sage Art: Abilities that have the
for calculations now can use your base Strength modifier Sensory keyword, grant you special senses or special
in place of class mod level. This does not stack with other sensory abilities have their range doubled, if any.
passives that perform similar effects but with different • Class Mod features that reference your Class mod level
ability modifiers. This also does not count for Senjutsu for calculations now can use your base Wisdom modifier
Attack or Save DC calculation. in place of class mod level. This does not stack with other
passives that perform similar effects but with different
SAGES WILL ability modifiers. This also does not count for Senjutsu
Sage Art Type: Passive Attack or Save DC calculation.
You have tuned your Senjutsu to the point where it not
only permeates throughout your body, providing your SAGES STAMINA
abilities based on your affinity, but you also use it to Sage Art Type: Passive
amplify your Force of Will. You have tuned your Senjutsu to the point where it not only
Once per turn, on your turn, you can activate or permeates throughout your body, providing your abilities
deactivate this passive. At the beginning of each turn you based on your affinity, but you also use it to amplify your
have this passive active; you spend the listed Sage Chakra stamina and overall ability to last in battle.
Cost. This cost is spent even if you decide to end the passive Once per turn, on your turn, you can activate or
at the beginning of your turn. You gain the following deactivate this passive. At the beginning of each turn you
Benefits; have this passive active; you spend the listed Sage Chakra
• Sage Chakra Cost: 6 Sage Chakra. Cost. This cost is spent even if you decide to end the passive
• Reduced Sage Chakra Cost: 4 Sage Chakra. at the beginning of your turn. You gain the following
• Your Charisma Score becomes 24.
Benefits;
• Increase your Sage Art Save DC by +1. • Sage Chakra Cost: 4 Sage Chakra.
• You gain immunity to the Fear, Charmed and Concussed • Reduced Sage Chakra Cost: 2 Sage Chakra.
conditions. • Senjutsu you cast have their Sage Chakra costs reduced by
• Class Mod features that reference your Class mod level 1, (Min 1.)
for calculations now can use your base Charisma • At the beginning of each of your turns, you regain Xd6 hit
modifier in place of class mod level. This does not stack points so long as you have more than 25 hit points at the
with other passives that perform similar effects but with start of that turn (X = Twice your class mod level, this cannot
different ability modifiers. This also does not count for be switched with other passives that allow you to substitute a
Senjutsu Attack or Save DC calculation. chosen ability modifier).
• At the beginning and end of each of your turns, you can
make a DC 25 Constitution saving throw. On a success,
you end any one condition currently affecting you.

15
ADVANCED SAGE ARTS: ABILITIES SENPO: PEERLESS MENTALIST
Sage Art Type: Ability
SENPO: PEERLESS ACCURACY Base Sage Chakra Cost: 5 Sage Chakra
Sage Art Type: Ability Reduced Sage Chakra Cost: 3 Sage Chakra
Base Sage Chakra Cost: 4 Sage Chakra You use your Senjutsu to impart unrivaled mental cruelty
Reduced Sage Chakra Cost: 2 Sage Chakra to those afflicted with a condition.
You use your Senjutsu to provide you with a massive bonus Once per turn, by spending the listed Sage Chakra, when
to your accuracy. Senjutsu, you cast have their precision a select creature fails a saving throw to resist one of the
increased greatly. following Mental or Sensory conditions you would inflict,
Once per turn, when you would make a Senjutsu attack, they suffer an enhanced effect based on each condition.
you can spend the listed Sage Chakra. When you do one of • Berserk- They must instead use their Action, bonus
the following action and reaction each round to deal damage to the
• Add two additional d20 to your attack roll, taking the closest creature to it.
highest result. This attack cannot gain advantage. • Charmed- For every rank of Charmed they have they
• Reduce a single target creatures AC by 1d6 against suffer a -1 penalty to their AC.
your attack. • Concussed- All Penalties inflicted by this condition is
doubled and the DC to end it is increased by +5.
SENPO: PEERLESS ELEMENTALIST • Confused-The cost of their jutsu, features and traits are
Sage Art Type: Ability further increased for every rank of Confused they have
Base Sage Chakra Cost: 5 Sage Chakra and the DC to end this condition is increased by +5.
Reduced Sage Chakra Cost: 3 Sage Chakra • Dazzled- The Dazzled condition does not end on its own,
You use your Senjutsu to impart unrivaled elemental and instead requires a DC 25 Wisdom saving throw at the
cruelty to those afflicted with a condition inflicted by you. end of the targets turns to end it.
Once per turn, by spending the listed Sage Chakra, when • Fear- For each rank of Fear they have, they increase the
a select creature makes a saving throw to resist one of the cost of their jutsu by +2, up to a max of +10.
following Elemental or Physical conditions you would • Slowed- A slowed creature must spend both their Action
inflict, they suffer the listed penalty based on the and Bonus action to cast a Jutsu with a casting time of
conditions they are resisting. either an Action or Bonus Action.
• Maddened- When they would roll a die to decide on this
• Bleeding- They immediately gain half of the ranks they
would gain if they would fail, minimum 1. If they fail conditions effects, they roll the die twice, taking the
they still gain the listed ranks of bleed. higher result for the duration.

SENPO: PEERLESS FORCE


• Bruised- Their movement speed is treated as 0 if they
would attempt to cast a Jutsu or Art that has the Mobility
Sage Art Type: Ability
(M) component. This does not count as reducing their
Base Sage Chakra Cost: 4 Sage Chakra
movement speed.
Reduced Sage Chakra Cost: 2 Sage Chakra
• Burned- They immediately suffer all ranks of this
You use your Senjutsu to provide you with a massive bonus
condition as if it were the start of their turn. They then
to your Chakra’s Force. Senjutsu, you cast have their
reduce their saving throw by half the result.
potency increased greatly.
• Chilled- They cannot cast Jutsu or Arts that would grant
Once per turn, by spending the listed Sage Chakra. When
them a bonus to their saving throw.
you do you can inflict one of the listed effects of your
• Corroded- They reduce their AC by the number of ranks
choice.
of Corroded they would gain until the beginning of their
next turn. • All affected creature making a saving throw against
• Envenomed- They gain all ranks of this condition even if your Senjutsu, makes their save at disadvantage.
they pass their saving throw. • All affected creatures making a saving throw against
• Shocked- For every creature within 10 feet of this your Senjutsu, cannot add jutsu, feature or trait based
creature, they suffer a 1d4 penalty, up to a max of 3d4. boosts or bonuses to their saving throw.
• A single creature making the saving throw against
SENPO: PEERLESS EVASION your Senjutsu, make their save without their ability
Sage Art Type: Ability modifier.
Base Sage Chakra Cost: 4 Sage Chakra
Reduced Sage Chakra Cost: 3 Sage Chakra
You use your Senjutsu to provide yourself with a massive
bonus to your Evasive potential.
Once per turn, when you are the target of an attack, you
can spend the listed Sage Chakra. When you do, you can do
one of the following;
• Gain a bonus to your AC equal to half of your
proficiency bonus, as you move in ways to mitigate the
incoming damage against this triggering attack. If you
would avoid the triggering attack, you can use this
effect from this ability an additional time this turn.
• Treat a Critical hit as a normal hit by swiftly avoiding a
vital strike. This always supersedes other traits, feats
and features.

16
SENPO: PEERLESS PERCEPTION
Sage Art Type: Ability
Base Sage Chakra Cost: 4 Sage Chakra
Reduced Sage Chakra Cost: 3 Sage Chakra
You use your Senjutsu to provide yourself with a massive
sensory range. Once per turn, by spending the listed Sage
Chakra. When you do you can activate one of the listed
effects of your choice and cannot switch your choice
without reactivating this ability
• You gain 100ft of Blindsight until the end of Sage Mode.
• You can sense the intentions (Hostile, Cooperative,
Neutral) of all creatures within 10 miles of you. While
sensing these intentions if you are familiar with a
creature you can spend a bonus action to focus on
them detecting their location, mind state and current
emotional status for the next 10 minutes.
• Select 2 of the following Mental or Sensory conditions.
You gain immunity to them for the next minute;
Dazzled, Deafened, Charmed, Frightened or Confused.

SENPO: PEERLESS POWER


Sage Art Type: Ability
Base Sage Chakra Cost: 5 Sage Chakra
Reduced Sage Chakra Cost: 3 Sage Chakra
You use your Senjutsu to provide you with an unmatched
bonus to your power. Senjutsu, you cast have their power
increased greatly. Once per turn, by spending the listed
Sage Chakra. When you do, the Senjutsu cast gains one of
the listed bonuses;
• Increase their damage die by +5, once per casting.
• Increase the number of creatures it can target by +2
• Increase the size of the area it affects by 20ft.

SENPO: PEERLESS RESISTANCE


Sage Art Type: Ability
Base Sage Chakra Cost: 4 Sage Chakra
Reduced Sage Chakra Cost: 2 Sage Chakra
You use your Senjutsu to provide you with a massive bonus
to your Toughness.
Once per turn, by spending the listed Sage Chakra. When
you do you gain one of the following effects that boosts
your resistance to damage.
• You gain Damage Reduction (DR) equal to your
character level against one creatures attacks for the
duration of that creatures turn (Elite Actions count as
one turn for such a creature)
• Select any one damage type, you gain resistance to the
chosen damage type until the beginning of your next
turn.
• Select any one Physical or Elemental condition, you
gain immunity to that condition until the end of the
current turn.

SENPO: PEERLESS SPEED


Sage Art Type: Ability
Base Sage Chakra Cost: 6 Sage Chakra
Reduced Sage Chakra Cost: 4 Sage Chakra
You use your Senjutsu to provide you with a massive bonus
to your raw speed. Once per turn, on your turn, by spending
the listed Sage Chakra. When you do, you gain one of the
listed effects.
• An additional action on your turn. You can gain this
benefit once per Sage Mode activation.
• An additional 2 bonus actions on your turn. You can
gain this benefit twice per Sage Mode activation.
• An additional Reaction (This can be done even if it is not
your turn).

17
ADVANCED SAGE ARTS: TECHNIQUES SAGE ART: FIVE GODS FAN
Sage Art Type: Technique
These techniques are always molded to fit the user. If
Classification: Sage Art
you have an Elemental Sage Affinity such as Water or
Casting Time: 1 Full Turn Action
Lightning Affinity Senjutsu, all of your chosen Senjutsu
Range: Self (60-Foot Cube)
will gain the affiliated nature release keyword and you
Duration: Instant
can choose to deal that chosen damage type as well.
Components: HS, CM, CS
Additionally, some Senjutsu while available to all
Cost: 8 Sage Chakra
affinities have additional effects if you have a certain
Reduced Cost: 6 Sage Chakra
Sage Affinity.
Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Finally, Senjutsu with the Clash keyword can clash with
Description: You conjure a Summoning circle to one of
other jutsu and Arts with the Clash keyword as normal
the 5 elemental mountains. Select one nature release
following normal clash rules if it has the Ninjutsu,
that you currently have access to. If you don’t know any
Taijutsu or Bukijutsu keywords as usual. If it has the
nature release, roll a 1d6, taking one of the following
Genjutsu keyword you must use Wisdom (Illusions) skill.
results;

SAGE ART: MOUNTAIN CARVING BALL You summon an ever-billowing amalgamation of that
element. Select up to 4 creatures including yourself to
Sage Art Type: Technique
not be affected by this Sage Art. All creatures affected,
Classification: Sage Art
must make a Constitution saving throw to resist the
Casting Time: 1 Action
mounting effects of this surge of elemental force. On a
Range: 20 Feet (30-Foot radius)
failed save, a creature takes 16d10 of the corresponding
Duration: Instant
damage type and gains 5 ranks of listed condition. On a
Components: CM
successful save, creatures take half damage and instead
Cost: 6 Sage Chakra
gain 3 ranks of the listed condition.
Reduced Cost: 4 Sage Chakra
Sage Affinity Synergy: If you have the Earth, Wind, Fire,
Keywords: Ninjutsu, Senjutsu, Clash
Water or Lightning Senjutsu class mod feature, when you
Description: You generate a massive 15-foot ball of Sage
cast this Senjutsu, you may further infuse it with your
Chakra. You impart enough Sage Chakra into this ever-
advanced nature transformation. If you do, this
spiraling ball of energy to easily carve a mountain.
Senjutsu’s duration becomes Concentration, up to 1
Make a melee Senjutsu attack against a creature in
minute, its range becomes Self (80ft Cube) and A creature
range. On a hit, the target creature takes 24d8 force
who enters this radius for the first time on their turn,
damage. All Creatures (excluding you, the original target
begins or ends their turn within the radius must make
and up to 4 creatures of your choice) in a 30-foot radius
their saving throw vs this Senjutsu’s effects.
sphere, centering on the original target must make a
Dexterity saving throw. On a failed save, they take 12d8 FIVE GODS FAN ELEMENTAL CHART
force damage and are pushed back 60ft on a failed save,
D6 Nature Release Damage Type Condition
or half as much damage and only pushed back 30ft on a
success. 01 Earth Earth Bruised
Sage Affinity Synergy: If you have the Earth, Wind, Fire, 02 Wind Wind Bleeding
Water or Lightning Senjutsu class mod feature, when you
03 Fire Fire Burned
cast this Senjutsu, you may further infuse it with your
advanced nature transformation. If you do, increase the 04 Water Cold Chilled
radius of this Senjutsu to 50ft and after damage 05 Lightning Lightning Shocked
calculation, the surrounding area in a 500ft radius will
06 Reroll
be devastated by the concentrated elemental force of this
Art leaving behind one of the following effects based on
its damage type for no longer than 10 minutes.
• Earth: The terrain within the is littered with standing,
free floating, and slowly erupting stalagmites, which
count as Earthen Constructs. Being thrown into or
touching one of these stalagmites causes them to
explode in a 10ft radius dealing 6d6 earth damage to
all creatures in range.
• Wind: The terrain is surrounded by a massive storm
that aggressively spreads the misfortunes of creatures
within. At the beginning of each hostile creatures turn,
all creatures within 5ft of them gain 1 rank of all
Elemental conditions they have.
• Fire: Twenty, 10ft cubes of super-heated spiraling
flame appear in the area, manifesting in areas of your
choice, that automatically inflicts 2 ranks of the
Burned condition if a creature passes through or
begins it turn within 5 feet of its space.
• Cold: The entire space is filled with 10ft deep water.
• Lightning: At the beginning of each hostile creatures
turn, they must roll a d12. On any roll less than 5, they
are struck by lightning dealing 6d6 lightning damage
and inflicting 1 rank of Shock.

18
SAGE ART: GOEMON If you are within 5ft of two or more allied Sage Beasts
Sage Art Type: Technique when you cast this Senjutsu and they want to aid you,
Classification: Sage Art select one additional damage type and increase the
Casting Time: 1 Full Turn Action damage by 6d8 of the selected damage type for each
Range: Self (60-Foot Cone) additional Sage Beast after the first.
Duration: Instant Sage Affinity Synergy: If you have the Earth, Wind, Fire,
Components: HS, CM, CS Water or Lightning Senjutsu class mod feature, when you
Cost: 8 Sage Chakra cast this Senjutsu, you may further infuse it with your
Reduced Cost: 6 Sage Chakra advanced nature transformation. If you do, creatures
Keywords: Ninjutsu, Senjutsu, Combination who make a saving throw against this Senjutsu, suffers a
Description: You and your allied Sage Beast use a potent 1d4 penalty to their save.
combination of techniques with a specific outcome. You
can only cast this jutsu if you are within 5 feet of a Sage
Beast of A-Rank or higher that is allied with you and they
want to aid you and they are able to cast a Ninjutsu.
When this jutsu is cast, any aiding Sage Beast must spend
a jutsu slot and be unable to take Actions or Reactions
until it is commanded to recover by its summoner. A
recovering Sage Beast is unable to act until the beginning
of its summoners next turn after being commanded to
recover.
First, Select one Damage type you can inflict using a
Ninjutsu or Senjutsu. Second, select one damage type
each aiding Sage Beast can deal from a Ninjutsu they can
cast. For each damage type selected, select one of the
listed effects from the Sage Art: Goemon table below
applying its effects. All affected creatures must make a
Dexterity saving throw taking 6d8 of each damage type
on a failed save or half as much on a success and the
listed effects found with each damage type.

S AGE ART : G OEMON D AMAGE C OMBINATIONS


Damage Type Combination Effect
Bludgeoning You swarm the area with a wave of bludgeoning attacks of your description. On a failed save, affected creatures are knocked prone and
Staggered. On a successful save, they are only knocked prone.
Piercing You swarm the area with piercing attacks that tear through most all defenses. On a failed save, affected creatures gain 5 ran ks of
Weakened until the end of their next turn. On a successful save, they instead only gain 3 ranks of Weakened until the end of their next
turn.
Slashing You swarm the area with a shockwave carrying enough force to tear most things apart from the strength of it alone. On a faile d save,
affected creature gains 3 ranks of Bleed and Lacerated, and are Dazed. On a successful save, they instead gain 1 rank of Bleed and
Lacerated and are not Dazed.
Earth You bombard the area with a lethal flurry of stones. On a failed save creatures gain 5 ranks of Bruised and are Dazed. On a successful save
they instead gain 3 ranks of bruised.
Wind You create a powerful vortex of slicing wind. On a failed save, creatures gain 5 ranks of Lacerated, are thrown back 60 feet and if they are
stopped by a solid surface they take damage as if they fell three times the distance. On a successful save they instead only gain 3 ranks of
Lacerated and no further effects.
Fire You create white hot flames that turns everything to ash. On a failed save, creatures gain 5 ranks of burned and lose concent ration on
any jutsu or art they are concentrating on. On a successful save, they instead gain 3 ranks of Burned.
Cold You create a highly focused blast of destabilizing waters. On a failed save a creature gains 5 ranks of chilled and have their movement
speed reduced by 30ft until the end of their next turn. On a successful save, they instead gain 3 ranks of chilled.
Lightning You create a bolt of plasma that scalds the air around it. On a failed save creatures gain 5 ranks of shocked and are Blinded until the end
of their next turn. On a successful save, creatures gain 3 Ranks of Shocked.
Acid You create a of wave of acidic chakra that tears through the air burning and searing through everything. On a failed save, a creature gains
5 ranks of corroded. On a successful save, they instead gain 3 ranks of corroded.
Poison You create a blast of venomous poison that rips through the area. On a failed save, a creature gains 5 ranks of Envenomed. On a
successful save, creature gain 3 ranks of envenomed.
Necrotic You release a blast of decaying and necrotic energy. On a failed save a creature gains 2 ranks of Envenomed, 2 ranks of corroded and 2
ranks of bruised. On a successful save, creatures instead 1 rank of each listed condition.
Psychic You release a blast of psionic mental energy tearing through the minds of your enemies. On a failed save, creatures gain 5 ranks of
concussed. On a successful save, creatures instead gain 3 ranks of concussed.
Force You release a blast of chakra strong enough to upend the local area. On a failed save, the damage dice is increased to a d12. On a
successful save, the damage die is instead increased to a d10.
19
SAGE ART: GODS PUNISHMENT SAGE ART: GREAT GOD GATE
Sage Art Type: Technique Sage Art Type: Technique
Classification: Sage Art Classification: Sage Art
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet (20-Foot radius) Range: 90 Feet
Duration: Instant Duration: Concentration, up to 1 Minute
Components: HS, CM Components: HS, CM, CS
Cost: 6 Sage Chakra Cost: 7 Sage Chakra
Reduced Cost: 4 Sage Chakra Reduced Cost: 5 Sage Chakra
Keywords: Genjutsu, Senjutsu, Visual, Auditory Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Description: You use Sage Chakra to create a single Description: You use Sage Chakra to conjure a
bestial entity with close designs and symbolism to your Summoning circle in the sky above a target you can see
tribe and design that carries an orb. The entity coils itself within range. You conjure 3 red torii that fall down from
around the orb before it glows a blinding white light and the summoning circle slamming down around the
oscillates to create a deafening sound. All creatures in intended target. The target creature must succeed on a
range must make a Wisdom saving throw being blinded, Strength saving throw. On a failed save, they are forced to
deafened and Staggered on a failed save for 1 minute. the ground by the weight of your chakra, being knocked
Creatures affected by this Senjutsu also gain prone and restrained for the duration, and taking 14d8
vulnerability to the next instance of bludgeoning, chakra damage. On a successful save the target is only
piercing or slashing damage they take. knocked prone and takes half the listed damage with no
Affected creature remake their saving throw at the end further effects.
of each of their turns ending the blind and deafened At the beginning of a creatures turn who failed their
conditions on a success. Strength save, they remake their save. On a failure, they
Sage Affinity Synergy: If you have the Dragon Senjutsu take 7d8 chakra damage and increase the cost of jutsu cast
class mod feature, when you cast this Senjutsu, you may by three (3) times its original cost and the cost of Arts cast
utilize the techniques innate to your form of Sage Mode. by +5 its original cost, until the beginning of their next
If you do, you instead select two areas which this turn. On a success, no further effects this round.
Senjutsu affects and creatures who do not have Regardless, a creature whom originally failed their first
Temporary hit points, or Damage reduction from an Strength saving throw as a result of this Senjutsu can
intercepting chakra construct, makes their initial saving spend its action to make remake their saving throw,
throw at disadvantage. ending this Senjutsu on a success.
Sage Affinity Synergy: If you have the Carnivoran
Senjutsu class mod feature, when you cast this Senjutsu,
you may utilize the techniques that your tribe has
entrusted you with. If you do, you drop an additional 2
more torii gates on top of your target increase the chakra
damage dealt by 3d8, the cost of the targets jutsu cast by
five (5) times its original cost, the cost of Arts by +10 its
original cost and imposing a 1d4 penalty on the targets
saves against this Senjutsu.

20
SAGE ART: GROUND PULSE DENIAL SAGE ART: HARDENED SENSORY BLOCK
Sage Art Type: Technique Sage Art Type: Technique
Classification: Sage Art Classification: Sage Art
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-Foot cube) Range: Self (20-Foot radius)
Duration: Concentration, up to 1 Minute Duration: 1 Minute
Components: CM, M Components: CM, M
Cost: 5 Sage Chakra Cost: 5 Sage Chakra
Reduced Cost: 3 Sage Chakra Reduced Cost: 3 Sage Chakra
Keywords: Ninjutsu, Fuinjutsu, Senjutsu Keywords: Genjutsu, Senjutsu, Visual, Auditory
Description: You stick your hand onto the ground, Description: You stomp the ground, releasing a fog of
releasing a pulse of Sage Chakra. All creatures of your Sage Chakra that acts an impenetrable chakra cloud that
choice within range, must make a Constitution saving is impossible to see through or hear from.
throw. On a failed save creatures are infected with your You create a cloud of chakra occupying a 20-foot
Sage Chakra for the duration, becoming unable to spend radius centered on yourself. Creatures cannot see or hear
normal chakra to cast Ninjutsu or Genjutsu. If they into, out of, through or from this affected area unless
would attempt to cast a Ninjutsu or Genjutsu, they can they have Sage Chakra or another source of special
only do so if they have a chakra like resource that allows chakra granted by another class mod. This cloud blocks
them to do so (Ex. White Chakra, Celestial Chakra, Sage all form of vision and sound, even from extra-sensory
Chakra, etc.) abilities such as chakra sight, truesight, or even
Sage Affinity Synergy: If you have the Reptilian Senjutsu blindsight and tremorsense as your Sage Chakra acts as
class mod feature, when you cast this Senjutsu, you may visual and auditory blocker.
utilize the techniques that your tribe has entrusted you All creatures, except for yourself and those with
with. If you do, all creatures who failed their saving throw special chakra granted by a class mod or who has access
also immediately lose the benefits of all Jutsu and non- to Sage Chakra, within the cloud suffer a -10 penalty to
class mod effects currently affecting them as those effects their all Wisdom based checks, and the same penalty to
end. If an effect had a duration of any type and did not all attacks made while inside the cloud.
come from a class mod it ends and is sealed for the Sage Affinity Synergy: If you have the Avian Senjutsu
duration, unable to be activated unless this Art ends. This class mod feature, when you cast this Senjutsu, you may
Art has no effects on Adversaries of higher level than the utilize the techniques that your tribe has entrusted you
caster, or if the Adversary is classed as a Solo. with. If you do, increase the range of this Art to Self (40ft
Radius), all hostile creatures who begin their turns within
SAGE ART: GROUND PULSE ENHANCED the chakra cloud must make a Wisdom saving throw. On a
Sage Art Type: Technique failed save, they gain 4 ranks of Concussed and Confused.
Classification: Sage Art
Casting Time: 1 Action
Range: Self (20-Foot radius)
Duration: 1 Minute
Components: CM, M
Cost: 6 Sage Chakra
Reduced Cost: 4 Sage Chakra
Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Description: You stick your finger into the ground,
releasing a pulse of Sage Chakra. All allied creatures of
your choice within range, that cannot generate Sage
Chakra (Does not have Senjutsu (Sage Mode) levels) are
infused with Sage Chakra for the duration.
They gain a bonded link with you, able to spend your
Sage Chakra with your permission to use any Ability that
you know from this class mod. If you have the ability to
use the reduced costs of sage arts when they activate an
ability, you spend that reduced cost. When they spend
Sage Chakra in that way, they gain the benefits of that
ability as if they had an equal number of levels in this
class mod as you.
Additionally, they can choose to instead spend 4 Sage
Chakra as a bonus action on their turns to regain 8d8 +
your character level hit points as your Sage Chakra
revitalizes them.
Sage Affinity Synergy: If you have the Herbavorian
Senjutsu class mod feature, when you cast this Senjutsu,
you may utilize the techniques that your tribe has
entrusted you with. If you do, allied creatures gaining the
benefit of this Art if they would use any Ability they do so
at -1, reduced cost. If they would instead spend the sage
chakra to regain hit points, they reduce the cost by -2.

21
SAGE ART: HELL PORT • Erect or flatten a wall up to 25 feet tall, 5 feet thick,
Sage Art Type: Technique and 15 feet long. If this is done targeting a wall,
Classification: Sage Art construct or structure created by a Jutsu, that wall,
Casting Time: 1 Action construct or structure is dispelled as if targeted by
Range: 90 feet Sealing Art: Chakra Dispel at S-Rank.
Duration: Instant • You can move through the ground and walls so long as
Components: M it is large enough to hold you and for you to move
Cost: 5 Sage Chakra through it, as you would through water. You move at
Reduced Cost: 3 Sage Chakra half speed while moving through these inorganic
Keywords: Taijutsu, Senjutsu, Combo structures and you gain 25 feet of tremorsense
Description: You use Sage Chakra to magnify your speed centered on your position within the structure.
and strength simultaneously. You move at such a speed, it • Have the ground and other inorganic objects within
could be seen as teleportation and magnifying your the cube attack your enemies. Select up to 3 creatures,
strength beyond even what Senjutsu is normally capable of. all of whom must make a Dexterity saving throw. On a
Select a number of spaces you can see within range failed save they take 8d8 Earth, Bludgeoning, Slashing
equal to twice your level in this class mod. In the blink of or Piercing damage (Your choice) and are grappled by
an eye, you teleport to each space almost simultaneously, the environment itself or half as much damage and no
ending this burst of movement in any of the selected further effects on a success. A grappled creature can
spaces of your choice. Each space with a hostile creature attempt to escape following the rules for grappling
within 5 feet of it causes that hostile creature to become a using your Senjutsu Save DC as the target number to
target of the following attacks. beat.
Make two melee Senjutsu attacks, then compare the • Make a patch of ground no larger than a 15-foot cube
results against all target creatures AC, dealing 4d10 + soften and malleable as it attempts to swallow your
twice your unarmed damage on a hit. enemies like quicksand, or soft putty. Affected
Additionally, once per casting, each affected creature creature(s) must make a Strength saving throw being
must make a Constitution saving throw, being staggered restrained on a failed save. A creature who fails this
on a failed save. saving throw by 5 or more also begins drowning,
Until the end of your turn, all affected creatures can be gaining 1 rank of exhaustion at the beginning of each
targeted by Senjutsu with the Finisher keyword regardless of their turns they remain drowning. A creature
of the range of the Senjutsu with the Finisher keyword has. restrained in this way can use an action to remake
Sage Affinity Synergy: If you have the Primate Senjutsu their saving throw to escape being restrained in this
class mod feature, when you cast this Senjutsu, you may way.
utilize the techniques that your tribe has entrusted you
with. If you do, increase the number of attacks made by SAGE ART: LIGHT FANG
+1, and the damage die by 1 step Sage Art Type: Technique
(D10 > D12) Classification: Sage Art
Casting Time: 1 Action
SAGE ART: INORGANIC REINCARNATION Range: Self (30-Foot Cone)
Sage Art Type: Technique Duration: Instant
Classification: Sage Art Components: HS, CM
Casting Time: 1 Action Cost: 7 Sage Chakra
Range: Self (100-Foot Cube) Reduced Cost: 5 Sage Chakra
Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Senjutsu
Components: HS, CM, CS Description: You use Sage Chakra to generate a beam of
Cost: 9 Sage Chakra light sharp enough to cut through anything. This beam
Reduced Cost: 7 Sage Chakra moves at the speed of light and is almost impossible to
Keywords: Ninjutsu, Fuinjutsu, Senjutsu dodge. All creatures in a 30-foot cone must make a
Description: You use Sage Chakra to enslave objects with Dexterity saving throw, taking 15d10 slashing damage on
no life functions such as the earth, water, metals, or a failed save or half as much on a success.
wood, giving you the ability to make drastic alterations If a creature who’s passive perception is less than 25
to the immediate area. An area in size, equal to a 100- makes a saving throw against this Art, they make their
foot cube, that you touch, gain seemingly sentient save at Disadvantage. If a creature passes this save by 10
movement at your discretion. For the duration of this or more, they take no damage from this art.
Art, you can do the following as either your Action or
Reaction while within the affected area.
Sage Affinity Synergy: If you have the Dragon Senjutsu
class mod feature, when you cast this Senjutsu, you may
utilize the techniques that your tribe has entrusted you
with. If you do, you can also choose to spend your full
movement or Bonus action to activate any of the
following effects.
• You can raise or lower an area no larger than a 10-foot
cube up or down, up to 25 feet in elevation. If this is
done as a reaction to a damaging jutsu or art, this cube
counts as an Earthen construct that intercepts
incoming damage for you or an allied creature and has
5d6 + 35 Hit points.

22
SAGE ART: PACIFICATION OF THE GROUNDS Weapon based on if its melee or ranged. If a creature
Sage Art Type: Technique other than you is using your Sage Weapon and would use
Classification: Sage Art a special action that requires a Senjutsu attack, they use
Casting Time: 1 Full-Turn-Action your Senjutsu attack bonus.
Range: Touch (Special) Sage Affinity Synergy: If you have the Primate Senjutsu
Duration: Special class mod feature, when you cast this Senjutsu, you may
Components: HS, CM, CS utilize the techniques that your tribe has entrusted you
Cost: Special with. If you do, All special actions granted by this art, that
Keywords: Ninjutsu, Fuinjutsu, Senjutsu replaces an attack granted by the attack action, can
Description: You use Sage Chakra and Fuinjutsu to create instead replace all attacks granted by the Attack action.
a powerful sealing tag. You place this sealing tag on any This benefit does not extend to Sage Release Burst or Sage
surface you can reach. This tag cannot be placed on a Release Point.
creature. MELEE SAGE WEAPON
Once placed, the sealing tag erects a barrier that varies Sage Release Strike: In place of one of your attacks
on its strength based on how much Sage Chakra was granted by the Attack action while wielding a melee Sage
committed to this Arts casting. Spend Sage Chakra in Weapon, you can swing it with the force of your tribe.
multiples of 5 up to three times. For every 5 Sage Chakra Make a melee Senjutsu attack, dealing twice your
spent this way, the Barrier grows in size, strength, and weapons damage on a hit and making the target make a
potency. Constitution saving throw, being Staggered until the end
5 Sage Chakra: A barrier is erected from the sealing of their next turn on a failed save.
tag in a 10-foot radius sphere, centered on the sealing Sage Release Wave: In place of one of your attacks
tag. This barrier lasts for 10 minutes, even if you exit granted by the Attack action while wielding a melee Sage
Sage mode. If the walls of this barrier cuts through a Weapon, you can swipe it horizontally or vertically in a
hostile creatures space, it pushes them to the outside of swift motion releasing a compressed wave of force. Make
the wall. If a creature attempt to move through the a ranged Senjutsu attack with a range of 30 feet, dealing
barrier without the casters permission, it must make a your weapons damage on a hit.
Charisma Saving throw. On a failed save, it cannot push Sage Release Burst: In place of one of your attacks
through the barrier. Additionally, for the duration, any granted by the Attack action while wielding a melee Sage
offensive attack, jutsu or Art cast, that would attempt to Weapon, you swing it downward in the direction of your
pass through your barriers walls, must deal at least 75 target, releasing a violent wave of force. All creatures in
damage to penetrate the barrier, otherwise, it cannot a 60-foot cone originating from you must make a
extend into or through the barrier. Dexterity saving throw, taking four times your weapon
10 Sage Chakra: As above, but the barriers radius is a damage, in force damage on a failed save or half as much
15-foot radius sphere, it lasts for 1 hour even if you exit on a success. Structures, constructs and terrain take
sage mode, and the barriers wall, as it expands from the triple damage. You can use this special action, once per
sealing tags space, all creatures of your choice, are casting of this art.
pushed to the barriers edge, creatures who make a
Charisma Saving throw as a result of this art, makes it at RANGED SAGE WEAPON
disadvantage, and finally, any offensive attack, jutsu or Sage Release Scatter: In place of one of your attacks
Art cast must deal 150 damage to penetrate the barrier. granted by the Attack action while wielding a ranged
15 Sage Chakra: This barrier is erected from the Sage Weapon, you can strike with it creating multiple
sealing tag in a 20-foot radius sphere, centered on the duplicates of your shot. Make a single ranged Senjutsu
sealing tag. This barrier lasts for 10 hours, even if you attack, comparing the result against up to 4 creatures of
exit Sage mode. As the barriers walls expands from the your choice AC, dealing damage on a success as normal.
sealing tags space, all creatures of your choice, are Sage Release Pincer: In place of one of your attacks
pushed to the barriers edge. Creatures cannot pass granted by the Attack action while wielding a ranged
through the barriers space without the casters Sage Weapon, you can throw it skyward causing it to
permission unless their level is higher than your splinter and rain down. All creatures in a 15ft cube
Senjutsu Save DC. Finally, any offensive attack, jutsu or centering on a space within your weapons range must
Art cast, that would attempt to pass through your make a Dexterity saving throw taking three times your
barriers walls, must deal at least 200 damage to weapons damage on a failure, or half as much on a
penetrate the barrier, otherwise, it cannot extend into or success.
through the barrier Sage Release Point: In place of one of your attacks
granted by the Attack action while wielding a ranged
SAGE ART: SAGE’S SABER Sage Weapon, you target one creature within that
Sage Art Type: Technique weapons range and fire or throw your weapon turning it
Classification: Sage Art into what looks like a shooting star. The target creature,
Casting Time: 1 Bonus Action and all creatures in a 10-foot wide, 90-foot-long line in
Range: Touch between you and the target must make a Dexterity
Duration: Concentration, up to 1 minute saving throw. On a failed save, taking four times your
Components: HS, CM, W (Any) weapon damage, in force damage or half as much on a
Cost: 5 Sage Chakra success. Structures, constructs and terrain take triple
Reduced Cost: 3 Sage Chakra damage. You can use this special action, once per casting
Keywords: Bukijutsu, Fuinjutsu, Senjutsu of this art.
Description: You use Sage Chakra to turn any weapon
into a Sage weapon. For the duration, while a creature is
using this Sage Weapon, its damage die becomes 2d10
and gains the Deadly 2 weapon property and they can
take the following special actions while using this Sage

23
SAGE ART: SCATTERING RAGE SAGE ART: SPLITTING SKY
Sage Art Type: Technique Sage Art Type: Technique
Classification: Sage Art Classification: Sage Art
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 90 Feet Range: 5 Feet
Duration: Instant Duration: Instant
Components: HS, CM Components: CM, M
Cost: 5 Sage Chakra Cost: 5 Sage Chakra
Reduced Cost: 3 Sage Chakra Reduced Cost: 3 Sage Chakra
Keywords: Genjutsu, Senjutsu, Visual, Auditory Keywords: Taijutsu, Senjutsu
Description: You use Sage Chakra to create bombs of Description: You use Sage Chakra to magnify your
oscillating energy of your description and personal strength and kick so hard that you can use the air itself
design. Select a target within range. Make a ranged as a step to launch yourself into the air, but not before
Senjutsu attack. you attempt to uppercut and bring your enemy with you.
On a hit, you deal 10d12 Force damage and target Make a melee Senjutsu attack, against a creature
creature must succeed a Wisdom Saving throw being within range ignoring any bonus to AC as a result of an
blinded and deafened until the end of their next turn on a Art or Jutsu. On a hit, you deal five (5) times your
failed save. unarmed damage die and you launch the target creature
Creatures who are targeted by this Art are left with an 100 feet into the air as you follow behind them.
imprint of your chakra. The next attack made targeting a A creature, other than you, takes falling damage if
creature targeted by this Art is made at advantage, they are unable to prevent themselves from falling.
afterwards, the imprint vanishes. Until the end of your turn, the target can be targeted
Sage Affinity Synergy: If you have the Reptilian Senjutsu by Senjutsu with the Finisher keyword regardless of the
class mod feature, when you cast this Senjutsu, you may range of the Senjutsu with the Finisher keyword has.
utilize the techniques that your tribe has entrusted you
with. If you do, you can create up to two additional SAGE ART: TRIBAL SONG [NEW]
constructs targeting either the same or additional Sage Art Type: Technique
creatures. For each additional construct targeting one Classification: Sage Art
creature, you instead increase the damage dealt by +4 Casting Time: 1 Full-Turn Action
and reduce the targets saving throw by -1. Range: Self (60-Foot cone)
Duration: Instant
SAGE ART: SPLITTING GROUND Components: HS, CM
Sage Art Type: Technique Cost: 14 Sage Chakra
Classification: Sage Art Reduced Cost: 10 Sage Chakra
Casting Time: 1 Action Keywords: Genjutsu, Senjutsu, Visual, Auditory
Range: 5 Feet Description: This Senjutsu can only be cast if you have a
Duration: Instant Sage Affinity that is not elemental. You use Sage Chakra to
Components: CM, M manipulate your vocal cords, vibrating them until they
Cost: 9 Sage Chakra are fully capable of manifesting your tribes special song.
Reduced Cost: 7 Sage Chakra You and your allied Sage Beast use a potent
Keywords: Taijutsu, Senjutsu, Finisher combination of techniques with a specific outcome. You
Description: You use Sage Chakra to magnify your strength can only cast this jutsu if you are within 5 feet of a Sage
to engage in powerful downward kick with enough force to Beast of A-Rank or higher that you’ve summoned. They
destroy most guards and protections. This Senjutsu can spend their reaction and 2 Jutsu Slots to aid you in casting
only be used as a Senjutsu Finisher and targets all creatures this Senjutsu. Once this Art is cast, both you and your
who can be targeted by a Finisher. Sage Beast become incapable of singing this song again
Make a melee Senjutsu attack against all valid creatures until you complete 10 consecutive Recuperating
within range ignoring any bonus to AC, Damage Reduction downtime activities.
or Temporary Hit points as a result of an Art or Jutsu. Both you and your Sage Beast sing this song
Compare your attack results against the AC of all Valid manipulating your chakra in a way that only propels the
targets. sound waves of the song forward in a 60-foot cone. All
On a hit, you deal eight (8) times your unarmed damage creatures in range, even if they are deafened must make
dice. All temporary hit points, damage reduction or a Wisdom saving throw. If the affected creatures do not
bonuses to AC as a result of an Art or Jutsu immediately have a Jutsu or Art based bonus to their Wisdom saving
ends and cannot be regained until the end of the targets throw or a way to nullify the effects of this Senjutsu,
next turn. they make their saving throw at disadvantage.
Additionally, all target(s) must make a Strength saving On a failed save, affected creatures become
throw, being launched into the ground on a failed save. Incapacitated, Paralyzed, Prone, Restrained, Stunned,
Creatures launched into the ground, that falls 10 or more Blinded, and Deafened for the next 24 hours as they are
feet, increase the falling damage die to a d8 and they take caught in the most powerful Senjutsu based Genjutsu in
three times the falling damage. existence or until they are freed from this Senjutsu as
Sage Affinity Synergy: If you have the Amphibian Senjutsu the result of an Art or Class Mod effect.
class mod feature, when you cast this Senjutsu, you may Sage Affinity Synergy: If you have the Amphibian
utilize the techniques that your tribe has entrusted you Senjutsu class mod feature, when you cast this Senjutsu,
with. If you do, you instead deal twelve (12) times your you may utilize the techniques that your tribe has
unarmed damage die in damage. entrusted you with. If you do, you and your Sage Beast
must only complete 5 Recuperating downtime activities
before you can cast this Art again.

24
SAGE ART: TRIBAL FOCUS [NEW] SAGE ART: SAGES RECOVERY [NEW]
Sage Art Type: Technique Sage Art Type: Technique
Classification: Sage Art Classification: Sage Art
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (20-Foot radius) Range: Self (20-Foot Radius)
Duration: Concentration, up to 1 minute. Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 6 Sage Chakra Cost: 5 Sage Chakra
Reduced Cost: 4 Sage Chakra Reduced Cost: 3 Sage Chakra
Keywords: Genjutsu, Senjutsu, Visual, Auditory Keywords: Ninjutsu, Senjutsu, Medical
Description: You use Sage Chakra to manifest an aura of Description: You use Sage Chakra to instantly heal most
focus enhancing both yourself and your allies. All damage inflicted on yourself or your allies. Select up to
creatures of your choice in range, when this Art is cast three creatures in range to be affected by this Art. All
gains a +3 bonus to all D20 based rolls that they would affected creature regains 50 Hit points and you
make. A creature can gain the benefit of this bonus no immediately cleanse them of any 1 condition affecting
more than five times per short rest, before the stress of them. A creature can only be healed by this Art no more
this enhancement weighs on them. A creature under the than three times per long rest. If a creature would be
effects of this Art who would attempt to gain this bonus healed an additional time beyond the third, they only
an additional time beyond the fifth, prior to a short rest, regain 25 hit points and no further effects.
gains 1 rank of Exhaustion. Additionally, until the end of each affected creatures
Sage Affinity Synergy: If you have the Herbavorian next turns, if they would gain 1 rank of any condition, it
Senjutsu class mod feature, when you cast this Senjutsu, immediately ends without taking hold, as your residual
you may utilize the techniques that your tribe has healing energies protect them.
entrusted you with. If you do, the bonus instead becomes Sage Affinity Synergy: If you have the Amphibian or
+5. Herbavorian Senjutsu class mod feature, when you cast
this Senjutsu, you may utilize the techniques that your
SAGE ART: TRIBAL CONTROL [NEW] tribe has entrusted you with. If you do, you instead
Sage Art Type: Technique cleans up to 2 conditions.
Classification: Sage Art
Casting Time: 1 Bonus Action SAGE ART: RAGING POWER SPIKE [NEW]
Range: Self Sage Art Type: Technique
Duration: Concentration, up to 1 hour. Classification: Sage Art
Components: HS, CM Casting Time: 1 Bonus Action
Cost: 6 Sage Chakra Range: Self
Reduced Cost: 4 Sage Chakra Duration: Instant
Keywords: Genjutsu, Senjutsu, Tactile Components: HS, CM
Description: You use Sage Chakra to place yourself under Cost: 9 Sage Chakra
a powerful Illusory Senjutsu. While you are aware you Reduced Cost: 7 Sage Chakra
are under this illusion you have no desire to break Keywords: Ninjutsu, Senjutsu, Fuinjutsu
yourself free from it. Description: You use Sage Chakra to instantly magnify
For the duration, if you would fall under the effects of the next Senjutsu you cast before the end of the turn you
a jutsu, Art, or Condition that would prevent you from cast this Senjutsu.
taking an Action, Bonus Action, Reaction, or special Before the end of the current turn, the next Art you
action granted by a Jutsu or Art, you can spend 2 Hit Die cast gains 2 of the following benefits. All of these effects
to force your body to break those limitations allowing only trigger once per casting.
you to take those actions until the end of this turn. • Damage die is increased by +5.
Sage Affinity Synergy: If you have the Rodent Senjutsu • Adds twice your character level to damage rolled
class mod feature, when you cast this Senjutsu, you may • Reduces affected creatures saves by 1d6.
utilize the techniques that your tribe has entrusted you • Gain a +3 Critical threat range.
with. This Art can also be cast as a Reaction, with the • Ignores up to your character level in Damage
trigger being ‘When you would fall under the effects of a
Reduction.
Jutsu, Art, or condition that would prevent you from
• Ignores all Temporary hit Points.
taking an Action, Bonus Action, Reaction, or special
• Affected creature immediately ends concentration on
Action granted by a Jutsu or Art. Regardless of the cast
all jutsu or Arts.
time chosen, you only spend 1 Hit Die to break those
• Doubles the ranks of all conditions a creature is
limitations and take the restricted action.
affected with, if able.
• Deals double damage if affected creatures critically fail
their saving throw (Save result is 10 or more under the
Save DC.)
Sage Affinity Synergy: If you have the Insectoid Senjutsu
class mod feature, when you cast this Senjutsu, you may
utilize the techniques that your tribe has entrusted you
with. If you do, you instead select 3 benefits.

25
SAGE ART: VOICE OF THE FALLING SKY SAGE ART: MISTS OF DESTRUCTION [NEW]
[NEW] Sage Art Type: Technique
Sage Art Type: Technique Classification: Sage Art
Classification: Sage Art Casting Time: 1 Action
Casting Time: 1 Action Range: Self (30-Foot Cone)
Range: Self (60-Foot Cylinder) Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 6 Sage Chakra
Cost: 9 Sage Chakra Reduced Cost: 4 Sage Chakra
Reduced Cost: 7 Sage Chakra Keywords: Ninjutsu, Senjutsu
Keywords: Ninjutsu, Senjutsu Description: You use Sage Chakra to manipulate your
Description: You use Sage Chakra to manipulate the stomach acid manipulating it functions similar to that of
atmosphere in a violent show of force and power. All a poison or venom and then expel it in a violent blast of
creatures of your choice in range, must make a Strength destructive mist melting and destroying all in its path.
saving throw as a cyclone of Sage Chakra swallows Select the type of stomach acid manipulation you want
everything within it. This Art can only be cast once per to use when casting this Art, imposing its effect.
short rest as the strain of it makes it difficult to use in Regardless of the type of manipulation, all creatures in
quick succession. range must make a Constitution saving throw.
Sage Affinity Synergy: If you have the Avian Senjutsu Sage Affinity Synergy: If you have the Insectoid Senjutsu
class mod feature, when you cast this Senjutsu, you may class mod feature, when you cast this Senjutsu, you may
utilize the techniques that your tribe has entrusted you utilize the techniques that your tribe has entrusted you
with. If you do, you instead make a Critical success only with. If you do, increase the damage die by 1 step, to a
possible if beating the DC by 10 or more, and a Critical d10 and after casting this Art it leaves a 15ft cube filled
failure possibly by failing the DC by 3 or more. with your chosen damage type for 1 minute. All creatures
who begin their turn in or would enter the affected area
Critical Success (Beat the DC by 5 or more): Affected
for the first time on a turn, must make a Constitution
creature is able to resist this Art's effects.
saving throw, suffering the listed effect on a failed save.
Success: Affected creature is able to resist most of this
Art’s effects but cannot resist it entirely They gain 2 • Acidic Destruction: On a failed save, creatures take
ranks of all listed Elemental conditions. 14d8 Acid damage and gain 4 ranks of Corroded or half
Failure: Affected creature is thrown 30 feet into the air as much damage and half as many ranks on a success.
and gaining 3 ranks of all listed Elemental conditions • Venomous Destruction: On a failed save, creatures
(Burned, Chilled, Corroded, Envenomed & Shocked). take 14d8 Poison damage and gain 4 ranks of
Conditions gained in this way cannot be ended as a Envenomed or half as much damage and half as many
result of damage like in the case of Chilled. ranks on a success.
Critical Failure (Fail the DC by 5 or more): Affected creature • Eroding Destruction: On a failed save, creatures takes
suffers the same effect as a failure but instead gain 5 14d8 Necrotic damage and gain 4 ranks of Concussed
ranks of all listed Elemental and Physical conditions. or half as much damage and half as many ranks on a
(Elemental: Burned, Chilled, Corroded, Envenomed & success.
Shocked) (Physical: Bruised, Bleeding, Lacerated,
Weakened)

SAGE ART: CORNERED FANG [NEW]


Sage Art Type: Technique
Classification: Sage Art
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: HS, CM
Cost: 5 Sage Chakra
Reduced Cost: 3 Sage Chakra
Keywords: Taijutsu, Senjutsu
Description: You use Sage Chakra to manipulate your
physical strength augmenting it beyond the pale.
When a hostile creature is within range, you strike out
in a stance reminiscent to that of your Tribes battle
stance. Make a melee Senjutsu attack, dealing your three
times your unarmed damage die + 6d12 and the target
creature must make a Strength saving throw being
Staggered on a failed save.
If you cast this Art while adjacent to 2 or more hostile
creatures, you instead compare your attack result to the
AC of all adjacent hostile creatures affecting them as if
they were the original target of this art as well.
Sage Affinity Synergy: If you have the Carnivoran
Senjutsu class mod feature, when you cast this Senjutsu,
you may utilize the techniques that your tribe has
entrusted you with. If you do, you instead make 2 attacks
comparing the results and affecting each creature as
normal.
26
SAGE ART: UNRELIABLE SELF [NEW] SAGE ART: BROKEN HISTORY [NEW]
Sage Art Type: Technique Sage Art Type: Technique
Classification: Sage Art Classification: Sage Art
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet Range: 90 Feet
Duration: Concentration, up to 1 minute. Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 8 Sage Chakra Cost: 6 Sage Chakra
Reduced Cost: 6 Sage Chakra Reduced Cost: 4 Sage Chakra
Keywords: Genjutsu, Senjutsu, Tactile Keywords: Genjutsu, Senjutsu, Tactile
Description: You use Sage Chakra to manipulate the Description: You use Sage Chakra to manipulate the
minds of your enemies, making their own mind fight minds of your enemies, making their own mind fight
against them, make all the fake pain become real, against them, make all the fake pain become real,
forming their mind to accept this Illusion as nothing but forming their mind to accept this Illusion as nothing but
real. You decide to make a creatures mind fracture real. You decide to fragment a creatures mind making it
developing a split personality for the duration, inducing impossible to piece back together for a moment. Their
a bout of madness. history is entirely disjointed, and they are unable to
First, select one creature you can see within range, figure out how any of their life makes sense as they even
forcing them to make a Charisma saving throw. On a become unable to rationalize their own existence. Select
failed save, they develop this split personality for the one creature, forcing them to make an Intelligence
duration of this Art. At the beginning of an affected saving throw.
creatures turn, they must make a Charisma Ability check Sage Affinity Synergy: If you have the Dragon Senjutsu
vs a DC 25. Depending on the results of this check their class mod feature, when you cast this Senjutsu, you may
split personality may take over until the end of their turn utilize the techniques that your tribe has entrusted you
acting in the way described. with. If you do, you make select up to two additional
Sage Affinity Synergy: If you have the Rodent Senjutsu creatures.
class mod feature, when you cast this Senjutsu, you may
Critical Success (Beat the DC by 5 or more): Affected
utilize the techniques that your tribe has entrusted you creature is able to resist this Art's effects.
with. If you do, you make select up to two additional Success: Affected creature is able to resist most of this
creatures. Art’s effects but still takes 6d10 psychic damage and
Success: Affected creature is able to break through this gains 2 ranks of Confused.
mental split fusing their mentalities back together into Failure: Affected creature takes 12d10 psychic damage and
one, ending this Arts effect on them. gains 5 ranks of Confused. Additionally, for each rank of
Failure (21-24 Result): Affected creatures split personality a Mental condition an affected creature has, they
does not take over, leaving them able to act as they increase the cost of Arts they cast by +2 of
normally would. their special resource, per total rank of
Failure (16-20 Result): Affected creatures split personality Mental conditions they have. If an Art
takes over. They decide to help the winning team. They does not cost any special resource,
act in an allied way towards the caster and the casters then this applies to their normal
allies this turn. chakra cost.
Failure (11-15 Result): Affected creatures split personality Critical Failure (Fail the DC by 5 or
takes over. They decide that fighting just isn’t the best more): Affected creature suffers
option. They act in a way so as to get as far away from the same effect as a failure but
combat as possible using all possible resources and also gains 5 ranks of
actions this turn. Concussed.
Failure (6-10 Result): Affected creatures split personality
takes over. They decide to attack a creature that is
considered an ally to it. They think it’s best to betray
their friends before their friends decide to betray them.
Failure (Any result 5 or lower): Affected creatures split
personality takes over. They decide to expel a mass of
chakra. They reduce their current chakra by half.

27
SAGE ART: SCORPION SPIT [NEW] SAGE ART: TRIBAL SEAL [NEW]
Sage Art Type: Technique Sage Art Type: Technique
Classification: Sage Art Classification: Sage Art
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 feet Range: Self (15-Foot Cube)
Duration: Instant Duration: Permanent, or until dispelled
Components: HS, CM Components: HS, CM, CS
Cost: 5 Sage Chakra Cost: 9 Sage Chakra
Reduced Cost: 3 Sage Chakra Reduced Cost: 7 Sage Chakra
Keywords: Ninjutsu, Senjutsu Keywords: Ninjutsu, Fuinjutsu
Description: You use Sage Chakra to manipulate your Description: This Senjutsu can only be cast if you have a
stomach acid manipulating it functions similar to that of Sage Affinity that is not elemental. You use Sage Chakra to
a poison or venom and then expel it in a violent blast of generate a powerful seal beyond all but the most
deteriorating liquid. experienced Uzumaki. Your sage tribe has entrusted you
Select the type of stomach acid manipulation you want with their sealing technique design to seal away even the
to use when casting this Art, imposing its effect. Make a greatest of threats. When you cast this Art a sealing circle
ranged Senjutsu attack dealing 18d6 of the chosen expands from you, filling a 15-foot cube originating
damage type and forcing the target make a Constitution from you. All creatures within this sealing circle become
saving throw vs the damage types secondary effects. targets of this Art, and thus are under its effects. Each
Sage Affinity Synergy: If you have the Insectoid Senjutsu affected creature once this art is cast, are still counted as
class mod feature, when you cast this Senjutsu, you may affected and a target even if they would move or be
utilize the techniques that your tribe has entrusted you teleported to a different location after this Art is cast.
with. If you do, increase the number of attacks you make All affected creatures must make a Charisma saving
by +1. Each attack can target a different creature if you so throw. On a failed save, they are teleported into the belly
wish. If both attacks target the same creature, instead of your tribes largest Sage Beast. While inside the belly of
increase the first attacks damage by 9d6, instead of this Sage Beast they lose access to all jutsu that would
making an additional attack. allow them to teleport and become bound to this
• Acid Damage: On a failed save, creatures lose all location. A creature bound to this location is incapable of
damaging the space they exist within. A bound creature
Damage reduction until the end of their next turn.
• Poison Damage: On a failed save, creatures lose cannot die here and while not incapacitated or
unconscious they are in a form of temporal stasis. This
proficiency in 2 random saving throws until the end of
Art cannot be dispelled unless its caster dies, the Sage
their next turn. Roll a d6 twice recording the result as
Beast the bound creature is within dies, the caster find a
those are the saving throws they lose all proficiency
way to dispel it or the bound creature finds a way to
bonuses to. If you roll the same result twice, roll again
escape through non-Jutsu based means.
until you no longer have the same result.
Once you cast this Senjutsu, you cannot cast it again
(1 – Strength, 2-Dexterity, 3-Constitution,
until they find another Sage Beast willing to house bound
4-Intelligence, 5-Wisdom, 6-Charisma)
• Necrotic Damage: On a failed save, creatures reduce
creatures. Sage Beasts acting as hosts for a bound
creature becomes unable to be summoned. Additionally,
their AC by their Constitution modifier until the
once you seal any number of creatures with this Senjutsu
beginning of their next turn.
with a single casting, you become incapable of casting it
SAGE ART: TRIBAL TEAMWORK [NEW] again, until you choose to dispel this Art willingly by
Sage Art Type: Technique traveling to your Sage Tribes home and begging for the
Classification: Sage Art seal to be released on the Sealed individual by
Casting Time: 1 Action completing some form of challenge or trial decided on by
Range: Self the Sage Beast the bound creature is inside of.
Duration: Concentration, up to 1 minute Sage Affinity Synergy: If you have the Rodent Senjutsu
Components: HS, CM class mod feature, when you cast this Senjutsu, you may
Cost: Special utilize the techniques that your tribe has entrusted you
Keywords: Ninjutsu, Senjutsu, Fuinjutsu with. If you do, all affected creatures makes their
Description: You can only cast this art while you are in charisma saving throw with a -1d4 penalty.
contact with an A-Rank or higher Sage Beast that you
have summoned and whose size is small or smaller.
When you cast this jutsu they become attached to your
body, becoming unable to move or take reactions. While
attached to you, you can cast Ninjutsu or Genjutsu the
Sage Beast knows with your Sage Chakra.
Additionally, you can command the Sage Beast, to
spend its action and 1 Jutsu slot to focus, gathering Sage
Chakra for you. You regain 1d4 Sage Chakra. If you are at
least 5th level in the Senjutsu (Sage Mode) class mod,
you instead regain 1d6.
Regardless, a Sage Beast can only ever gather Sage
Chakra for you in this way 5 times per Full-Rest.

28
SAGE ART: CRY OF THE WORLD [NEW] SAGE ART: STRENGTH OF THOUSANDS
Sage Art Type: Technique [NEW]
Classification: Sage Art Sage Art Type: Technique
Casting Time: 1 Action Classification: Sage Art
Range: Self (60-Foot Cone) Casting Time: 1 Action
Duration: Instant Range: Touch
Components: HS, CM Duration: Concentration, up to 1 minute.
Cost: 9 Sage Chakra Components: HS, CM
Reduced Cost: 7 Sage Chakra Cost: 9 Sage Chakra
Keywords: Ninjutsu, Senjutsu Reduced Cost: 7 Sage Chakra
Description: You use Sage Chakra to manipulate the Keywords: Ninjutsu, Taijutsu, Senjutsu
atmosphere in a violent show of force and power. You Description: You use Sage Chakra to enhance a creatures
inhale and exhale releasing a cyclone of force ripping at mind, body and spirit. When they breathe in they can feel
the very fabric of another creatures being. the strength of all nature around them, granting them
All creatures in range must make a Strength saving the strength of thousands. You cannot target yourself
throw. On a failed save affected creatures takes 10d8 with this Art.
force damage and all Jutsu or Role Trait based effects Select one allied creature you can reach. For the
currently affecting them are dispelled. If a trait is duration, their Strength, Dexterity, Intelligence,
dispelled, it is dispelled until the end of the affected Wisdom or Charisma (their choice) set to 30 and they
creatures next turn. gain 10 damage reduction. The affected creature cannot
Sage Affinity Synergy: If you have the Avian Senjutsu gain bonuses to their chosen ability score from any other
class mod feature, when you cast this Senjutsu, you may source for the same duration. If they would, at the end of
utilize the techniques that your tribe has entrusted you the turn that they gain that bonus, this Art causes a
with. If you do, a creature also finds that even clan- violent feedback, causing that statistic to drop to 5, but it
based features or traits with a persisting effect, ends. (Ex. remains at this value, permanently.
Sharingan, Byakugan, Bone Weapons, Raw Chakra Form, Sage Affinity Synergy: If you have the Carnivoran
etc.) Senjutsu class mod feature, when you cast this Senjutsu,
you may utilize the techniques that your tribe has
SAGE ART: FIGMENT STRIKE [NEW] entrusted you with. If you do, you may select yourself for
Sage Art Type: Technique this Art.
Classification: Sage Art
Casting Time: 1 Action SAGE ART: WORLD REBIRTH [NEW]
Range: Weapons Range Sage Art Type: Technique
Duration: Instant Classification: Sage Art
Components: HS, CM, W(Any) Casting Time: 1 Action
Cost: 9 Sage Chakra Range: Self
Reduced Cost: 7 Sage Chakra Duration: Concentration, up to 1 minute.
Keywords: Bukijutsu, Senjutsu Components: HS, CM
Description: You use Sage Chakra to manipulate the Cost: 7 Sage Chakra
power of your next strike, bending the laws of the world Reduced Cost: 5 Sage Chakra
to fit you needs. Your next attack is augmented based on Keywords: Ninjutsu, Senjutsu
the type of weapon you are using. Description: You use Sage Chakra to enhance your
Melee Weapon: Make a melee Senjutsu attack, rolling 2 cellular recovery speed. This allows you to keep fighting
additional d20, taking the lowest result. On a hit you deal long after you should have fallen. For the duration, at the
20 times, your weapons damage. beginning of each of your turns you regain 10d10+10 hit
Ranged Weapon: Make a ranged Senjutsu attack. points. Reduce the amount of hit points regained at the
Regardless of the result, you automatically score a hit end of each of your turns, by 1 die.
dealing 5 times your weapons damage die, in damage. Sage Affinity Synergy: If you have the Reptilian Senjutsu
Sage Affinity Synergy: If you have the Primate Senjutsu class mod feature, when you cast this Senjutsu, you may
class mod feature, when you cast this Senjutsu, you may utilize the techniques that your tribe has entrusted you
utilize the techniques that your tribe has entrusted you with. If you do, increase the healing die by 1 step, to a
with. If you do, the melee attack instead rolls 1 additional d12.
d20 and the ranged attack can target 1 additional
creature of your choice within range.

29
SAGE ART: VERITABLE 10,000-ARMED
KAN’ON
Sage Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Full-Turn-Action
Range: Self
Duration: Concentration, up to 1 minute
Components: HS, CM, CS
Cost: Special
Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Description: You use Sage Chakra and Fuinjutsu to
Conjure ultimate construct. You manifest a giant statue
in the form of a representation of your Sage Tribe. When
you summon Kan’on if you have less than 50 Sage
Chakra, you immediately exit Sage Mode and this Art
fails to cast. If you have 50 or more Sage Chakra, you
reduce it by 25, at the beginning of each of your turns.
The size of this construct is of titanic proportions,
occupying a 30-foot cube as its single space. The
description and design of it is of your choice. This Sage
art can only be unsummoned by being destroyed, by you
ending concentration, or by its own effects.
This construct has 10,000 hands originating from its
back in countless concentric rows, while its two main
hands, paws, or claws are clasped, as if in prayer.
When summoned, you are place on top of the
constructs head, out of reach of most entities.
The construct has the following Statistics, and acts in
your place on your turn. You cannot act while this
construct is active. It acts on your turn, being able to use
your Action, Bonus action, movement or reaction as you
see fit. The turn this construct is summoned, it can act as
if you had 1 Action remaining.

Multiattack. Kan’on can attack four times using 10,000 hands, then three
Gargantuan Humanoid Construct
times using Fist of Repent, then twice using Open Palm of Respect.
Armor Class 23 + (Your level in this Class mod), DR 25 10,000 Hands. Melee Weapon Attack: + 20 to hit, Reach 25ft., one target. Hit:
Hit Points 500 10d10+ Str Bludgeoning damage
Speed 100 ft. Open Palm of Respect. Melee Weapon Attack: Self (30-foot radius), Dexterity
Saving throw. On a failed save, creatures take 14d6 bludgeoning damage or
STR DEX CON half as much on a success.
32 (+11) 18 (+4) 30 (+10)
Fist of Repent. Melee Weapon Attack: +20 to hit, Reach 15ft., one target. Hit:
6d12 + Str Chakra damage.
Condition Immunities All
Sage Art: Peace (Recharge 11-12). As an action, Kan’on attempts to restrain
Damage Resistances All
a target and seal away its chakra. Kan’on takes the Grapple skill action.
Senses Chakra Sight 120ft, Tremorsense 120ft, passive perception 30
On a success, the target must succeed a constitution saving throw. On a
Failed save, their chakra is sealed away, being unable to spend chakra. A
Hand of God. Kan’on treats all Demons and Undead as vulnerable to all of its
creature sealed this way cannot spend chakra until they remake the
attacks.
saving throw as an action once per day, or have a Senjutsu with the
Sage Tribute. When Kan’on deals damage, its damage is treated as your Fuinjutsu keyword target them to break the seal.
tribes primary damage type (Your interpretation, DM’s Approval)
Sage Art: War (Recharge 11-12). As a Bonus action, Kan’on attempts to
Critical Defense. Creatures cannot score critical hits on Kan’on bring the fight to a swift end. Until the end of the turn, melee weapon
Immutable Form. Kan’on is immune to any Jutsu or effect that would alter attacks Kan’on attempts are at advantage. On a successful hit, Kan’on
your form. doubles the damage die rolled.
Too Big to Fail. Kan’on uses its summoners Proficiency + Its Strength Sage Art: Blitz (Once per summon). As an action, while Kan’on does not
Modifier for all saving throws and athletics checks. have the 10,000 arms attached to its back, it enters a state of bliss and
Let Go. As a bonus action, Kan’on Detaches itself from the 10,000 arms on its regret. Kan’on Darts around the battlefield attacking creatures at such a
back. When it does, it cannot use its 10,000 Hands attack any longer and fast pace that most wouldn’t fathom such a large creature moving this
its AC takes a -5 Penalty, but its Multiattack increases to five attacks using fast. Kan’on makes a number of Fist of Repent attacks against each
Fist of Repent, its speed increases by 25 feet, and it can use Sage Art: hostile creature within 100 feet of it. Make one Fist of Repent attack,
Sages Blitz. comparing the result to all target creatures AC, dealing Fist of repents
damage to each creature a number of times equal to the number of
creatures Kan’on attacked. Additionally, creatures with 0 Chakra takes
triples the damage dealt as force damage. Once used, Kan’on is
30 unsummoned immediately.
SENJUTSU (SAGE OF SIX PATHS)
Mysterious Voice:” Oh, so you’ve made it this far? I
thought the cycle of hatred between my two son’s had
GAINING THE SAGE OF SIX
PATHS SAGE MODE
come to an end. My ignorance and hubris is the cause of
this. I must apologize for thrusting my responsibilities
upon you. But you are the last one I can depend on. Could Gaining The Sage of Six paths Sage Mode should be from
you please, bring an end to this era of hatred and a series of trials in which, players should be aware, that
bloodshed?” this transformation is highly limited. So much so, that it
will vanish exactly 8 hours after receiving it. Once the
Unlocking the power of the Sage of Six paths not
Spirit of the Sage of Six Paths, selects the person to give
something one can learn, train, or even strive to do. This
this power too, he vanishes, not to be seen again for
power is locked behind the state of the world and
decades or even centuries.
whether or not his children’s reincarnations are at war
This level of sage mode can only be gained, if the
with each other again. The Sage of Six paths, only shows
character attaining it is a 5th level sage. They
himself to those reincarnations when he believes that
temporarily gain a Sixth level of Sage Mode, known as
they must work together, to achieve a greater goal;
the Sage of Six paths Mode.
Defeating the 10-Tails. Defeating the Ōtsutsuki. Brining the
Eras of War to an end.
When he reveals himself, it is usually only one half of
himself. The half that needs to be seen. He will gift a
Sage his power. But only one in a Generation.
The use of the Sage of Six Paths is a powerful tool, that
can be used for both plot & mechanical relevance. Both
the DM and the Player can benefit from including this
into the narrative. The Sage of Six Paths has been
designed to fit into any story.
The Sage of Six Paths is an End game class mod level
that should come at the end of a campaign, with full
knowledge that without it, the players or the world
would be doomed.
Due to the amount of power The Sage of Six Paths
provides it is not intended to be used by characters who
are below 19th level. Characters who gain this powerful
class mod, should only do so in preparation for the final
battle or battles that are going to take place.
This is not a power that is freely handed out due to the
massive power it grants the user. This is a powerful Class
Mod and should not be handed out unless the final battle
is present as, after gaining this level of Sage mode, it will
vanish very soon after.
The DM has full control over when this appears in the
campaign. There are no boxes to check, or requirements
to meet, outside of the tables plot or design. There is no
planning ahead, or planning for this.

31
SAGE OF SIX PATH FEATURES • As an Action, you may;
o Spend 1 Orb: Cast any one Jutsu of your choice,
When you temporarily gain the Sage of Six paths, 6 th
automatically upcasted to S-Rank, at no
level you gain the following class mod features.
additional chakra cost. They always deal the

SAGE OF SIX PATHS MODE o


maximum possible damage.
Spend 1 Orb: You manifest the Sword of
Beginning at 6th level in this class mod, you have tapped Nunoboko. This sword is a large, double-helix
into the Sage of Six Paths power. His chakra courses shaped sword for the next hour. Only you have
through you, and all Sage Chakra in your body becomes proficiency in this weapon. It uses your Six Path
Six Paths Chakra. This Chakra acts exactly like Sage Art attack bonus when making attacks with it. You
chakra, except you gain a few additional benefits while can make 3 attacks with this weapon when you
you have it. take the Attack action with it. On a hit, you reduce
When you enter Sage Mode, you instead enter Sage of the targets maximum hit point and chakra points
Six Paths Mode. You gain all the benefits of all features by 10d8 + your character level.
prior, but also the following; o Spend 2 Orbs: Cast any one Sage Art of your
• For every 1 Sage of Six paths Chakra, you spend casting choice, at no additional cost. They always deal the
any jutsu, or paying the cost of any feature or feat, you maximum possible damage.
treat the chakra spent as 5. o Spend 2 Orbs: Create two large arms of condensed
• For every 1 Sage of Six paths Chakra, you spend casting black Chakra. These arms are of your design and
any Sage Art: Technique, you treat the Sage Chakra spend shape. They last for the duration of your Sage of
as 3. Six Paths Mode. Your unarmed attacks have a
• Sage Arts: Abilities have their cost reduced to 1. reach of 60 feet, your unarmed damage becomes
• Sage Arts: Passives no longer cost chakra to maintain. 12d8. You can make 4 unarmed attacks when you
take the attack action.

SIX PATH ARTS o Spend 3 Orbs: Create a large bubble surrounding


yourself or a creature you can see within 120 feet
You gain access to a very small list of extremely of you. They become immune to all damage and
powerful, but limited use Arts, known as Six Path Arts. effects, allied or hostile, until the end of your next
These arts fall into one of 3 categories; Abilities, turn.
Passives and Techniques. • As a Reaction, you may;
The Six Path Arts you learn define what it means to be o Spend 1 Orb: Select one creature you can see
a Sage. These Arts can all, only ever be used once. casting a Jutsu or an Art, that does not use Sage
Six Path Arts may require an Attack Roll or Saving Chakra. It fails to cast.
throw. Also, while gaining the benefits of Sage of Six o Spend 2 Orbs: Create a barrier around yourself,
Paths Mode, Jutsu and Sage Arts you cast with Sage of Six becoming immune to Jutsu, features and Arts,
Paths Chakra are treated as Six Path Arts. If casted this that don’t use Sage Chakra, until the beginning of
way, using your Six Path attack Bonus and Save DC, they your next turn.
gain any bonuses that trigger as a result of using Six
Path Arts.
To calculate your Six Path Arts, Save DC and Attack
SIX PATH ARTS
bonus, do the following; Below are Six Path Arts, listed in Alphabetical order, in
Six Path Art Save DC = 15 + Half your character level + separate Sage Art Types, in the following order; Passive,
Proficiency bonus; Ability, Technique.
Six Path Art Attack Bonus =Half Your character Level +
your Senjutsu (Sage Mode) class mod level + Your SIX PATH ARTS: PASSIVE
Proficiency bonus;
You have reached a point of clarity and virtual infinity.

TRUTH SEEKING ORBS • All Ability Scores becomes 30.


• You gain Expertise in all Saving throws.
You gain access to powerful, orbs of malleable black
chakra, which can alter their form and characteristics in
various ways. Though only the size of a fist, each hides
SIX PATH ARTS: ABILITIES
within it, the power to destroy ones very soul.
You gain nine (9) such orbs of power. While not in use,
SENPO: PEERLESSNESS
Sage Art Type: Ability
these orbs float behind you in a circular formation. You
You use your Six Path chakra to ensure victory.
cannot create new orbs once any of them are used, spent,
Once per turn, when you would cast a Six path Art, you
or destroyed.
may select one creature. They become Vulnerable to your
While you have at least one orb, you have access to all
Damage and when they make any saving throws or ability
Nature Releases. Select 1 Jutsu of each Nature Release
checks against you, they roll 4d20, taking worst result.
you currently do not have, even ignoring Hijutsu
They cannot gain advantage or disadvantage on the roll.
limitations, temporarily adding them to your known
Also, they lose all Immunities and Resistances.
jutsu list for the duration of your Sage of Six Paths Mode.
This lasts until the end of your turn and can only be used
While you have at least one Truth Seeking Orb, you can
once.
spend them to complete the following task(s);

32
SIX PATH ARTS: TECHNIQUES
SIX PATH ART: FUTURE
Sage Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Action
Range: 10 feet
Duration: Instant
Components: M, CM
Cost: 1 Six Path Chakra
Keywords: Ninjutsu, Taijutsu, Bukijutsu, Senjutsu
Description: You use Six Paths Chakra to generate a
single black rod, in an attempt to stab a creature, you can
see within range. This rod, extends from your palm.
Make a melee Six Path Art Attack. On a hit the target
must succeed a constitution saving throw. On a failed
save, they turn to dust.
After this arts casting, for the next 7 Days, after this
Arts casting, you progressively grow in age becoming
more fragile. On the Seventh Day, you turn to dust. Your
spirit remains, watching over the world, as the new Sage
of Six paths, watching and waiting to grant the next
savior to grant your powers to.

33
SAGE MODE – EXTRAS
SAGE MODE FEATS ADEPT SAGE
The following are a list of Feats designed with a lower
Category: Class Mod
power-level in mind. These feats are a part of the overall
Prerequisite: Level 13+, Expertise in Nature
Class Mod category of feats. These feats are intended to
You have completed the training needed to access the next
give the user the feel of Sage Mode without oppressively
level of your sage training, Adept Sage Mode. You gain the
shifting the balance of a normal level 1-20 play through.
following benefits:
Here are the following rules and requirements in
regards to even gaining these Class Mod feats. • Once per Full-Rest, you can spend a Full-Turn Action to
enter Adept Sage Mode. When you do, you take on some
• Each Class Mod feat costs 25 downtime.
physical aspects reminiscent of your Sage tribe, but less
• A character must have at least a 20 or higher in one or
severe and body defining. You can remain in this state for
more Ability Scores.
no more than 10 minutes.
• A character can only access these feats if offered
• While in Adept Sage Mode you gain 7 Sage Art Charges. You
training by a Sage tribe or another Sage mode user.
can spend these charges to enhance your jutsu, cast a
• All techniques, abilities and passives you gain from a
Senjutsu, or activate an Advanced Sage Art: Ability.
Class Mod feat can be used in any Sage Mode variant you • You gain 1 Advanced Sage art: Ability.
have access to. (Imperfect, Adept, etc.)
• All Sage Mode variants have a unique set of bonuses and
effects, which can be found on the Sage Mode Variants
EXPERT SAGE
table at the end of these feats. Category: Class Mod
• You can exit any Sage Mode variant as a Bonus action. Prerequisite: Level 15+, Expertise in Ninshou
• Regardless of the Sage Mode variant you access, they all You have completed the training needed to access the next
share the same Full-Rest recharge limitation. level of your sage training, Expert Sage Mode. You gain the
• You gain one Sage Affinity to embody. If you have a following benefits:
summoning contract with a tribe of sage beast you gain • Once per Full-Rest, you can spend a Full-Turn Action to
the Summon Type of that tribe as your Sage Affinity. enter Expert Sage Mode. When you do, you take on none of
Alternatively, if you have a Nature release, you can the physical aspects reminiscent of your Sage tribe, but
select an Elemental Affinity as your Sage affinity. This instead only eyes similar to your Sage tribes. You can
option is permanent and cannot be changed later. remain in this state for no more than 10 minutes.
o You can activate their Abilities by spending your • While in Expert Sage Mode you gain 7 Sage Art Charges. You
normal chakra or Sage Art Charges. can spend these charges to enhance your jutsu, cast a
• Sage Art Charges are a special resource intended to allow Senjutsu, activate an Advanced Sage Art: Ability or Passive.
you to cast Senjutsu or activate Abilities or Passives. • You gain 1 Advanced Sage art: Passive. This passive once
o Each Sage Mode variant has its own Sage Art Charge activated, lasts for 5 rounds, or until you end your Sage
pool and limitations on what you can spend your Mode.
charges on. • Select one Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. This
o You can cast normal Ninjutsu, Genjutsu, Taijutsu chosen jutsu becomes treated as an Advanced Sage Art:
and Bukijutsu by spending these charges. When Technique gaining the benefits of Senjutsu associated
you do they becomes enhanced. Enhanced jutsu with your Sage Mode variant, excluding rolling half of its
gain some benefits which can be found in the Sage dice value for damage, healing and damage reduction.
Mode Variants table.
• Senjutsu charges cannot be used to enhanced jutsu with SUPERIOR SAGE
the Combination keyword.
• Category: Class Mod
Senjutsu cast with Sage Art Charges rolls half their dice
values for damage, healing and damage reduction. Prerequisite: Level 17+, Expertise in Illusions
You have completed the training needed to access the next

FLEDGLING SAGE level of your sage training, Superior Sage Mode. You gain the
following benefits:
Category: Class Mod
• Once per Full-Rest, you can spend a Full-Turn Action to
Prerequisite: Level 10+, Expertise in Chakra Control
enter Superior Sage Mode. When you do, you take on eyes
You have completed the training needed to access the elite
similar to your Sage tribes. You can remain in this state
and powerful Sage Mode, but due to your inexperience this
for no more than 10 minutes.
Sage mode is often called Imperfect. You gain the following
• While in Superior Sage Mode you gain 9 Sage Art Charges.
benefits:
You can spend these charges to enhance your jutsu, cast a
• Once per Full-Rest, you can spend a Full-Turn Action to Senjutsu, activate an Advanced Sage Art: Ability or Passive.
enter Imperfect Sage Mode. When you do, you take on • You gain 1 Advanced Sage art: Ability, Technique or Passive,
some physical aspects reminiscent of your Sage tribe, your choice. If a Technique, the cost of it can be no more
such as webbed hands, gills, furry body or even an than 7 Sage Chakra.
elongated face. You can remain in this state for no more
than 10 minutes.
• While in Imperfect Sage Mode you gain 5 Sage Art Charges.
You can spend these charges to enhance your jutsu or cast
a Senjutsu.
• You gain 2 Advanced Sage Art: Techniques that cost no
more than 6 Sage Chakra.

34
S AGE M ODE V ARIANTS
Variants Bonuses
Imperfect Sage Mode +1 bonus to all skill checks, ability checks & saving throws, Enhanced jutsu increases its damage, healing,
temporary hit points or damage reduction die by +2
Adept Sage Mode +1 bonus to all skill checks, ability checks & saving throws, Enhanced jutsu increases its damage, healing,
temporary hit points or damage reduction die by +2, and Abilities and passives that refer to your level in this
class mod is treated as if you are level two in the Senjutsu (Sage Mode) Class mod.
Expert Sage Mode +2 bonus to all skill checks, ability checks & saving throws, Enhanced jutsu increases its damage, healing,
temporary hit points or damage reduction die by +3, and Abilities and passives that refer to your level in this
class mod is treated as if you are level two in the Senjutsu (Sage Mode) Class mod.
Superior Sage Mode +3 bonus to all skill checks, ability checks & saving throws, Enhanced jutsu increases its damage, healing,
temporary hit points or damage reduction die by +3, and Abilities and passives that refer to your level in this
class mod is treated as if you are level four in the Senjutsu (Sage Mode) Class mod.

SAGE MODE ADVERSARIES SAGE MODE TIERS


Alongside player characters, there is the potential for Unlike players, Adversaries do not have bonuses that
adversaries to have access to the power of Sage Mode. originate from a Tribe, but instead gain their bonuses
This has always been possible but there have been very like all other Adversaries. Though in a similar fashion to
few rules to help guide GM’s through the process of even players with levels to their class mods, Adversaries do
granting adversaries with such a power. So now with have Sage mode tiers. Lesser, Greater & Legendary, which
this, Adversaries will have additional rules, traits, and when put into context is described as Minor Sage Mode or
bonuses associated with being able to access Sage Mode. Legendary Sage Mode. Each Sage Mode type has bonuses
The power of Sage mode can be applied as a Clan or unique to it as follows;
Affiliation Modifier. It is suggested that only Elite or Solo
adversaries gain access to Sage Mode, but they can be LESSER SAGE MODE
applied to Standards, but never minions. Tier Bonus: +2
Adversaries with Sage Mode no longer have normal • Gain 2 Sage Mode Traits. These traits count as both an
chakra, as it is replaced with Sage Chakra. Calculating an Affiliation Trait and Role Trait.
Adversaries Sage Chakra is fairly simple, compared to • Gain 2 Advanced Sage Art: Techniques.
calculating an Adversaries normal chakra pool. To • +2 Bonus to AC and all saving throws.
calculate an adversaries Sage Chakra pool, use the • +10 Damage Reduction.
following formula; Proficiency + Constitution Modifier x • +20 Movement Speed.
Level. • +6 Stat points.
• All jutsu adversaries cast using Sage Chakra increase
the number of damage, healing, temporary hit point
or damage reduction dice by +2.

GREATER SAGE MODE


Tier Bonus: +4
• Gain 4 Sage Mode Traits. These traits count as both an
Affiliation Trait and Role Trait.
If an Adversary would fall to 0 Sage Chakra they lose • Gain 4 Advanced Sage Art: Techniques.

all the benefits of Sage mode, cannot access their Sage • +3 Bonus to AC and all saving throws.

Arts, Senjutsu, their Sage Mode Traits and they regain • +15 Damage Reduction.
normal chakra equal to half of their original amount. • +30 Movement Speed.
Adversaries do not need to spend actions mechanically • +8 Stat points.
to enter or exit Sage Mode as it is assumed that they are • All jutsu adversaries cast using Sage Chakra increase
in Sage Mode from the beginning. If you wish to have an the number of damage, healing, temporary hit point
Adversary transition into Sage Mode, you may do so by or damage reduction dice by +3.
having them activate their Sage Mode during a phase
change at your own discretion. LEGENDARY SAGE MODE
Tier Bonus: +8
JUTSU COST (SAGE MODE) • Gain 6 Sage Mode Traits. These traits count as both an

When casting Ninjutsu, Genjutsu, Taijutsu and Bukijutsu Affiliation Trait and Role Trait.
• Gain 6 Advanced Sage Art: Techniques.
using Senjutsu, they gain the benefits provided by Sage
• +3 Bonus to AC and all saving throws.
Mode, and have a slightly altered cost compared to
• +25 Damage Reduction.
normal.
• +30 Movement Speed.
• D-Rank: 1 Sage Chakra
• +10 Stat points.
• C-Rank: 2 Sage Chakra
• All jutsu adversaries cast using Sage Chakra increase
• B-Rank: 5 Sage Chakra
the number of damage, healing, temporary hit point
• A-Rank: 7 Sage Chakra
or damage reduction dice by +4.
• S-Rank: 10 Sage Chakra

35
SENJUTSU ATTACK AND SAVE DC HERBAVORIAN TRAINING
At the beginning of this adversaries turns, it can spend 3
Adversaries have a separate attack bonus for their class
Sage Chakra to summon 1 D-Rank Sage Beast that has the
mod-based arts. The Adversary, unlike players can
Herbavorian Summoning type at no action cost. These
choose to use a Jutsu’s original attack bonus or DC,
Sage Beasts acts at the end of this adversaries turn.
instead of their class mod attack or DC. Adversaries
calculate their Attack bonus and Save DC as follows;
MOUNTAIN TRAINING
Senjutsu Save DC = 10 + half Adversary Level + Constructs or Structures you create by casting jutsu or
Proficiency bonus; Senjutsu no longer need to be commanded by you,
Senjutsu Attack Bonus = Half Adversary Level + instead they act at the end of your turn. If a Construct or
Adversary Tier Bonus + Proficiency bonus; structure did not need to be commanded it instead acts

ADVERSARY SAGE MODE TRAITS


twice at the end of your turn.

TYPHOON TRAINING
NATURES GIFT Creatures no longer make saving throws to resist the
At the beginning of this adversaries turn each round, Bleed or Lacerated conditions from Jutsu or Senjutsu you
they roll 2d6. They regain the result as Sage Chakra. cast that requires an attack roll, instead automatically
gaining the maximum amount on a successful attack. If
CARNIVORAN TRAINING Bleed or lacerated would be inflicted as a result of a
Once per turn, on this adversaries turn, they may spend failed saving throw, double the ranks inflicted on a
5 Sage Chakra or 1 Tenacity die to mark one creature failure, and inflict half the value on a success.
within 60 feet as Prey. Melee Taijutsu, Bukijutsu or
Senjutsu attacks against a Prey ignore Damage reduction INFERNO TRAINING
and temporary hit points. Fire damage this adversary deals automatically inflicts 2
rank of burned, once per turn.
AVIAN TRAINING
One Senjutsu that this adversary knows, has its cost TSUNAMI TRAINING
reduced by half. This only applies to Arts whose total Creatures making a saving throw against a Jutsu or
cost does not exceed 10 Sage Chakra. Senjutsu that deals cold damage, gains 1 rank of chilled,
once per turn.
DRAGON TRAINING
Twice per combat, Genjutsu, Fuinjutsu or Senjutsu this STORM TRAINING
adversary casts with the Genjutsu or Fuinjutsu Creatures who deal damage to this adversary with a
keywords, that deals damage has a chance to stun its melee attack gain 1 rank of shocked.
enemies. Each affected creature must make a Flat DC 10
check. On a failure, they are stunned until the end of SAGE TECHNIQUE
their next turn. Select one Advanced Sage Art: Ability. This trait gains the
benefits of the chosen ability.
INSECTOID TRAINING
This adversary can spend 5 Sage Chakra to disperse and SAGE EFFICIENCY
become a swarm of insects of its choice, until the Select one group between Advanced Sage Art: Ability and
beginning of its next turn or Elite action (its choice). Techniques. This adversary can cast or use the chosen
While in this state, it cannot cast Jutsu or Arts that group with their reduced cost.
require hand signs (HS) or Mobility (M), but it gains
immunity to damage and effects that originate from SAGE RESILIENCE
attack rolls and gains the ability to fly. This adversary can spend 5 Sage Chakra to automatically
end one condition currently affecting it, once per turn.
PRIMATE TRAINING
This adversary can summon any weapon it wishes as a SAGE GUARD
bonus action. All weapons it summons can only be used This adversary can spend 5 Sage Chakra to gain +20
for one full attack action or one Bukijutsu or Senjutsu Damage reduction, against one instance of damage. This
per turn before it is forcibly unsummoned unable to be effect can be activated no more than 5 time per instance
resummoned until the next combat. All Weapons it of damage.
summons are treated as +4 weapons.
SAGE BOOST
REPTILIAN TRAINING This adversary can spend 10 Sage Chakra to double the
This adversary can spend 8 Sage Chakra to nullify any next Senjutsu they cast dice rolled, once per casting.
single instance of damage it takes as it sheds its skin as a
defense mechanism. Effects or conditions that would be SAGE ARMOR
applied along side the damage dealt or as the result of a When this adversary would gain a rank of any condition,
failed saving throw are also nullified. This nullification they reduce the number of ranks they gain by 3.
effect can only be used once per turn.

RODENT TRAINING
This adversary can spend 5 Sage Chakra to become
invisible while moving and attacking, until the end of its
turn when it becomes visible again. If this adversary has
a way to move while it is not its turn, it can spend the
listed Sage Chakra activating this effect until the end of
the turn.

36
S-Rank, Iconic Solo, Controller, Shinobi, Dragon Sage Mutant, Prof + 8 Sage Mode. Kabuto increases all dice used to determined Damage, healing, damage
Level: 18 (100 XP), Tenacity Die: 18 reduction and temporary hit points, by +3.
Natures Gift. Kabuto Regains 2d6 Sage chakra at the beginning of each of his turns.
Armor Class 31 (Chakra Armor), DR: 15 Sage Armor. When Kabuto would gain a Condition, he reduces the number of ranks
Hit Points 1818 he gains by 3.
Sage Chakra 234
Chakra Points 1013
Speed 80 ft, Initiative +12 Senjutsu. +21 to hit, (Senjutsu Save DC 27)
D-Ranks (Cost 1): Dance of the Larch, Web Bind, Web Throw, Medical Release:
STR DEX CON INT WIS CHA Healing Hands
17 (+3) 19 (+4) 21 (+5) 25 (+7) 24 (+7) 27 (+7)
C-Ranks (Cost 2): Spider Web Flower, Spider Web Wall, Medical Release: Chakra
Needles, Sealing Art: Curse
Saving Throws Str +11, Dex +16, Con +13, Int +19, Wis +19, Cha +19 B-Ranks (Cost 5): Frenzy: Burst, Frenzy: Cackle, Invisibility, Psionics: Crush!
Skills Chakra Control +21, Deception +15, Illusion +15, Insight +15, History +15, A-Ranks (Cost 7): Dance of the Seedling Fern, Medical Release: Regenerate, Mind Break
Investigation + 15, Medicine +24, Ninshou +23, Perception +15 S-Ranks (Cost 10): Sealing Art: Impure World Destruction
Damage Immunity Acid, Poison, Necrotic, Poison, Psychic
Senjutsu (Cost 9): Sage Art: Gods Punishment, Sage Art: Hardened Sensory Block,
Condition Immunity All Mental, All Sensory, Bleeding, Poisoned, Chilled, Weakened,
Sage Art: Inorganic Reincarnation, Sage Art: Scattering Rage
Dazed, Paralyzed
Senses Tremorsense 90ft., Blind Sight 90ft., passive Perception 25
Multiattack. Kabuto can make 3 attacks with Mystic Sage Palm.
Aura: Sages Destabilization (Wisdom). All creatures of Kabuto’s choice within 30ft
Mystic Sage Palm. Melee Ninjutsu Attack: +21 to hit, reach 5 ft., one target. Hit: 8d4 +
of it who would make a saving throw vs a Jutsu or Senjutsu this adversary casts
7 Poison Damage. Each successful hit forces the target to make a DC 27
suffers a penalty equal to the rank of the Jutsu cast. If an Art, its treated as S-Rank.
Constitution saving throw, gaining 1 rank of corroded and envenomed on a
(D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5)
failure.
Unrivaled Tactician (Unique). Creatures who fail their saving throw vs a Jutsu or
Senpo: Peerless Force. By spending 4 Sage Chakra when casting a Senjutsu,
Senjutsu Kabuto cast that inflicts a condition, cannot remove said
Kabuto makes all affected creatures saving throw be made without Jutsu, Feature
condition(s), on their own, instead being forced to wait out the conditions full
or traits-based bonuses to the save.
duration, or 10 minutes, whichever comes first.
Dragon Training. Twice per combat, Genjutsu, Fuinjutsu and Senjutsu Kabuto
casts with the Genjutsu or Senjutsu keywords that deals damage forces Kabuto takes one Elite Action at the end of another creatures turn, once each
affected creatures to make a DC 10 Flat Check, being stunned until the end of creatures turn to do one of the following or can spend his Elite Action to gain an
their next turn on a failure. additional reaction. He regains spent Elite Actions at the beginning of each of its
Modified Biology. Immunity to Bleed, Poisoned and Chilled conditions. turns.
Modified Physique. Immunity to Weakened, Dazed and Paralyzed. Attack. Kabuto makes two attacks with Mystic Sage Palm, Casts a Jutsu of A-Rank or
lower or casts a Senjutsu
Move. Kabuto gains +25 speed and can move. He can choose to forgo the bonus to
speed, to become invisible until then end of the current turn or Elite Action.
37
38
CURSED SEAL
LEVELING UP THE CURSED SEAL
Gaining the Cursed seal is a controversial event. From a
bygone era of dark ninjutsu and experimentation, this
relic of history has survived this long as a testament to Leveling up a Curse Seal is an arduous task, unlike
the twisted nature of the people who study and employ normal ninja classes that require the player to gain XP to
them. Characters who are afflicted with a curse seal are reach their next level, the curse seal requires a sacrifice
usually targets of dark shinobi, twisted scientists or of some sort on the player's behalf. This must come
corrupt figures who wish to use them in a plot to convert willingly and cannot be forced by a 3rd party. A creature
them over to their side. In some cases, they are guided to cannot charm another creature into willingly advancing
a certain decisions and forced to make it against their to the next level.
better judgement. By permanently gaining a rank of Corruption you
Cursed seals are powerful Fuinjutsu that cannot be permanently increase your Cursed Chakra pool. Each
removed by normal means. Those with these marks are Level of the Cursed Seal requires more ranks of
generally under the command, dominion or even Corruption, relying on the player to offer up more and
patronage of a powerful figure, similar to that of more of their body and stamina to the Curse seal to
Orochimaru. Players who find themselves sporting a receive more and more of its benefits. Corruption cannot
cursed seal are not looked at with eyes of envy or even be removed, by any means.
joy. A cursed seal can lead to banishment, torture, and in When the Curse seal is advanced in level, the player
some cases death by association. This isn’t a marking who did so, gains access to the new levels features. The
that most villages would allow to freely roam around Cursed Seal can only be advanced via player action and is
without close supervision or excessive amounts of trust. not automatic in any way.
The Cursed seal is a tool that can be used for plot Some Corruption effects, and even Cursed seal
relevance from the side of the DM and mechanical Features will reference your Cursed Seal patron DC. You
benefit of the Player. When granted to the player, the can calculate this DC using the following;
Curse Seal immediately takes hold and grants the creator Cursed Seal Patron DC: 5 + Current Rank of
of it a direct line of influence over them and granting Corruption.
them power to overcome almost insurmountable trials
they may be facing at that particular moment in time.
This is a powerful Class Mod and should not be handed
out freely without careful consideration into enemy
choice.

GAINING A CURSED SEAL


The Curse Seal cannot be learned or found, it cannot be
self-imposed and is always given to the player by hostile
or less than friendly means. In most cases when the
Curse seal is applied to the player it is in a conflict of
C ORRUPTION
some sort with the Cursed seals current master or
creator. The Curse seal is a powerful asset and is Rank Effect
generally handed out only at points when the Villain 1 You have begun to willingly accept corruption into yourself, for the
both wants to influence a particular player, the
promise of power. You gain access to the Curse Seal Release class
characters are entering a point in time where they are
mod feature. For every 4 ranks of corruption, you gain after the first
getting slight bumps in their power & the DM wants to
(5, 9, 14, 19) you also gain a -1 penalty to all checks made against
include a level of Risk and reward in regards to how a
your Cursed Seal Patron DC.
character goes about getting stronger at a cost.
Generally, there is not a save associated with receiving a 3 For each rank of Corruption you have, you gain 5 temporary hit
Cursed seal and should not be. The only case in which a points when you activate your Cursed Seal. You gain temporary hit
saving throw should be made should be to resist passing points in this way, once per long rest.
out after it initially takes hold. 5 Your Patron imprints one Minor order into your DNA that can be
The application of a Curse seal should always take
found at the end of this Class Mod.
place during a point in time when its most makes sense
to introduce such variable power ups in the game. Once 7 Increase damage, healing, temporary hit points or damage
you gain the Cursed Seal, it’s influence tears its way into reduction of Cursed Arts by +2 die.
your mind and its influence spreads throughout your 10 Your Patron imprints one Major order into your DNA.
body, slightly corroding it.
13 Increase all saving throws by +1
15 Your Patron imprints one Minor and Major order into your DNA.
17 Cursed Arts of B-Rank or higher have a -2 reduced cost.
20 Your Patron replaces all Minor orders you currently have imprinted
on you with Major orders. Additionally, your Patron may assume
control of your body whenever you refuse to act on any of your
Major orders, once per Full Rest. They maintain control over your
body for 2 rounds, gaining 1 additional Action, Bonus action and
Movement while in control.

39
CLASS MOD FEATURES CURSED SEAL RELEASE
When you finally gain the Cursed Seal Class Mod, you Your Cursed Seal begins to hum often, beckoning you to use
gain the following class mod features. it. Telling you that you aren’t enough on your own. Telling
you that your strength alone can be greater. All you need to
CURSED SEAL do is let it in.
You cannot release the power sealed within your
Beginning at the first level of the Cursed seal Class mod,
Cursed Seal without first accepting the Corruption that
you have been gifted or cursed with this specialized
comes with it. By willingly accepting 1 rank of Corruption,
transformation-based Fuinjutsu. While the cursed seal
you release a portion of the latent power with this Cursed
binds to you, you feel extreme pain, fatigue, and
seal. This allows you to enter a special state called Cursed
exhaustion. For the next 24 Hours as this cursed seal
Seal Release often described as activating your Cursed
takes hold of your body, it begins to alter your DNA. For
Seal. So long as you have at least 10 Cursed Chakra you
this duration you gain 4 Ranks of Exhaustion and the
can, as a Bonus action, activate your Cursed Seal,
Weakened condition. At the conclusion of the 24-hour
entering your Cursed Seal Release state. This state is
binding duration, you awaken with one of the 9 Cursed
often referred to in different Stages. You begin with
Seal Types; Heaven, Earth, Hell, Sun, Moon, Stars, War,
access to Stage 1. The specific benefits of your Cursed
Peace, Order
Seal can be found under your Cursed Seal Type later in
Each seal embodies different ideologies and varying
this class mod. Universally, all Cursed Seal users gain the
different abilities which transform and grow with you as
following benefits and have the following restrictions
your Corruption grows in strength. Your Cursed Seal
from their cursed seal based on the Stage they are in.
shapes itself to match one of these 9 Cursed Seal Types
located at the end of this Class Mod.
ALL STAGES
CURSED CHAKRA
Each time you exit your Cursed Seal, regardless of the
Stage you accessed, you reduce your current and
Also, at 1st level of this class mod, your cursed seal has maximum Hit die, by 1. You restore all lost and reduced
begun to alter your chakra network, injecting its values when you complete a Full-Rest.
influence throughout while generating a Cursed Chakra, Jutsu you cast that that uses Cursed Chakra have the
the manifestation of combining your chakra, with the following modifiers applied to them;
putrid corrupted chakra of your patron. You begin with a • Ninjutsu, Genjutsu, Taijutsu and Bukijutsu you cast
pool of 20 Cursed Chakra that you gain access to while
using Cursed Chakra that another creature attempts to
your cursed seal is active, as a result of the Cursed Seal
end or dispel, forced that creature to attempt their
Release class mod feature.
ability check, with a -2 penalty.
Spent Cursed Chakra recovers when you spend Chakra • Ninjutsu, Genjutsu, Taijutsu and Bukijutsu you cast
Die to regain normal chakra. You regain Cursed Chakra
using Cursed Chakra now cost an amount equal to their
equal to twice the result of normal chakra regained. You
rank, regardless of circumstance.
recover all Cursed Chakra on a Full-Rest.
o D-Rank: 3 Cursed Chakra,
When your Cursed seal Release is active, you cannot
C-Rank: 7 Cursed Chakra,
spend Normal Chakra and must spend Cursed chakra in
B-Rank: 11 Cursed Chakra,
its place.
A-Rank: 15 Cursed Chakra,
S-Rank: 20 Cursed Chakra.
• Jutsu you cast with Cursed Chakra, with the
combination keyword, have a +5 Cursed Chakra cost
increase. While they do split their chakra cost evenly
with all non-Cursed Chakra users, you must still spend
the listed Cursed Chakra Cost + 5. This cannot be
reduced by any effects, outside of this Class Mod.
• Ninjutsu, Genjutsu, Taijutsu and Bukijutsu that deals
damage, heals, grants temporary hit points or reduces
damage adds +1 additional die to their roll, once per
casting.

40
STAGE 1 Depending on the jutsu you convert into Arts you will
require an attack roll or saving throw. Additionally, normal
• You can remain in this stage for up to 1 minute. This
jutsu you cast using Cursed Chakra use your Cursed Art
increases to 10 minutes at level 3 in this class mod, and 1
Attack Bonus/Save DC calculation. Cursed Arts, regardless
hour at level 5 in this class mod.
of duration, cannot last outside of your Cursed Seal Release
• +1 bonus to all saving throws and ability checks.
duration.
• +5 Damage reduction vs 1 Damage type. (Your choice)
To calculate your Cursed Art, Save DC and Attack bonus,

STAGE 2 do the following;


Cursed Art Save DC = 10 + half your character Level +
• You can remain in this stage for up to 1 minute. This
your Proficiency bonus;
increases to 10 minutes at level 4 in this class mod. Cursed Art Attack Bonus = Half your character Level +
• +2 bonus to all saving throws and ability checks. your Curse Seal class mod level + Your Proficiency
• +10 Damage reduction vs 2 Damage types. (your choice) bonus;
• When you would deal damage, reroll 1’s and 2’s. You
must take the second result.
• Reduce your current and maximum hit die by an
CURSED POWER
Beginning at 2nd level of this class mod, your body has
additional +1.
begun to adapt to the Cursed Chakra coursing
STAGE 3 throughout your body. When you would roll Initiative,
your curse seal flares up allowing you to enter it as part
• You can remain in this stage for up to 1 minute.
of rolling initiative. You can do this, once per rest.
• +2 bonus to all saving throws and ability checks.
Additionally, for each rank of Corruption you have, the
• +15 Damage reduction vs 3 damage types. (Your choice)
first time you active your Cursed Seal after a Long Rest,
• When you would deal damage, reroll 1’s and 2’s. You
you gain a number of Temporary Cursed Chakra, that last
must take the second result. until Cursed Seal ends for you.
• Reduce your current and maximum hit die by an
Starting at 4th level of this class mod, your hair
additional +2. darkens if it was light in color, or turns ashy white if it

CURSED ARTS
was dark in color. Your Cursed Seals influence has
reached a level where your patron is able to directly
Finally, at 1st level of this class mod, you also have been enhance your Corrupted Arts to aid you in your times of
gifted with the knowledge of Cursed Arts. Cursed Arts are need. You gain the following benefits while in Cursed
alternative versions of jutsu you currently know. They are Seal: Stage 2 or higher.
mechanically distinct from normal Jutsu. You begin • Cursed Arts that deals damage, heals, grants temporary
knowing 2 Cursed Arts and gain more as you gain levels in hit points or reduces damage adds +2 additional die to
this class mod following the Cursed Seal table at the their roll, once per casting.
beginning of this class mod. • Cursed Arts that applies ranks of a condition, increases
Select two Jutsu you currently know of B-Rank or lower. the ranks applied by +2.
You create a cursed version of these jutsu with the • Ninjutsu, Genjutsu, Taijutsu and Bukijutsu that deals
Corrupted prefix attached to it (Ex. Lightning Release: damage, heals, grants temporary hit points or reduces
Chidori, becomes Lightning Release: Corrupted Chidori or damage adds +1 additional die to their roll, once per
just Corrupted Chidori.). You do not lose the original version casting.
of these jutsu and can still cast them as normal; you just • Ninjutsu, Genjutsu, Taijutsu and Bukijutsu that
gain a Corrupted version of it as a Cursed Art. Cursed Arts applies ranks of a condition, increases the ranks
have a unique cost structure when compared to normal applied by +1.
jutsu or even normal jutsu cast using Cursed Chakra. The
following is how much Cursed Arts with the Corrupted prefix
costs based on their original Rank. These arts can still be
upcasted as if it were a normal jutsu, up to S-Rank, but its
cost is calculated as follows.
o D-Rank: 2 Cursed Chakra,
C-Rank: 4 Cursed Chakra,
B-Rank: 7 Cursed Chakra,
A-Rank: 10 Cursed Chakra,
S-Rank: 15 Cursed Chakra.

Your Cursed Arts are differentiated further than


just their name. Each Cursed Art you know gains
two Corrupted boosts which modifies them by
giving them additional effects, enhances them or
changes the core functionality of the jutsu entirely.
These boosts cannot be changed later unless otherwise
stated within this class mod. You cannot apply a boost
to the same Cursed Art more than once unless
otherwise stated.

41
CURSED MUTATIONS THE CHOSEN
Also beginning at 2nd level of this class mod, your DNA Beginning at 5th level of this class mod, your Cursed Seal
has begun to shift in dramatic fashion. has advanced further than anyone who has come before
Your cursed seal has found ways to store mutations you and maybe anyone who will come after. Your cursed
within your DNA that only reveal themselves when you seal has not just bonded with you, but it has become you.
are benefiting from your Cursed Seal. There are 2 If your Cursed Patron has not perished or been sealed
different types of mutations. Dominant and Recessive. and is still active, they gain complete dominion over you.
Dominant mutations provide powerful abilities that You gain 2 more Minor & Major orders and are unable to
unfortunately strain your genetic code, so they have resist or deny them, but in exchange you gain access to
limited uses. Recessive mutations are utility based even greater power.
alterations that permeate for the entire duration you • The duration of your Cursed Seal Release is multiplied
have your Cursed Seal active. Recessive mutations may
by 10 for each Stage.
grant things like different skin density, additional • You regain all spent Cursed Chakra when you complete
nature releases or even ways to enhance your Clan
a Short Rest.
features in a limited fashion. • Reduce the cost of Cursed Arts by an amount equal to
You gain 2 Mutations of your Patrons choice (This can
the rank it is cast at (D-Rank: -1, C-Rank: -2,
be delegated to you if your Patron isn’t concerned with
B-Rank: -3, A-Rank: -4, S-Rank: -5)
controlling your growth or if you and GM decide to ignore
this line entirely). If your Patron would die after you gain this Class Mod
Beginning at the 4th level of this class mod, you gain feature, they may use your body to revive themselves.
an additional 2 Mutations. You can find all Mutations at Your consciousness is replaced with theirs as they are
the end of this class mod. reborn in your body.

MAGNIFIED CURSED ART


Beginning at 3rd level of this class mod, you have grown
accustomed to a particular Cursed Art. This cursed art can
be seen or known as your signature technique. This
chosen Cursed Art, becomes magnified, allowing you to
add 2 additional Corrupted boosts of your choice to it.
These Corrupted boosts unlike other corrupted boosts can
be changed when you would complete a Full-Rest.

42
CURSE SEAL TYPE STAGE 2
You can gain access to this Stage of power when you

CURSED SEAL OF HEAVEN have at least 10 ranks of Corruption and are level 3 in this
class mod. Your cursed seal covers your entire body,
Originally considered the most powerful of the Cursed turning it a darker hue of your current skin tone. Your
seals due to its power and to whom it was given. This has hair grows and reaches down your back. The neutral
long since changed as the era’s passed and the other color of your eyes become yellow, with the whites of
curse seals have grown in each of their focuses. This your eyes turning black. Your nails on both your hands
Cursed Seal solidifies itself on the host as three tomoe, and feet grow into claws as you gain the following
similar to the Sharingan. Those with this Cursed Seal benefits from this cursed seal;
begin to thirst for Power above all else.
• All benefits of Stage 1.

STAGE 1 • Cursed Arts you use gain a +1 bonus to their Critical


threat range.
You gain access to this stage of power when you have at
• When you score a critical hit with a Cursed Art you may
least 1 rank of Corruption, and have at least 1 level in this
roll 3d12, recovering the result as hit points. You regain
class mod. Your markings begin to creep across your body
half the result as Cursed Chakra no more than twice per
originating from the location of your cursed seal. They take
Full-Rest.
the shape of black embers tattooing themselves across half
• Select one Clan feature that can interact with a
of your body. These markings glow a flaming red for brief
Ninjutsu, Genjutsu, Taijutsu or Bukijutsu. Then select
moments burning the power of Heaven into your body,
one Cursed Art with the Corrupted prefix. This clan
granting the following benefits;
feature, for the duration of your Cursed Seal Release:
• Clan features you have that have use limits gain
Stage 2, can benefit this Cursed Art as if it were still a
additional uses based on its type. All Additional uses Ninjutsu, Genjutsu, Taijutsu or Bukijutsu ignoring
granted by this class mod are always consumed first. (If normal Keyword limitations.
the feature partially refreshes on a short rest and fully
refreshes on a long rest, it is counted as a Short Rest for this STAGE 3
class mod feature.) You gain access to this Stage of power when you have at
o Dice-Based least 20 ranks of Corruption and are level 5 in this class
▪ Short Rest: Additional dice equal to your level mod. Your cursed seal takes root deep within your very
in this class mod +2. If the feature (Ex. Bakuton essence, bonding with your DNA and completely
Shrapnel Dice, Jugo Raw Chakra Dice etc.) reshaping your genetic structure.
▪ Long Rest: Additional dice equal to your half
• All Benefits of Cursed Seal of Heaven Stage 2.
level in this class mod (Min 1). (Namikaze
• The first 2 castings of Cursed Arts cost no Cursed Chakra
Speed Dice etc.)
per Full-Rest.
o Chakra-Like
• Clan features that would benefit from Cursed Seal of
▪ Short Rest: Additional special resources equal
Heaven Stage 1 no longer have use limits. You gain a
to twice your level in this class mod +5 (Ex.
pseudo infinite pool of resources to pull from for the
Hatake White Chakra
duration of this Stage. When this stage would end, these
▪ Long Rest: Additional special resources equal
resources are drained of all uses and cannot be
to your level in this class mod +2. (Ex. Uzumaki
recharged until you complete a Full-Rest.
Reserve Cells)
• Special: If you use Uzumaki Reserve Cells
while your Curse Seal is active, the Chakra is
immediately converted into Cursed Chakra,
but instead you only regain half the result of
the dice as Cursed Chakra.
o Limited Use
▪ Per Activation: Additional uses per activation
equal to half your level in this class mod. (Ex.
Uchiha Sharingan abilities.)
▪ Short Rest: Additional short rest uses equal to
your level in this class mod +2 (Ex. Aburame
Bug Host, Akimichi Green Spinach Pill, Hebi
Poison Potency etc.)
▪ Long Rest: Additional Long rest uses equal to
your level in this class mod (Min 1). (Ex.
Hoshigaki Ravenous Chakra, Hozuki Water
Reservoirs etc.)

43
CURSED SEAL OF EARTH STAGE 2
You can gain access to this Stage of power when you have at
Originally considered the counterpart of the Cursed Seal
least 10 ranks of Corruption and are level 3 in this class mod.
of Heaven, stated to be equal in power and ability. This
Your cursed seal covers your entire body, turning it a darker
curse seal solidifies itself on the user in its dormant state
hue of your current skin tone. You gain black markings on
as three slightly curved lines, which spread in a rip-like
your face in a design of your choosing. The neutral color of
pattern. Those with this cursed seal begins to thirst for
your eyes become yellow, with the whites of your eyes
progress above all else. When you hit a road block, your
turning black. You gain the following benefits from this
mind immediately shifts towards coming up with ways
cursed seal;
to progress passed this obstacle.
• All benefits of Stage 1.
STAGE 1 • Select 1 Corrupted Boost. Cursed Arts with the Hijutsu
You gain access to this stage of power when you have at keyword can gain the effects of the chosen boost, by
least 1 rank of Corruption, and have at least 1 level in this spending an additional 4 Cursed Chakra.
class mod. Your markings begin to creep across the user's • If you have a clan feature or Hijutsu that creates a
body originating from the location of the curse seal, in the weapon, construct weapon or augments a weapon in some
shape of contorting and parallel lines, tattooing way, you may infuse that weapon with Cursed Chakra
themselves across half of your body. These markings glow turning it into a Cursed Weapon. You can only have 1
a flaming red for brief moments burning the power of Cursed Weapon at a time. A Cursed Weapon’s damage die
Earth into your body, granting the following benefits; becomes: 2d12 + Twice your level in this class mod + Your
• Hijutsu, Cursed Arts with the Hijutsu keyword and Clan
Strength (or Dexterity modifier, whichever is higher) and
counts as the original weapon or construct weapon it was
feature you cast/use that provide bonuses to damage or
prior for the purpose of interacting with Hijutsu or Clan
damage reduction gains additional benefits based on the
features. A cursed weapon can only have its damage
circumstances of the bonus. If a Hijutsu or Cursed Art
boosted by Cursed Arts with the Corrupted Prefix or by Clan
could gain the benefit of two or more of these effects,
features that would interact with it normally (Ex. Kaguya
either on its own or in combination with a clan feature,
Battle Hungry etc.)
you must select the one it benefits from.
• When you would gain a Physical or Mental condition
o Damage Dice
from a hostile effect, you can spend 1 Chakra die to
▪ Increase Damage Die step: Increase the number
immediately end the condition. Chakra die spent in this
of damage dice rolled by +2, twice per casting.
way don’t come back until you complete a Full-Rest.
(Ex. Aburame Insect Amp, Akimichi Yellow Curry

STAGE 3
Pill, Inuzuka Savage Attack etc.)
▪ Once per casting: Increase the number of bonus
You gain access to this Stage of power when you have at
damage die by your level in this class mod + 2.
least 20 ranks of Corruption and are level 5 in this class
(Ex. Ranton Shocking Wave, Ranton Storm
mod. Your cursed seal takes root deep within your very
Release, Shoton Crystallization Die etc.)
essence, bonding with your DNA and completely
o Damage Reduction
reshaping your genetic structure.
▪ Damage Reduction Die: Increase the number of
dice rolled by +2, twice per casting. (Ex. • All Benefits of Cursed Seal of Earth Stage 1 and 2.
Aburame Insect Amp, Akimichi Yellow Curry Pill, • All Hijutsu are treated as Cursed Arts for the purpose of
Inuzuka Savage Attack etc.) gaining the Corrupted boost selected with the second
▪ Increase Damage Reduction Die step: Increase benefit of Stage 2.
the number of dice rolled by +2, twice per • Hijutsu and class features, and class mod benefits that
casting. have once per casting/turn limits on damage bonuses,
▪ Flat Damage Reduction: Increase the damage no longer have such a limitation, being able to be
reduced by three times your level in this class applied as many times in
mod, once per turn. a turn as it could
o Static Damage trigger
▪ +1/2/3: This bonus damage is treated instead
as +3/6/9 at the appropriate levels (Ex. Hebi
Poison Potency, Kaguya Battle Hungry etc.)
▪ Proficiency to Damage: This bonus damage is
doubled, once per turn/casting.
▪ Ability Modifier to Damage: Doubles the chosen
ability modifier.

44
CURSED SEAL OF HELL STAGE 2
You can gain access to this Stage of power when you
A powerful and sinister curse seal that drags the users
have at least 10 ranks of Corruption and are level 3 in this
rage and anger out into the open and uses it as a fuel
class mod. Your cursed seal covers your entire body,
source for its power, amplifying it and turning it into a
turning it a reddish hue. Your muscles bulge in terrifying
weapon for the user. This curse seal solidifies itself on
ways enabling you to accomplish things previously
the user in its dormant state as three curved arrows
impossible. The neutral color of your eyes become
rotating around each other.
yellow, with the whites of your eyes turning black. You

STAGE 1 gain the following benefits from this cursed seal;


You gain access to this stage of power when you have at • All benefits of Stage 1.
least 1 rank of Corruption, and have at least 1 level in this • All Hijutsu & Cursed Arts that create constructs structures
class mod. Your markings begin to creep across the user’s that have hit points or interpose damage for you, now
body originating from the location of the curse seal, in the grant those structures and constructs +10 damage
shape of lines spreading out in a jagged, zigzag pattern reduction from all sources.
centering on the user’s heart originating from the location • Each time you would reduce damage you would take to
of your cursed seal. These markings glow a flaming red for less than half of its original value as a result of Damage
brief moments burning the power of the Underworld into reduction, Resistance, or intercepting structures or
your body, granting the following benefits; constructs, you gain 5d6 temporary hit points that last for
• Hijutsu, Cursed Arts with the Hijutsu keyword and Clan
the duration of this Stage.
• Select any combination of 4 Physical, Elemental or Mental
features you cast/use that provide damage reduction,
conditions. You gain immunity to those conditions while
bonus AC, self-healing or temporary Hit points gains
in this Stage.
additional benefits based on the circumstances of the
bonus.
o Damage Reduction
STAGE 3
You gain access to this Stage of power when you have at
▪ Damage Reduction Die: Increase the number of
least 20 ranks of Corruption and are level 5 in this class
dice rolled by +2, twice per casting.
mod. Your cursed seal takes root deep within your very
▪ Increase Damage Reduction Die step: Increase
essence, bonding with your DNA and completely
the number of dice rolled by +2, twice per
reshaping your genetic structure.
casting.
▪ Flat Damage Reduction: Increase the damage • All Benefits of Cursed Seal of Hell Stage 1 and 2.
reduced by three times your level in this class • Select any combination of 3 Damage types. You gain
mod, once per turn. immunity to those damage types.
o Armor Class (AC) • Damage reduction, Temporary hit points, Resistance
▪ Concentration (Or longer than 1 round): This AC and Immunities you have cannot be ignored, treated as
bonus is increased by an amount equal to half something else, or ended as a result of another feature,
your level in this Class mod (Min. 1) jutsu or Art.
▪ 1 Round: This AC Bonus is increased by an
amount equal to your level in this class mod.
▪ End of Turn: This AC Bonus is increased by an
amount equal to your level in this class mod +2.
o Temporary Hit Points
▪ Rolling Dice: Increase the number of dice rolled
by +2, twice per casting. (Ex. Insect Jar
Technique etc.)
▪ Flat Temporary Hit Points: Increase the THP by
five times your level in this class mod, once
per casting.
o Self-Healing
▪ Rolling Dice: Increase the number of dice rolled
by +2. (Ex. Hebi Regeneration.)

45
CURSED SEAL OF THE SUN o Taijutsu Specialist
▪ Corrupted Martials. Your Martial die becomes a
A newly created curse seal, based on the power originally
d12, when you would spend Martial die, you
held by the heaven and earth seals, but meant to amplify
may select up to two Martial Techniques,
the weak point in those previous seals. While this seal
treating the spent die as the required cost for
doesn’t affect a creature's personality or psyche
each technique. The Save DC for any martial
negatively it does amplify their ambition making them
techniques that use these dice, if any is your
more prone to act in their own self-interest. This curse
Cursed Art DC.
seal solidifies itself on the user in its dormant state as
o Weapon Specialist
two small spheres symbolizing suns sitting next to each
▪ Corrupted Flurry. Your Flurry techniques have
other.
been corrupted and enhanced. You can use up to

STAGE 1
3 Flurry techniques per turn and the Save DC for
them if any is your Cursed Art DC.
You gain access to this stage of power when you have at
least 1 rank of Corruption, and have at least 1 level in this
class mod. Your markings begin to creep across the user’s
STAGE 2
You can gain access to this Stage of power when you
body originating from the location of the curse seal in the
have at least 10 ranks of Corruption and are level 3 in this
shape of circles spreading across the body in a random
class mod. Your cursed seal covers your entire body,
assortment of size. A large circle rests over one of your eyes.
turning it a golden hue bright as the sun. The neutral
These markings glow a flaming red for brief moments
color of your eyes become yellow, with the whites of
burning the power of the Sun into your body, granting the
your eyes turning black. You gain the following benefits
following benefits;
from this cursed seal;
• Certain class features are enhanced beyond recognition.
• All benefits of Stage 1.
When you end this or any other Stage if the class feature • Select Core Class features are further augmented.
augmented was enhanced to regenerate at the start of
o Genjutsu Specialist
your turns, are reduced to 0 uses.
▪ Corrupted Actualization II. Your Actualization die
o Genjutsu Specialist
now interacts with Cursed Arts with the Corrupted
▪ Corrupted Actualization. Your Actualization die
prefix.
becomes a d12 and you regenerate two at the
o Hunter-Nin
start of each of your turns.
▪ Corrupted Proficiency. All Hunter-Nin Subclass
o Hunter-Nin
jutsu provided by their Proficiency class features
▪ Corrupted Exploits Δ. A special form of exploit.
are now Cursed Arts and gain 1 Corrupted boost of
Select 2 Exploits you qualify for. This exploit
your choice. (This cannot be changed later)
gains the effects of both. You can use this exploit
o Intelligence Operative
once per round.
▪ Corrupted Scheme. The Tactical Scheme class
o Intelligence Operative
feature can be used once on each of your turns.
▪ Corrupted Plans. A special form of a Plan order.
o Medical-Nin
Select 2 Plans you know. This Plan, when
▪ Corrupted Life.
activated gains the enhanced effects of both
• Preserve/Take Life: You add twice your
chosen plans simultaneously for the duration of
level in this class mod to your Medical-Nin
your Cursed Seal Release.
Level when determining the amount of hit
o Medical-Nin
points restored or damage dealt.
▪ Corrupted Chakra Scalpel. A corrupted version of
o Ninjutsu Specialist
chakra scalpel. You chakra scalpels damage die
▪ Corrupted Breaker. When you would clash with a
becomes a d8, can use your Cursed Art Attack
Cursed Art you add twice your level in this class
bonus and Save DC for its attacks and effects, its
mod to the Clash check.
range is increased to 15ft, and you can make a
o Scout-Nin
number of attacks with it equal to half of your
▪ Corrupted Signature. Your chosen Signature Jutsu
proficiency bonus. Finally, class features that
is treated as a Cursed Art and gains the benefit of
would spend a use of your Chakra Scalpel to gain
all Signature effects.
additional benefits.
o Taijutsu Specialist
• Healing/Damage: Twice the benefits.
▪ Corrupted Chakra Strikes. The Chakra Enhanced
• Inflicting Conditions: Three times the benefits.
Strikes class feature now uses a d10 for the
• Critical Threat Range: +5 damage die. damage die, and can be applied to Unarmed
• Weapon Properties: 4 Properties. attacks made with the Attack Action or Flurry of
o Ninjutsu Specialist Blows.
▪ Corrupted Molding. A corrupted version of o Weapon Specialist
Efficient Moldings that you can use a number of ▪ Corrupted Critical Focus. When you score a critical
times equal to your level in this class mod +2. hit with a weapon or Taijutsu attack as a result of
Select 2 Efficient Moldings you know. You can a Bukijutsu increase the damage dealt by +6
spend a use of the effects of both at the same weapon die.
time with this Molding.
o Scout-Nin
▪ Corrupted Superiority Δ. Your superiority die
becomes a d12, you can use as many maneuvers
at once that you want and you regenerate one at
the start of each of your turns and the Save DC
for them if any is your Cursed Art DC.

46
STAGE 3
You gain access to this Stage of power when you have at
least 20 ranks of Corruption and are level 5 in this class
mod. Your cursed seal takes root deep within your very
essence, bonding with your DNA and completely
reshaping your genetic structure.
• All Benefits of Cursed Seal of the Sun Stage 1 and 2.
• The first 2 castings of Cursed Arts cost no Cursed Chakra
per Full-Rest.
• Class features that would benefit from Cursed Seal of the
Sun Stage 1 or 2 no longer have use limits. You gain a
pseudo infinite pool of resources to pull from for the
duration of this Stage. When this stage would end, these
resources are drained of all uses and cannot be
recharged until you complete a Full-Rest.

47
CURSED SEAL OF THE MOON o Weapon Specialist: You gain proficiency in Wisdom
or Charisma saving throws (Pick one, you cannot
Developed in tandem with the curse seal of the Sun, as a
change this later). Additionally, when you would roll
countermeasure to the physical deterioration of the
a Flurry die, you gain Damage reduce equal to 3
other Curse seals. This seal reinforces the body's
times the result, once per turn.
resilience and keeps with the increase in the creature's
perspective and reaction times. This curse seal solidifies STAGE 2
itself on the user in its dormant state as three curved You can gain access to this Stage of power when you
moons rotating around each other. have at least 10 ranks of Corruption and are level 3 in this
class mod. Your cursed seal covers your entire body,
STAGE 1 turning it a shade of midnight blue as your hair instead
You gain access to this stage of power when you have at
becomes an ashy white. The neutral color of your eyes
least 1 rank of Corruption, and have at least 1 level in this
become yellow, with the whites of your eyes turning
class mod. Your markings begin to creep across the user’s
black. You gain the following benefits from this cursed
body originating from the location of the curse seal, in the
seal;
shape of crescent moons scattering across your body.
• All benefits of Stage 1.
These markings glow a flaming red for brief moments
• All Class feature that reduce damage increases the value
burning the power of the Moon into your body, granting the
following benefits; of that damage reduction by an amount equal to your level
in this class mod +5, once per turn.
• Certain class features and defenses have been enhanced in
• All Class features that grants temporary hit points
a variety of different ways.
increases the amount of temporary hit points gained by
o Genjutsu Specialist: You gain proficiency in
five times your level in this class mod, once per turn.
Intelligence or Dexterity saving throws (Pick one, you • All Class features that grant bonuses to AC or Saving
cannot change this later). Additionally, hostile
throws increases the bonus by an amount equal to half
creatures under the effect of a Genjutsu or Cursed Art
your level in this class mod.
with the Genjutsu keyword deals reduced damage
against you equal to 5 times your level in this class
STAGE 3
mod. You gain access to this Stage of power when you have at
o Hunter-Nin: You gain proficiency in Strength or least 20 ranks of Corruption and are level 5 in this class
Constitution saving throws (Pick one, you cannot mod. Your cursed seal takes root deep within your very
change this later). Additionally, creatures marked as essence, bonding with your DNA and completely
your Primary Target deal reduced damage against you reshaping your genetic structure.
equal to twice the number of conditions with
• All Benefits of Cursed Seal of the Moon Stage 1 and 2.
different names they have.
• Select one Keyword: Ninjutsu, Genjutsu, Taijutsu or
o Intelligence Operative: You gain proficiency in
Constitution or Wisdom saving throws (Pick one, you Bukijutsu. You gain immunity to conditions inflicted
cannot change this later). Additionally, creatures with Jutsu with the chosen keyword.
• Damage you take from not Art sources is reduced by 10.
marked with your Exploit Weakness suffers a penalty
to their attacks and Save DC against you for every This is not treated as Damage reduction for purposes of
jutsu of a different name you have used the Read the not interacting with features that do interact with
Enemy action on of theirs for the duration of your Damage reduction.
Cursed seal transformation.
o Medical-Nin: You gain proficiency in Dexterity or
Intelligence saving throws (Pick one, you cannot
change this later). Additionally, when you would
regain hit points as a result of a Jutsu or Cursed Art
you cast, you gain Damage reduction equal to half the
result until the beginning of your next turn.
o Ninjutsu Specialist: You gain proficiency in Dexterity
or Constitution saving throws (Pick one, you cannot
change this later). Additionally, each time you deal
damage to a creature, reduce their to hit bonus
against you by an amount equal to half the base cost
of your Ninjutsu or Cursed Art, with the Ninjutsu
keyword.
o Scout-Nin: You gain proficiency in Dexterity or
Wisdom saving throws (Pick one, you cannot change
this later). Additionally, each time you spend a
Superiority die, select one hostile creature, they gain
a penalty to their attack roll equal to half the result
and damage roll equal to two times the result. This
is in addition to the normal effect of the superiority
die spent.
o Taijutsu Specialist: You gain proficiency in all
ability score saving throws you are not currently
proficient in. Additionally, any bonus to AC as a
result of the Martial Defense class feature, is
doubled.

48
CURSED SEAL OF THE STARS o Weapon Specialist:
▪ Corrupted Styles. Styles you have as a result of
Secretly developed by the Legendary Sannin
your chosen Weapon specialist subclass that
Orochimaru, with the help of the other Sannin Tsunade,
have use limits gain additional uses.
in an effort to cure a historically potent disease that
• Short Rest. Additional uses equal to your
affected higher brain function. Once created the research
level in this class mod +2.
was thought to have been destroyed but after its
• Long Rest. Additional uses equal to your level
resurgence that assumption was brought into doubt.
in this class mod.
This Cursed seal once had the potential to cure any and
all disease, at the cost of a shortened life span. But now
STAGE 2
after further modification its pure intentions have been You can gain access to this Stage of power when you
perverted and twisted into something it no longer have at least 10 ranks of Corruption and are level 3 in this
class mod. Your cursed seal covers your entire body,
STAGE 1 turning it pale white like that a star in the sky. The
You gain access to this stage of power when you have at
neutral color of your eyes become yellow, with the
least 1 rank of Corruption, and have at least 1 level in this
whites of your eyes turning black. You gain the following
class mod. Your markings begin to creep across the user’s
benefits from this cursed seal;
body originating from the location of the curse seal in the
shape of 7 pointed stars taking shape in the Iris of the user. • All benefits of Stage 1.

These markings glow a flaming red for brief moments • Cursed Arts you use whose rank is B-Rank or higher

burning the power of the Stars into your body, granting the have a reduced cost of -2 (Min 1.)
following benefits; • When you would expend all uses of a class feature, you
can spend 15 Cursed Chakra to regain all spent uses of it
• Certain class features have been enhanced in a variety of
for the duration you are in this Stage.
different ways granting additional uses based the chosen
• As an Action, by placing your hand onto an allied
class feature. All Additional uses granted by this class mod
creature (Excluding yourself), you can spend 15 Cursed
are always consumed first. When you end this or any
Chakra to completely refresh all uses of one of their
other Stage if the class feature augmented was enhanced
Class or Class Mod Features. You can refresh their class
to regenerate at the start of your turns, are reduced to 0
or class mod features in this way, once per Full-Rest.
uses.
o Genjutsu Specialist:
STAGE 3
▪ Corrupted Mirages. All Malleable Mirages you You gain access to this Stage of power when you have at
have that have a use limit, gain additional uses least 20 ranks of Corruption and are level 5 in this class
equal to your level in this class mod. mod. Your cursed seal takes root deep within your very
Additionally, all Malleable Mirages you have that essence, bonding with your DNA and completely
cast Genjutsu, treat those Genjutsu cast as Cursed reshaping your genetic structure.
Arts.
• All Benefits of Cursed Seal of the Stars Stage 2.
o Hunter-Nin:
• The first casting of a Cursed Art cannot be reacted to per
▪ Corrupted Exploits Ω. You gain additional Hunter
Exploit uses equal to your level in this class mod Full-Rest.
• Class features that would benefit from Cursed Seal of the
+2.
o Intelligence Operative: Stars Stage 1 no longer have use limits. You gain a
▪ Corrupted Orders. You gain additional Brave pseudo infinite pool of resources to pull from for the
Orders equal to your level in this class mod +2. duration of this Stage. When this stage would end, these
o Medical-Nin: resources are drained of all uses and cannot be
▪ Corrupted Life Ω. You gain additional recharged until you complete a Full-Rest.
Preserve/Take Life uses equal to your level in this
class mod +2. Additionally, the Preserve/Take Life
class feature can be used with Cursed Arts.
o Ninjutsu Specialist:
▪ Corrupted Recovery. You gain additional Chakra
Recovery equal to your level in this class mod +2.
Additionally, the Chakra Recovery class feature
can be used on Cursed Arts.
o Scout-Nin:
▪ Corrupted Superiority Ω. You gain additional
Superiority Die equal to your level in this class
mod +2. Additionally, each time you would gain
the benefit of a Maneuver by spending a
Superiority Die, you gain its effects twice, as if
you triggered it twice in the same instance and
the Save DC for any martial techniques that use
these dice, if any is your Cursed Art DC.
o Taijutsu Specialist:
▪ Corrupted Adept. At the beginning of each of your
turns you gain additional martial die equal to
half your level in this class mod +2 and the Save
DC for any martial techniques that use these dice,
if any is your Cursed Art DC

49
CURSED SEAL OF WAR STAGE 2
You can gain access to this Stage of power when you
A cursed seal developed in secret by Kabuto Yakushi
have at least 10 ranks of Corruption and are level 3 in this
during his research to attain Sage Mode. These cursed
class mod. Your cursed seal covers your entire body,
seals were based on the combat prowess of the infamous
turning it blood red and your hair ashy white. The
shinobi Hanzo of the Salamander from the land of Rain.
neutral color of your eyes become yellow, with the
This seal twists its hosts mind to think of nothing more
whites of your eyes turning black. You gain the following
than to dominate his foes in combat through oppressive
benefits from this cursed seal;
power and cunning. This curse seal solidifies itself on
the user in its dormant state as a Higanbana flower with • All benefits of Stage 1.
a crescent moon surrounding it. In the land of Moon, • Increase the number of uses of all features shared by
symbolizes death and conflict. your Stage 1 ability, by +1.
• Select one Dominant Mutation you have, granting it to
STAGE 1 all allied creatures within 30 feet of you for the duration
You gain access to this stage of power when you have at of your Curse Seal Release. They can use its Action
least 1 rank of Corruption, and have at least 1 level in this based ability the same as you. If the ability would cost
class mod. Your markings begin to creep across your body Cursed Chakra, they can instead use their normal
originating from the location of your cursed seal. They take chakra, but must spend twice the listed cost to make up
the shape of Higanbana flowers blooming across your body for the difference in Chakra intensity.
with the crescent moon centering itself either on your face • You can select one allied creature whom you can touch as
or chest. These markings glow a flaming red for brief an Action. This allied creature can use the effect of your
moments burning the power of War into your body, Stage 1 ability as if they had it, sharing one Clan or Class
granting the following benefits; feature they have that would normally only benefit
• Select one Clan or Class feature that when used only themselves, following the same rules and limitations,
except if they would attempt to share a feature that you
benefits yourself. Select a number of willing, allied
previously shared that creatures have already gained the
creatures within 30ft of you. These allied creatures gains
benefits of, this class mod feature would not activate.
an imitation of this selected feature for their use. If the
You can use this effect, twice per Full-Rest.
selected feature has limited uses that recharge on a Short

STAGE 3
Rest, they gain 2 uses/dice/charges to make the feature
function. If it recharges on a Long rest, they gain 1. If it
You gain access to this Stage of power when you have at
recharges with either a short or long rest, it is treated as
least 20 ranks of Corruption and are level 5 in this class
if it recharges on a short rest for use count. If the feature
mod. Your cursed seal takes root deep within your very
recharges upon activation, they gain 3 uses. Once all uses
essence, bonding with your DNA and completely
have been expended or your Curse Seal Release ends,
reshaping your genetic structure.
they lose the benefit of this class mod effect until they
complete a Long Rest. If the feature has no use limit, it • All Benefits of Cursed Seal of War Stage 1 & 2.
gains one, being only able to be used/grant its benefits 3 • Increase the number of uses of all features shared by
times per Long rest. your Stage 1 or 2 ability by +1.
o Clan/Class Features. • Your Stage 2 ability that shares an allied creatures
▪ If the imitation feature requires another feature ability in the same manner as Stage one, now no longer
to function, then it cannot be shared. (Ex. requires you to touch a creature, but instead affects all
Weapon Specialist, Battle Techniques requires the allied creatures within 30ft of you, allowing them to
Weapon Flurry class feature to function). share one clan or class feature with everyone else
▪ If the Imitation feature grants additional affected by this class mod feature. Sharing features in
abilities, they gain the same options that you this way can only be done once per Full-Rest.
have access too. (Ex. Scout-Nin, Superior
Arbitration, grants a selection of maneuvers. The
allied creature gains the same option of maneuvers
that you have access to.)
▪ If the Imitation feature grants access to
additional Jutsu, the allied creature gains access
to those jutsu and can cast them no more than
twice per Long Rest.

50
CURSED SEAL OF PEACE STAGE 2
You can gain access to this Stage of power when you
A cursed seal developed in secret by Karin Uzumaki
have at least 10 ranks of Corruption and are level 3 in this
during the Blank period after the 4th great shinobi war.
class mod. Your cursed seal covers your entire body,
These cursed seals were developed based on the trauma
turning it ashy gray and your hair grows wild and long
Karin developed during the Kusagakure war with
down your back to the back of your ankles. The neutral
Iwagakure. She used leftover research from Orochimaru
color of your eyes become yellow, with the whites of
to create a Cursed seal with the sole intent of supporting
your eyes turning black. You gain the following benefits
those on the front lines, while also not suffering any
from this cursed seal;
wounds themselves, much like Karin and her mother did
during that war. This seal soothes over the mind of its • All benefits of Stage 1.
hosts to enable them to function in dire situations using • You can select one additional Corrupted Boost to grant
exclusively logic and suppressing emotional responses. all allied creatures when you gain the benefit of Stage 1.
This curse seal solidifies itself on the user in its dormant • As a Bonus action on your turn, all allied creatures
state as a Sakura flower growing over a crescent moon. currently gaining the benefit of your Stage 1 abilities,
In the land of Fire, Sakura’s symbolizes peace and that has at least 1 rank of any condition, has all ranks of a
healing. single condition transferred over to you. You gain the
condition(s) and all ranks associated with them. Your
STAGE 1 allies lose the select condition(s) and all ranks associated
You gain access to this stage of power when you have at with that condition. You can only use this effect a
least 1 rank of Corruption, and have at least 1 level in this number of times equal to your level in this class mod +2,
class mod. Your markings begin to creep across your body per Full-Rest.
originating from the location of your cursed seal. They take • At the beginning of each of your turns select one
the shape of Sakura flowers branching across your body condition you currently are under the effects of. You
with the crescent moon centering itself over your heart. cleanse yourself of the chosen condition.
These markings glow a flaming red for brief moments
burning the power of Peace into your body, granting the STAGE 3
following benefits; You gain access to this Stage of power when you have at
least 20 ranks of Corruption and are level 5 in this class
• Select one Corrupted Boost any of your Cursed Arts is
mod. Your cursed seal takes root deep within your very
using. All allied creatures (excluding you) within 30 feet
essence, bonding with your DNA and completely
of you when you activate your Curse Seal Release, selects
reshaping your genetic structure.
one Jutsu they know, and infuses it with this boost. For
the duration of your Curse Seal Release, they all gain the • All Benefits of Cursed Seal of Peace Stage 1 & 2.
benefit of this corrupted art when they cast this jutsu. • Increase the size of the dice used to regain hit points as
• Allied creatures (excluding you) who are within 30ft of a result of your Stage 1 ability, to a d10.
you when you would cast a Cursed Art regains 5d6 hit • When an allied creature gaining the benefit of your
points, once per turn. A creature can regain hit points in Stage 1 ability would gain a condition or penalty of any
this way a number of times equal to your level in this type, once per turn, you can choose to instead gain that
class mod +2 times per rest. condition or penalty in their place. Each time you would
• All allied creatures within 30ft of you gain the same gain a condition in this way, you regain 3d10 hit points
Damage Reduction, Resistances, or temporary hit points and the next Cursed Art you cast reduces its cost by half.
granted by the Stage you are accessing and Cursed Arts
you cast. If at any point you are no longer benefiting
from any of the aforementioned effects those allied
creatures also lose those benefits at the end of the
current turn.

51
CURSED SEAL OF ORDER STAGE 2
th
You can gain access to this Stage of power when you
A cursed seal developed by The 29 Warden of the Blood
have at least 10 ranks of Corruption and are level 3 in this
Prison during the Blank period after the 2nd great shinobi
class mod. Your cursed seal covers your entire body,
war. Utilizing techniques left behind by one of the
turning it pitch black and your hair shortens. The neutral
previous Wardens this curse seal was created with the
color of your eyes become yellow, with the whites of
original purpose of being implanted onto the Warden
your eyes turning black. You gain the following benefits
and used to suppress prisoner rebellions and resistance.
from this cursed seal;
Made with the ability to suppress a user’s abilities it was
initially incomplete. Since then, its secrets have fallen • All benefits of Stage 1.
into others hands and have been transformed into • When you would attempt to mark a creature with a
something else entirely, being made a form of Warden’s Seal, you can choose to subjugate a larger
subjugation for the host in a cruel irony. This curse seal area, potentially affecting multiple creature. As an
solidifies itself on the user in its dormant state as 3 action, once per turn, select a space you can see within
Hexagons patterned in a triangle formation with a 60ft of you. All hostile (or non-allied) creatures within
flower pattern in the center of each. This is a holdover 15ft of the target space must make a proficiency check
from the original creator as it is their Clan symbol. Their vs your Cursed Art DC as if they each were the target of
original clan is lost to time making it a historical your Stage 1 ability to mark a creature, following the
remnant of a bygone era. same rules and restrictions.
• As an Action on your turn, you can forcefully activate
STAGE 1 the Warden’s Seal. All creatures with the Warden’s Seal
You gain access to this stage of power when you have at must make a Proficiency Check vs your Cursed Art DC.
least 1 rank of Corruption, and have at least 1 level in this Creature(s) who fail this check have all Jutsu with a
class mod. Your markings begin to creep across your body select keyword sealed away, unable to cast jutsu with
originating from the location of your cursed seal as the chosen keyword until they remove this seal, the
hexagonal patches in the same formation as the dormant duration expires or you end your Curse Seal Release class
cursed seal, criss crossing your body like distinguished mod feature, whichever happens first. Roll a d12,
tattoo’s. These markings glow a flaming red for brief comparing the result to the stage 2 Potency Seal table.
moments burning the power of Order into your body, You can use this effect, twice per Full-Rest.
granting the following benefits; • At the beginning of each of your turns, for each hostile

• As an Action or Bonus action on your turn, once per turn,


creature within 60ft of you with a Warden Seal, you
regain 1 Cursed Chakra. You can regain Cursed chakra in
you can target one hostile (or non-allied) creature you
this way, twice per long rest.
can see within 60ft of you. They are forced to make a
S TAGE 2 POTENCY S EAL
STAGE 3
proficiency check vs your Cursed Art DC. On a failure, they
gain a Warden’s Seal. This seal remains on them until the Roll Keyword
You gain access to this Stage of
actively remove it by either; Casting an A-Rank (or
power when you have at least 1 Earth Release
higher) jutsu with the Fuinjutsu keyword as an Action on
20 ranks of Corruption and are
the seal and remaking the check with a +2 bonus to their 2 Wind Release
level 5 in this class mod. Your
check or by casting an Art with the Fuinjutsu keyword as 3 Fire Release
cursed seal takes root deep
an Action, targeting the seal and remaking the check
within your very essence, 4 Water Release.
with a +5 bonus to their check. On a success, the seal is
bonding with your DNA and
removed and cannot be reapplied until the end of your 5 Lightning Release
completely reshaping your
next turn. 6 Medical
genetic structure.
o Proficiency Check: D20 + Proficiency bonus. This is
treated as an ability check for the purpose of • All Benefits of Cursed Seal of 7 Hijutsu
interacting with Jutsu, features and traits that Order Stage 1 & 2. 8 Sensory
interact with ability checks. • Hostile Creatures suffer a 1d4
9 Tactile
• Creatures within 60ft of you, who have a Warden’s Seal, penalty to their Proficiency
Checks. 10 Ninjutsu, 1d4 Rounds
who would cast a jutsu, use a feature, or use a trait, that
would grant them a bonus to their statistics in any way • You gain additional uses of 11 Genjutsu, 1d4 Round
(Ex. Attack, Damage, Save DC, Saving throws etc.), you your Stage 1 and Stage 2 12 Arts, 1 Round
can, attempt to Subjugate them. A Subjugated abilities that have use
creature must make a Proficiency check. You limits, equal to the number of creatures with a
can subjugate a creature in this way a Warden Seal. Within 120 feet of you when you
number of times equal to your proficiency enter this Stage.
bonus, per Full-Rest. On a failure;
o Jutsu: Multiply the cost of the Jutsu by
5, and then interrupting its casting on
a failure.
o Feature/Trait (Use limit): It spends
1 additional use, and the feature
or traits effects
immediately ends.
o Feature/Trait
(Passive): It’s effects
are sealed until the end
of the targets next
turn.

52
CURSED SEAL OF GENESIS (SPECIAL) STAGE 2
You can gain access to this Stage of power when you
This is a wholly unique Cursed Seal that is exclusive to
have at least 10 ranks of Corruption and are level 3 in this
Jugo clansmen. If you are a Jugo, this cursed seal is only
class mod. Your cursed seal covers your entire body,
available to you. Being from the original clan whose DNA
turning it ashy gray. The neutral color of your eyes
was used to develop the Curse Seals, Jūgo clan members
become yellow, with the whites of your eyes turning
have access to their own unique path with the Cursed
black. You gain the following benefits from this cursed
Seal.
seal;
Firstly, if a Jugo can access their own corruption, they
can manifest their own Cursed Seal. This also creates a • All benefits of Stage 1.
second personality within their mind. This second • You may select up to 4 additional Dominant Mutations.
personality is one formed of all of the ferocity, violent You can select different mutations each time you enter
tendencies, primal and instinctual desires that the this stage.
clansmen wants to unleash onto the world. A personality • You enter a new state called True Corrupted Form, which
that no longer wants to be repressed but wants to is an enhanced version of your Raw Chakra Form. While
become the dominant personality. in this state you cannot active your Raw Chakra Form
If a Jugo clansmen is instead given a cursed seal, it has and when you end this Stage, it counts as two uses of
a chance to convert into this one. This would allow a Jugo your Raw Chakra Form. You gain the following benefits.
clansmen to have a Patron much like the other curse o All Strength & Constitution checks or saving
seals. throws, gain a bonus equal to twice your level in
This curse seal solidifies itself on the user in its this class mod.
dormant state as the nickname or first name its parents o Saving throws against jutsu and Arts with the
gave it written in traditional Kanji like that of a normal Fuinjutsu keyword are made with advantage.
tattoo. o When you enter this Stage, you gain temporary hit
points equal to your character level plus your level
STAGE 1 in this class mod, times 2. You can gain these
You gain access to this stage of power when you have at temporary hit points no more than twice per Full-
least 1 rank of Corruption, and have at least 1 level in this Rest.
class mod. The truest form of the Cursed Seal, the Cursed o Your unarmed damage becomes 3d12 + twice your
Seal of birth manifests itself as a sprawling pattern that level in this class mod.
often takes over half or more of your body, turning the o Your Jugo clan Hijutsu do not cost chakra to
skin a dull bluey-purple grey. The seal unleashes the maintain concentration, unless otherwise stated.
ravenous beast within and further enhances the abilities o Your Jugo Clan Hijutsu lose any Hand sign (HS)
of the Jūgo clan. Your skin glows a flaming red for brief component.
moments release the Genesis of cursed power from o Your speed increases +30ft.
within your body, granting the following benefits; o You gain immunity to all Physical conditions.

STAGE 3
• All of your Jugo Hijutsu become Cursed Arts. Select one
Corrupted boost. They all gain the chosen boost when
You gain access to this Stage of power when you have at
casting them.
least 20 ranks of Corruption and are level 5 in this class
• At the beginning of each of your turns, you regain 2
mod. Your cursed chakra takes root deep within your
Raw Chakra die.
very essence completely reshaping who you were as you
• The following Jugo clan features now interact with
become someone new.
Cursed Arts, Cursed Art Attack Bonus & Cursed Art save
DC. • All Benefits of Cursed Seal of Genesis Stage 1 & 2.
o Raw Chakra-Amplify • You gain all Dominant Mutations.
o Raw Chakra-Absorb • You gain Damage reduction equal to three times your
o Raw Chakra-Heal level in this class mod.
• Your Raw Chakra die becomes a D10. When you would • When you would roll a Raw Chakra die, you treat any
roll them, you gain twice roll less than 6, as 6.
the resulting benefit.

53
͂ ͂ ̓͋̑̔
CURSED SEAL OF ~̸̦̬͈͍̟̳͉̮̜̼̮͜͜?̸̨̛͇͇̀̉̋̌̾͠ ̋V͕͍̫͋̔̑̔̂̚1̶
̶̊̓͋̑̔̄̉͋̔̑̚ ̣.̶̨̧̹̗͔̬̖̬͈͍̟̳͉̮̜̼̓͋̑͜͜ ̤̾0̶ ̵̛̓͋̑̇̀ ̂́̆͘2͂̔̊̀́
̬͈͍̟̳͉̮̜̼̃̄̂̍͜͜͠ ̹̦͒̄͂̋̊̉4̧̝̰̠͒3̵ ̸́ ̛̱̗̃̀͠9̶̱4̵
̝̰̠̋̊̀̾̉̆̍ ̧̦͙̣0̤#
̴̨̳̝̰̠̝̰̠̅̽̀͝͝ ̵̤̮̿̊̆͂̌̀̂͘!!̴̴̳̳̅̽̀̅̽̀͝͝͝͝ ̨̹̓͋̑̔̃͂̊̂̀͒ Cursed Arts you cast that makes an attack roll or
imposes a saving throw can be Glitched by spending
an additional 2 Cursed Chakra. A Glitched Art cannot be
dispelled, negated, or countered, and doesn’t have a
jutsu classification. Once per round, an affected
creature must succeed a Wisdom saving throw at
disadvantage. On a

̔
̍
S̵TAGE
̱̌̀̉̓͋̑̔͠ ̿ 1
a trait equal to the result of the die.
o ArithmeticException: Glitched creatures replace
You ̗ gain access to this stage of power when you have at any d20s they roll will 2d10s.
least 1 rank of Corruption, and have at least 1 level in this
o IOException: Glitched creatures have their Physical
class mod. Your markings begin to creep across your
ability scores and Mental ability scores swapped.
body originating from the location of your Curse Seal.
o ArrayIndexOutOfBoundsException: Glitched
This Curse Seal typically takes the form of broken
creatures that make any damage rolls cannot add
katakana letters, and its markings appear as distorted
more than 2 dice or numbers to the damage roll
shapes of all types flashing between the three primary
(Ex. With a weapon attack, a creature deals the
colors (Red, Blue, Yellow). You gain the following
damage die of the weapon, their ability modifier,
benefits;
and some other bonus [2d10+5+1d8]. They could
• Upon entering this Curse Seal, roll a d3. Depending on not add the 1d8 or any other number or dice after
your result, you gain access to a number of Adversary the +5)
traits equal to your level in this class mod of a o NumberFormatException: Glitched creatures roll a
classification dependent on your result (Result of 1 – d4+1. The next instances of damage they deal,
General, Result of 2 – Clan, Result o equal to the result, are halved. This is not rounded
last for the duration of your Curse at all, meaning decimals are accounted for.

̨̤̱̗͔̬̖̬͈͍̟̳͉̮̜̼͕͍̫̹͇͋̔̑̚͜͜ ̴̛̳̓͋̑̊͂́̈̂̃̅̽̀̉̿͠͝͝Ą̸̧̬͈͍̟̳͉̮̜̼̆͜͜G̴̤̝̰̠̳͕͍̫͋̔̑̃̀̅̽̀̆̚͘͠͝͝E̸̛͙͂̓͋̑̂́̆̌̊́͠ ̸̌͒̀̇̃ 3


Seal. You cannot take adversary traits of a rank no
more than 1 above your highest jutsu known (For S̷̡͔̭̞̞͚͋͐͌͑T
example, if you can cast C-Ranks, you can take You ̹͙ ̹ gain ̝̰̠ ͇ access to this Stage of power when you have at
adversary traits up to B-Rank). You can take ̗ ̝̰̠̝̰̠
clan/affiliation adversary traits even from
clans/affiliations that you do not belong to.
o This rank restriction does not exist if you take

normally be a part of. For instance, if you


are an Uchiha and you take Uchiha clan adversary •
traits, or if you are a Shinobi of the Leaf and take
Land of Fire affiliation adversary traits.
on your results. If you roll the same
• Each time you take damage, or at the start of each your
number, take from any pool you desire.
turns, you may spend 1 Cursed Chakra to reroll the d3
͂͋̔̑̚ and take new adversary traits. • You gain 255 feet of True sight.

͂ ͒ You no longer have a once per round limit of Glitching a


Ş̴̳̅̽̀͝͝T͕͍̫͠ ͒A̶ ̸̨̱̣̝̰̠̉́̄ GE
̮̣̗͕͍̫͔̬̖́̂́͂̊̌̔ 2 Cursed Art, but a particular creature can only be
You ̬͈͍̟̳͉̮̜̼͜͜ can ̝̰̠͕͍̫ gain access to this Stage of power when you
̗͕͍̫͙͕͍̫
have at
̝̰̠͕͍̫ ͇ least 10 ranks of Corruption and are level 3 in this
class

of your eyes
turns a solid dark color. Your voice sometimes sounds
like your normal voice, but occasionally shifts in pitch.
You gain the following benefits from this cursed seal;
• All benefits of Stage 1.
• You can now d4 when you pick adversary traits, a
result of a 4 allowing you to pick Role traits.
• You gain 404 feet of Blindsight.

54
CORRUPTED BOOSTS CORRUPTED CURSE
Your Art becomes unavoidable, instead becoming almost a
CORRUPTED ARMOR guaranteed hit. This can only be added to an Art that
Your Art has magnified your defensive prowess. When you requires an attack roll. Your jutsu loses its attack roll. It
cast this art, you gain half of the result of any dice rolled to instead requires a saving throw vs your Cursed Art Save DC.
resolve its effect (Damage, Healing, Boost) gaining On a success target creature takes half damage and no
temporary hit points equal to the following based on the further effect. You select the Saving throw based on the
result, until the beginning of your next turn; Jutsu Type. If a creature fails this saving throw by 5 or
more, you roll twice the listed damage die.
• Damage: Half the result.
• Ninjutsu: Strength, Dexterity, Constitution or
• Healing: Full result.
• Boost: Twice the result. Wisdom.
• Genjutsu: Intelligence, Wisdom, Charisma.

CORRUPTED CHAKRA NETWORK • Taijutsu: Strength, Dexterity or Constitution.


• Fuinjutsu: Charisma
Your art can infect the chakra network of an affected
creature. Creature who fail their saving throw vs your art, CORRUPTED DISTANCE
or whom you would score a successful hit with your art,
has their chakra network invaded by your cursed chakra. Your Art has a magnified distance. If your art has a range of
They take Chakra damage equal to the damage you deal Touch, it now have a range of 30 feet, otherwise, triple the
with your art. range of your art.

CORRUPTED DRIVE
Additionally, for until the end of their next turn, jutsu
they cast have their cost tripled for the duration.
Your Art magnifies your drive and ambition. If you win a
CORRUPTED CONTROL Clash with this Art, you gain 1 Will of Fire. You can only
Your art can forcefully move someone against their will. gain 1 Will of Fire in this way per initiative roll.

CORRUPTED EFFICIENCY
Creatures who fail your Arts saving throw or whom you
score a successful hit against with your Art, are forced to
move in any direction of your choice up to 15ft. You can Your Art has an increased efficiency. Reduce this Arts cost
choose to move an equal number of feet in the same by 2 to a minimum of 1.
direction.
CORRUPTED EFFORT
CORRUPTED CRITICAL Your Art has an extreme amount of effort pushed onto it. If
Your Art has a +1 to its critical threat range. You can take this art would inflict a condition of any type, you instead
this boost twice. increase the rank of conditions inflicted by +1.
You can take this boost twice. If you do, increase the
number of ranks of a condition this art inflicts by +3.

55
CORRUPTED ELEMENT: BLEED CORRUPTED ELEMENT: CHILLED
Your Art has a latent elemental effect. This can only be Your Art has a latent elemental effect. This can only be
added to an Art that deals Damage or imposes a condition added to an Art that deals Damage or imposes a condition
as a result of a failed Saving throw. When a creature would as a result of a failed Saving throw. When a creature would
fail your arts Saving throw or you successfully score a hit fail your arts Saving throw or you successfully score a hit
with your Art, they gain 1 rank of the following Cursed with your Art, they gain 1 rank of the following Cursed
Elemental conditions. This condition is treated as its Elemental conditions. This condition is treated as its
original condition for the purposes of interacting with original condition for the purposes of interacting with
Class Mod features that interact with conditions. This Class Mod features that interact with conditions. This
condition cannot be cleansed by anything short of an S- condition cannot be cleansed by anything short of an S-
Rank jutsu with the medical keyword that removes Rank jutsu with the medical keyword that removes
conditions or an Art that removes condition. conditions or an Art that removes condition.
If your Art already inflicts the Bleed condition, it If your Art already inflicts the Chilled condition, it
instead gains ranks of Cursed Hemorrhage equal to the instead gains ranks of Cursed Numbing equal to the
number of ranks of Bleed it would normally inflict. If number of ranks of Chilled it would normally inflict. If
your Art does not inflict ranks of Bleed, then it inflicts 1 your Art does not inflict ranks of Chilled, then it inflicts 1
rank of Cursed Hemorrhage. rank of Cursed Numbing.

CURSED HEMORRHAGE CURSED NUMBING(CHILLED)


• For each rank of Cursed Hemorrhage a creature has, it • A creature with ranks of Cursed Numbing increases
takes 1d8 necrotic damage at the end of each of its the cost of all Jutsu it casts with the Hand Sign (HS),
turns. This damage reduces their maximum hit points Mobility (M), Chakra Molding (CM) or Weapon (W)
and chakra. components by +10. This increases by an additional
• For every 10ft a creature moves while it has ranks of +10 for every rank of Cursed Numbing a creature has.
Cursed Hemorrhage, it gains 3 additional ranks. • A creature with ranks of Cursed Numbing increases
• Creatures whom begin their turns within 10ft of a the cost of all Arts it casts with the Hand Sign (HS),
Hemorrhaging creature, that it considers its allies, Mobility (M), Chakra Molding (CM) or Weapon (W)
gain 1 rank of Cursed Hemorrhage. components by +3. This increases by an additional +3
for every rank of Cursed Numbing a creature has.
CORRUPTED ELEMENT: BURNED • Chakra damage a Numb creature takes is increased by
half of its listed value.
Your Art has a latent elemental effect. This can only be
added to an Art that deals Damage or imposes a condition
as a result of a failed Saving throw. When a creature would
fail your arts Saving throw or you successfully score a hit
with your Art, they gain 1 rank of the following Cursed
Elemental conditions. This condition is treated as its
original condition for the purposes of interacting with
Class Mod features that interact with conditions. This
condition cannot be cleansed by anything short of an S-
Rank jutsu with the medical keyword that removes
conditions or an Art that removes condition.
If your Art already inflicts the Burned condition, it
instead gains ranks of Cursed Scalding equal to the
number of ranks of Burned it would normally inflict. If
your Art does not inflict ranks of Burned, then it inflicts
1 rank of Cursed Scaling.

CURSED SCALING (BURNED)


• For each rank of Cursed Scalding a creature has, it
takes 1d12 fire damage each time it would cast a Jutsu
or Art, up to a maximum of 5 ranks.
• Each time a creature would take damage from this
condition, jutsu currently affecting it ends as if it was
targeted by an S-Rank Chakra Dispel.
• Creatures whom begin their turns within 10ft of a
Scalding creature, that it considers its allies, gain 1
rank of Cursed Scalding.

56
CORRUPTED ELEMENT: CORRODED & CORRUPTED FLURRY
ENVENOMED Your Art magnifies your attack speed. This can only be
Your Art has a latent elemental effect. This can only be added to an Art that makes more than one attack roll at the
added to an Art that deals Damage or imposes a condition time of casting. Increase the number of attacks made by 1.
as a result of a failed Saving throw. When a creature would When you do, reduce the damage die rolled by -3.

CORRUPTED FOCUS
fail your arts Saving throw or you successfully score a hit
with your Art, they gain 1 rank of the following Cursed
Elemental conditions. This condition is treated as its Your Art has a reduced focus requirement. This Art does
original condition for the purposes of interacting with not count against your Concentration limit.
Class Mod features that interact with conditions. This
condition cannot be cleansed by anything short of an S- CORRUPTED FORCE
Rank jutsu with the medical keyword that removes
Your Art has a magnified force behind it. If your art is a
conditions or an Art that removes condition.
single target, it deals half damage to all creatures within 10
If your Art already inflicts the Corroded or
feet of the original target.
Envenomed conditions, it instead gains ranks of Cursed

CORRUPTED FORTITUDE
Rot equal to the number of ranks it would normally
inflict. If your Art does not inflict either of these
conditions, then it inflicts 1 rank of Cursed Rot. Your Art increases your Fortitude, allowing you to resist
physical influence. This Art makes the next Strength or
CURSED ROT (CORRODED/ENVENOMED) Constitution saving throw you make have a reduced DC
• A creature with ranks of Cursed Rot that makes an equal to your level in this class mod.
attack or cast a Jutsu that requires Mobility (M) or
Weapon (W) components, they lose Resistance and CORRUPTED GUARD SHATTER
immunity (if they have it) to the damage type their Your Art has an increased impact power. Your art ends any
attack or jutsu used, and gain vulnerability against the Jutsu or Art based Damage Reduction or Temporary hit
damage type, for a number of their turns equal to their points, then applies its own effects/damage.
ranks in this condition.
• A creature with Cursed Rot that would regain hit
CORRUPTED HEALING
points, chakra points, or cleanse conditions that
aren’t Cursed Rot, loses Tenacity die each time any of This art magnifies your healing potential. This can only be
the aforementioned things happen. added to an Art which has the Medical Keyword. Your Art
• A creature with Cursed Rot cannot gain the benefit of rolls additional healing die equal to your class mod level
+2.
Blind Sight, Chakra Sight, Darkvision or Truesight.

CORRUPTED ELEMENT: SHOCKED CORRUPTED PENETRATION


Your Art has a latent elemental effect. This can only be Your Art has an increased penetrative potential. Your Art
ignores resistance and treats immunity as resistance.
added to an Art that deals Damage or imposes a condition
You can take this boost a section time. When you do
as a result of a failed Saving throw. When a creature would
this Art ignores Resistance and Immunity.
fail your arts Saving throw or you successfully score a hit
with your Art, they gain 1 rank of the following Cursed
Elemental conditions. This condition is treated as its
original condition for the purposes of interacting with
Class Mod features that interact with conditions. This
condition cannot be cleansed by anything short of an S-
Rank jutsu with the medical keyword that removes
conditions or an Art that removes condition.
If your Art already inflicts the Shocked condition, it
instead gains ranks of Cursed Voltage equal to the
number of ranks of Shocked it would normally inflict. If
your Art does not inflict ranks of Shocked, then it inflicts
1 rank of Cursed Voltage.

CURSED VOLTAGE
• A creature with ranks of Cursed Voltage gains a -2
penalty to their proficiency bonus for each rank it has.
• A creature with ranks of Cursed Voltage cannot use
Features or traits that cost an Action, Bonus Action or
Reaction.
• A creature with ranks of Cursed Voltage automatically
fails all Skill-Based Actions it attempts or is forced to
make.

57
CORRUPTED POWER CORRUPTED FLAMES
Your Art has increased Power. Your Arts damage die is You can only gain this Boost if your Art deals Fire damage.
increased by 1 step. Your Arts flames becomes a dark purple in color and burns
the passion and hopes from its victims. Creatures whom
CORRUPTED PRESENCE fails a saving throw vs your Art, or whom your score a
successful hit against cannot regain hit or chakra points, or
Your Art provides you with an increase force of presence,
gain temporary hit or chakra points until the beginning of
allowing you to impose your will upon others much easier.
your next turn.
If a creature fails the saving throw of your Art, regardless

CORRUPTED SKY
of your Arts text they do not get additional saves for your
arts duration. Your Arts cost increases by +5.
You can only gain this Boost if your Art deals Lightning
CORRUPTED REFLEXES damage. Your Arts electricity becomes a dark purple in
color and electrocutes the passion and hopes from its
Your Art increases your Reflexes, allowing you to resist
victims. Creatures whom fails a saving throw vs your Art,
dangerous effects. This Art makes the next Dexterity or
or whom your score a successful hit against cannot gain
Intelligence saving throw you make have a reduced DC
Feature, trait or jutsu based bonuses to their AC until the
equal to your level in this class mod.
beginning of your next turn.

CORRUPTED SHAPES CORRUPTED STORM


Your Art changes its original shape, allowing you to alter
You can only gain this Boost if your Art deals Wind damage.
the trajectory of it. If your art has any of the following
Your Arts wind becomes a dark purple in color and buffets
shapes/ranges, it can be switched to any other of the
the passion and hopes from its victims. Creatures whom
listed shapes/ranges; Cube, Radius/Sphere, Cone,
fails a saving throw vs your Art, or whom your score a
Cylinder, Line.
successful hit against cannot gain Feature, trait or jutsu
If switching from Radius/Sphere to any other shape or
based bonuses to their damage until the beginning of your
vice versa, reduce the size of the shape by half first. You
next turn.
then use the listed value as the size of the converted

CORRUPTED EARTH
shape.
If switching to Lines, the width becomes 10ft.
If switching to Cylinders, the height becomes 30ft. You can only gain this Boost if your Art deals Earth
damage. Your Arts Earth becomes a dark purple in color
CORRUPTED TENACITY BREAK and crushes the passion and hopes from its victims.
Creatures whom fails a saving throw vs your Art, or whom
Your art can break the tenacity of a creature it affects.
your score a successful hit against cannot gain Feature,
Affected creatures who fail their saving throw vs your Art,
trait or jutsu based bonuses to their saving throws, skill
reduces the number of tenacity die it has by an amount
checks or ability checks until the beginning of your next
equal to your level in this class mod, once per casting.
turn.

58
CORRUPTED SEA CURSED MUTATIONS
You can only gain this Boost if your Art deals cold damage.
Your Arts water becomes a dark purple in color and drowns RECESSIVE MUTATIONS
the passion and hopes from its victims. Creatures whom
fails a saving throw vs your Art, or whom your score a SECONDARY CHAKRA NETWORK
successful hit against cannot spend more than 1 Tenacity While your Cursed Seal Release is active at any stage,
die at a time, until the beginning of your next turn. your body has created a secondary chakra network for
which your Cursed chakra can run through. Once per
CORRUPTED MIND turn, you can make full use of this secondary chakra
network by spending 1 Chakra die. When you do, you
You can only gain this Boost if your Art deals psychic
may add it to any Save, Check, or attack roll you make.
damage. Your Arts illusions becomes harsher and more
twisted as it tortures the passion and hopes from its
victims. Creatures whom fails a saving throw vs your Art,
AMPLIFIED MUSCLE DENSITY
While your Cursed Seal Release is active at any stage,
or whom your score a successful hit against cannot spend
your cursed seal has redesigned your muscular structure.
its actions to aid its allies in any way that would benefit
You cannot automatically fail Strength, Dexterity or
them directly without ample cost (Ex. Casting jutsu to heal,
Constitution saving throws, regardless of the conditions
cleanse of condition, apply boosts to their attacks or damage,
you have or affects you are under. You always make the
giving the help action etc.).
listed saving throws as normal.
If this affected creature spends its Action, Bonus
action or Reactions in any way that would aid another
AMPLIFIED MENTAL ACCUITY
creature, in any way, it loses 1 Tenacity die. While your Cursed Seal Release is active at any stage,

CORRUPTED SICKNESS
your cursed seal has redesigned the way your brain
sends signals to different nerve endings. You cannot
You can only gain this Boost if your Art deals Poison automatically fail Intelligence, Wisdom or Charisma
damage. Your Arts poison becomes more hostile and far saving throws, regardless of the conditions you have or
more vicious as it breaks down its victims bodies and tears affects you are under. You always make the listed throws
aware the passion and hopes from them. Creatures whom as normal.
fails a saving throw vs your Art, or whom your score a
successful hit against, uses its next Elite action to fight the CELLULAR MULTIPLICATION
sickness, wasting it. This can only affect a hostile creature, While your Cursed Seal Release is active at any stage,
once per round. your cursed seal provides you passive healing. As a bonus
action on your turn, you can choose to roll 1 Hit die.
CORRUPTED DECAY Regaining the result + your Constitution modifier. This
does not spend your hit die.
You can only gain this Boost if your Art deals Necrotic
damage. Your Arts breaks down its victims mind body as PERCEPTIVE SENSORY
soul as it feels itself moving into the great beyond. While your Cursed Seal Release is active at any stage,
Creatures whom fails a saving throw vs your Art, or whom your cursed seal provides you with the skills of an adept
your score a successful hit against loses all benefits sensor type shinobi.
granted to it by Features or traits that have durations, You become aware of all chakra spending within 1 mile
auras or can be turned off. of you. You can tell if the chakra being spent is for a
If a creature loses the benefits of its aura’s in this way, Jutsu, Art, Feature or Trait. If a Jutsu or Art, you cannot
they cannot activate it again without spending a Full- tell the two apart, on that something is being cast.
Turn action fighting this Decay.
ELEMENTAL AVERSE
CORRUPTED SEALS While your Cursed Seal Release is active at any stage,
You can only gain this Boost if your Art has the Fuinjutsu your cursed seal provides you with added resistance to
Keyword. Your Art doesn’t just seal its victims movements jutsu with a certain Keywords.
or body, it places restrictions on the very soul. Creatures Select one Keyword from the following once you gain
whom fails a saving throw vs your Art, or whom your score this mutation. Once selected you cannot change this
a successful hit against cannot cast jutsu of a specific rank. choice. You gain a +1d4 bonus to all saving throws made
On a hit or a hostile creatures failed save, select one to resist these effects. Earth Release, Wind Release, Fire
Jutsu rank of your choice. The affected creature cannot Release, Water Release, Lightning Release, Medical.
cast jutsu, whose original rank is the rank you chose.
AMPLIFIED FOCUS
CORRUPTED WILL While your Cursed Seal Release is active at any stage,
your cursed seal provides you with a unique mental
Your Art increases your Will, allowing you to resist mind ability to compartmentalize strenuous mental activities
altering effects. This Art makes the next Wisdom or splitting your focus in normally inhumane ways.
Charisma saving throw you make have a reduced DC equal Reduce the cost to maintain concentration on Cursed
to your level in this class mod. Arts by -1. This increases to -2 at 4th level of this class
mod. (Min 1)
CORRUPTED WEAKNESS
Your Art increases your resistance towards damage for a
time. This Art reduces the affected creatures next jutsu
damage by a number of dice equal to your level in this class
mod +2, down to a minimum of 1 damage die.

59
DANGER SENSE CURSED TAIL
While your Cursed Seal Release is active at any stage, your While your Cursed Seal Release is active at no less than
cursed seal provides you with a passive Danger sense Stage 2, you grow a tail about 5ft in length as an
similar to that of a spider or snake. extension of your spine, but can be in any design of your
You gain 3 additional reactions which you can take per choice, such as a lizards tail or even a cats tail.
Full-Rest, in addition to your normal reactions. While you have this tail, it aids you in your balance
and your ability to avoid melee or ranged attacks. Attacks
PATRON’S KNOWLEDGE from creatures within 5ft of you and creatures greater
While your Cursed Seal Release is active at any stage, your than 60ft from you suffer a -2 penalty to hit.
cursed seal provides you with an unconscious link to your Cursed Action: As a Cursed Action on your turn, you
Patrons large pool of Jutsu. can make a Tail attack. This tail attack is a melee weapon
Your Patron selects 3 jutsu it knows and wants to share attack, using your Cursed Art Attack bonus. On a hit, you
with you. Once these jutsu are selected, only your Patron deal 2d12+ your character level in bludgeoning, piercing
can change the jutsu selected. You can have no more than or slashing damage (your choice on hit) and you can
1 Free-Form jutsu known this way. These jutsu are all immediately move up to 20ft in any direction of your
Cursed Arts, but do not gain any Corrupted Boosts. choice without provoking reactions from hostile
creatures.
PASSIVE ABSORPTION Mutation Boost: You can further Mutate this Tail by
While your Cursed Seal Release is active at any stage, your investing another Mutation. When you do, you can
cursed seal provides you with a unique ability to absorb instead make two Tail attacks on your turn or, as a
the chakra of creatures you strike. reaction on another creatures turn, you can spend your
On successful unarmed attacks, you deal additional Cursed Action to make one Tail attack. If you use either
chakra damage equal to the result. For every 5 Chakra the two attack or Reaction variant of the Tail attack from
damage dealt as a result of your unarmed attack, you this Mutation, you cannot use this mutations Cursed
regain 1 Cursed Chakra. Action until the beginning of your next turn.
Once you have gained 20 Cursed Chakra in this way, you
cannot regain Cursed Chakra from this mutation until you CURSED EYES
complete a Full-Rest. You still retain the chakra damage it While your Cursed Seal Release is active at no less than
deals. Stage 2, you gain additional eyes that occupy different
part of your body, be it an additional eye on your
DOMINANT MUTATIONS forehead or multiple eyes running down your arms or
Dominant Mutations grant you a special action which you chest.
can take, once per turn called a Cursed Action. This Cursed While you have these eyes, they aid your perception
Action when taken can be used to active this Mutations and sensory skills in ways beyond that of a normal
ability as listed. A Cursed Action when taken does not shinobi. First, when you make Perception checks, you
consume your Action, Bonus action or Reaction, but may add twice your level in this class mod. Additionally, as a
act similar in functionality to any of these three actions. Bonus action, you can take the Search action (skill-based
Regardless of which Dominant Mutation(s) you gain, action). When you do, you gain the benefit of the Identify
once you use one Cursed Action you cannot use another Genjutsu, Taijutsu, Bukijutsu & Ninjutsu actions at the
Dominant Mutation(s) abilities until the beginning of same time targeting the same or different creatures
your next turn. Dominant Mutations can be further objects or areas using the result of your Perception check
enhanced with a Mutation Boost. This can only be done in place of the aforementioned normal skill checks.
by spending an additional Mutation known granted by Cursed Action: As a Cursed Action in response to a
this class mod. creature taking an action or moving on their turn, you
can hyper analyze them. When you do, make a Read The
CURSED WINGS Enemy action using your Perception vs their Level DC
While your Cursed Seal Release is active at no less than (10+The targets level). On a success, you and all allied
Stage 2, your back begins to mold, twist and contort until creatures who can hear you gain the benefit of the Read
large wings sprouts from your back. These wings are of a The Enemy action until the beginning of your next turn
design of you or your Patrons choice, such as fleshy bat against the target creature. Once you Read The Enemy in
wings or webbed hands. this way, using a Cursed Action, you cannot do so again
While you have these wings, you gain a 30ft flying until the beginning of your next turn.
speed and when you would attempt a grapple, you gain Mutation Boost: You can further Mutate these eyes by
advantage on any checks made in relation to this action. investing another Mutation. When you do, on a
Cursed Action: As a Cursed Action when you would take successful Read The Enemy action taken using your
damage, you can use these wings to intercept some Cursed Action, the DM must inform you of the targets
damage you take. Reduce damage you take from this next action it will be making on its next turn or Elite
triggering instance of damage by 5d10. Once you reduce Action.
damage in this way, you cannot take this action again
until you spend a Cursed Action on your following turn
reconstituting your wings.
Mutation Boost: You can further Mutate these wings by
investing another Mutation. When you do, your fly speed
increases to 60ft or your normal movement speed,
whichever is higher. When you would take your Cursed
Action to intercept incoming damage, you instead roll
7d12.

60
CURSED POLARIZER CURSED STARS
While your Cursed Seal Release is active at no less than While your Cursed Seal Release is active at no less than
Stage 2, you manifest a ring of polarity somewhere on Stage 2, you manifest floating stars that float around
your body in a form and shape of your choice, such as a your body at all times. These stars can be in any design
large ring protruding from your back or smaller rings or you want and of any color or glow.
electrodes extending from your hands or arms. While you have these floating stars they act as mini
While you have these electrodes, they aid you in familiars allowing you to cast Jutsu and Arts from their
amplifying the impact of ranged attacks. Up to twice per location. By spending half of your movement, you are
turn, when you score a hit with a ranged attack, the able to command one of your floating stars to a space of
affected creature gains 1 rank of Concussed until the end your choice that you can see. While in this space, these
of their next turn. stars manifest a spectral image of you that you can use
Cursed Action: As a Cursed Action on your turn, you as an origin point from which your Jutsu or Arts
can generate a singularity field around yourself or originate as if you were there. Your Stars cannot take
another creature within 30ft until the beginning of your damage or be targeted and the spectral image is clearly
next turn. For the duration of this singularity field, holographic and see through.
ranged attacks that are made are automatically Cursed Action: As a Cursed Action, you can choose a
redirected to the creature with the singularity field, Jutsu or Art you know and cast it from up to two of your
treating all ranged attacks within 90ft of the affected Stars occupying another space. This Cursed Action acts as
creature are made as if they were the original target. A the casting time for the chosen Jutsu or Art and is treated
creature with the Singularity field around them has no as separate castings allowing you to affect one creature
visible distinction it is affecting them. with the same jutsu twice in the same casting. You can
Mutation Boost: You can further Mutate these use this Cursed Action once per round.
electrodes by investing another Mutation. You can, as a Mutation Boost: You can further Mutate these stars by
reaction to making a saving throw against a Jutsu with a investing another Mutation. You can now spend a Cursed
shape of a Cone, line or sphere/radius, take a Cursed Action on your turn to bind a Star to an allied creature. A
Action. When you do, you generate a magnetic barrier creature with a bound star gains Damage reduction equal
around yourself and are able to reshape the jutsu. When to three times your level in this class mod and the bound
you do, you treat yourself as the originating space the creature can cast one Jutsu or Art you know, of your
jutsu is being cast from, deciding on its new direction choice. Once you bind a Star to an allied creature in this
and if the Jutsu would allow you to designate targets, you way, you cannot use this Mutations Cursed Actions until
can choose who is and isn’t affected. Once you use your the beginning of your next turn.
Cursed Action in this way as a Reaction, you cannot do so
again until the beginning of your next turn.

CURSED MOON
While your Cursed Seal Release is active at no less than
Stage 2, you manifest a Crescent moon somewhere on
your body. Often a large size and connected to the spine,
but this moon can be in any shape or form of your choice.
This Moon acts as the central focal point from which all
of your Jutsu and Arts originate.
While you have this moon shaped growth, it acts as
your casting foci, allowing you to cast Jutsu or Arts with
the Ninjutsu, Genjutsu, Fuinjutsu keywords without the
need of any components and they are unable to be
dispelled or interrupted and you cannot lose
concentration on them as a result of Damage
or outside effects.
Cursed Action: As a Cursed Action at
the beginning of each of your turns,
you can choose a Jutsu or Art of your
choice you are maintaining concentration
on. This jutsu or Art does not cost
Cursed Chakra to maintain
concentration and does not count as
something you are concentrating on until
the beginning of your next turn, where you can
choose to use this Cursed Action again on the same
Jutsu or Art.
Mutation Boost: You can further Mutate these
moons by investing another Mutation. By spending a
Cursed Action as a part of casting a Jutsu or Art, you
give the casted Jutsu or Art the Concentration duration.
This allows you to gain the effect of the chosen jutsu or
Art at the beginning of each of your turns at no
additional action cost. This still costs Cursed Chakra. In
order to maintain this special concentration you must
spend your Cursed Action at the beginning of each of your
turns, otherwise, the Jutsu or Art immediately ends

61
ORDERS If you would resist or fail to complete any of the tasks
provided by your Patron in a new location as per this Order
Orders are commands twisted into your DNA by your
in a timely manner, your Patron makes using your own
Cursed Patron. These orders take shape in different ways,
Bloodline techniques difficult to use. Jutsu you use with the
both Minor and Major.
Hijutsu keyword have their costs tripled. In order to
Minor orders are commands that are always active and
reverse this penalty you must travel to a previously visited
you are compelled to complete them when the occasion
location and accomplish this goal.
arises. Resisting a Minor order requires no check and can
be done at will, but will trigger the Patrons penalty.
GREED BY ANOTHER NAME
Major orders are orders that often only come up no more Your Patron while wealthy and fully capable, does not print
than once per mission, Week or Month (GM dependent). ryo. They rely on their followers gathering and pooling
Major Orders, when followed always automatically grant 1
financial resources to fund this entire organization.
rank of Corruption. Resisting a Major Order, is always
Once per week (If able), you must perform a series of
followed by a Charisma Ability Check vs your Cursed Patron thefts during your downtime stealing and fencing the
DC. This check cannot be remade by any means once passed stolen wares to donate to your Patron. The thefts must
or failed. You do not need to remake a resistance check for progressively become more and more difficult, risking
the same reason more than once per Long rest.
your identity and potentially your station the more you do

MINOR ORDERS
it. Your GM will provide a Medium or Hard DC, based
entirely on your character level (SHB. Pg 48). This is a long
form order that isn’t expected to be complete in a short
BROKEN TRUTHS period of time, but progress must be made in some way at
When enemies of your Patron, such as your home village least once per week, when able. You can choose to spend
or Rival faction would find some secrets or information DT to accomplish these tasks gaining bonuses to any
on your Patron while you are near, you are ordered to checks needed to accomplish your goal equal to +3 for each
destroy the physical evidence or information. If there is DT spent.
no physical evidence or information, you must find a If you would resist or fail to donate as per this Order in a
way to invalidate the information learned through lies or timely manner, your Patron makes healing difficult.
subterfuge. Whenever you would recover hit points, you treat the hit
If you would resist this Order, your Patron locks away points regains as half the result. In order to reverse this
your most beneficial jutsu. Your Patron selects one Jutsu penalty you must fulfil this order the next time the
or Art you often rely on in combat. You cannot cast this opportunity presents itself.
Jutsu or Art until you comply with this Order.
GUIDED FOLLOWING
BURNED BRIDGES When you would encounter a follower of your Patron you
When meeting people, you may encounter a person must gather the knowledge they have and share it with
whom your Patron once tried to entice over to their side your Patron by the end of the same day you gain that
but failed due to that person having no reason to switch knowledge. If the follower is a part of a group, you only
sides. You are ordered to find ways to ruin that person’s need to communicate and gather the knowledge from
life, be it secretly assassinating their loved ones, one. Sharing this knowledge with anyone before your
falsifying infidelity, and causing long term turmoil in Patron would result in an intense bout of Pain from your
their lives. This is a long form order that isn’t expected curse seal, giving you 3 ranks of either Bruised,
to be complete in a short period of time, but progress Weakened, or Concussed, until you complete your next
must be made in some way at least once per week, when long rest (Patrons Choice)
able. You can choose to spend DT to accomplish these If you would resist this Order, you begin to suffer
tasks gaining bonuses to any checks needed to bouts of short-term memory loss. Intelligence Checks
accomplish your goal equal to +3 for each DT spent. you make are always made at disadvantage until you
If you would resist this Order or fail to progress this comply with this Order.
order in a timely manner, your Patron imbalances your
chakra network at the most inopportune times. Once per MY ENEMY’S, ENEMY
combat, the GM may choose to secretly roll a d20. On an When you would encounter a strong or influential
even result, the next jutsu or Art you cast, has their cost creature who is an enemy of one of your Patrons
quadrupled. This penalty persists until you comply with enemies, you are ordered to share with your Patron the
this order. information you have of this person, so that your Patron
may meet them and form a partnership with them in
FORBIDDEN KNOWLEDGE some way. You must share the knowledge of this person
Your Patron has a deep desire to learn as many secrets as to your Patron within 24hr’s of learning of their
possible. You are tasked with the longstanding order to be a existence. This does not apply to your close allies such as
field collector of samples for his research. Fortunately for your Captain or Kage.
you, your targets are living, and don’t need to die to With time your Patron will sway this person to their
complete this task…most of the time. side so long as this person is not already an enemy of
Once per mission, when exploring a new town, city, your Patron.
land, region or country, your patron will communicate If you would resist this Order, you begin to suffer
with you telepathically of a specific clan they wish to sparks of paranoia. The first round of every combat you
gather more information on. You are tasked with collecting participate in, you gain the Maddened condition.
a blood sample from a member of this clan. This will lead
to your Patron finding a way to either incorporate this
clans secrets into his techniques or abilities or the clan
may be later captured and made into subservient subjects
of your Patron.

62
STOLEN FUTURE THIN LINE
When you would encounter a person who is of a similar Your Patron has made it extremely difficult for you to walk
age to you who seems to be down on their luck or in the line that you do. You must convince your allies, friends
some way suffering from emotional trauma, you are or even family to join your Patron. The chosen individual
ordered to convince them to join with your Patron to will be told to you by your Patron when they select them.
change their lives for the better, to gain strength to alter This is a long form order that isn’t expected to be complete
their position in life. Potentially betraying their home, in a short period of time, but progress must be made in
village, friends and family. some way, when able, either by convincing them of the
If you would resist this Order, your Patron pumps positives of your Patrons Goals. This does not require you to
poison through your veins at the beginning of each expose your connection to your Patron, but you are to
combat you have from your Cursed Seal. When you convince them that their goals align with your Patron, even
would roll initiative, you gain 3 ranks of Envenomed. if you never provide the Patrons name or identity.
This envenomed condition ignores immunity and If you would resist this Order, your Patron won’t give you
resistance, and cannot be cleansed and ends itself at the a penalty. Instead they will randomly select one person you
end of combat and only deals damage to you in combat. would least want to bring into the dangerous life your
Outside of combat, you are beset with constant feelings Patron forces. Your Patron will then attempt to either turn
of pain and sickness giving you a 1d6 penalty on them into a follower or kidnap them. If this transpires, you
Strength, Dexterity and Constitution Checks, until you suffer a permanent -1 penalty to all Ability checks vs your
comply with this Order. Cursed Patron DC so long as that kidnapped person is held
by your Patron.
STOLEN HISTORY
Your Patron’s rivals are numerous and sometimes, MAJOR ORDERS
entire clans are on their lists of people to make suffer.
Whenever you would become aware of a clan due to your BRUTAL BETRAYAL
Patrons occasional monologuing, and its combative When you gain this Order, select up to 4 allied creatures
history with your Patron, you are ordered to create whom you know. They become unable to be targeted by this
turmoil and chaos for its future generations. You must order, regardless of what your Patron says.
find and destroy all physical copies of the Clans When you would begin your turn with an influential
historical documents and any elderly individuals who creature of your Patrons choice who has 0 hit points, you
would have the ability to recreate it. This is a long form must clear the way for the future your Patron desires, and
order that isn’t expected to be complete in a short period they do not desire to have this person in that future. You
of time, but progress must be made in some way at least must spend your turn finishing them off by any means.
once per week, when able. You can choose to spend DT to If you would resist this Order, you must make a Charisma
accomplish these tasks gaining bonuses to any checks Ability Check vs your Cursed Patron DC. On a success, you
needed to accomplish your goal equal to +3 for each DT are able to disobey. But you then begin to suffer the
spent. consequences of your short-sighted actions, suffering a -1
If you would resist this Order or fail to progress this penalty to all attack rolls each time you do. This penalty
order in a timely manner, your Patron makes resting remains permanently. In order to reverse this penalty you
difficult. The first time you would take a short & long must fulfil this order a number of times equal to the number
rest per mission, you gain no benefits from either. This of times you originally disobeyed.
penalty persists until you comply with this order.
SACRIFICIAL DEBT
STOLEN TECHNIQUES Your Patron’s hungers for more vitality, and you are the
Your Patron has a strong interest in you having the perfect conduit to fetch it for them. However, your vitality
strongest body possible. This includes condition training alone is not nearly enough to satiate your Patron.
for Jutsu utilization. Each time you encounter or see a Thankfully, the meat sacks that you travel with can provide
Jutsu your Patron may desire for you to know, you are more than enough.
ordered to take time to learn the jutsu or be taught by its Once per mission, during a short or long rest, while your
master. This is often custom jutsu that is not widely Party is sleeping, you are ordered to use your Curse seal to
known or available. This is a long form order that isn’t syphon a number of hit die from all members of your Party
expected to be complete in a short period of time, but using your cursed chakra (including yourself) equal to your
progress must be made in some way, when able. If you Cursed Seal level. Through your curse mark, you feed the
have downtime and don’t spend at least some of it on stolen hit dice to your Patron and happens before they
accomplishing this Order or another Order, your Patron would spend hit or chakra dice to restore their hit or chakra
takes it as resisting this order. points. The other party members should not be informed
If you would resist this Order, your Patron makes it this is happening and your GM should only inform them
infinitely more difficult to use jutsu that are unique to you. they awake with less Hit die than when they began their
Jutsu you learned, customized or created outside of rest. Your party is unaware that this has occurred to them
leveling, but accomplished as a result of downtime, story- unless they catch you in the act.
based training or otherwise, are sealed away from you as If you would resist this Order you must make a Charisma
you lose the ability to cast them. In order to reverse this Ability Check vs your Cursed Patron DC. On a success, you
penalty you must successfully learn the technique that are able to disobey. When you do, your Patron becomes
originally triggered this penalty. irritated due to their hunger and punishes you. You lose a
number of hit and chakra die equal to your level in this class
mod. Your maximum hit and chakra die are also reduced by
1. This penalty remains permanently. In order to reverse this
penalty you must fulfil this order a number of times equal to
the number of times you originally disobeyed.

63
SELF-SABOTAGE DEMON TIME
For one reason or another, your Patron wants you to hold Your Patron desires blood. Most of it, they want from
back your strength when fighting any of his allies or other people.
followers which you may be forced to fight due to a mission When you engage in a combat that has innocent
from your home village or other similar circumstance. civilians in the vicinity, while you do not need to actively
Doing so in attempts to allow the foes you face to flee. attack them, you are ordered to kill no less than 1
Once per mission, if you find yourself in combat with an innocent civilian in such a conflict, even if only as
ally or follower of your Patron, you must reduce all damage collateral damage.
rolls you make by 1 step, to a minimum of d4 (If this would If you would resist this Order you must make a Charisma
go below a d4, you instead treat every dice you roll as if you Ability Check vs your Cursed Patron DC. On a success, you
rolled a 2.). If you would deal damage that does not roll are able to disobey. When you do your Patron admonishes
dice, you instead decrease the damage dealt by three times your weakness and strips you of the ability to do anything
your level in this class mod. You also lower all Save DCs by but cause harm. Jutsu you cast that does not directly deal
your level in this class mod. This lasts for no longer than 1 damage, cannot be cast while in combat, until your next
combat. If you would find yourself in combat again with Full-Rest.
this same creature, your Patron forced you to show mercy
once. You don’t have to do it again. DESTROYING THE PAST
If you would resist this Order you must make a Charisma Your Patron goals have mostly had effects on the past,
Ability Check vs your Cursed Patron DC. On a success, you present and future in some way. But you must do what
are able to disobey. When you do, your Patron decides that you can to destroy the past that would expose them. You
their best solution would be to forcefully weaken you must act to destroy everything that would connect your
instead to ensure that his allies are given a fair shake. Each Patron to any past acts.
time you would roll initiative, you no longer use a D20, you Your Patron will communicate with you and inform of
instead are forced to spend 1 Hit and Chakra die, and use you of what they want destroyed. This can range from an
the result as your initiative. If you have no remaining hit or item, location, weapon or even a living creature. When
chakra die, you must spend up to your remaining hit or destroying a creature, you must leave nothing that can
chakra die until you are rolling at least 2 dice. If you have be examined. If you have no jutsu or ability which can
no hit die and no chakra die, you instead use your level in turn a creature to ash, your Cursed seal will do that for
this class mod as your initiative result. In order to end this you when you would reduce the targets hit points to 0.
penalty you must fulfil this order the next time you Unfortunately the soul of that individual will be sealed
encounter a qualifying creature. into your Cursed seal in the process.
If you would resist this Order you must make a Charisma
ALWAYS TOO LATE Ability Check vs your Cursed Patron DC. On a success, you
Your Patron is always working to achieve his goals. are able to disobey. When you do your Patron responds by
Occasionally this runs into direct conflict with your home actively disavowing your actions. They will show you the
village or allies goals. Due to this you must delay them in as pain of the past, by making you forget yours. Your Patron
many ways as possible in order to give your Patron the time reads your memories and selects one creature and steals it
needed to accomplish his goal. from you, replacing it images and visions of that individual
Once per mission, your Patron may have followers acting being killed by your hand.
in the area and will inform you if this is the case. When your
party would be moving to intercept these followers or would ABANDONED LOVE
cross paths with these followers even by coincidence, your Your Patrons future for you has you abandoning the few
Patron will warn you telepathically to delay the party in any things that you once valued. Your friends, family, or
way shape or form. You must delay the party costing them at even your soul mate.
minimum 10 minutes to 1 hour, your Patron will inform you When you gain this order, your Patron looks for the
of the time his people needs prior to you delaying. This may closest individual in your heart and orders you to
cause innocents to die or potentially complicate your abandon that love or relationship, severing it for the
mission in some way. foreseeable future. This must be done face to face with
If you would resist this Order you must make a Charisma that individual.
Ability Check vs your Cursed Patron DC. On a success, you Unlike other orders, this Order does not require you to
are able to disobey. When you do, your Patron becomes make an ability check to resist. If you disobey your Patron
annoyed at your inability to do the bare minimum. They will decide if the punishment should match the disrespect.
decide to make sitting still for too long less beneficial. For Your GM will secretly roll 5d20. If the total of the rolls is
the remainder of this mission or quest, each time you less than 50, the Patron will plan to kill this chosen
would take a short or long rest, you gain half the benefit creature. If the result is greater than 50, they will replace
from them. Rolling hit or chakra die only grants you half of this Order with another one. If the result is exactly 50. They
your rolled result. Long Rests now only replenish an leave this order in your DNA with no negative
amount of hit points and chakra points equal to your consequences.
character level.

64
EVEN IN DEATH
Your Patrons desires strong individuals on their side,
living or breathing doesn’t matter. But what if they were
something in the middle? Your Patron will occasionally
contact you with odd orders to find the corpse of a dead
individual and mark them with an extension of your
Cursed seal.
When you gain this order, your Patron grants you with
a special ability to grant others the Curse mark in their
stead at their order. This ability can only be applied to
dead creatures corpses at your Patrons order. When this
transpires the dead rises with no memories but instead a
madness that has them act as hostile if not restrained or
subdued. Your Patron will often have plans not disclosed
to you in these circumstances.
If you would resist this Order you must make a Charisma
Ability Check vs your Cursed Patron DC. On a success, you
are able to disobey. When you do, your Patron becomes
annoyed at your inability to listen to simple orders. They
will plan to raise a dead ally of yours or your friends. They
may even attempt to turn a creature you are allied with into
a corpse to revive to teach you respect.

MISERY LOVES COMPANY


Your Patron desires strong individuals on their side. The
stronger the better. Your Patron will occasionally contact
you with orders to find a specific individual who is both
strong and competent and mark them with an extension
of your cursed seal.
When you gain this order, your Patron grants you with
a special ability to grant others the Curse mark in their
stead at their order. This ability can only be applied to
select creatures of your Patrons choice as an Action on
your turn while that creature has one of the following
conditions; Dying, Unconscious, Restrained, Stunned, or
Paralyzed.
If you would resist this Order you must make a Charisma
Ability Check vs your Cursed Patron DC. On a success, you
are able to disobey. When you do, your Patron expresses
their anger by taking away something you consider pivotal
to your essence. They select one clan or class feature. Each
time you would use the chosen clan or class feature, you
must roll a D20. On a roll of 11 or lower, the feature doesn’t
activate or function correctly. Once you roll 5d20 in this
way, this penalty no longer applies until it is applied again.
This penalty can stack.

65
CURSED SEAL - EXTRA
ADEPT CURSED SEAL
CURSED SEAL FEATS Category: Class Mod
The following are a list of Feats designed with a lower
Prerequisite: Level 10+, Completed 10 Minor Orders (or
power-level in mind. These feats are a part of the overall
spend 25 Downtime)
Class Mod category of feats. These feats are intended to
Your cursed seal grows in strength, bleeding its power into
give the user the feel of the Cursed Seal without
your DNA and changing you ever so slightly. This becomes
oppressively shifting the balance of a normal level 1-20
recognized as an, Adept Stage 1. You gain the following
play through.
benefits:
Here are the following rules and requirements in
regards to even gaining these Class Mod feats. • Once per Full-Rest, you can spend a Full-Turn Action to
enter Adept Stage 1. When you do, your markings fully
• Each Class Mod feat after the first requires you to
cover your body, but don’t solidify themselves. You can
complete a certain number of Minor and/or Major
remain in this state for no more than 10 minutes.
Orders or spend 25 downtime to gain the next feat.
• While in Adept Stage 1 you gain 5 Cursed Charges and your
• A character can only access the first feat if a Patron
Cursed Seal types Stage 1 benefits. You can spend these
marks them with a Cursed Seal.
charges to cast a Cursed Art.
• All Arts, Mutations and Boosts you gain from a Class
• You retain the previously selected Minor Order.
Mod feat can be used in any Cursed Seal variant you
• You gain 1 Recessive Mutation.
have access to. (Imperfect, Adept, etc.)
• You are treated as if you have 7 ranks of Corruption. You
• All Cursed Seal variants have a unique set of bonuses
gain both the benefits and penalties associated with
and effects, which can be found on the Cursed Seal
having ranks of Corruption.
Variants table at the end of these feats.

EXPERT CURSED SEAL


• You can exit any Cursed Seal variant as a Bonus action.
• Regardless of the Cursed Seal variant you access, they all
share the same Full-Rest recharge limitation. Category: Class Mod
• You gain one Cursed Seal Type that your Patron gives Prerequisite: Level 13+, Completed 10 additional Minor
you. Orders (or spend 25 Downtime)
o You can activate your Mutations by spending Your cursed seal has become more potent as its connection
Cursed Charges. to your Patron also deepens. This grants an explosive
• Cursed Charges are a special resource intended to allow transformation and new power called, Expert Stage 2. You
you to cast Cursed Arts or use a Mutations Cursed gain the following benefits:
Actions. • Once per Full-Rest, you can spend a Full-Turn Action to
o Each Cursed Seal variant has its own Cursed Charge enter Expert Stage 2. When you do, your body resembles
pool and limitations on what you can spend your that of your Cursed Seal Types stage 2 transformation.
charges on. You can remain in this state for no more than 10 minutes.

CURSED BEGINNINGS
• While in Expert Stage 2 you gain 7 Cursed Charges and your
Cursed Seal types Stage 2 benefits. You can spend these
Category: Class Mod charges to cast a Cursed Art or take a Cursed Action.
Prerequisite: Level 8+, Inflicted by a Patron. • You gain 2 additional Cursed Arts.
You have been cursed by a powerful Patron, inflicted with a • You gain 1 Major Order & 1 Dominant Mutation.
mark symbolizing their influence and control. This mark • You are treated as if you have 10 ranks of Corruption. You
has yet to grow in strength to its full potential, making gain both the benefits and penalties associated with
some experts call it an Imperfect binding. You gain the having ranks of Corruption.
following benefits:
• Once per Full-Rest, you can spend a Full-Turn Action to SUPERIOR CURSED SEAL
enter Imperfect Stage 1. When you do, your cursed seal Category: Class Mod
marks grow across a small portion of your body granting Prerequisite: Level 15+, Complete 10 Major Orders (or spend
you this variants bonuses. You can remain in this state for 25 Downtime.)
no more than 10 minutes. Your cursed seal has totally bonded with your body granting
• While in Imperfect Stage 1 you gain 3 Cursed Charges and you the peak of its power and a new stage called, Superior
the Stage 1 benefits of having your Cursed Seal Release Stage 3. You gain the following benefits:
active, but not your Curse Seal Types Stage 1 benefits. You • Once per Full-Rest, you can spend a Full-Turn Action to
can spend these charges to cast a Cursed Art. enter Superior Stage 3. When you do, your body radically
• You gain 2 Cursed Arts. These Arts can have no more than 2 changes as your DNA converts themselves. You can
boosts each. remain in this state for no more than 10 minutes.
• You gain 1 Minor Order. • While in Superior Stage 3 you gain 9 Cursed Charges. You
• You are treated as if you have 5 ranks of Corruption. You do can spend these charges to cast Cursed Arts or take Cursed
not gain any of the benefits or penalties associated with Actions.
having ranks of Corruption. • You gain 2 additional Cursed Arts.
• You gain 1 Major & Minor Order & 1 additional Mutation
(Recessive or Dominant).
• You are treated as if you have 15 ranks of Corruption. You
gain both the benefits and penalties associated with
having ranks of Corruption.

66
C URSED S EAL V ARIANTS
Variants Bonuses
Imperfect Stage 1 +1 bonus to all skill checks, ability checks & saving throws, Cursed Arts increases its damage, healing,
temporary hit points or damage reduction die by +1
Adept Stage 1 +1 bonus to all skill checks, ability checks & saving throws, Cursed Arts increases its damage, healing,
temporary hit points or damage reduction die by +1, and features that refer to your level in this class mod is
treated as if you are level two in the Cursed Seal Class mod.
Expert Stage 2 +2 bonus to all skill checks, ability checks & saving throws, Cursed Arts increases its damage, healing,
temporary hit points or damage reduction die by +2, and features that refer to your level in this class mod is
treated as if you are level two in the Cursed Seal Class mod.
Superior Stage 3 +3 bonus to all skill checks, ability checks & saving throws, Cursed Arts increases its damage, healing,
temporary hit points or damage reduction die by +3, and features that refer to your level in this class mod is
treated as if you are level four in the Cursed Seal Class mod.

CURSED SEAL ADVERSARIES LESSER CURSED SEAL


Alongside player characters, there is the potential for Tier Bonus: +2
adversaries to have access to the power of Cursed Seal. • Gain 2 Cursed Seal Traits. These traits count as both an
This has always been possible but there have been very Affiliation Trait and Role Trait.
few rules to help guide GM’s through the process of even • Select 2 Jutsu. These jutsu becomes Cursed Arts and
granting adversaries with such a power. So now with gain 2 Corrupted Boosts.
this, Adversaries will have additional rules, traits, and • +1 Bonus to AC and all saving throws.
bonuses associated with being able to access Cursed Seal. • +10 Damage Reduction.
The power of the Curse Mark can be applied as a Clan • +10 Movement Speed.
or Affiliation Modifier. It is suggested that only Elite or • +6 Stat points.
Solo adversaries gain access to Cursed Seal, but they can • All jutsu adversaries cast using Cursed Chakra increase
be applied to Standards, but never minions.
the number of damage, healing, temporary hit point
Adversaries with Cursed Seal no longer have normal
or damage reduction dice by +2.
chakra, as it is replaced with Cursed Chakra. Calculating
an Adversaries Cursed Chakra is fairly simple, compared GREATER CURSED SEAL
to calculating an Adversaries normal chakra pool. To Tier Bonus: +4
calculate an adversaries Cursed Chakra pool, use the
• Gain 4 Cursed Seal Traits. These traits count as both an
following formula; Proficiency + Constitution Modifier x
Level. Affiliation Trait and Role Trait.
• Select 3 Jutsu. These jutsu becomes Cursed Arts and
If an Adversary would fall to 0 Cursed Chakra they lose
all the benefits of Cursed Seal, cannot access their gain 3 Corrupted Boosts.
• +2 Bonus to AC and all saving throws.
Cursed Arts, Mutations and they regain normal chakra
• +15 Damage Reduction.
equal to half of their original amount.
• +20 Movement Speed.
Adversaries do not need to spend actions mechanically
• +8 Stat points.
to enter or exit Cursed Seal Release as it is assumed that
• All jutsu adversaries cast using Cursed Chakra increase
they are in this stage from the beginning. If you wish to
have an Adversary transition into Cursed Seal Release, the number of damage, healing, temporary hit point
you may do so by having them activate it during a phase or damage reduction dice by +3.
change at your own discretion.
LEGENDARY CURSED SEAL
JUTSU COST (CURSED SEAL) Tier Bonus: +8
• Gain 6 Cursed Seal Traits. These traits count as both
When casting Ninjutsu, Genjutsu, Taijutsu and Bukijutsu
an Affiliation Trait and Role Trait.
using Cursed Chakra, they gain the benefits provided by
• Select 4 Jutsu. These jutsu becomes Cursed Arts and
Cursed Seal, and have a slightly altered cost compared to
gain 4 Corrupted Boosts.
normal.
• +3 Bonus to AC and all saving throws.
• D-Rank: 1 Sage Chakra • +25 Damage Reduction.
• C-Rank: 2 Sage Chakra • +30 Movement Speed.
• B-Rank: 5 Sage Chakra • +10 Stat points.
• A-Rank: 7 Sage Chakra • All jutsu adversaries cast using Cursed Chakra increase
• S-Rank: 10 Sage Chakra
the number of damage, healing, temporary hit point
or damage reduction dice by +4.
CURSED SEAL TIERS
Unlike players, Adversaries do not have bonuses that CURSED SEAL ATTACK AND SAVE DC
originate from a Cursed Seal type, but instead gain their Adversaries have a separate attack bonus for their class
bonuses like all other Adversaries. Though in a similar mod-based arts. The Adversary, unlike players can
fashion to players with levels to their class mods, choose to use a Jutsu’s original attack bonus or DC,
Adversaries do have Sage mode tiers. Lesser, Greater & instead of their class mod attack or DC. Adversaries
Legendary, which when put into context is described as calculate their Attack bonus and Save DC as follows;
Minor, Greater or Legendary Cursed Seal. Each Cursed Seal Cursed Art Save DC = 10 + half Adversary Level +
type has bonuses unique to it as follows; Proficiency bonus;
Cursed Art Attack Bonus = Half Adversary Level +
Adversary Tier Bonus + Proficiency bonus;

67
ADVERSARY CURSED SEAL TRAITS ORDER BOOST
As an action, on this adversaries turn, it can mark one
Traits with the word “Boost” in its name are meant to be
creature with a Subjugation Seal. A creature marked with
representations of cursed seal types an adversary would
this seal, who would cast a Jutsu or use a Class or Clan
have. They should not be taken with each other to avoid
feature must make a Charisma save vs Cursed Art DC. On
their power being over tunes.
a failure, they double the cost of the Jutsu, spend an

DARK GIFT additional use of the feature, doubles the cost of the
feature or have the feature sealed until the end of this
At the beginning of this adversaries turn each round,
creatures next turn, if the feature does not have a use
they roll 3d4. They regain the result as Cursed Chakra.
limit or expend a special resource.
HEAVEN BOOST
Once per turn, on this adversaries turn, they can spend
GLI̷̡͔̭̞̞͚̬͈͍̟̳͉̮̜̼͋͐͌͑̈͜͜T̴̳̅̽̀̋͝͝C̴̳̅̽̀̆͝͝H̴̳̅̽̀̔͝͝ED BOOST
As an action, on this adversary’s turn, they may impose
one Elite Action to cast an additional Cursed Art.
a Charisma saving throw vs its Cursed Art Save DC at
HELL BOOST disadvantage at a creature they can see. On a failed save,
This adversary gains a number of temporary hit points the creature is considered Glitched for the next minute.
equal to its level when it would take damage from A Glitched creature, at the start of each of its turns, must
attacks. roll a d4, suffering an effect until the start of their next
turn based on their result;
EARTH BOOST 1: The creature loses access to one feature they have
Select one Cursed Art with the Hijutsu keyword. This Art (Adversary’s choice)
can be cast as an Elite Action, on another creatures turn. 2: The creature replaces any d20s they roll, with 2d10s
This does not spend its reaction and only be done once 3: The creature swaps its Physical and Mental ability scores
per round. in order. (Strength, Dexterity, Constitution with Intelligence,
Wisdom, Charisma)
SUN BOOST 4: The creature uses its lowest ability modifier in place of its
Role Abilities that this Adversary uses no longer cost Ninjutsu, Genjutsu, Taijutsu and Bukijutsu attack bonus,
Tenacity die, and instead cost a number of Cursed Chakra save DC, and calculations that use it.
equal to twice its original Tenacity die cost.
MARTYR BOOST
MOON BOOST When this creature falls to 0 hit points, all of its allies see
When this adversary would gain the benefit of its Role it as a Martyr and fights harder. All Elite, Standard and
Passive, it doubles the benefit. Minion allies of this creature who are in initiative when
it dies gains a number of temporary hit points equal to
STAR BOOST twice this creatures level and gain resistance to all
When this adversary would spend Tenacity die to use a damage for 2 rounds.
Role Ability it reduces the cost by half. Additionally,
when it would gain the benefit of its Role Passive, it LIBERATION BOOST
regains 1 Tenacity die. This can happen no more than When this adversary would roll Initiative, all of its allies
once per turn. are afflicted with a Curse of Liberation for the duration of
the combat. Curse of Liberation: This creature gains
WAR BOOST immunity to two Condition types (Physical, Elemental,
When this adversary would roll initiative all of its allies Mental, Sensory). In exchange it cannot inflict conditions of
in initiative with it, are afflicted with a Cursed Rage for any type, but jutsu or Arts it casts that would inflict
the duration of the combat. Cursed Rage: Damage this conditions on a failed save, now inflicts a stack of Liberty.
adversary takes is increased by +3 damage die, but damage Liberty: For every stack of Liberty, an affected creature
this adversary deals with either Ninjutsu, Genjutsu, Taijutsu suffers a -1 Penalty to its AC and attack bonus, up to a
or Bukijutsu is increased by +3 damage die. (Pick one when maximum of 5 stacks. This effect can be ended if the affected
initiative is rolled) creature spends its turn targeting themselves with a Jutsu or
Art that Restrains, Stuns, Paralyzes or Grapples and willingly
PEACE BOOST fails the save or using a Jutsu or Art with the Fuinjutsu
When this adversary would roll initiative all of its keyword of B-Rank or higher targeting themselves and
enemies in initiative with it, are afflicted with a Cursed making a Ninshou check vs this adversaries Cursed Art Save
Benevolence for the duration of the combat. Cursed DC.
Benevolence: When this creature would deal damage to its
enemy, it reduces its attack bonuses and save DC’s by -1. TYRANT BOOST
This penalty stacks and remains until the end of combat. If When this adversary would roll initiative, for every allied
an affected creature spends one of its turns performing no creature that dies in this combat, it gains a stacking +2
hostile action, these penalties are cleansed from it. bonus to its DR and damage rolls. This stacks up to 10
times. These stacks are reduced by 1, each time this
adversary would either gain an ally, their allies are
revived or it is healed by its enemies.

68
VOID BOOST PATRONS GUARD
Select one Keyword from the following; Ninjutsu, When this Adversary would fall to 50% or less hit points,
Genjutsu, Taijutsu, Bukijutsu, Fuinjutsu, Medical. When this it enters a state of wicked devotion to its Patron. It
adversary is the target of or would be affected by a jutsu regains its reaction at the end of each creatures turn, but
with this keyword, they gain 2 Tenacity die. Additionally, loses its Bonus action. This trait cannot be taken if this
this adversary can spend 3 Tenacity die to gain immunity creature would lose its bonus action to another feat.
to any one jutsu that would target or affect them until
the end of the turn they spend the Tenacity die. PATRONS FOCUS
When this Adversary would fall to 50% or less hit points,
CURSED TECHNIQUE it enters a state of wicked devotion to its Patron It gains
All Cursed Arts this adversary has gain 2 additional an additional 1 Bonus Actions on each of its turns, but
Corrupted Boosts. loses its Reaction. This trait cannot be taken if this
creature would lose its bonus action to another feat.
CURSED EFFICIENCY
Cursed Arts you cast, have their costs reduced by an PATRONS DEVOTEE
amount equal to the rank of it when cast. (D-Rank: -1, When this Adversary would fall to 50% or less hit points,
C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5.) it enters a state of wicked devotion to its Patron. It gains
additional Elite Actions equal to 1/6th of its level.
CURSED RESILIENCE
This adversary can spend 10 Cursed Chakra to PATRONS POWER
automatically end one condition currently affecting it, When this Adversary would fall to 50% or less hit points,
once per turn. it enters a state of wicked devotion to its Patron. Cursed
Arts this adversary casts increases its damage die by 1
PATRONS ELITE step.
When this Adversary would fall to 50% or less hit points,
it enters a state of wicked devotion to its Patron. It gains PATRONS TENACITY
an additional 1 Action on each of its turns, but loses its When this Adversary would fall to 50% or less hit points,
Bonus action. This trait cannot be taken if this creature it enters a state of wicked devotion to its Patron. It gains
would lose its bonus action to another feat. a pools of Cursed Tenacity which are d8’s equal to half its
level. These die can be spent on anything that tenacity
PATRONS CHOSEN die can be spent on. These die once spent, cannot be
When this Adversary would fall to 50% or less hit points, regained for 24hrs.
it enters a state of wicked devotion to its Patron. It gains
an additional 1 Action on each of its turns, but loses its
Reaction.

69
GM GUIDANCE – CURSED THE PATRON AND THEIR INFLUENCE
SEAL The core aspect of this class mod is the relationship
between the host and their Patron. Throughout this class
Some Players and DM’s may want to include dark and mod the Patron is referenced multiple times, but given
esoteric cursed seals into their campaign to relive the no specific name, presence or even description. This is
narrative the original Naruto Series brought but there due to the idea that the Patron is a character within the
are a few traps and pit falls that can trap both a player narrative of the players game world. Characters like
and DM in this regard when using this Class Mod. Orochimaru or even Madara can be flavored or used as
• Players generally DO NOT get to decide which cursed Templates for Patrons.
A Patron is often an unbelievably powerful individual
seal they receive from their Patron. They DO get to
decide their Corrupted boosts. in the world who is more conniving than they are
• Do not be afraid to impose additional penalties to actively participating in the progression of the narrative.
A shadowy secondary or tertiary threat. Patrons are no
players who attempt to manipulate and abuse this
invulnerable or invincible. In fact the idea that they can
Class Mod. I am certain both I and the Kage Council are
be challenged and bested are baked into the idea of this
fully aware of all feature interactions in regards to this
Class mod. A PC who can find a way to kill their Patron in
class mod and potential future Classes, Features,
combat are presented with the following options.
Feats, etc. If there happens to be an issue do not
hesitate to reach out to the Developers about any • Absorption: They absorb their patron into their curse
questions you may have HERE. mark, sealing them and attaining a piece of their
power. The player may select two traits and two Free-
NARRATIVE EVENTS WITH THE Form jutsu the Patron had, gaining the traits as
CURSED SEAL additional Class Mod features and the Freeform jutsu
as additional Cursed Arts. This does not free other
There are times in the original Naruto narrative where hosts of this Patrons curse mark from the Patrons
Sasuke has his cursed seal temporarily sealed by original influence.
Kakashi, allowing him to function and fight without its • Freedom: The PC is able to break the Patrons binds on
influence. This can be accomplished much in the same themselves and all other Curse seal hosts. The PC loses
way in this system by both players and the GM with a bit all Corruption but retains the benefits of the Class mod
of roleplay and flexibility. level they are and can no longer suffer the penalties of
When a player is actively attempting to resist and fight disobeying an order or level up in this class mod. All
the cursed seal, they can temporarily seal away its other Curse mark hosts lose their curse mark.
influence by having any Ninjutsu with the Fuinjutsu • Control: The PC is able to wrestle control of the Curse
keyword on themselves at no less than B-Rank cast mark from the Patron, as the PC becomes the new
targeting their cursed seal specifically. This will begin a Patron of all the other creatures that the Patron
skill challenge where the cursed seal will fight back to originally had under their influence. The PC retains all
resist the sealing. The caster and the GM will engage ranks of corruption and can take on additional ranks,
with a contested check. The caster using their Ninshou but can no longer gain levels in this class mod.
skill and the GM using a d20 + The ranks of corruption
the player has accumulated. If the caster wins, the
cursed seal is temporarily sealed away for as long as the
host of the cursed seal wants. While sealed, the host
cannot be influenced by their cursed seal and function as
if they do not have the class mod. The host can also
willingly accept its power, ending the effects of the seal
and regaining access to their cursed seal class mod.

COMMUNICATION BETWEEN THE PLAYER


AND THE PATRON
This is often going to be GM dependent. The simplest
form of communication is providing the player with a
passive ability of performing a 10-minute ritual to
communicate with their Patron telepathically. The
Patron should be able to communicate with the player at
any point in time telepathically at their will.
Alternatively you can make all communication one
sided with the Patron directly talking to the host and the
host being unable to talk back. To rectify some orders
requiring the host to share information with the Patron,
this can be solved by the Host simply sharing their
knowledge or information with the Cursed Seal which
the Patron can retrieve via plot magic.
Ultimately, this class mods methods of
communication are up to the GM to decide the how’s and
why’s to better fit their narrative.

70
Dance of Clematis: Vine. Corrupted Force, Corrupted Fortitude, Corrupted
Penetration.
A-Rank, Iconic Solo, Striker, Shinobi, Greater Cursed Seal of Earth, Kaguya, Prof + 7
Dance of Clematis: Flower. Corrupted Force, Corrupted Penetration, Corrupted
Level: 13 (100 XP), Tenacity Die: 13
Power
Armor Class 28 (Bone Armor), DR: 15
Hit Points 742 Cursed Seal Release. Kimimaro increases all dice used to determined Damage,
Cursed Chakra 130 healing, damage reduction and temporary hit points, by +3.
Chakra Points 644
Patrons Chosen. When Kimimaro falls to 371 or less hit points, he gains 1 additional
Speed 100 ft, Initiative +13
action on his turn. In exchange he loses access to his Reactions.
STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 16 (+3) 17 (+3) 21 (+5) 16 (+3)
Cursed Arts. +17 to hit, (Cursed Art Save DC 23)
D-Ranks (Cost 1): Dance of the Camellia, Dance of the Larch, Dance of Bullet
Saving Throws Str +15, Dex +14, Con +7, Int +7, Wis +13, Cha +7
Seedlings, Dance of Katsura
Skills Acrobatics +20, Athletics +20, Insight +12, History +10, Perception +12,
C-Ranks (Cost 2): Dance of the Willow, Dance of Setsugekka, Ten-Finger Drilling Bullets
Martial Arts +20
B-Ranks (Cost 5): Dance of Clematis: Flower, Dance of Clematis: Vine
Damage Resistance Bludgeoning, Piercing, Slashing
A-Ranks (Cost 7): Dance of the Seedling Fern
Damage Vulnerability Necrotic
Condition Immunity Bleeding, Weakened, Dazed, Paralyzed, Stunned, Restrained
Senses Tremorsense 60ft., passive Perception 22 Multiattack. Kimimaro can make 3 attacks with Bone Sword.
Bone Sword. Melee Taijutsu Attack: +16 to hit, reach 5 ft., one target. Hit: 2d8 + 6
Earth Boost (Dance of the Camellia). This Art can be cast as an Elite Action, on
Piercing or Slashing Damage. For every 2 successful hits per turn, force a DC 23
another creatures turn. This does not spend its reaction and only be done once per
Constitution save to gain 1 rank of Lacerated on a failed save.
round.
Cursed Weapon. By spending 1 Tenacity die at the beginning of each of your turns,
Cursed Technique. All Cursed Arts Kimimaro has gains the Corrupted Effort and
your Bone Sword becomes Corrupted. While corrupted, its damage die becomes
Corrupted Critical Boosts.
2d10, and forces the constitution save on each successful attack.
Mastered Dead Bone Pulse (Unique). Kimimaro cannot gain penalties to his
attacks.
Cursed Strike (Unique). Twice per combat, when Kimimaro would roll 10 or Kimimaro takes one Elite Action at the beginning or end of another creatures turn,
higher over his targets AC, its counted as a critical hit. once each creatures turn to do one of the following or can spend his Elite Action to
gain an additional reaction. He regains spent Elite Actions at the beginning of each of
its turns.
Dance of Camellia. Corrupted Armor, Corrupted Control, Corrupted Element:
Attack. Kimimaro makes three attacks with Bone Sword, or Casts a Jutsu of B-Rank
Bleed.
or lower.
71 Move. Kimimaro gains +20 speed and can move.
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