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SENJUTSU (SAGE MODE)

Unlocking the power of Senjutsu is a normally unheard- Once selected, you must make the select Ability check
of feat. The power to harness the worlds naturally five times, and of these five checks, you must succeed at
occurring energy supply is a monstrously difficult task least 3 times. For each step in the process, you can cast
and not to be taken lightly in any sense of the word. one jutsu of your choice, once, to help you succeed one of
Senjutsu involves the process of drawing natural energy the five checks. If you are still unsure that even a jutsu
into one’s self and compartmentalizing it, and can assist you, you can spend an extra Downtime week
progressively blending it with their own chakra to create focusing on the given step. For each Downtime week
Senjutsu Chakra, or Sage Chakra. This power is one of added, you gain a +2 bonus to all of that step’s ability
absolute power and with unlimited potential. Those who checks. If you fail any of the steps, your shinobi suffers
have undergone the challenges presented when learning the listed condition.
to harness such a power have come out in one of two • Step 1: After failing to succeed the physically taxing portion
ways; Either dead or with more power than most others
of the Sage Training, you find yourself broken and bruised
within their class of skill.
with multiple bones broken and shattered. You require 4
Sages are usually the bearers of change. The
weeks of Downtime to recover. If you end your recovery
protectors of the natural order. They are usually the ones
early, until you complete 4 weeks of Downtime to recover,
standing in between disaster and peace in most eras of
you permanently gain the Dazed, and Weakened Conditions.
Shinobi history. • Step 2: After failing to grasp the concepts of Sage Arts in any
The use of Senjutsu is a powerful tool, that can be used
of the following; Ninshou, Illusion, or Martial Arts, and how
for both plot & mechanical relevance. Both the DM and
to manipulate Nature Energy while using them, your
the Player can benefit from including this into the
mentor instructs you to take a break to recover an regroup.
narrative. Senjutsu has been designed to fit into any
You cannot attempt to practice Senjutsu for 4 weeks.
story. Senjutsu is a Mid to Late game class mod that if • Step 3: After failing to recognize the differences between
provided to players should come with consideration for
Nature Energy or other darker malevolent forces in the
providing other players with a class mod as well to keep
world, your body has become slightly corrupted by this
balance within the party. Due to the amount of power
mixed intake of Chakra. You lose the ability to Mold Chakra.
Sage mode provides it is not intended to be used by
You require 4 weeks of downtime to recover. If you failed
characters who are below 11th level. Characters who gain
any of your ability checks by 10 or more, you lose the ability
this powerful class mod, should only do so after arduous
to Mold Chakra until you are healed by a Ninjutsu with the
training, and from serious narrative reasoning behind it.
Medical keyword, of A-Rank or Higher.
This is not a power that is freely handed out due to the • Step 4: After failing to correctly mold and mix the nature
immense strain it can put on the user. This is a powerful
energy inside of your body, you lose yourself as your body
Class Mod and should not be handed out freely without
converts into whatever creature, or nature affinity you were
careful consideration into enemy choice, team
most connected with while training. Your mentor is able to
composition and Campaign power levels.
save you. But this is a onetime deal. They, nor can anyone

GAINING SAGE MODE


else save you a second time. If you attempt, and fail this step
twice, you are lost as nature energy changes you beyond
Gaining Sage mode should be from a series of trials in repair becoming one of the many beast tribes’ speechless
which, players should be aware, the potential death of tribesman or turning into a pure elemental spirit, lost to the
their character could occur while grasping as this world.
newfound power. This should not be something that is
planned for during character creation, nor should it be LEVELING UP SAGE MODE
handwaved with a second-hand explanation. Power of
Leveling up Sage mode is a difficult and time-
this magnitude should come from serious narrative
consuming process. Unlike normal shinobi classes that
complications and implications.
require the player to gain XP to reach their next level,
Gaining Senjutsu is one that does not come from
Senjutsu (or Sage Mode) requires the user to consistently
character choice, but is instead initiated by Sage Beast,
use the form & abilities that come with it, in both combat
or another Sages intervention. This requires the DM to
and through passive downtime training. But to do this a
initiate such an event as it is entirely out of the players
person would need to also assume the risks of
hands. There are a few steps in between learning of the
potentially failing such a training process.
existence of sage mode and actually learning to harness
At Character Level 13, 15, 17, and 19, you must further
it. Learning to harness such a power requires the
your sage Training to ascend to the next level of
following.
Senjutsu. Return to your Tribes or Mentors Sage Domain.
While following each step of the process, you must first
When you do, you must redo Steps 1-4, but reduce the
select one skill to focus on if more than one is listed. Be sure
number of checks by 1. If the number of checks made
the skill selected is the skill you wish to focus on because
would fall below the number of successes needed, you
once selected, you cannot go back and change this selection.
instead must succeed all checks made.

S ENJUTSU L EARNING DC’ S


Step Skill Check Ability DC Downtime Requirement
1 Acrobatics or Athletics 25 4 Weeks
2 Ninshou, Illusions, or Martial Arts 25 4 Weeks
3 Insight, Nature or Survival 25 4 Weeks
4 Chakra Control 35 4 Weeks

1
CARNIVORAN SENJUTSU
CLASS MOD FEATURES While gaining the benefits of Sage Mode and have a
When you finally gain the Senjutsu Class Mod, you gain contract with any Sage tribe of this type, you gain the
the following class mod features. following benefits;

SAGE AFFINITY
• Your melee weapon attacks deal 2d8 instead of its
listed damage.
Beginning at the first level of Senjutsu Sage mode, your • Select 2 damage types. You gain Resistance to the
training has led you to adopt an affinity for a certain type chosen damage types. You cannot change these later.
of Sage Chakra. If you have a summoning contract with a • Jutsu, you cast, or melee weapon attacks you make,
tribe of Sage Beasts, or have a Nature Release Affinity, cannot have their damage reduced by any means other
you automatically have the option to select their than resistance or Immunity.
Summon Types or Elemental Affinity as your Sage
Beginning at 3rd level in this class mod;
Affinity.
• Select 1 damage type. You gain Resistance to the
AMPHIBIAN SENJUTSU chosen damage type. You cannot change this later.
While gaining the benefits of Sage Mode and have a • Your Melee weapon attacks instead deals 3d8 instead
contract with any Sage tribe of this type, you gain the of its listed damage.
following benefits; • You become immune to the deafened & Fear condition.

DRAGON SENJUTSU
• You can breathe underwater as you can air. You gain a
swimming speed equal to your movement speed.
While gaining the benefits of Sage Mode and have a
• Your unarmed strikes deal 2d6 instead of its listed
contract with any Sage tribe of this type, you gain the
damage die.
following benefits;
• Jutsu, you cast, that deals damage, deal additional
damage equal to twice your Senjutsu (Sage Mode) • Fuinjutsu can be cast without Hand signs (HS) or

Level. Chakra Seals (CS).


• Fuinjutsu, you cast, that deals damage, deals
Beginning at 3rd level in this class mod;
additional damage equal to three times your Senjutsu
• Taijutsu and Unarmed attacks you make with a range (Sage Mode) level.
of 5 feet (or Touch), have their range increased by 5 • When you would make a Saving throw against a
feet. Genjutsu with the Visual keyword, you roll 2 additional
• Taijutsu or Bukijutsu that affects an area increases the d20’s taking the highest results. You cannot gain
size of their area by 5 feet. advantage Against Genjutsu with the Visual keyword.
• Your Unarmed Strikes now use 2d8 for damage.
Beginning at 3rd level in this class mod;

AVIAN SENJUTSU • Ninjutsu with the Sensory keyword that you cast, has
While gaining the benefits of Sage Mode and have a their sensory range doubled.
contract with any Sage tribe of this type, you gain the • You and Jutsu you cast cannot be seen with Chakra
following benefits; Sight.
• Fuinjutsu, you cast cannot be reacted to by Ninjutsu,
• You are always under the effects of Wind Release:
Taijutsu, Genjutsu, or Arts.
Feather Fall and Zephyr Strike
• You gain a +10 to Perception and Darkvision up to 300
feet.
• Jutsu, you cast, that deals damage, deal additional
damage equal to twice your Senjutsu (Sage Mode)
Level.

Beginning at 3rd level in this class mod;


• You become immune to the blinded condition.
• You gain a flying speed equal to half your movement
speed.
• While flying, whenever you would make a Dexterity
saving throw, you roll three d20’s taking the highest
result. You cannot gain advantage in Dexterity Saving
throws.

2
EARTH AFFINITY SENJUTSU LIGHTNING AFFINITY SENJUTSU
While gaining the benefits of Sage Mode and following While gaining the benefits of Sage Mode and following
this Sage Affinity, you gain the following benefits; this Sage Affinity, you gain the following benefits;
• You are always under the effects of Earth Release: • You are always under the effects of Lightning Release:
Bedrock Skin as if casted at C-Rank. Surge. (The Cost reduction effect, applies to all Ranks.
• Earth Damage you deal ignores Resistance, and treats The AC reduction effect, can stack no more than 3
Immunity as Resistance. times.)
• You may cast Jutsu with the Earth Release Keyword, • Lightning Damage you deal ignores Resistance, and
that has a casting time of 1 Action, as a Reaction, with treats Immunity as Resistance.
no specific trigger. • You may cast Jutsu with the Lightning Release
Keyword, that has a casting time of 1 Action, as a
Beginning at 3rd level in this class mod;
Reaction, with no specific trigger.
• You have Immunity to the Dazed and Weakened
Beginning at 3rd level in this class mod;
Condition.
• Earth Damage you deal ignores Immunity, and deals • You have immunity to the Shocked and Slowed
triple damage to creatures who are vulnerable. Conditions.
• Jutsu, you cast with the Earth Release Keyword, that • Lightning Damage you deal ignores Immunity and
deals damage, deals additional damage equal to three deals triple damage to creatures who are vulnerable.
times your Senjutsu (Sage Mode) level. • Jutsu, you cast with the Lightning Release Keyword,
that deals damage, deals additional damage equal to
FIRE AFFINITY SENJUTSU three times your Senjutsu (Sage Mode) level.
While gaining the benefits of Sage Mode and following
this Sage Affinity, you gain the following benefits; PRIMATE SENJUTSU
• You are always under the effects of Fire Release: Flame While gaining the benefits of Sage Mode and following
this Sage Affinity, you gain the following benefits;
Armor.
• Fire Damage you deal ignores Resistance and treats • You are always under the effects of Dancing Blade Risk.
Immunity as Resistance. • Bukijutsu, you cast deal additional damage equal to
• You may cast Jutsu with the Fire Release Keyword, that twice your Senjutsu (Sage Mode) level.
has a casting time of 1 Action, as a Reaction, with no • Your movement speed cannot be reduced by any
specific trigger. means, and you ignore difficult terrain.

Beginning at 3rd level in this class mod; Beginning at 3rd level in this class mod;
• You have immunity to the Burned and Corroded • You can cast Bukijutsu, ignoring the weapon and/or
Conditions. damage type requirement. (This does not count for
• Fire Damage you deal ignores Immunity, and deals Bukijutsu that requires a Melee or Ranged weapon
triple damage to creatures who are vulnerable. specifically. For example, you cannot use Dancing Blade
• Jutsu, you cast with the Fire Release Keyword, that Risk with a Ranged Weapon, but you can now use it with
deals damage, deals additional damage equal to three a quarter staff.)
times your Senjutsu (Sage Mode) level. • When you cast a Bukijutsu with the Finisher Keyword
and score a critical hit, you automatically deal
INSECTOID SENJUTSU maximum possible damage.
While gaining the benefits of Sage Mode and have a • Bukijutsu, you cast, that require Concentration, have
contract with any Sage tribe of this type, you gain the their activation and concentration cost reduced by
following benefits; half.
• You melee and ranged weapon attacks are always
under the effects of Poison Weapon Technique. REPTILIAN SENJUTSU
• Attacks you make, or jutsu you cast, that deal poison
While gaining the benefits of Sage Mode and have a
contract with any Sage tribe that is of a Dragon Type,
damage, or causes the Poisoned or Envenomed
you gain the following benefits;
conditions cannot be reacted too.
• Poison Damage you deal ignores resistance and • Your melee and ranged attacks have an +1 to their
Immunity, and deals triple damage to creatures who critical threat range.
are vulnerable. • You treat critical hits against you, as regular hits once
per turn.
Beginning at 3rd level in this class mod;
• Poison & Acid Damage you deal deals additional
• You are Resistant to Poison damage and Immune to damage equal to three times your Senjutsu (Sage
the Poisoned Condition. Mode) level.
• When you would take poison damage, you are instead
Beginning at 3rd level in this class mod;
healed an amount of Hit points equal to the damage
you would take. • You gain 30 feet of Blindsight, and 60 feet of tremor
• When you would deal poison damage, or inflict the sense.
poisoned or envenomed conditions, creatures cannot • When you score a critical hit with a melee or ranged
gain resistance, instead reducing their saving throw by weapon attack, you instead triple the damage dice.
an amount equal to your Senjutsu (Sage Mode) level. • When you have half or less hit points, you regain hit
points equal to three times your Senjutsu (Sage Mode)
level per turn until you reach maximum hit points.
This does not trigger, if you have less than 1 Hit point.

3
RODENT SENJUTSU SAGE CHAKRA
While gaining the benefits of Sage Mode and have a
Sage chakra is the spiritual manifestation of nature
contract with any Sage tribe of this type, you gain the
energy after you draw in and combined it successfully
following benefits;
with your own chakra. You can draw this chakra into
• You are always under the effects of two of the yourself at any time by reducing your movement speed
following; Body Flicker, Chakra Leaping and Sensing to 0 and using your action to concentrate on drawing
Technique. You do not get to go back and change this this chakra in.
selection. Make a Constitution (Chakra control) check vs DC 15.
• You gain a bonus to your AC equal to your Senjutsu On a success, you gain 10 Sage chakra, and an additional
(Sage Mode) Level. 5 Sage Chakra for every additional 5 you get over the
• You gain a bonus to your Dexterity saving throws original Check DC. (15, 20, 25, 30+) Up to a maximum
equal to your Senjutsu (Sage Mode) level. amount of Sage Chakra based on your Senjutsu (Sage
Beginning at 3rd level in this class mod; Mode) Level. When gathering Sage Chakra in this
manner, you can make a number of Constitution (Chakra
• You are always under the effects of Nondetection.
control) ability checks equal to your proficiency bonus as
• You can cast Jutsu with the Mobility (M) component
apart of the same action. This is all treated as a single
regardless of your current condition. attempt to gather Sage Chakra.
• Your Speed cannot be reduced by any means and you
Each time you attempt to gather Sage Chaka after the
are immune to difficult terrain and the Slowed first, the DC increases by 5. This DC increase resets when
Conditions. you complete a long rest.
You can begin to gather Nature Energy into yourself
WATER AFFINITY SENJUTSU while moving as well, but in doing so, you make your
While gaining the benefits of Sage Mode and following this
Constitution (Chakra Control) check at disadvantage.
Sage Affinity, you gain the following benefits;
Jutsu, you use, that uses Sage Chakra, are treated as S-
• You are always under the effects of Water Release: Water Rank when another creature attempts to interrupt, end
Sensing Sphere and Water Release: Water Shield (Gaining or negate your jutsu.
10 Temporary Hit points at the beginning of each of your If you fail a Chakra Control check to draw in Nature
turns.) Energy, reduce your Current Normal Chakra by 1/4th of
• Cold Damage you deal ignores Resistance and treats your maximum. If your Current Normal Chakra is 0, and
Immunity as Resistance. you fail a Chakra Control ability check to draw in Nature
• You may cast Jutsu with the Water Release Keyword, that Energy, you become petrified until someone else
has a casting time of 1 Action, as a Reaction, with no removes the condition for you.
specific trigger. Sage chakra remains in your body for up to 10 Minutes
before it harmlessly disperses from your person.
Beginning at 3rd level in this class mod;
• You have Immunity to the Chilled, Restrained and
SAGE MODE
Grappled Conditions.
Sage mode exceeds the absolute peak of most shinobi’s
• Cold Damage you deal ignores Immunity, and deals
careers in terms of their power. You can enter Sage mode
triple damage to creatures who are vulnerable.
as a Bonus action, so long as you have at least 1 Sage
• Jutsu, you cast with the Water Release Keyword, that
Chakra. Jutsu you use while in Sage Mode, must use Sage
deals damage, deals additional damage equal to three
chakra. Using Sage Chakra while in Sage mode does the
times your Senjutsu (Sage Mode) level.
following;
WIND AFFINITY SENJUTSU • For every 1 Sage Chakra you spend casting any jutsu or
While gaining the benefits of Sage Mode and following this paying the cost of any feature or feat, you treat the
Sage Affinity, you gain the following benefits; chakra spent as 2.
• You are always under the effects of Wind Release: Wind • You add half of your Proficiency bonus (Rounded

Friction Shatter. Down) to all saving throws you are not proficient in
• Wind Damage you deal ignores Resistance and treats for the duration.
• You add half of your Proficiency bonus (Rounded
Immunity as Resistance.
• You may cast Jutsu with the Wind Release Keyword, that Down) to all Ability checks you are not proficient in for
has a casting time of 1 Action, as a Reaction, with no the duration.
specific trigger. Beginning at 3rd level in this class mod;
Beginning at 3rd level in this class mod; • For every 1 Sage Chakra you spend casting any jutsu or

• You have immunity to the Bleeding and Prone Condition. paying the cost of any feature or feat, you treat the
• Wind Damage you deal ignores Immunity, and deals chakra spent as 3 instead of 2.
• For the duration, you become proficient in all saving
triple damage to creatures who are vulnerable.
• Jutsu, you cast with the Wind Release Keyword, that throws.
• Sage Art: Techniques have their Cost Reduced, by an
deals damage, deals additional damage equal to three
times your Senjutsu (Sage Mode) level. amount equal to your Senjutsu (Sage Mode) level.
• Sage Arts: Abilities have their cost reduced by 2. (Min 1.)

4
SAGE ARTS
Finally, at the 1st level of this class mod, you have
learned to utilize esoteric secrets, and monstrously
powerful techniques and abilities, known as Sage Arts or
Senjutsu
These arts fall into one of 3 categories; Abilities,
Passives and Techniques.
The Sage Arts you learn define the type of Sage you
embody beyond what affinity you have adopted. You gain
the benefits of your Sage Arts, and can fully utilize them
while gaining the benefits of Sage Mode. You Cannot
switch these once learned.
Some Sage Arts may require an Attack Roll or Saving
throw. Also, while gaining the benefits of Sage Mode,
Jutsu you cast with Sage Chakra can be treated as Sage
Arts for the purpose of Attack Bonus/Save DC. If casted
this way, using your Sage Art attack Bonus and Save DC,
they gain any bonuses that trigger as a result of using
Sage Arts.
To calculate your Sage Art, Save DC and Attack bonus,
do the following;
Sage Art Save DC = 10 + your Level in this class mod +
your Proficiency bonus;
Sage Art Attack Bonus = Twice your Proficiency Bonus
+ your level in this class mod;

SAGE TRAINING PROFICIENCY


Beginning at 2nd level of this Class Mod when you would
gain a level in this class mod, you reduce the downtime
cost required with each Step down to 2 Weeks.
Starting at 3rd level of this Class Mod, when you would
attempt to gain a level, you reduce the downtime cost
required down to 1 week for each step.

SAGE TRANCE
Beginning at 4th level of this Class Mod you have learned
the Secret art of Sage Trance. This trance grants you the
unique ability to gather nature energy while in motion
significantly easier. When making a Constitution
(Chakra Control) ability check, and you have not reduced
your movement to 0, you roll without disadvantage. If
you do reduce your movement to 0, you instead roll at
Advantage.
Sage Chakra you gather remains in your body for 1

SAGE ARTS
hour before it harmlessly disperses from your person.

MASTERED SAGE MODE Below are Sage Arts, listed in Alphabetical order, in
Beginning at 5th level in this class mod, you have separate Sage Art Types, in the following order; Passive,
mastered Sage Mode and paved a way for yourself to Ability, Technique.
complete knowledge and wisdom of the sage arts. Sage
Chakra you gather remains in your body for 24 hours SAGE ARTS: PASSIVE
before it harmlessly disperses from your person.
• Sage Arts: Techniques, deal additional damage equal
SAGES AGILITY
You have tuned your Senjutsu to the point where it not
to your Character level once per turn.
only permeates throughout your body, providing your
• For every 1 Sage Chakra you spend casting any jutsu or
abilities based on your affinity, but you also use it to
paying the cost of any feature or feat, you treat the
amplify your Agility. You gain the following Benefits;
chakra spent as 4 instead of 3.
• Sage Arts: Abilities have their cost reduced by 3, instead • Your Dexterity Score becomes 24.

of 2 (Min 1.) • Increase your Sage Art Attack Bonus by +2.


• Also, to calculate your Sage Art, Save DC and Attack • Increase your Speed by 15 feet.
bonus, you instead do the following; • Add your Senjutsu (Sage Mode) level to Dexterity
Sage Art Save DC = 10 + Twice your Senjutsu (Sage Mode) saving throws. If you already gain a bonus to your
level + your Proficiency bonus; Dexterity Saving throws this way, you instead add 1d4
Sage Art Attack Bonus = Twice your Proficiency Bonus + to Dexterity Saving throws.
Twice your Senjutsu (Sage Mode) Level; • Ability checks made using Dexterity are made at
advantage.

5
SAGE BLOODED SAGES WILL
Your body has consumed enough Senjutsu chakra for it You have tuned your Senjutsu to the point where it not
to leak into your normal Jutsu passively. You gain the only permeates throughout your body, providing your
following Benefits; abilities based on your affinity, but you also use it to
• Increase your Sage Art DC by +1 amplify your Force of Will. You gain the following
• Jutsu, you cast deals additional damage, equal to your
Benefits;
proficiency bonus, if it doesn’t already. • Your Charisma Score becomes 24.
• Arts you cast deals additional damage, equal to twice • Increase your Sage Art Save DC by +2.
your Senjutsu (Sage Mode) level. • Add your Senjutsu (Sage Mode) level to Charisma saving
• When you clash with a creature using a Jutsu or Art, throws. If you already gain a bonus to your Charisma
you add your Senjutsu (Sage Mode) Level to the clash saving throws this way, you instead add 1d4 to Charisma
check. Saving throws.
• Senjutsu you cast and Sage Art: Abilities you use, costs • Ability checks made using Charisma are made at
are reduced by 1. advantage
• Jutsu and Sage Arts you cast, cannot have their damage
SAGES FORTITUDE reduced by any means except by Resistance or Immunity.
You have tuned your Senjutsu to the point where it not
only permeates throughout your body, providing your SAGES WISDOM
abilities based on your affinity, but you also use it to You have tuned your Senjutsu to the point where it not only
amplify your physical endurance. You gain the following permeates throughout your body, providing your abilities
Benefits; based on your affinity, but you also use it to amplify your
• Your Constitution Score becomes 24. ability to comprehend Emotion, understand the world and
• Increase your Sage Art Save DC by +1.
relate to these finding. You gain the following Benefits;
• Add your Senjutsu (Sage Mode) level to Constitution • Your Wisdom Score becomes 24.
saving throws. If you already gain a bonus to your • Increase your Sage Art Attack Bonus by +2.
Constitution saving throws this way, you instead add • Increase your Sage Art Save DC by +1
1d4 to Constitution Saving throws. • Add your Senjutsu (Sage Mode) level to Wisdom saving
• Increase your maximum Sage Chakra by an amount throws. If you already gain a bonus to your Wisdom
equal to twice your Senjutsu (Sage Mode) Level. saving throws this way, you instead add 1d4 to Wisdom
• Increase the amount of Sage chakra gained when you Saving throws.
succeed a Constitution (Chakra Control) ability check, • Ability checks made using Wisdom are made at advantage
by an amount equal to half of your Senjutsu (Sage
Mode) level rounded up. (Min 1.) SAGES STAMINA
You have tuned your Senjutsu to the point where it not only
SAGES KNOWLEDGE permeates throughout your body, providing your abilities
You have tuned your Senjutsu to the point where it not based on your affinity, but you also use it to amplify your
only permeates throughout your body, providing your stamina and overall ability to last in battle;
abilities based on your affinity, but you also use it to • While in Sage Mode, increase your Maximum Hit Points
amplify your knowledge, and ability to process
by an amount equal to three times your Senjutsu (Sage
information, new and old. You gain the following
Mode) level. Your current hit points increase by an
Benefits;
amount equal to three times your Senjutsu (Sage Mode)
• Your Intelligence Score becomes 24. level.
• Increase your Sage Art Attack Bonus by +2. • Increase your Sage Art Save DC by +1
• Increase your Sage Art Save DC by +1. • Senjutsu you cast and Sage Art: Abilities you use, costs are
• Add your Senjutsu (Sage Mode) level to Intelligence reduced by 1 (Min 1.)
saving throws. If you already gain a bonus to your • You ignore the effects of the first 3 ranks of exhaustion.
Intelligence saving throws this way, you instead add When you would gain more than 3 ranks, you suffer the
1d4 to Intelligence Saving throws. 4th, 5th and 6th ranks effects as normal.
• Ability Checks made using Intelligence are made at • You gain immunity to the Incapacitated Condition. (This
advantage. does not count for the Unconscious Condition)

SAGES STRENGTH SAGE ARTS: ABILITIES


You have tuned your Senjutsu to the point where it not
only permeates throughout your body, providing your SENPO: PEERLESS ACCURACY
abilities based on your affinity, but you also use it to Sage Art Type: Ability
amplify your Strength. You gain the following Benefits; You use your Senjutsu to provide you with a massive bonus
• Your Strength Score becomes 24. to your accuracy. Senjutsu, you cast have their precision
• Increase your Sage Art Attack Bonus by +2. increased greatly.
• Increase your Sage Art Save DC by +1 Once per turn, when you would make a Senjutsu attack,
• Add your Senjutsu (Sage Mode) level to Strength you can spend an additional 5 Sage Chakra. When you do,
saving throws. If you already gain a bonus to your you make the attack roll rolling three d20, taking the
Strength saving throws this way, you instead add 1d4 highest result. This attack cannot gain advantage.
to Strength Saving throws. Alternatively, you can spend 5 Sage Chakra to reroll a
• Ability Checks made using Strength are made at missed Attack roll, up to twice per turn.
advantage. You can only gain the benefits of one of these features
during any single turn.

6
SENPO: PEERLESS CRUELTY Alternatively, you can spend 5 Sage Chakra, to gain the
Sage Art Type: Ability benefits of Eyes of Truth for the duration of your Sage
You use your Senjutsu to impart unrivaled cruelty to those Mode. When gaining this jutsu’s benefits in this way, all
afflicted with a condition inflicted by you. allied creatures within 90 feet of you, can see what all non-
Once per turn, by spending 5 Sage Chakra when a hostile creatures in a 100-mile radius, centering on you
creature fails a saving throw to resist a condition caused by can see.
you, the conditions effects are amplified. Alternatively, you can spend 5 Sage Chakra, to gain the
benefits of Incursion of Clarity for the duration of your Sage
• Bleeding- The DC to end this Condition is doubled and
Mode. When gaining this jutsu’s benefits this way, instead
increase bleedings damage die to 1d8.
select 3 of the following conditions, you immediately ends
• Burned- The DC to end this Condition is doubled,
their effects, if currently affecting you, and you gain
remove the conditions burn stack maximum and
immunity to them all for the duration; Berserk, Blinded,
increase the damage die to a d12.
Charmed, Dazed, Deafened, Fear, Slowed, Stunned, and
• Chilled- Increase the damage die to a d10, remove the
Weakened.
conditions chill stack maximum, and increase the
You can only benefit from one of the aforementioned
Dexterity penalty to a -2.
effects during any single duration of Sage Mode. Once
• Corroded- The DC to end this Condition is doubled,
activated, you cannot switch the ability chosen until your
Increase the penalty to ability checks and attack rolls to
next Sage Mode activation.
-2 and increase the damage die to a d8.
• Envenomed- Increase the damage die to a d10, remove
SENPO: PEERLESS POWER
the conditions envenomed stack maximum, and this
Sage Art Type: Ability
condition now lasts until removed, or for Sage Modes
You use your Senjutsu to provide you with an unmatched
duration.
bonus to your power. Senjutsu, you cast have their power
• Shocked- Increased the damage die to a d10, increase increased greatly.
the penalty to a -2, and remove the conditions shocked Once per turn, when you would cast a Senjutsu, you can
stack maximum.
spend an additional 5 Sage Chakra. When you do, the

SENPO: PEERLESS EVASION


Senjutsu cast deals additional damage equal to twice your
Proficiency Bonuses.
Sage Art Type: Ability
Alternatively, you can spend 5 Sage Chakra to increase
You use your Senjutsu to provide yourself with a massive
the damage by an amount of damage dice equal to your
bonus to your Evasive potential.
Senjutsu (Sage Mode) level.
Once per turn, when you are the target of an attack, you
You can only gain the benefits of one of these features
can spend 5 Sage Chakra. When you do, you gain a bonus to
during any single turn.
your AC, equal to twice your Senjutsu (Sage Mode) level
against the triggering attack.
SENPO: PEERLESS RESISTANCE
Alternatively, you can spend 5 Sage Chakra to gain a
Sage Art Type: Ability
bonus to your Dexterity or Intelligence Saving throws,
You use your Senjutsu to provide you with a massive bonus
equal to twice your Senjutsu (Sage Mode) level until the
to your Toughness.
end of the current turn.
Once per turn, when you would take damage, you can
You can only use one of these effects during any single
spend 5 Sage Chakra. When you do, reduce the triggering
turn. instance of damage is reduced by an amount equal to

SENPO: PEERLESS FORCE


either, twice your Proficiency bonus.
Alternatively, you can spend 5 Sage Chakra to reduce the
Sage Art Type: Ability
triggering damage by an amount equal to 5dX. (X = your
You use your Senjutsu to provide you with a massive bonus
largest Hit die.)
to your Chakra’s Force. Senjutsu, you cast have their
You can only use one of these effects during any single
potency increased greatly.
turn.
Once per turn, when you would cast a Senjutsu, you can
spend an additional 5 Sage Chakra. When you do,
SENPO: PEERLESS SPEED
creature(s) who would make a saving throw against your Sage Art Type: Ability
Senjutsu, makes their save at disadvantage. You use your Senjutsu to provide you with a massive bonus
Alternatively, you can spend 5 Sage Chakra to make a
to your raw speed.
single creature making the saving throw against your
Once per turn, you can spend 10 Sage Chakra. When you
Senjutsu, make their save without proficiency or their
do, you gain an additional action on your turn.
Ability Modifier (Pick one).
Alternatively, you can spend 7 Sage Chakra to gain an
You can only use one of these effects during any single
additional bonus action on your turn.
turn.
Alternatively, you can spend 5 Sage Chakra to gain an

SENPO: PEERLESS PERCEPTION


additional Reaction.
You can only use one of these effects during any single
Sage Art Type: Ability
turn.
You use your Senjutsu to provide yourself with a massive
sensory range.
Once per turn, by spending 5 Sage Chakra, you gain the
benefits of Kagura’s Mind Eye for the duration of your Sage
Mode. When gaining this jutsu’s benefits in this way, the
range is instead 100 miles and you gain 60 feet of
blindsight.

7
SAGE ARTS: TECHNIQUES SAGE ART: FIVE GODS FAN
Sage Art Type: Technique
SAGE ART: MOUNTAIN CARVING BALL Classification: Senjutsu
Sage Art Type: Technique Casting Time: 1 Full Turn Action
Classification: Senjutsu Range: Self (60-foot radius sphere)
Casting Time: 1 Action Duration: Concentration, up to 1 Minute
Range: 15 Feet Components: HS, CM, CS
Duration: Instant Cost: 10 Sage Chakra
Components: CM Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Cost: 12 Sage Chakra Description: You use Sage Chakra to conjure a
Keywords: Ninjutsu, Senjutsu Summoning circle to one of the 5 Elemental Mountains.
Description: You use Sage Chakra to generate a massive If you know a Nature release, you may only select one of
15-foot diameter ball of chakra. When you cast this Sage the Nature release you know. If you don’t know any
Art, you may give this Art a Nature Release Keyword of a Nature Release, roll a 1d6, taking one of the following
Nature Release you know. You impart enough Sage Results;
Chakra into this ever-spiraling ball of energy to easily You summon an ever-bellowing amalgamation of the
carve a mountain. element you choose that explodes upwards. Select up to
You make a Melee Senjutsu attack against a creature in 5 Creatures including yourself to not be affected by this
range. On a hit, the target creature takes 20d10 force Sage Art. All creatures affected, must succeed a Dexterity
damage. All Creatures (excluding you, the original target saving throw. On a failed save, a creature takes 12d8 of
and up to 5 creatures of your choice) in a 90-foot sphere, the corresponding damage type and gains 5 ranks of
centering on the original target must succeed a Dexterity listed condition for the next minute. On a successful
saving throw, taking 20d8 force damage and are thrown save, creatures on take half damage, suffering no
back to the edge of the 90-foot sphere on a failed save, additional effects.
or half as much damage and only pushed back half as far A creature who enters this radius for the first time on
on a successful one. their turn, or ends their turn within the radius must
If you gave this Art a Nature Release Keyword that you make a Dexterity saving throw, taking 12d8 of the
know then it gains the corresponding Damage. (Water corresponding damage type and gains 5 ranks of listed
Release = Cold) condition for the next minute. On a successful save,
After the conclusion of this Art, the surrounding area, creatures on take half damage, suffering no additional
up to 500 feet out will be devastated by the concentrated effects.
force of this Art. FIVE G ODS F AN E LEMENTAL C HART
Additionally, your Art leaves behind or gains one of
the following effects based on its damage type. D6 Nature Release Damage Type Condition
• Earth: The terrain within the 500-foot radius is 01 Earth Earth Weakened
littered with standing, free floating, and slowly 02 Wind Wind Bleeding
erupting stalagmites, which count as Earthen
03 Fire Fire Burned
Constructs which remain to 1 hour.
• Wind: Random spots within the 500-foot radius 04 Water Cold Chilled
contains swirling vacuum spheres as if created by the 05 Lightning Lightning Shocked
Wind Release: Vacuum Great Sphere Ninjutsu which
06 Select 2 -
remain to 1 hour.
(split damage evenly)
• Fire: Random spots within the 500-foot radius is
engulfed in a super-heated flame that automatically
inflicts 3 ranks of the burned condition if a creature
passes through its space which remain for 1 hour.
• Cold: Random spots within the 500-foot radius count
as puddles which facilitate the casting of B-Rank or
lower jutsu with the Water Release Keyword.
• Lightning: Random spots within the 500-foot radius
have a 50% chance to be struck by lightning, as if they
were the target of Lightning Release: Lightning Fang
cast at A-Rank, which last for 1 hour.
• Force: The 500-foot radius, is flattened, and left
barren. The Damage die for this Art is increased to a
d12. Creatures who’s hit points were reduced to 0 as a
result of this art, are atomized, being impossible to be
revived by any means.

8
SAGE ART: GOEMON If there are three or more casters present, each caster
Sage Art Type: Technique selects one Nature release that they are able to use. All
Classification: Senjutsu creatures in range must succeed a Dexterity saving
Casting Time: 1 Action throw. On a failed save they take 8d8 damage of each
Range: Self (120-Foot Cone) nature releases corresponding damage type and the
Duration: Instant listed combination effects on the Sage Art: Goemon,
Components: HS, CM, CS Multiple Casters table.
Cost: 15 Sage Chakra
Keywords: Ninjutsu, Senjutsu, Combination S AGE A RT : G OEMON , M ULTIPLE C ASTERS
Description: You and your allies use Sage Chakra to Nature Release Combination Effect
combine a variety of Nature Releases. Allies, who use
Earth Release 3 Ranks of Weakened & 3 Ranks of Slowed
their reaction to assist in this Combination Sage Art
must be within twice their movement speed near you, Wind Release 6 Ranks of Bleeding
they immediately move, ending their movement Fire Release 6 Ranks of Burned
adjacent to you.
Water Release 6 Ranks of Chilled
The following is a list of combinations and effects
based on the number of casters present when this Lightning Release 6 Ranks of Shocked
combination sage art is used;
If there is only one caster, they select one Nature
If a creature who cannot use Sage Chakra wants to
Release that they are able to use. Reduce the Range of
assist in its combination casting, they can. They must
this Art to a 90-foot cone, creatures within range make a
compensate for their chakra’s incompatibility, by
Dexterity saving throw, taking 14d8 damage of their
spending 3 times as much. For every 1 Sage Chakra
Nature Releases corresponding Damage type (Water
required, they must spend 3 chakra.
Release = Cold).
If there are two casters present each caster selects one
Nature Release that they are able to use. All creatures in
range must succeed a Dexterity saving throw, or suffer
the listed Damage split evenly amongst the nature
releases corresponding damage type and Combination
effect or half as much damage on a success and no
combination effect;

S AGE A RT : G OEMON , T WO C ASTERS


Nature Combination Damage Combination Effect
Earth Release + Earth Release 18d8 You bombard the area with a lethal flurry of sharpened stones. On a failed save creatures are Dazed and
weakened for the next hour.
Earth Release + Wind Release 18d8 You create a powerful vortex of slicing wind & and pelting earth. On a failed save, creatures gain 4 ranks of
bleeding and are Dazed until the end of your next turn.
Earth Release + Fire Release 18d8 You create a stifling wave of superheated stone and gouts of flame that burn and coat them in magma like
substances. On a failed save, creatures gain 2 ranks of Burned and 2 ranks of Slowed.
Earth Release + Water Release 18d8 You create a heavily restricting substance similar to concrete. On a failed save a creature gains 2 ranks of
Slowed, and becomes restrained and grappled. If a creature fails their saving throw by 10 or more, they are
petrified until the end of their next turn.
Earth Release + Lightning Release 18d8 You create a magnetized wave of stones, metals, and earthen substances that after striking, sticks to its
target. On a failed save, creatures gain 2 Ranks of Shocked, and becomes restrained until the end of your
next turn.
Wind Release + Wind Release 18d8 You create a hyper potent cyclone of wind that tears everything not held down apart and throws it around.
On a failed save, creatures gain 8 ranks of bleeding.
Wind Release + Fire Release 18d8 You create a superheated flaming cyclone. On a failed save, creatures gain 6 ranks of burned.
Wind Release + Water Release 18d8 You create a localized Tsunami. On a failed save, creatures gain 6 ranks of chilled
Wind Release + Lightning Release 18d8 You create a contained thunderstorm. On a failed save, creatures gain 6 ranks of shocked for 1 minute
Fire Release + Fire Release 18d8 You create white hot flames that turns everything to ash. On a failed save, creatures gain 8 ranks of burned
Fire Release + Water Release 18d8 You create a potent blast of scaling steam. On a failed save, creatures are blinded, deafened, and gains 3
ranks of burned.
Fire Release + Lightning Release 18d8 You create a blast of destructive elements that turns everything in its path to dust. On a failed save, they
gain 2 ranks of Shocked and 2 ranks of burned.
Water Release + Water Release 18d8 You create a highly lethal blast of chilling waters. On a failed save, creatures gain 8 ranks of chilled.
Water Release + Lightning Release 18d8 You create highly conductive waves of water. On a failed save, creatures gain 2 ranks of chilled and 2 ranks
of shocked.

Lightning Release + Lightning Release 18d8 You create a bolt of plasma that scalds the air around it. On a failed save, creatures gain 8 ranks of
shocked.

9
SAGE ART: GODS PUNISHMENT SAGE ART: GROUND PULSE DENIAL
Sage Art Type: Technique Sage Art Type: Technique
Classification: Senjutsu Classification: Senjutsu
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet (120-foot radius sphere) Range: Self (60-foot cube)
Duration: Instant Duration: Concentration, up to 1 Minute
Components: HS, CM Components: CM, M
Cost: 11 Sage Chakra Cost: 6 Sage Chakra
Keywords: Genjutsu, Senjutsu, Visual, Audio Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Description: You use Sage Chakra to create a single Description: You stick your hand onto the ground,
bestial or elemental like entity of your description and releasing a pulse of Sage Chakra. All creatures of your
design that carries an orb. The entity coils itself around choice within range, must succeed a constitution saving
the orb before it glows a blinding white light and throw. On a failed save creatures are infected with your
oscillates to create a deafening sound. All creatures, Sage Chakra for the duration. Creatures infected with
excluding you and up to 5 creatures of your choice, must your Sage Chakra cannot use Normal Chakra. They can
make a Wisdom saving throw. being blinded and only use Special Chakra granted by a Class mod, such as
deafened on a failed save for 1 minute. Celestial Chakra or Cursed Chakra.
Creatures affected by this genjutsu also gain
vulnerability to the first instance of bludgeoning, SAGE ART: GROUND PULSE ENHANCED
piercing or slashing damage they take. Sage Art Type: Technique
When an affected creature takes damage, they Classification: Senjutsu
immediately make a Wisdom saving throw to end this Casting Time: 1 Action
Arts effects. Range: Self (60-foot cube)
Duration: 1 Minute
SAGE ART: GREAT GOD GATE Components: CM, M
Sage Art Type: Technique Cost: 6 Sage Chakra
Classification: Senjutsu Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Casting Time: 1 Action Description: You stick your finger into the ground,
Range: 300 Feet releasing a pulse of Sage Chakra. All creatures of your
Duration: 1 Minute choice within range, that does not have Senjutsu (Sage
Components: HS, CM, CS Mode) levels, are pumped full of Sage Chakra for the
Cost: 10 Sage Chakra duration.
Keywords: Ninjutsu, Fuinjutsu, Senjutsu They gain 5 Sage Chakra and can use any Sage Art:
Description: You use Sage Chakra to conjure a Ability, that you know, spending their own Sage Chakra
Summoning circle 500 feet in the sky above a target you for the duration. They cannot reduce Sage Art: Ability
can see within range. You conjure 5 red torii that fall costs by any means.
down from the summoning circle slamming down Additionally, they regain 8d8 + Twice your Senjutsu
around and on top of the intended target. The target (Sage Mode) Level, in hit points.
creature must succeed the following;
• Strength Saving throw: Taking 13d6 force damage and
SAGE ART: HARDENED SENSORY BLOCK
Sage Art Type: Technique
being grappled, restrained, and knocked prone on a
Classification: Senjutsu
failed save or half damage and no additional effects on
Casting Time: 1 Action
a success. A creature can make a Strength
Range: Self (60-foot cube)
(Athletics) or Dexterity (Acrobatics) vs
Duration: Instant
your Senjutsu Save DC to end the
Components: CM, M
grappled, restrained and prone
Cost: 5 Sage Chakra
conditions.
Keywords: Ninjutsu, Senjutsu
• Constitution saving throw: On a
Description: You stomp the ground, upheaving
failed save, they cannot mold
dust, debris and using Sage Chakra, you create
chakra for 1d6+2 of their turns.
an impenetrable dust cloud that is impossible to see
If the target of this Art has through. You can mark up to 5 creatures of your choice
failed both saving throws, they within range to not be affected by this Arts effects.
must then make the following; You create a dust cloud occupying a 60-foot cube
• Intelligence saving throw: centered on yourself. This dust cloud cannot be seen
On a failed save, they through by chakra sight, truesight, or blindsight as your
temporarily become Sage Chakra inhibits other creatures extra-sensory
unable to cast Arts, abilities while within the cloud.
Ninjutsu, or Genjutsu for All creatures, except for yourself, and those you
the same duration that they mark with Sage chakra, within the cloud suffer a -10
cannot mold chakra. penalty to their perception, find it difficult to move as
the area inside the cube is treated as difficult terrain in
which they cannot take the dash action, or gain the
benefit of an increase to their speed, and creatures
jump distances are reduced by half.
Only creatures who have Sage Chakra can see
through and ignore this dust clouds effects.

10
SAGE ART: HELL PORT creature(s) must succeed a Strength (Athletics) or
Sage Art Type: Technique Dexterity (Acrobatics) vs your Senjutsu save DC, being
Classification: Senjutsu retrained on a failed save. A Creature restrained in this
Casting Time: 1 Action way can use an action to remake their ability check to
Range: Self escape being restrained in this way.
Duration: Instant
Components: M SAGE ART: LIGHT FANG
Cost: 4 Sage Chakra Sage Art Type: Technique
Keywords: Taijutsu, Senjutsu Classification: Senjutsu
Description: You use Sage Chakra to magnify your speed Casting Time: 1 Action
and strength simultaneously. You move at such a speed, Range: Self (60-Foot Cone)
it could be seen as teleportation, tripling your movement Duration: Instant
speed until the end of the current turn. Components: HS, CM
When you would move, you instead teleport to your Cost: 9 Sage Chakra
target location. Keywords: Ninjutsu, Senjutsu
If you teleport to a space within 5 feet of a hostile Description: You use Sage Chakra to generate a beam of
creature, you may immediately, make a melee Senjutsu light sharp enough to cut through anything. This beam
attacks. On a hit, you deal your twice your unarmed moves at the speed of light and is almost impossible to
damage + 3d12. dodge. Creatures in front of you, in a 60-foot cone,
If there are two or more creatures within 5 feet of who’s passive perception is less than 25 must succeed a
where you teleport, you can choose to make a single Dexterity saving throw at Disadvantage. If their passive
attack against each one. perception is 25 or greater, they make the Dexterity
You can attack a creature using this art, no more than saving throw normally.
twice in a single turn. On a failed save, a creature takes 15d10 slashing
Until the end of your turn, the target can be targeted damage or half as much on a successful save. If a
by Senjutsu with the Finisher keyword regardless of the creature passes the save by 10 or more, they instead take
range of the Senjutsu with the Finisher keyword has. no damage.
Magnify Art. You can magnify your Sage Art beyond its
base power. By increasing its Sage Chakra cost by 2, you SAGE ART: PACIFICATION OF THE GROUNDS
increase the number of attacks you make by 2. Sage Art Type: Technique
Classification: Senjutsu
SAGE ART: INORGANIC REINCARNATION Casting Time: 1 Action
Sage Art Type: Technique Range: Touch (Special)
Classification: Senjutsu Duration: Special
Casting Time: 1 Action Components: HS, CM, CS
Range: Touch Cost: Special
Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Components: HS, CM, CS Description: You use Sage Chakra and Fuinjutsu to create
Cost: 8 Sage Chakra a powerful sealing tag. You place this sealing tag on any
Keywords: Ninjutsu, Fuinjutsu, Senjutsu surface you can reach. This tag cannot be placed on a
Description: You use Sage Chakra to enslave objects with creature.
no life functions such as the earth, water, metals, or Once placed, the sealing tag erects a barrier that varies
even sections of wood, giving you the ability to make on its strength based on how much Sage Chakra was
drastic alterations to the immediate area. An area in size, committed to this Arts casting. Spend Sage Chakra in
equal to a 100-foot cube, that you touch, gain seemingly multiples of 5 up to three times. For every 5 Sage Chakra
sentient movement at your discretion. For the duration spent this way, the Barrier grows in size, strength, and
of this Art, you can do the following as either an Action, potency.
Bonus action or Reaction; 5 Sage Chakra: A barrier is erected from the sealing
tag in a 30-foot radius sphere, centered on the sealing
• You can raise or lower an area no larger than a 40-foot
tag. This barrier lasts for 10 minutes, even if you exit
cube’s elevation. Alternatively, you can create or fill a
Sage mode. If the walls of this barrier cuts through a
trench up to 40 feet long or deep.
hostile creatures space, it pushes them to the outside of
• Erect or flatten a wall up to 25 feet tall, 5 feet thick,
the wall. If a creature attempt to move through the
and 15 feet long.
barrier without the casters permission, it must make a
• You can enter any inorganic structure so long as it is
Charisma Saving throw. On a failed save, it cannot push
large enough to hold you and move through it, as you
through the barrier. Additionally, for the duration, any
would through water. You move at half speed while
offensive attack, jutsu or Art cast, that would attempt to
moving through this inorganic structure and you gain
pass through your barriers walls, must deal at least 50
25 feet of tremorsense centered on the structure.
damage to penetrate the barrier, otherwise, it cannot
• Make any area of ground in within the cube difficult
extend into or through the barrier.
terrain for your enemies.
10 Sage Chakra: As above, but the barriers radius is a
• Have the ground and other inorganic objects within
60-foot radius sphere, it lasts for 1 hour even if you exit
the cube attack your enemies. Select up to 5 creature,
sage mode, and the barriers wall, as it expands from the
each of the target creatures must succeed a Dexterity
sealing tags space, all creatures of your choice, are
saving throw. On a failed save they take 8d8 slashing
pushed to the barriers edge, creatures who make a
damage or half as much on a success.
Charisma Saving throw as a result of this art, makes it at
• Make a patch of ground no larger than a 15-foot cube
disadvantage, and finally, any offensive attack, jutsu or
soften and malleable as it attempts to swallow your
Art cast must deal 100 damage to penetrate the barrier.
enemies like quicksand, or soft putty. Affected

11
15 Sage Chakra: This barrier is erected from the attack a single creature, add two additional damage die
sealing tag in a 90-foot radius sphere, centered on the for each construct and reduce the targets Saving throw
sealing tag. This barrier lasts for 24 hours, even if you by -1 instead of making multiple attack rolls.
exit Sage mode. As the barriers walls expands from the Creatures who are targeted by this Art are left with an
sealing tags space, all creatures of your choice, are imprint of your chakra. The next attack made targeting a
pushed to the barriers edge. Creatures cannot pass creature targeted by this Art is made at advantage,
through the barriers space without the casters afterwards, the imprint vanishes
permission unless their level is higher than your
Senjutsu Save DC. Finally, any offensive attack, jutsu or SAGE ART: SPLITTING GROUND
Art cast, that would attempt to pass through your Sage Art Type: Technique
barriers walls, must deal at least 250 damage to Classification: Senjutsu
penetrate the barrier, otherwise, it cannot extend into or Casting Time: 1 Action
through the barrier Range: 5 Feet
Duration: Instant
SAGE ART: SAGE’S SABER Components: CM, M
Sage Art Type: Technique Cost: 6 Sage Chakra
Classification: Senjutsu Keywords: Taijutsu, Finisher, Senjutsu
Casting Time: 1 Bonus Action Description: You use Sage Chakra to magnify your
Range: Self strength to engage in powerful downward kick with
Duration: Concentration, up to 1 minute enough force to destroy most guards and protections.
Components: HS, CM, W (Any) Make a melee Senjutsu attack against a creature
Cost: 5 Sage Chakra within range ignoring any bonus to AC as a result of an
Keywords: Bukijutsu, Fuinjutsu, Senjutsu Art, Jutsu, or Feature.
Description: You use Sage Chakra to turn any weapon On a hit, you deal four times your unarmed damage,
into a Sage weapon. You do not need to spend chakra to and all temporary hit points, damage reduction or
maintain concentration on this Art. bonuses to AC as a result of an Art or Jutsu immediately
For the duration, while using this Sage Weapon, its ends and cannot be regained until the end of your next
Damage die becomes 2d10, and if it’s a melee weapon, it turn.
gains the Reach 2 weapon property or if it’s a ranged If you used this Senjutsu, while being able to target a
weapon it gains the deadly weapon property and you creature with a Senjutsu or Taijutsu with the Finisher
gain an additional special action(s) which you can take keyword regardless of the range, you instead make the
while using this weapon; attack roll at advantage, and on a hit, you deal 10 times
Sage Release Wave: As an action, by spending 3 Sage your unarmed damage and launching them into the
Chakra while wielding a melee Sage Weapon you swing it ground. If the creature launched into the ground falls 10
downward in the direction of your target, releasing a or more feet, increase the falling damage die to a d8 and
violent wave of Sage Chakra. All creatures in a 90-foot they take twice the falling damage.
cone originating from you must succeed a Dexterity Additionally, all temporary hit points, damage
saving throw, taking 11d10 force damage on a failed save reduction or bonuses to AC as a result of an Art or Jutsu
or half as much on a success. Also, structures, immediately ends and cannot be regained until the end
constructs, and terrain take triple damage. of your next turn.
Sage Release Point: As an action, by spending 3 Sage If the target was wearing Armor of any type, they must
Chakra while wielding a ranged Sage Weapon, you target succeed a constitution saving throw. On a failed save,
one creature within that weapons range and fire or you destroy their Armor.
throw your weapon turning it into what looks like a
shooting star. The target creature, and all creatures in a SAGE ART: SPLITTING SKY
10-foot wide, 120-foot-long line must succeed a Sage Art Type: Technique
Dexterity saving throw. On a failed save, taking 13d8 Classification: Senjutsu
force damage and half as much on a success. Also, Casting Time: 1 Bonus Action
structures, constructs and terrain take triple damage. Range: 5 Feet
Duration: Instant
SAGE ART: SCATTERING RAGE Components: CM, M
Sage Art Type: Technique Cost: 3 Sage Chakra
Classification: Senjutsu Keywords: Taijutsu, Senjutsu
Casting Time: 1 Action Description: You use Sage Chakra to magnify your
Range: 90 Feet strength and kick so hard that you can use the air itself
Duration: Instant as a step to launch yourself into the air, but not before
Components: HS, CM you attempt to uppercut and bring your enemy with you.
Cost: 3 Sage Chakra Make a melee Senjutsu attack, against a creature
Keywords: Genjutsu, Fuinjutsu, Senjutsu within range ignoring any bonus to AC as a result of an
Description: You use Sage Chakra to create constructs of Art, Jutsu, or Feature.
chakra of your description and personal design. Select up On a hit, you deal four times your unarmed damage
to a target within range. Make a Ranged Senjutsu attack. and you launch the target creature 100 feet into the air as
On a hit, you deal 10d12 Force damage and target you follow behind them.
creature must succeed a Wisdom Saving throw being A creature, other than you, takes falling damage if
blinded and deafened until the end of their next turn on a they are unable to prevent themselves from falling.
failed save. Until the end of your turn, the target can be targeted
You can create up to two additional constructs using by Sage Arts or Jutsu with the Finisher keyword
this Sage Art. For each additional construct you create, regardless of the range of the Senjutsu with the Finisher
you spend 3 Sage Chakra. If you have multiple constructs keyword has.

12
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: 60 Sage Chakra
Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Description: You use Sage Chakra and Fuinjutsu to
Conjure ultimate construct. You manifest a giant statue,
made of either your nature release (If you don’t have a
Nature Release, it is made of Stone) or a representation
of the Sage Tribe you trained under. The size of this
construct is of titanic proportions. 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;

Multiattack. Kan’on can attack twice using Fist of Repent or 10,000 hands
Gargantuan Humanoid Construct
10,000 Hands. Melee Weapon Attack: + 20 to hit, Reach 15 ft., one target. Hit:
Armor Class 21 + (Your Senjutsu (Sage Mode) Level) 10d10+ Str Bludgeoning damage
Hit Points 300 (20d10 + 200) Open Palm of Respect. Melee Weapon Attack: Self (30-foot radius), Dexterity
Speed 75 ft. Saving throw (DC 25) On a failed save, creatures take 14d6 bludgeoning
damage or half as much on a success.
STR DEX CON INT WIS CHA
Fist of Repent. Melee Weapon Attack: +20 to hit, Reach 15ft., one target. Hit:
32 (+11) 18 (+4) 30 (+10) 1 (-5) 10 (+0) 1 (-5)
3d12 + Str Bludgeoning damage.
Sage Art: Peace (Recharge 11-12). As an action, Kan’on attempts to restrain
Condition Immunities All
a target and seal away its chakra. Kan’on makes a grapple attempt. On a
Damage Resistances All
success, the target must succeed a constitution saving throw vs your
Senses Chakra Sight 120ft, Tremorsense 120ft, passive perception 30
Senjutsu Save DC. On a Failed save, their chakra is sealed away, being
unable to spend chakra. A creature sealed this way cannot spend chakra
Hand of God. Kan’on treats all Demons as vulnerable to all of its attacks.
until they remake the saving throw as an action once per day, or have an
Sage Tribute. When Kan’on Deals damage, its damage is treated as your S-Rank Fuinjutsu 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. Critical hits made against Kan’on count as normal hits bring the fight to a swift end. Until the end of the turn, melee weapon
unless you are already bloodied. attacks Kan’on attempts are at advantage. On a successful hit, Kan’on
Immutable Form. Kan’on is immune to any Jutsu or effect that would alter adds your proficiency bonus to the damage dealt.
your form. Sage Art: Blitz (Once per summon). As an action, while Kan’on does not
Too Big to Fail. Kan’on uses its summoners Proficiency + Its Strength have the 10,000 arms attached to its back, it enters a state of bliss and
Modifier for all saving throws. regret. Kan’on Darts around the battlefield attacking creatures at such a
Let Go. As a bonus action, Kan’on Detaches itself from the 10,000 arms on its fast pace that most wouldn’t fathom such a large creature moving this
back. When it does, it cannot use its 10,000 Hands attack any longer and fast. Roll 1d4 + Your Senjutsu (Sage Mode Level). Kan’on makes a number
its AC takes a -5 Penalty, but its Multiattack increases to 4 attacks using of Fist of Repent attacks, adding your Senjutsu (Sage Mode) level to the
Fist of Repent, its speed increases by 25 feet, and it can use Sage Art: Sages damage dealt. Once used, Kan’on is unsummoned immediately.
Blitz.

13
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.

1
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. Only you have proficiency in this
through you, and all Sage Chakra in your body becomes weapon. It uses your Six Path Attack Bonus when
Six Paths Chakra. This Chakra acts exactly like Sage making attacks with it. You can make 3 attacks
chakra, except you gain a few additional benefits while with this weapon when you take the Attack action
you have it. with it. On a hit, you reduce the targets maximum
When you enter Sage Mode, you instead enter Sage of hit point and chakra points by 10d6 + Three times
Six Paths Mode. You gain all the benefits of all features your Senjutsu (Sage Mode) 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 chakra cost. They always
any jutsu, or paying the cost of any feature or feat, you deal the maximum possible damage.
treat the chakra spent as 6 instead of 4. 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
shape. They last for the duration of your Sage of
any Sage Art: Technique, you treat the Sage Chakra spend
as 3 instead of 1. 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
12d8. You can make 3 unarmed attacks when you

SIX PATH ARTS o


take the attack action.
Spend 3 Orbs: Create a large bubble surrounding
You gain access to a very small list of extremely yourself or a creature you can see within 120 feet
powerful, but limited use Arts, known as Six Path Arts. of you. They become immune to all damage until
These arts fall into one of 3 categories; Abilities, the end of your next 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. Negate it.
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 + Three times your Senjutsu separate Sage Art Types, in the following order; Passive,
(Sage Mode) level + Proficiency bonus; Ability, Technique.
Six Path Art Attack Bonus = Twice your Proficiency
Bonus + Twice your Senjutsu (Sage Mode) Level; SIX PATH ARTS: PASSIVE
TRUTH SEEKING ORBS
You have reached a point of clarity and virtual infinity.
• All Ability Scores becomes 30.
You gain access to powerful, orbs of malleable black • You gain Expertise in all Saving throws.
chakra, which can alter their form and characteristics in
various ways. Though on the size of a fist, each hides
within it, the power to obliterate an entire forest.
SIX PATH ARTS: ABILITIES
You gain nine (9) such orbs of power. While not in use,
these orbs float behind your back in a circular formation.
SENPO: PEERLESSNESS
Sage Art Type: Ability
You cannot create new orbs once any of them are used,
You use your Six Path chakra to ensure victory.
spent, or destroyed.
Once per turn, when you would cast a Six path Art, you
While you have at least one orb, you have access to all
may select one creature. They become Vulnerable to your
Nature Releases. Select 1 Jutsu of each Nature Release
Damage and when they make any saving throws or ability
you currently do not have, even ignoring Hijutsu
checks against you, they roll 4d20, taking worst result.
limitations, temporarily adding them to your known
They cannot gain advantage or disadvantage on the roll.
jutsu list for the duration of your Sage of Six Paths Mode.
Also, they lose all Immunities and Resistances.
While you have at least one Truth Seeking Orb, you can
This lasts until the end of your turn and can only be used
spend them to complete the following task(s);
once.

2
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 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.

3
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