Unwavering Belief: At 7th, your conviction is unbreakable
and has become a rock for your allies to rely on. Twice per
Tojo rest, when you or an ally within 30 feet of you would make a
Some are born with talent, and some aren't. That's true. But saving throw against mental condition, you may spend one
that said... Those with talent never make it through talent EX Die and add +1d4 to the roll.
alone. You have to overcome. Find boundaries, and break Additionally, when you are above 50% HP, you are immune
them. The only way to grow is by overcoming challenges. — to charmed, berserk, and frightened conditions. Additionally,
The Dragon of Shinobi you cannot be forced to directly work against your Goal,
Ambition, or Drive. When you fall below 50% this becomes
Stuff of Legend advantage against saves and checks against these effects.
Feel The Heat: You make sure every fight has some flare
The Tojo clan isn't a clan in the traditional sense. You are not in it. At 11th level, when you cast a Tojo clan Hijutsu, you may
born into this clan, but are instead accepted into it. Those spend 3 EX Die to cast a jutsu that requires stance as an
who are a part of this clan usually don't take advantage of any action or bonus action. When you do this, if the stance
sort of kekkai gekkai or hidden clan teachings, even if they requires to be used as a finisher, you may use it regardless. If
have it. Instead, being a part of this clan is a sign of skill. the jutsu has a special effect that only activates due to a
feature from your stance, that effect activates even if the
Tojo Traits prerequisite is not fulfilled
Ability Score Increase: +2 Str or Dex, +1 Con The Wall: At 18th level, you've become a true legend.
Speed: Your base walking speed is 30 feet. You're a cut above the rest and are the peak of all men.
Skill Proficiencies: Athletics, Martial Arts increase your stat maxmimums for every stat to 24. you gain
Weapon Proficiency: You gain proficiency in improvised 4 attribute points to distribute among your stats. Feats and
weapons. fetures that provide ability score improvements can increase
your scores past 20.
Tojo Features
Self-Made Legend: At 1st level, you begin forming a
special fighting style that others simply can’t compete with.
You learn one Taijutsu stance of your choice and select two
Legend Traits, adding it to the stance. A stance with a Legend
Trait becomes a Legend Stance At 3rd, 11th, and 15th level,
you may select an additional Legend Trait to add to the
stance. Alternatively, you may add a Legend Trait to a
different stance, making that stance a Legend Stance.
Additionally, you may use Dexterity instead of Strength for
Taijutsu/Bukijutsu and unarmed/weapon Attack rolls and
DCs.
Revelation: You're able to come up with amazing
techniques based on your combat experiences. At 1st level,
you begin with 3 Revelation Points(RP). You gain 3 RP every
level hereafter. You may spend RP in place of DT for the sake
of learning or creating Taiutsu/Bukijutsu. Jutsu learned with
RP are considered Tojo Clan hijutsu for the sake of Tojo
features. If you create/learn a jutsu using RP only, you may
treat the jutsu as if it benefited from learning with a mentor
but may benefit from no other reductions.
Heated Fight: At 3rd level, you utilize your fighting spirit to
pummel your foes. You have a number of EX Die to a max of
your proficiency modifier that are d4s. Once per turn, when
you take damage or deal damage, you gain an EX Die. When
casting a Tojo Clan hijutsu you may spend any number of EX
Die, adding the result to the damage. Additionally, when
making a Strength or Dexterity saving throw, ability check, or
skill check, you may spend one EX Die and gain half the
result of the roll(min 1). While you have your max EX die,
increase your movement speed by +10 and the damage of up
to 3 attacks per turn by your EX Die. At 7th level, EX Dice
increases to a d6 and at 18th level increases to a d8. You
regain all EX Die at the end of a long rest.
Serpent Might
L e g e n d Tr a i t s Your unarmed attacks gain the Tactical property. Your stance
counts as Serpent Fist Stance for the sake of jutsu that
D r ag o n M i g h t require the stance.
You may gain the bonus action trait from Dragon Fist. The
bonus is instead +2. Your stance counts as Dragon Fist
Stance for the sake of jutsu that require the stance.
Silent Might
Your unarmed attacks gain the Lethal property. Your stance
counts as Silent Fist Stance for the sake of jutsu that require
D r un k e n M i g h t the stance.
You gain the Fortified property. Your stance counts as
Drunken Fist Stance for the sake of jutsu that require the
stance.
Spider Might
Weapons in the Flail weapon group gain the Unarmed
property. Your stance counts as Spider Fist Stance for the
Frog Might sake of jutsu that require the stance.
You unarmed attacks gain the Reach property. Your stance
counts as Frog Fist Stance for the sake of jutsu that require
the stance.
Tr i c k s t e r ' s M i g h t
When you would score a critical hit against a creature, you
can Dash as part of the same action used to make the attack,.
Iron Might
While wearing Combat Bracers, double your [Unarmed
Damage] die when dealing damage to a Structure or
Wolf Might
You gain the ability to perform the Wolf Fang fist, increase the
construct. Your stance counts as Iron Fist Stance for the sake
damage by 1d4 instead of by an unarmed die. Your stance
of jutsu that require the stance.
counts as Wolf Fist Stance for the sake of jutu that require
the stance.
Lion Might
For each rank of Frightened on a creature, increase your
unarmed damage by +2 against that target. Your stance
Bum's Skill
Select 2 weapons you're proficient in, they now count as
counts as Lion Fist Stance for the sake of jutu that require
having the Unarmed property and don't disqualify the use of
the stance.
stances.
Rabbit Might Crane's Skill
Your Unarmed Attacks gain the Multiattack property. Your
When you make an unarmed attack, as a bonus action you
stance counts as Rabbit Stance for the sake of jutu that
spend 2 EX Die, you may also target creatures of your choice
require the stance.
within 5 feet of the original target as a part of the same
attack.
D r ag o n ' s S k i l l Beast's Finesse
As a bonus action, you can spend 2 EX Dice to use two While wielding an improvised weapon you gain +3 DR to
stance features or Legend Traits that require a bonus action Bludgeoning, Piercing, and Slashing damage.
at once.
Brawler's Finesse
Indra's Skill You gain an additional reaction which can be used to make
Select one of the following properties: Trip, Grapple, Disarm, an attack of opportunity against a target who deals damage to
Deadly, Reach. Your unarmed attack gains the property. You you with a melee attack.
may select this multiple times, gaining a different property
each time. Breaker's Finesse
When you cast a Tojo Clan hijutsu or make an unarmed
Hannya's Skill attack as an action, you can pose as a bonus action to gain a
When you deal Piercing damage with a melee weapon attack stack of style. For every stack of style, increase the result any
you may twist the weapon. You may spend 2 EX Dice to force heat die rolled by +1. You may hold a max of 3 stacks of style.
the target to make a constitution saving throw. On a failed If you go one round without posing, you lose all stacks of
save, they take your weapon’s damage die in damage that style.
cannot be reduced. You may choose to twist it again, but this
provokes an attack of opportunity from the targeted creature. Rusher's Finesse
The first time you would be targeted by an attack while under
Kirin's Skill the effects of the dodge action the attack rolls 3d20, taking
When you deal Bludgeoning damage with a melee weapon the lowest result.
attack you may knock them around. You may spend 2 EX
Dice to force the target must make a strength saving throw. Slugger's Finesse
On a failed save they are pushed 15 feet in a direction of your When you would make an attack with the attack action, you
choice. If they run into a solid surface or object they then fall may declare a Homerun. When you do so, you may spend
prone and you may immediately make an additional weapon any additional attack you would make with the attack action,
or unarmed attack against them. your bonus action, or your reaction. For every action or attack
spent, increase the critical threat range and damage die by 1.
Koi's Skill If you score a critical hit, they're pushed back by 10*[your
When you deal Slashing damage with a melee weapon attack proficiency bonus] feet.
you cut especially deep. You may spend 2 EX Dice to force
the target must make a dexterity saving throw. On a failed Thug's Finesse
save they gain two ranks of the bleeding condition. If they fail While you are sneaking, you may use the same roll that you
the save by 5 or more, they gain a rank of lacerated and a initially used to hide instead of rerolling your stealth check.
rank of bleeding.
Phoenix's Skill
As an action, you may taunt creatures in range. Make a
Intimidation check vs the Perception or Insight(their choice)
of up to 3 hostile creatures of your choice within 30 feet of
you that can see or hear you. If you have expertise in place of
expertise you gain a +1d4 bonus to the check. For each
creature that fails, gain one EX Die. Creatures grappled or
proned have disadvantage on this check. Creatures immune
to the berserk condition cannot be targeted by this.
Ti g e r ' s S k i l l
As a bonus action, you can coat your fists in heat. Until the
end of your turn, your unarmed attacks reduce a creature's
damage reduction by -3(max 9) until the beginning of their
next turn.
Tortoise's Skill
As an action, you enter a parrying stance. Until the beginning
of your next turn, you may not make an attack or cast a jutsu
that deals damage by any means. However, you increase your
Saving throws and AC by +3. If a creature would miss a
melee attack against you, you may move them 10 feet in any
direction. If they collide with another creature, they're both
knocked prone.
Demon Spirit G o l d e n D r ag o n S p i r i t
When a creature critically misses an attack against you or As an Action, you may charge up, gaining 2 EX Dice
you land a critical success on a save against an effect they immediately.
use, you may refill your EX Dice to the maximum. At the end
of your next turn, you lose all your EX Dice. Asura Spirit
While you have at least half your maximum EX Dice, you may
Phoenix Spirit spend an Action to spend at least half your maximum in EX
While at or below 50% Hit Points, once per round when you Dice and recover the result in Hit Points.
would gain an EX Die through taking damage you gain an
additional die. Herculean Spirit
While you have max EX Dice, you cannot be unwillingly be
W h i t e Ti g e r S p i r i t moved or knocked prone.
Once per Round, when you reduce a creature's Hit Points to
0, you gain an EX Die. Bodhisattva Spirit
If you do absolutely nothing on your turn you regain 3 EX
Tortoise Spirit Dice of Hit Points(This does not spend any EX Dice).
While you have max EX Dice, reduce damage you receive by
your Taijutsu Ability Modifier.
A z u r e D r ag o n S p i r i t
Once per rest, while you have max EX Dice, when you be
reduced to 0 hit Points you may instead be reduced to 1.
Boozer Spirit
While you have max EX Dice, increase your Critical Hit
Threshold by +1.
Th a t ' s R a d ! For Who?
Category: Clan Category: Clan
Prerequisite: Tojo Clan Prerequisite: Tojo Clan, Level 8+
You can change up your styles on the fly like its the 80s. You You know how to start off fights right, with style. You gain the
gain the following benefits; following benefits;
• Increase your Strength or Dexterity score by 1, to a • Increase your Strength, Dexterity, or Charisma score by 1,
maximum of 20. to a maximum of 20.
• You learn an additional Taijutsu Stance and gain an • When you spend EX Die to increase damage dealt,
additional Legend Trait. increase the damage by +1 for each die spent.
• When you take the attack action while in a Legend • At the beginning of a combat, you may declare a dynamic
Stance, you may switch into a different Legend Stance intro. When you do, you enact a quick skirmish with your
as a part of the action. This occurs before the attack is foe(s) before combat begins that holds no mechanical
made. weight. Upon declaring this, you gain the following
• You may select this feat multiple times, gaining either a benefits.
new stance or Trait after the first. • Increase your initiative by +5.
• Gain temporary Hit points and Chakra points equal
Judgement
Category: Clan to twice your level.
Prerequisite: Tojo Clan, Level 4+ • Gain DR equal to half your Proficiency
Your fighting spirit can burst out in a display of brute Bonus(Round up) for the remainder of combat.
strength. You gain the following benefits; Once this is used, you cannot use it again until the end
of a long rest.
• When rolling initiative while having no EX Dice, you
immediately gain an EX Die.
L e ng e n d ' s J ou r n e y
• At the beginning of the turn while having at least half your Category: Clan
Maximum EX Dice, you enter EX Boost. While in EX Prerequisite: Tojo Clan, Level 12+
Boost, increase your EX Die step by 1 and treat yourself Your training has lead you to many masters, allowing you to
as having max EX Dice for the purpose of Tojo Clan form exalted techniques. You gain the following benefits;
features. At the end of the round, decrease your EX dice by
1 and for the duration of EX Boost you cannot regain EX • Increase your Strength or Dexterity score by 1, to a
Dice through any means. You may end EX Boost at the maximum of 20.
beginning of your turn for no action required. • Select two Tojo Clan Hijutsu, they gain the Legendary
• Increase your Maximum EX Die by 1. keyword. While within a Legend Stance, these jutsu
always have an EX Die spent on them. This does not
spend the Dice. Alternatively, if it does not deal damage,
decrease the cost of the juts by -2(min half). You may swap
the chosen jutsu on a long rest.
• You gain an additional amount of RP equal to your level,
hereafter gain an additional RP every level
Receive You
Category: Clan
Prerequisite: Tojo Clan, Level 16+
You're the one who others look up to. You fight and posture
yourself like a dragon. You gain the following benefits;
• Unwavering Belief now applies to all Mental Conditions.
• Select one of your Legend Stances. This stance becomes
your True Stance. This stance gains an additional Legend
Trait.
• While in your True Stance, your EX Die are set to d12s
and you may gain up to 3 per turn through dealing or
taking damage. Additionally, increase the Attack bonus or
DC of Tojo Clan Hijutsu by +1.