Kaguya Clan
Skills. Athletics, Perception
Tool Proficiencies. Smith’s Tools, Alchemist’s Supplies
Equipment. A set of common clothes with the Kaguya crest, A kunai (Dagger), 5 Shuriken (Dart), A pouch containing 15 gp
Feature: Dead Bones
The Kaguya clan is a violent barbaric clan that is constantly on the verge of collapse due to its warring ways. As a part of this clan, you have developed the clan’s unique kekkei genkai allowing you to grow and manipulate your bone’s at will. Your bones are harder than steel, and they conduct chakra as well as any chakra blade. You gain 2 additional hit points at 1st level, and you gain an additional 2 hit points whenever you gain a level thereafter. You recover from injuries involving your bones instantaneously. You also gain access to the Kaguya Clan Jutsu list. You learn the Bone Kunai and Bone Pellet jutsu which are always prepared for you and don’t count against your total jutsu prepared.
You have either the Wind or Earth nature.
Kaguya Clan Jutsu
The following techniques come from multiple jutsu lists. If a technique creates a weapon, you are proficient with the weapon, it is considered a chakra blade, it can be used with other Kenjutsu techniques, and some of the clan jutsu require the use of a bone weapon.
D-Rank
Bone Kunai
D-Rank Ninjutsu
Casting Time: 1 Action
Range: Self
Duration: Instantaneous
Chakra Point Cost: 0 points
You create a wickedly sharp kunai made from your bones. The weapon deals 1d4 points of piercing damage, and it has the finesse, light, and thrown (range 20/60 feet) properties. You can have two of these kunai created at one time, and if you make a third, both of the existing kunai crumble to dust. This weapon is considered a chakra blade.
You cannot cast this jutsu if you have no chakra points remaining.
Bone Pellet
D-Rank Ninjutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Chakra Point Cost: 0 points
You fire one of your finger tips with great velocity at a target within range. Make a ranged ninjutsu attack roll. You deal 1d10 piercing damage if you hit.
You cannot cast this jutsu if you have no chakra points remaining.
C-Rank
Bone Sword
C-Rank Ninjutsu
Casting Time: 1 Action
Range: Self
Duration: Instantaneous
Chakra Point Cost: 0 points
You create a long, thin piercing blade made from your bones. The weapon deals 1d6 points of piercing damage, and it has the finesse, light, and versatile (1d8) properties. You can have one of these weapons created at one time, and if you make a second, the existing sword crumbles to dust. This weapon is considered a chakra blade.
You cannot cast this jutsu if you have no chakra points remaining.
Dance of the Camellia
C-Rank Kenjutsu
Casting Time: 1 Action (part of an attack using a bone weapon)
Range: 5 feet
Duration: Instantaneous
Chakra Point Cost: 2 points
Requirement: You must be wielding one of your bone weapons
You stab at a creature within range with a series of chaotic strikes creating an opening for future attacks. Make a melee attack roll with a bone weapon you are wielding. If you hit, you deal 3d6 points of damage and you gain advantage on the next attack you make against the target creature.
Dance of the Lurch
C-Rank Taijutsu
Casting Time: 1 Reaction which you take when you are hit with a melee attack
Range: Self
Duration: Instantaneous
Chakra Point Cost: 1 point
Your bones protrude in sharp spikes that jut from your body. When you are hit by a melee attack, you can use your reaction to cause the attacking creature to take 3d8 piercing damage.
Spending More Chakra. You can spend additional chakra points to enhance the power of this jutsu. For each point you spend past the original cost, the damage increases by 1d8. You can spend a maximum of 9 Chakra points with this jutsu.
Digit Shrapnel
C-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (30-foot cone)
Duration: Instantaneous
Chakra Point Cost: 1 point
The tips of your fingers propel at great speeds shredding all in their wake. Creatures in a 30-foot cone originating from you must make a dexterity saving throw. They take 4d4 piercing damage on a failed save, or half as much on a successful one.
Spending More Chakra. You can spend additional chakra points to enhance the power of this jutsu. For each point you spend past the original cost, the damage increases by 2d4. You can spend a maximum of 9 Chakra points with this jutsu.
B-Rank
Dance of the Willow
B-Rank Taijutsu
Casting Time: 1 Action
Range: Self (20-foot radius)
Duration: Instantaneous
Chakra Point Cost: 3 points
You move in a hauntingly graceful pattern while you cause sharpened bones to pierce the flesh of those around you. When you cast this jutsu, creatures excluding yourself in a 20-foot radius centered on yourself must make a strength saving throw. A creature takes 8d6 piercing damage and is knocked prone on a failed save, or they take half damage and are not knocked prone on a successful save.
A-Rank
Dance of the Clematis: Flower
A-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: 10 Minutes
Chakra Point Cost: 4 points
Requirement: You must have a strength score of 17 or higher to wield this weapon
You create a massive drill-like weapon formed out of your bones that surrounds your fist. The weapon deals 4d6 points of piercing damage, it has the heavy and reach properties. The weapon is considered magical for the purposes of overcoming resistances and immunities. As the weapon is wrapped around your arm, it is impossible to disarm you of it. This weapon is considered a chakra blade. You can dismiss this jutsu as a bonus action on your turn.
Dance of the Clematis: Vine
A-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: 10 Minutes
Chakra Point Cost: 4 points
Requirement: You must have a dexterity score of 17 or higher to wield this weapon
You pull your spine from your body turning it into a deadly whip-like weapon. The weapon deals 4d4 points of slashing damage, it has the finesse, light, and reach properties. The weapon is considered magical for the purposes of overcoming resistances and immunities. This weapon is considered a chakra blade. You can dismiss this jutsu as a bonus action on your turn.
S-Rank
Dance of the Seedling Fern
S-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (60-foot radius, 20-foot high cylinder)
Duration: Instantaneous
Chakra Point Cost: 5 points
Requirement: You must make direct contact with the ground when you cast the jutsu.
Spires of bone burst from the ground shredding all in its path. When you cast this jutsu, creatures excluding yourself in a 60-foot radius, 20-foot high cylinder centered on yourself must make a strength saving throw. A creature that fails their save takes 8d8 piercing damage or half as much on a success. The bones persist after the jutsu is cast. The area is considered difficult terrain for all creatures other than yourself. While you are in this area, you can use a bonus action to merge with the bones and teleport to another location within the area of the jutsu.
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