Kurama Clan
Skills. Arcana, Perception
Tool Proficiencies. Alchemy Supplies, Leatherworker’s Tools
Equipment. A set of fine clothes with the Kurama crest, 5 shuriken (Darts), 1 Kunai (Dagger), 4 Glass Vials, and a pouch containing 10 gp
Feature: Shadow Evocation
You were born with an innate control over genjutsu. You know the Manipulation genjutsu, which you always have prepared without counting against your total prepared jutsu. You also have the ability to make certain genjutsu into a reality. For example, if you use your Manipulation genjutsu to make an opponent think they are on fire, they will take fire damage instead of psychic damage and show signs of burns across their body. If you cause a creature to believe they have been stabbed by a blade, they will take piercing damage, and a wound will open on their body in the location struck. When you use Manipulation to deal damage to an opponent, it deals an additional 2d6 damage. Additionally, whenever you roll for damage with a genjutsu, you deal additional damage equal to your proficiency bonus.
You choose one chakra nature between Wind, Water, or Fire.
Legal
Disclaimer: Naruto and Boruto and all other affiliated properties are all owned by Masashi Kishimoto, Shueisha, Viz Media, Shonen Jump and all affiliated partners.
This work contains material that is copyright Masashi Kishimoto other authors. Such material is used with the intent of fan works and will not be distributed for profit
Naruto5e is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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