Crixus Kahn grew up in the Euphrates: the city of Tigerfolk.
The Tigerfolk are the ancestors of an elite squad of human ninja that defeated the Ten Tailed Tiger spirit three hundred years ago. Before it was defeated, the spirit used the last of its strength to curse the ninjas and mutate their bodies; and they all permanently took on a tiger-like appearance. A cruel reminder of their greatest enemy that would mark their clan for all time.
Since the spirit can never be destroyed, it had to be sealed. Whatever contained the spirit must have a large store of chakra available at all times to suppress it, so the spirit was sealed in a living human body. This host was called a Jinchuuriki.
To be chosen as Jinchuuriki was a great honor, and the selection was considered carefully by all of the village elders. They decided on the son of Chi-Lin, the top student at the dojo who perfectly embodied the ideals of the village and grew up to be the captain of the guard.
On the eve of the ceremony, a ninja known as Sui-Chen managed to bribe a cleric to switch out the chosen one with Sui-Chen's own newborn. Unbeknownst to the cleric, the coin he was paid had been coated with a slow acting poison. Twelve hours after the ceremony the cleric was dead, and the crime was never discovered. The ceremony was performed and the new Jinchuuriki was named Crixus, after the great Spartan warrior from a distant world.
Despite his supposed superior pedigree, young Crixus showed little interest in the important responsibilities that had been bestowed upon him. He would ignore his lessons or skip them outright, and never achieved the level of control over the Tiger Spirit that was expected of him.
Luckily for Crixus, he had mysteriously manifested a unique power that he called "sorcery points", which enabled him to produce much more chakra than otherwise possible. As a result, the spirit remained dormant and never caused any trouble; and thus Crixus' behavior was tolerated. Crixus was happy with an easy life of very little work or hardships. At least for a while.
Eventually, Crixus grew bored with his lazy life and was ready to grow up. He had heard the legend of a magical substance called the milk of life, which would produce a total state of harmony and achieve a state of total unity with the spirit imprisoned inside of him. He searched for information on the milk and all he learned was that it was guarded by the patron spirit Moocilla; but he could find nothing on it's location.
Recently, a new city to the west had gained a reputation has having the vastest library in all the realm; which was rumored to house great and ancient secrets. This city was called Dooptopia.
When he heard that a cartographer named Zuong was hiring adventurers for a mission in the lands near this city, Crixus knew that this was his time. He had many adventures to make up for, and who was he to say no to a free journey there?
Proficient with: daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Constitution, Charisma
You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a Long Rest.
You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The cost is one sorcery point per spell slot. You can create Spell Slots no higher in level than 5th.
Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
When you Cast a Spell that has a Casting Time of 1 action, you can spend a sorcery point to change the Casting Time to 1 Bonus Action for this casting.
You can cast Misty Step as a Cantrip. Teleport 30 feet. No funny stuff you motherfucker. I'll delete this whole thing.
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** S, M (scrap of paper, black ink, kaginawa powder)
- **Duration:** Instant, Concentration if activating remotely.
You can place or throw paper bombs to an object, creature or bit of terrain that you can see within 30 feet. On contact, creatures take 1d6 plus your Charisma modifier as fire damage. You can choose not to detonate them on contact. If you do so, you may choose to detonate them at any time (this requires concentration).
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** S,V
- **Duration:** Instant
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
- **Casting Time:** 1 Action
- **Range:** 30 feet
- **Components:** S, M (kunai, powdered flint, eggshell of dove or bat)
- **Duration:** Instant.
Here's your fucking dagger technique. Hurl a kunai up to 30 ft to a point you can see in a space occupied by an enemy, consuming both your bonus action and your movement You appear behind your target and have advantage on an action you are about to take against that target.
Range increases at levels 5, 7, 10, 14 and 19
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** S, M (sand, poisonous insect, rice wine)
- **Duration:** Instant
Make a ranged spell atack to spit a glob of purple liquid at a target. On hit, target takes 2d6 acid damage, and an additional 1d6 acid damage every turn.
This tecnique was powerful enough to incapacitate the legendary Kushina Uzumaki.
- **Casting Time:** 1 Action
- **Range:** 300 feet
- **Components:** V, S, M (A few grains of sugar, some kernels of grain, and a small smear of fat)
- **Duration:** Concentration, up to 10 minutes.
You transmute your chakra to fucked up devil beetles, who fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The Sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears, each creature in it must make a CON save. Target takes 2d8 piercing damage on a failed throw, or half if they pass. Target must also make this save when it enters the spell's area for the first time on a turn or ends its turn there.
Casting Time : 1 action
Range : 60 feet
Components : V, S, M (the chip of mica)
Duration : Instantaneous
A swirling orb of chakra is hurled at a point you can see. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels . When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
You can use a bonus action to augment the chakra type to any element besides radiant or necrotic.
**Gain the effect of Mirror Image** The descrition for this spell is so long, and I'm not putting it here. I'm just not.So you're gonna have to look it up
Casting Time: 1 action
Range: 60 ft
Components: V S
Duration: Up to 1 hour
**Concentration: Yes**
You summon ninja spirits that take the form of Beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
• One beast of challenge rating 2 or lower
• Two Beasts of challenge rating 1 or lower
• Four Beasts of challenge rating 1/2 or lower
• Eight Beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' Statistics.
At Higher Levels: When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Casting Time: 1 action
Range: 60 ft
Components: V S
Duration: Up to 1 hour
**Concentration: Yes**
This spell gives you the ability to see things as they actually are. For the duration, you have truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 60 ft.
Cast **Shadow Clone Jutsu** and arm each clone with one Rasengan.
Choose to learn one base or advanced transformation class jutsu from the Tailed Beast Mode, Sage Mode, or Sharingan transformation categories. Choose transformations at levels 6, 7, 11,14, and 18. All transformation jutsu last for one encounter.
The Ten Tailed Tiger deigns to lend you a bit of his power. Consume all of your spell slots and sorcery points to transform into Tailed Beast Mode. While you are transformed, you gain the following benefits:
You can extend your chakra, increasing the range of your melee attacks from 5 feet to 10 feet.
Your melee attacks add your spellcasting modifier to your damage rolls, instead of using your STR or DEX.
Tailed Beast form can sense the chakra of surrounding creatures, enhancing it's accuacy. Instead of making attack rolls against targets, your attacks instead compel targets to make a Dexterity saving throw. If they pass, they take half damage. If they fail, they take full damage.
Draw on the power of the Tiger Spirit sleeping within you. Gain the benefits of **Tailed Beast Mode** and **Sage Mode**. Transforming into this mode does not consume your spell slots or sorcery points.
Sage Mode blends natural energy with one's chakra. Sage Mode allows users to tap into the natural force of the world, opening up new techniques.
While you are transformed, you gain the following benefits:
For the rest of the encounter, you can cast spells from any classes spell books. The spells must be of a level that you are capable of casting.
Spells cast in this mode always use Charisma as the modifier.
Forcibly extract chakra from your spirit prisoner to reach new heights, gaining the following benefits:
Focus your chakra and gain the ability to cast one spell that is one level higher than you are normally capable of casting. The damage of this spell will be reduced by 20%.
Spells within your proper level range that are cast in this mode cost -1 spell lot level than their usual cost.
This transformation is simple: you grow a third eye, which grants the power to cast Gen Jutsu. With these Justsu, a lone Shinobi could topple an entire village in a single night. They are activated effects, but are treated as Transformations in regards to the rules.
The signature Jutsu of an extinct clan.
The level requirements and casting costs for all spells in the Illusion School of Magic are reduced by one. The effect is always active.
**Requires Sharingan** Illusion School spells no longer count against concentration effect limitations.