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Kurta Clan: History and Traits

The Kurta clan are known for their skill in hunting supernatural monsters. They can identify monsters through their Scarlet Eyes, which change color based on emotion. A young Kurta must complete a ritual to prove they can remain calm. If their eyes change color during the test, a liquid will permanently alter their eyes. Despite their generally peaceful nature, Kurtas are also very stubborn. They are trained from a young age to remain calm and express themselves through clothing instead of emotions. Their unique weapons and clan crest identify them.
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0% found this document useful (0 votes)
175 views16 pages

Kurta Clan: History and Traits

The Kurta clan are known for their skill in hunting supernatural monsters. They can identify monsters through their Scarlet Eyes, which change color based on emotion. A young Kurta must complete a ritual to prove they can remain calm. If their eyes change color during the test, a liquid will permanently alter their eyes. Despite their generally peaceful nature, Kurtas are also very stubborn. They are trained from a young age to remain calm and express themselves through clothing instead of emotions. Their unique weapons and clan crest identify them.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Kurta Clan

“The giant moon dragon lays down wounded from the battle, laughing in its deep reptilian
voice as it revels in its new feast. Now having finished devouring one of the foolish humans
wearing strange robes that dared enter its lair, the dragon's ears perk up as he notices that one
of the humans is standing. “Hmm…I was sure I killed all of them”, it thought. Before it could
react, the human disappeared from his vision and the dragon felt its snout separate from his
skull. As the dragon roared in pain, it finally noticed the intense chakra emanating from his
eyes. Once a royal blue, the humans’ eye color shifted into a bright white glow. As the dragon
felt one of its wings be severed, it heard the human say “Gaze upon the same color as your
wretched blood monster, I'll make sure you pay back double the blood you spilled of my
people.” As the human began mutilating the creature, all the massive dragon could think for
the next 30 minutes until it died was how much pain it was in, and how this human could have
become so strong in an instant.”
Scarlet Eyes .

Long in the past, a man by the name of Pika Kurta, and the rest of his clan, sailed to the new continent
that they knew was brimming with monsters and cursed spirits. Even still, every single one of them did
not falter, and they did battle with monstrosities that most people would not dare speak of. The Kurta clan
are known for their strange robes, similar hair, and most of all, their unrivaled skill at finding and
eliminating all supernatural threats. Or in Layman's terms, Monsters. Whether they be spiritual, or the size
of a mountain, it is of no consequence to a Kurta hunter. With their mysterious Sukārettogan(Scarlet eye),
their massive armory, and their noble will, the Kurta clan specialize in monster hunting and are trained
from birth to wield various weapons to do so.

Outside of combat, the Kurta clan are a peaceful people who are known for their abnormal calmness and
serene way of speaking. This is because the Kurta train themselves and their youth to always remain calm.
A Kurta’s eye color changes according to their mood. In order for a Kurta to be allowed to interact with
the outside world, they must complete a trip to a large city to complete a mundane task and maintain a
steady emotional state, without letting their eyes change color. A special liquid is poured into their eyes
before they go. If during the test, they allow their eyes to change color, the special liquid will force their
eyes to never regain control of their color again. Forever marking them as unfit to live in Kurta society.
This harsh ritual is for the protection of the Kurta clan as a whole to avoid eradication and to assure that
no Kurta is seen as having a dojutsu.

Many Kurta have grown to harbor a deep resentment for their dojutsu. Citing it as the cause for the
Kurta’s brutal history of being hunted and attacked. This causes a large number of disputes in the Kurta
clan as to how much they should use their dojutsu or whether they should use it at all.

Despite their generally peaceful and calm nature, the Kurta clan is known as the most stubborn group of
people in the known world. By those who know the Kurta, they know that once a Kurta has made up their
mind, nothing is changing what they will do. A disagreement between two Kurta can last decades.
However, if a threat were to arise and they would need to work together, they would do so in a heartbeat.
This is because above all else, the Kurta value respect.

Along with their generally peaceful and calm nature, the Kurta clan also highly value maturity and
self-restraint(despite how stubborn they are). The Kurta regularly teach their children various activities
and habits that keep their emotions calm and steady so they can avoid emotional outbursts. One calming
activity that was taught early in Kurta history was sewing clothes. Not only was it a useful skill to learn,
but it allowed the Kurta to express themselves and their emotions with their attire instead of expressing it
out loud or with facial expressions. This is what created the Kurta’s famous tradition of their robes and
their love of high quality clothing. Each Kurta’s robes are specially made by themselves once they
become old enough. As a child, they are dressed in custom robes made by their parents. A person that is
lucky enough to receive handmade clothing, or a compliment on their own clothing from a Kurta is lucky
indeed. A Kurta is among one of the most fashionably aware people on the globe.
Kurta traits
Ability Score Increase: +2 Con or Dex, +1 Con or Int(Cannot choose Con twice)
Speed: Your base walking speed is 35 feet
Skill Proficiencies: Martial Arts, Pick one between: Investigation or History
Weapon Proficiencies: All simple weapons, 2 martial weapons of your choice
Kurta Weapon Training: You know 1 additional D-Rank Bukijutsu. This does not count against
your jutsu known
Additional Starter Equipment: You have 1 pair of special nunchaku known as Tai-Ken(Tie
Sword). This weapon consists of two sticks that are sharpened and thinned at the ends of them
with each end being connected by a chakra-enhanced bandage that is tied around them. This
weapon is perfect for disarming/grappling the opponent and delivering a series of bashes and
stabbing attacks:
- This weapon can use STR or DEX for attack and damage rolls
- On a hit, it deals 1d8+STR or DEX mod bludgeoning or piercing damage
- This weapon has the Disarm, Light, Multiattack, Reach 1, Grapple, Trip, Finesse, and
Two-Handed property
- Only Kurta have proficiency with this weapon

Kurta Clan Crest: All members of the Kurta clan who pass the outside test are given a golden
Kurta Clan crest. This golden crest is shaped like a winged reptilian creature and is embedded
with 10 Crystals in a unique pattern that are imbued with the life energy of that specific
clansmen. Along with the crest, a corresponding golden mood ring is built as well and kept by
the current Kurta clan head. As long as the clansmen is within 100 feet of their crest, the Kurta
clan head is able to tell by the color of the ring whether the clansmen is still alive and what mood
they are in. It is the Kurta clan heads responsibility to monitor each ring to ensure that any Kurta
that are in distant lands are safe and stable. It is a law among the Kurta clan to never leave their
crest and keep it on their person at all times until death.

Reclusive Nature: Due to the traumatic past of the Kurta clan, it is taboo for clan members to
relocate upon marriage, and it is even more taboo for them to marry individuals from other clans
in the first place. As a Kurta, you have the option to integrate into another clan as a latent
member, but selecting the Kurta clan as a latent clan is not permitted.

Kurta Features
Kurta Proficiency: Having the razor sharp instincts of their predecessors in their blood, Kurta
clan members are known for being exceptionally talented shinobi. Beginning at 1st level, you
may pick one weapon stance that does not count against your known stances, or you may pick
one additional elemental nature transformation. You may repeat this again at 7th, 11th, and 15th
level. If you pick a weapon stance, you may not pick a weapon stance again when you reach the
next level requirement and vice versa.

Monstrous Studying: As a byproduct of being raised in a clan of monster hunters, you were
made to read information on various monsters in the clan's libraries on many occasions. While
studying, one particular type of creature piqued your interest. At 1st level, choose one Monster
Adversary type, (Aberration, Monstrosity, Mutant, Demon, Beast, Plant, Undead, Sage Creature,
Cursed Spirit) you gain advantage on any checks to find information on, and locate this type of
creature(This includes Read the Enemy checks). Choose three more at 7th level, four more at
15th level, and choose the last remaining one at 18th level. You gain a bonus equal to half your
level(rounded up) to those same checks to find information on, and locate a type of creature you
didn’t select for your specialization.

Monstrous Preparation: You have trained your entire life to vanquish the monsters you study.
Beginning at 3rd Level, when you fight a creature that is the same type as one of your
Monstrous Studying specializations, you can upgrade your weapons damage die by a number of
steps equal to half your level (Example: From a 1d8 to a 1d10 at 4th level[2 steps])that can occur
only once per round. You can spend 4 Chakra to have this effect occur an additional time.

Sukārettogan: Other than the Kurta’s traditional robes, they are recognizable by their eyes that
change color based on their emotion. However, this surface level observation does not tell the
whole truth. There is a real reason why the Kurta’s Dojutsu is known as the Scarlet Eye. The
hidden power of the Sukārettogan is only fully unlocked when a Kurta is near-death. Beginning
at 3rd Level, When you would reach 0 hit points or fail 3 death saving throws against an
adversary, your eyes begin to flood with chakra and change into the color of the creature's blood
that you are about to slay. You gain these benefits for the duration(1 minute) and fall unconscious
at the end of the duration for 1d4 hours:
- You gain HP and CP equal to your level times 3 that go away at the end of the duration.
- You gain access to all nature releases
- The triggering creature now counts as one of your Monstrous Studying specializations.
If the triggering creature is a human or isn’t in one of the monster types from the
specialization, this only applies to that one triggering creature.
- Choose one resistance the creature currently has. You ignore that resistance for the
duration. At 11th level you may choose an immunity instead if the target has one and
treat that immunity as resistance
- If a creature provokes an attack of opportunity from you and you hit it, you may choose
to reduce their speed to 0 until the start of their next turn or move with them as you refuse
to let this creature out of your sight.
Kurta Specialization: There are two schools of thought within the Kurta Clan. Those who focus
further on harnessing the power of the Sukārettogan, and those who focus further on improving
their weapons, studying how to imbue divine, godly, and sometimes demonic chakra into their
weapons. Beginning at 7th Level, you may choose one of the two Kurta specializations and gain
the corresponding benefits:

Sukārettogan Saku(Bloom):
- There are those within the Kurta clan that believe that their dojutsu is a blessing and not a
curse, and that they should be proud to display the power of their eyes. It is the ambition
of those Kurta that unlocked the power of the Saku.
- Your training with the Scarlet Eyes has allowed you to bring forth its power and activate
a special version of it a number of times equal to half your proficiency bonus per rest by
spending 5 chakra and spending a Bonus Action or Reaction. If you would run out of
charges to activate it, you can spend 2 Hit Die to activate it once per rest. This version of
the Sukārettogan instead manifests as a flower branch-like pattern on your eyes as you
use a more restrained and efficient version of the near-death Sukārettogan.
- This activation lasts for 5 minutes(10 minutes at 11th level, 15 minutes at 18th level)
- While this version of the Sukārettogan is active, you may choose 2 benefits from the
near-death Sukārettogan activation list(see above)[You may choose one more at 11th
level and one more at 15th level].
- If you would be dropped to 0 Hit Points while this is active, you may gain one additional
benefit from this list to add to the near-death Sukārettogan benefits.You cannot change
this after selecting it upon unlocking this feature.(You may choose one more at 11th, and
18th level):

1. For the duration, your taijutsu/bukijutsu attack rolls cannot suffer from a penalty of any
type if you are facing a creature that is one of your Monstrous Studying
specializations(Cannot have disadvantage or any minuses to the roll).
2. Whenever you hit a creature that is one of your Monstrous Studying specializations with
a melee attack, you increase your melee attack rolls by half your proficiency bonus when
hitting that same target, until the start of your next turn.
3. For the duration, once per round, you gain an additional reaction when a creature that is
one of your Monstrous Studying specializations targets you with an attack. You must
use this reaction to lower their melee attack rolls by -2 against you until the start of your
turn.

Tagayasu(Cultivate):
- From the moment you began studying and training to be a monster hunter, you always
gravitated towards information and ways to improve your weaponry. This eventually led
you to learn the ancient Kurta practice known as Tagayasu. Through careful studying of
Kurta sealsmithing, you are able to capture portions of power from a being of immense
power. Through an ancient ritual where you place seals onto the weapon containing the
beings power and your own chakra, while also speaking its true name, you are able to
imbue the weapon with immense power until the being orders you to stop with the ritual.
- During the ritual, roll a DC 20 Chakra Control or Ninshou check.
- At the conclusion of this ritual, you submerge the weapon in a special liquid known as
Holy Water that is blessed by Jundo, the God of Purity and leave it in the liquid for 1
month.
- This ritual can only be done by the most diligent and well-studied Kurta. One mistake
during the ritual could inadvertently cause your own death or curse the whole bloodline.
During the 1 month waiting period, you will hear voices and thoughts that draw you to
the location of your weapon that tempt you to add more power into the seal.
- Roll a DC 18 INT check. If you succeeded the prior Chakra Control or Ninshou check,
you gain a plus bonus to this check equal to half your level.
- On a fail, you give in to the temptation for a brief moment and begin to try to draw on
more power from yourself and the energy speaking to you. You imbue your weapon with
additional power not from your originally chosen being, but from an unknown being.
Your character has no knowledge of what beings power they placed into their weapon and
the consequences of this are up to the DM.
- On a success, you recognize that this is not your originally chosen being speaking to you,
but another force or being from an unknown origin. You resist the temptation and allow
your weapon to absorb the appropriate amount of power according to the ritual.
- After the 1 month waiting period, your weapon is now endowed by the power of gods
themselves. Due to your weapon absorbing holy water into its material, you gain a
number of D6’s known as Divine Dice equal to your proficiency bonus per long rest that
you may use to apply 2d6 fire damage to your weapons damage roll, or double the range
for a fire release bukijutsu once per round. This 2d6 fire damage ignores fire resistance
and treats immunity as resistance against a creature that is one of your Monstrous
Studying specializations as sparks and flares of brilliant fire explode from your weapon
as it makes contact with the creature.
- Your weapon has changed from its original form and now gains an additional weapon
property, and gains benefits based on the type of being you chose to bless your weapon:
*Note*: You and/or your DM can decide the specific being that has blessed your weapon
based on the list given. If you decide on a being that does not fit one of these descriptions, feel
free to change the wording around to fit your being/gods description and what effects they
give.
1. Divine Being: You have imbued your weapon with the power of a holy being in order to
vanquish the unholy and evil beings that roam the world:
- When you are within 1 mile of an Aberration, Demon, or Undead, your weapon
begins to glow a faint holy radiant color of your description as you get closer to
the creature
- When you are facing an Aberration, Demon, or Undead and are bloodied(50%
HP), you have advantage on all weapon attacks against those creature types as
your weapon violently glows a holy radiant color of your description.
- Your divine being allows you to imbue a direct pathway to its power. At the
beginning of each day, you are able to pray to this being and pick a Fire Release
ninjutsu or bukijutsu with a casting time of an action equal to 1 rank higher than
you can currently learn. You imbue this weapon with the capability to cast that
jutsu as an action or bonus action a number of times equal to half your proficiency
bonus during that day. This fire release jutsu deals force damage instead, ignores
resistance to force damage, and treats immunity as resistance.
- You gain advantage on all insight checks to discern a person's morality and
honesty
- Along with the benefits gained from obtaining this special power, at 7th level,
when you cast a jutsu that enhances yourself in any way, you may allow allies
within your movement speed range to benefit from this jutsu as well. This
happens a number of times equal to half your level per rest(rounded down.
- Starting at 11th level, your divine being has allowed you to access its power to
protect those close to you. You, and a number of allied creatures up to half your
proficiency bonus, are always under the effects of the Battle Sense jutsu(See page
181 of Jiraiya’s Jutsu Compendium). Your selected allies gain the benefit of this
as long as they are within 1 mile of you
- At 15th level, you are able to cast your chosen blessed jutsu a number of times
equal to your full proficiency bonus and once per round, you may roll the damage
roll for the jutsu at advantage against creatures that are Aberrations, Demons, or
Undead.
2. Elemental/Nature Being: You have imbued your weapon with the power of a being that is
strongly tied to a specific element or Nature energy in general:
- Your weapon changes color based on the weather and based on any elemental
disturbances that are close to it. The color of your weapon always makes you aware of
the current weather within a 1 mile radius and you can tell if there are weather/elemental
disturbances within that range.
- When you are facing a Plant, Sage Creature, or Beast and are bloodied(50% HP), you
have advantage on all weapon attacks against those creature types as your weapon
violently erupts an elemental storm around it of your description.
- Your Elemental/Nature being allows you to imbue a direct pathway to its power. At the
beginning of each day, you are able to pray to this being and pick an elemental release
ninjutsu or bukijutsu with a casting time of an action equal to 1 rank higher than you can
currently learn based on the type of element you chose for your weapon. You imbue this
weapon with the capability to cast that jutsu as an action or bonus action a number of
times equal to half your proficiency bonus during that day. The damage from this blessed
jutsu and ignores resistance to the damage type and treats immunity as resistance.
- You gain advantage on all nature checks and gain advantage on ninshou checks related to
your being's specific element.
- Also at 7th level when you pick this being type, your weapon naturally erupts with gusts
of elemental/godly energy when you strike a creature. When you damage a creature with
a weapon attack with your blessed weapon, you may choose to knock the creature back a
number of feet equal to twice the reach of the weapon. If you would inflict a creature
with an elemental condition with a bukijutsu, you inflict an additional rank of the
aforementioned condition.
- Starting at 11th level, your weapon imbues a nearly uncontrollable amount of chakra into
your elemental attacks. When you damage a creature with your weapon, all creatures of
your choice within 40 feet of the original target other than you and the original target
must make a Dexterity saving throw, taking half of the damage of the attack as elemental
damage from your beings element type on a failed save. They make this save at
disadvantage if they are a Plant, Sage Creature, or Beast.
- At 15th level, you are able to cast your chosen blessed jutsu a number of times equal to
your full proficiency bonus and once per round, you may roll the damage roll for the
jutsu at advantage against creatures that are Plants, Sage Creatures, or Beasts.

3. Demonic/Cursed Being: You have read the forbidden texts of the Kurta clan and imbued
your weapon with the power of a demonic or cursed evil being:
- Your weapon itches to spill the blood of its own kind and will nudge and pull you in the
direction of a demonic or cursed entity nearby. Based on the movements of your weapon,
you are aware of any demonic/cursed energy within a 1 mile radius and can tell if there
are any evil actions going on nearby you.
- When you are facing a Monstrosity, Mutant, or Cursed Spirit and are bloodied(50% HP),
you have advantage on all weapon attacks against those creature types as your weapon is
cloaked in a dark energy and violently moves in a wild pattern of your description.
- Your demonic being allows you to imbue a direct pathway to its power. At the beginning
of each day, you are able to pray to this being and pick a Medical Release ninjutsu or
bukijutsu with a casting time of an action equal to 1 rank higher than you can currently
learn that deals necrotic, poison, or acid damage. You imbue this weapon with the
capability to cast that jutsu as an action or bonus action a number of times equal to half
your proficiency bonus during that day. The damage from this blessed jutsu and ignores
resistance to the damage type and treats immunity as resistance.
- You gain advantage on all intimidation and stealth checks against non-hostile creatures
- Also at 7th level, when you pick this being type, your weapon relishes violence and
dances within the wounds it creates to bask in the brutality. Your weapon gains a +1 crit
threat range and whenever you score a critical hit, the target creature is dazed until the
end of their next turn and gains 2 ranks of bleeding. Also when a creature rolls a 1-5 on a
d20 when making a saving throw against a bukijutsu you cast, you automatically
maximize the weapon's damage when rolling damage(only applies to your weapons
damage).
- Starting at 11th level, you have begun to grow tired of the increasing random movements
of your weapon and have begun loosening your grip on it as you slowly accept whatever
violence your weapon is guiding you to. Whenever you inflict a creature with a rank of
bleeding, you inflict an extra rank. Also if you would drop a creature to below half-health
or 0 hit points, you can move your full movement speed to make an attack action against
another creature within weapons range.
- At 15th level, you are able to cast your chosen blessed jutsu a number of times equal to
your full proficiency bonus and once per round, you may roll the damage roll for the
jutsu at advantage against creatures that are Monstrosities, Mutants, or Cursed Spirits.

Kurta Innovation: A lifetime of Kurta training with weapons has honed your skills to the point
where you must come up with new ways to train out of boredom. Beginning at 11th level, you
are able to create one weapon stance by combining 3 individual benefits from listed weapon
stances in the Naruto 5e Full Document or from the Kurta Weapon Stance option List
below(You cannot choose a benefit that allows your created stance to be used with another
weapon stance and the combinations allowed are up to the DM). You are also able to create an
additional stance if you pick your 11th level Kurta Proficiency feature to be a weapon stance:

Kurta Weapon Stance option List:

● Merciless Impact: Once per turn when you take the attack action, you can force a
creature to make a save based on the damage type of your weapon:

Bludgeoning: Target must make a Strength saving throw, gaining 1 rank of Bruised and
Weakened on a failed save until the end of their next turn.

Piercing: The creature must make a Constitution saving throw, becoming dazed and
having their movement speed reduced by -15, until the end of their next turn on a failure.

Slashing: The creature must make a Dexterity saving throw, gaining 2 ranks of bleeding
on a failed save.
● Opportunist: Once per turn when you make an attack of opportunity, you may use your
reaction to make an additional attack roll.

● Unstoppable Strike: If you would hit with an attack action, the attack roll hits the
creature regardless of any jutsu, feature, or trait. This can activate once per combat and
only applies to one attack roll.

● Autopilot: You have trained your body to go into autopilot mode and fight even when
you’re not mentally present. You can make a regular melee attack action as an action your
turn regardless of any condition, jutsu, feature, or trait affecting you. This does not help
you discern which target you are hitting if you cannot see, nor does it put the target
within range.

● Well-Read: If you succeed on a Read the Enemy check, you can move your full
movement speed towards the creature. If you end your movement speed within your
weapons range, you may make an attack action. On a hit, you deal your weapons damage
and knock the adversary prone

● Thrown Mastery: Once per turn when you take an attack action with your weapon, you
can make an additional weapon attack roll with a weapon that has the thrown property

● Returning Strikes: Once per turn if you hit with an attack roll with a weapon that has
the returning property, you can make an attack action with the weapon as a free action
against any creature within 60ft of the creature that was hit.

● Unyielding: You cannot be knocked prone and can only be forcibly moved a number of
feet equal to half your base movement

● Anti-Grappling Mastery: Once per turn when you would be grappled or restrained, you
can roll a martial arts check to attack your way out of the situation
● Swift Hunter: You increase your movement speed by 5ft every time you target a creature
with an attack. This resets at the beginning of your turn.

● Swift Strikes: When you take the dash action and end your movement within weapons
range of a hostile creature, you can make a weapon attack against them.

● Dodge Mastery: If you take the dodge action, you also gain advantage on strength
saving throws and add a +1d4 to constitution saving throws

● Relentless Pursuit: If you fail a wisdom or charisma save as a result of an enemies


technique, you may move your movement speed towards the creature and make a weapon
attack if they are within range.

● Weapon Expertise: You gain a +1 to your AC when holding the weapon

Kurta Clan Head: After a lifetime of experience and battle, you have now reached power and
skill most Kurta hunters dream of. Starting at 15th level, you may gain the 7th level benefits of
the other Kurta Specialization you did not pick.
Kurta Clan Feats .

COMPOSED BLADEWORK
Category: Clan
Prerequisite: Kurta Clan, Level 4+
You have been taught the mantra of “control over power”. Due to a combination of your weapon
training since birth and your training of your mental and emotional state, you have perfect
control of how hard you swing your weapon, and exactly where it lands regardless of your
emotional or mental state. You gain the following Benefits;

● Increase your INT or STR score by 1, to a maximum of 20.


● Once per turn, up to a maximum of twice per round when you hit with a weapon attack or
bukijutsu, you may choose to deal the average instead of rolling for your damage roll.
You can do this a number of times equal to twice your proficiency bonus per long rest.
● Once per round when you roll your weapons damage(damage die only), you may choose
to deal the maximum damage instead. You can do this a number of times equal to half
your proficiency bonus per long rest.

NO WASTED EFFORT
Category: Clan
Prerequisite: Kurta Clan, Level 4+
You have swung your weapon nearly as many times as you have breathed and as a result, are
able to put deadly force into your attacks with little effort regardless of your physical state. You
gain the following Benefits;

● Increase your STR or CON score by 1, to a maximum of 20.


● When you make an attack action with your weapon and hit, replace one damage dice roll
with its highest roll(EX: If your weapons damage is 2d8, one of those damage rolls is
automatically an 8). This only applies to attack actions and may only apply to bukijutsu
that include your weapon damage a number of times equal to your proficiency bonus per
long rest.
● Your regular attack actions with your weapon ignore any penalty to the attack and
damage rolls as the result of a condition or injury. If you are suffering from a number of
ranks of a condition(s) equal to more than half your proficiency bonus(rounded down),
this does not activate. This still counts if you are suffering from multiple conditions.
(EX: If you are level 6, you gain the benefit of this feature as long as you are not
suffering from more than 1 rank of a condition)

STRENGTH IN NUMBERS
Category: Clan
Prerequisite: Kurta Clan, Level 8+
Growing up hunting monsters with other Kurta has made you more than comfortable in team
combat situations. You gain the following Benefits;

● Increase your CHA by 1, to a maximum of 20.


● Once per round when an ally you can see is hit by an attack roll or fails a saving throw,
you may use your reaction to give them a bonus to their AC and saving throws equal to
half your CHA modifier until the start of their next turn. If this bonus would cause the
attack to miss or have them succeed the saving throw, you may move your movement
speed towards the triggering creature and make a weapon attack if they are within your
weapons range.
● When an ally you can see falls to 0 hit points, you gain a bonus to your weapon attack
rolls or your Taijutsu/Bukijutsu save DC(your choice) against the triggering creature
equal to half the downed allies CHA modifier(rounded down) until the ally up.
● You have advantage on checks to stabilize downed allies.
● When rolling initiative against a creature that is one of your Monstrous Studying
specializations and your allies are within 30ft of you, you and your allies may add your
CHA modifier to the initiative roll.

HITTIN’ THE BOOKS


Category: Clan
Prerequisite: Kurta Clan, Level 8+
You’ve grown up with encyclopedic knowledge on various monsters and are more interested in
knowledge on new creatures even more than most Kurta. You gain the following Benefits;

● Increase your INT or WIS score by 1, up to a maximum of 20.


● Once per day when you face a creature that is not one of your Monstrous Studying
specializations, you may spend the next rest to change one of your specializations to that
type of adversary. This lasts until the end of your next long rest.
● At 10th Level, you can now change two of your Monstrous Studying specializations.
Picking one additional one in addition to the triggering creature type.(EX: if you face a
creature that is a Sage Creature and that isn’t one of your Monstrous Studying
specializations, you can spend the next rest to change your specializations to Sage
Creature and another type of creature of your choice).

SUKĀRETTOGAN EXPERTISE
Category: Clan
Prerequisite: Kurta Clan, Level 8+, Sukārettogan Saku Specialization
You are a firm believer that your dojutsu is a gift, not a curse, and have trained it to perfection as
a result. You are more skilled at controlling the intense chakra flooding to your eyes and gain
additional power from less wasted chakra. You gain the following Benefits;

● Increase your CON score by 1, up to a maximum of 21


● You may now activate the Saku a number of times equal to your proficiency bonus.
● You instead gain HP and CP equal to 4 times your level when the near-death
Sukārettogan is active.
● You have advantage on WIS saving throws against visual genjutsu while the near-death
Sukārettogan is active.

AN ENEMY OF MY ENEMY IS A FRIEND


Category: Clan
Prerequisite: Kurta Clan, Level 16+
Through your lifetime of battle, you have learned that there is no better ally than the very
monsters you hunt.

● Increase your INT or CHA score by 1, up to a maximum of 21.


● You gain proficiency in Nature and Animal Handling checks. If you are already
proficient, you instead gain expertise in one of the two skills.
● When you encounter a creature that is one of your Monstrous Studying specializations,
you may attempt to make an Animal Handling check contested by the creature's CHA or
INT save(whichever is higher). On a success, the creature is convinced to ally with you
for a number of days equal to half your proficiency bonus. You can only have one allied
creature this way at a time. This creature acts as an animal companion and you may use
your bonus action or reaction to command it. You do not control the creature’s free will
and it will not act in a way that would obviously put it in life-threatening danger(DM’s
discretion). At the end of the duration, you may attempt this check again to convince the
creature to follow you for one more day. After this, it is the DM’s discretion whether the
creature will decide to leave or stay with the player permanently.

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