Chakra Flare: d100 Effect d100 Effect
Chakra Flare: d100 Effect d100 Effect
Chakra Flare: d100 Effect d100 Effect
Ninjutsu Specialists aren’t always born, they are made. Furthermore, not every creation is
perfect. The Experimented are a deadly force in the field, however their power is also their
curse, with their untamed chakra failing to know who’s a friend and who's a foe.
**Chakra Unrestrained**
When you choose this path at 2nd level whenever a D-rank Jutsu you cast resolves you must
roll a d20. On a 5 or lower, roll on the Chakra Flare Table and the rolled effect happens
immediately.
**Chakra Unchained**
Also, at 2nd level your enhanced reactions give you a edge in battle. As a free action, You
gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must
finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Chakra
Flare table immediately after you cast a D-Rank Jutsu. You then regain the use of this
feature.
Chakra Flare
01-02 Roll on this table at the start of each of your 51-52 An aura surrounds you for the
turns for the next minute, ignoring this result next minute, granting you a +2
on subsequent rolls. bonus to AC.
03-04 For the next minute, you can see any invisible 53-54 You are immune to being
creature if you have line of sight to it. intoxicated by alcohol for the next
5d6 days.
05-06 You immediately take 2d4 psychic damage. 55-56 Your hair falls out but grows back
within 24 hours.
07-08 You cast Fire Release: Fireball as a C-rank 57-58 For the next minute, any
jutsu centered on yourself for no chakra cost. flammable object you touch that
isn't being worn or carried by
another creature bursts into flame.
09-10 You cast Chakra Pulse for no chakra cost 59-60 You regain 3 chakra
11-12 Roll a d10. Your height changes by a number 61-62 For the next minute, you must
of inches equal to the roll. If the roll is odd, shout when you speak.
you shrink. If the roll is even, you grow.
13-14 You cast Confusion centered on yourself. 63-64 You cast Ash Cloud centered on
yourself.
15-16 For the next minute, you regain 5 hit points at 65-66 Up to three creatures you choose
the start of each of your turns. within 30 feet of you take 4d10
lightning damage.
17-18 You grow a long beard made of feathers that 67-68 You are frightened by the nearest
remains until you sneeze, at which point the creature until the end of your next
feathers explode out from your face. turn.
19-20 You cast Wild Water Bubbles centered on 69-70 Each creature within 30 feet of
yourself. you becomes invisible for the next
minute. The invisibility ends on a
creature when it attacks or casts a
spell.
21-22 Creatures have disadvantage on saving 71-72 You gain resistance to all damage
throws against the next spell you cast in the for the next minute.
next minute that involves a saving throw.
23-24 Your skin turns a vibrant shade of blue. A 73-74 A random creature within 60 feet
Release cast at C-rank can end this effect. of you becomes poisoned for 1d4
hours.
25-26 An eye appears on your forehead for the next 75-76 You glow with bright light in a 30-
minute. During that time, you have advantage foot radius for the next minute.
on Wisdom (Perception) checks that rely on Any creature that ends its turn
sight. within 5 feet of you is blinded until
the end of its next turn.
27-28 For the next minute, all your jutsu with a 77-78 You cast Polymorph on yourself. If
casting time of 1 action have a casting time of you fail the saving throw, you turn
1 bonus action. into a sheep for the spell's
duration.
29-30 You teleport up to 60 feet to an unoccupied 79-80 Illusory butterflies and flower
space of your choice that you can see. petals flutter in the air within 10
feet of you for the next minute.
31-32 You are transported to a Demiplane until the 81-82 You can take one additional
end of your next turn, after which time you action immediately.
return to the space you previously occupied
or the nearest unoccupied space if that space
is occupied.
33-34 Maximize the damage of the next damaging 83-84 Each creature within 30 feet of
jutsu you cast within the next minute. you takes 1d10 necrotic damage.
You regain hit points equal to the
sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of 85-86 You cast Haze Clone with a
years equal to the roll. If the roll is odd, you reduced range of 10ft
get younger (minimum 1 year old). If the roll is
even, you get older.
37-38 Your eyes glow red for 1 minute. 87-88 You cast Fly on a random
creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next
minute. During that time, other
creatures can't hear you. The
invisibility ends if you attack or
cast a spell.
41-42 You turn into a potted plant until the start of 91-92 If you die within the next minute,
your next turn. While a plant, you are you immediately come back to life
incapacitated and have vulnerability to all as if by the Revival jutsu.
damage. If you drop to 0 hit points, your pot
breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 93-94 Your size increases by one size
feet as a bonus action on each of your turns. category for the next minute.
45-46 You cast Fly on yourself. 95-96 You and all creatures within 30
feet of you gain vulnerability to
piercing damage for the next
minute.
47-48 You jump forward in time exactly 1 minute, for 97-98 You are surrounded by faint,
1 minute. From the perspective of everyone ethereal music for the next
else, you cease to exist during that time. minute.
49-50 You can't speak for the next minute. 99-00 You regain all expended chakra.
Whenever you try, pink bubbles float out of
your mouth.
**Chakra Unbalanced**
Starting at 6th level, you have the ability to twist other shinobi’s chakra using your own. When
another creature you can see makes an attack roll, an ability check, or a saving throw, you can use
your reaction and spend 2 chakra to roll 1d4 and apply the number rolled as a bonus or penalty
(your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the
roll occur.
**Chakra Uncontrolled**
At 10th level, you gain a modicum of control over the surges of your chakra. Whenever you roll on
the Chakra Flare table, you can roll twice and use either number.