Zoldyck Clan
“I was skeptical of hiring the man at first since we’d never heard of em’, and the price was
insanely expensive. After all, he didn’t even bother to listen in on the plan one bit and spent
the whole night playing games. But my doubts vanished once our target launched an ambush
on us with a group of bandits. No sooner did our target and the bandits clear the bushes
before they all went silent and stopped in their tracks as if frozen. The silver-haired assassin
calmly stood up, walked away, and thanked us for the business as I began to run after em’ to
tell em’ he needed to do his job. Suddenly, all the attackers dropped dead with slashes through
their throats that even the sharpest blades couldn’t replicate. I’ve never seen a kill more
efficient.”- Mercenary during the 3rd War.
Unparalleled Efficiency                                                                          .
In a secluded area of the world only known to the members themselves, there exists a clan of
expert assassins known as the Zoldyck Clan. Shrouded in secrecy, the one thing known about
this family worldwide is they aren’t enemies you’d want to make, they aren’t cheap, and if you
end up catching a high price on your head, a Zoldyck is sure to find you soon…
Zoldyck Traits:
Ability Score Increase: +2 Dex or Str, +1 Con or Wis
Speed: Your base walking speed is 30 feet
Skill Proficiencies: Stealth, Pick one between: Acrobatics, Athletics, Sleight of
Hand, or Martial Arts
Assassin Training: You gain access to Zoldyck Clan jutsu known as Assassin
Techniques
Zoldyck Talent: You know 1 additional D-Rank Assassin Technique, Taijutsu, or
Non-Elemental jutsu. This does not count against your jutsu known.
Zoldyck Features
Living Weapon: You’ve been taught how to make your body a weapon itself.
Beginning at 1st level, the damage die for your unarmed strikes becomes 1d4.
The damage die becomes 1d6 at 3rd level, 1d8 at 7th level, 1d10 at 11th level,
1d12 at 15th level, and 2d6 at 18th level. At the beginning of your turn, you can
choose for your unarmed damage to be bludgeoning, piercing, or slashing
damage.
If your unarmed damage die is already higher than this when you reach the
required level, you instead add +1 to your unarmed damage rolls.
Phantom Step: An old saying among the Zoldyck’s is “If I can see them, they’re
already dead”. At 1st level, you can spend any amount of your movement on
your turn to add to the range of a melee attack. For example, if you have 20
movement left on your turn and choose to add that to the range of a Taijutsu
that requires an attack roll, that Taijutsu now has +20 to its range. If you are
under the effects of a dash, the extra movement granted can also be used for
this.
Alternatively, you can perform a silent waltz and spend your movement to add
+2 to a Dexterity-based check for every 15 feet of movement spent.
Quick Learner: Your training has sharpened your mind as well as your body.
Beginning at 3rd level, choose between Taijutsu, Genjutsu, or Ninjutsu. You
reduce the downtime needed to learn jutsu and feats of that type by 2 weeks to
a minimum of 1. This increases to 3 weeks at 7th level and to 4 weeks at 11th
level.
Additionally, twice per rest when making a skill check you are proficient in, you
can treat a d20 roll of 9 or lower as a 10.
Living Weapon V2: As you progress, you make yourself even more deadly. At
3rd level, choose between the Multiattack, Disarm, Deadly, Lethal, Trip, or
Grapple properties. Your unarmed strikes gain the chosen property and
increase their critical threat range by +1.
Additionally, you have advantage on checks and saving throws against being
poisoned, envenomed, or diseased by a D-Rank Feature or Jutsu. This increases
to C-Rank at the 7th level, B-Rank at 11th level, and A-Rank at 15th level.
White-Haired Shadow: A trained Zoldyck is a blur of movement to even the
most trained eye. Beginning at 7th level, once per round when you make a
melee attack and there is cover or a structure within 30 feet of you, you can
make a Stealth check as a reaction. On a success, you may teleport in a flash of
movement behind the cover or structure, and you are hidden from the creature.
Attacking, or breaking stealth while hidden causes you to become revealed as
normal.
Quick Learner V2: It takes only a short time for a Zoldyck to master any
chosen skill. Beginning at 11th level, you gain a feat associated with one of the 3
types (Taijutsu, Genjutsu, or Ninjutsu) that you picked at 3rd level. Additionally,
your Save DC associated with that type is increased by +1.
Inhuman Durability: The lethal damage a Zoldyck Assassin can sustain makes
people question whether they are even human. At 15th level, you can ignore the
negative effects of up to 2 ranks of exhaustion during combat. However, you
still suffer the effects outside of combat.
Additionally, you can treat a critical hit against you as a normal hit once per
rest.
Assassin Techniques:
D-Rank
Name: Assassin Technique: Rhythm Echo
Classification: Taijutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: 30ft radius(Self)
Duration: Special
Components: M
Cost: 5 Chakra
Keywords: Taijutsu, Hijutsu
Description: You utilize a basic application of the Phantom Step technique to
cause creatures of your choice within range to believe you have cloned yourself
many times over. For a number of rounds equal to your Dexterity Modifier, you
gain the benefits of Half Cover. Additionally, if you succeed on a Stealth check
against a creature within range while this is active, you re-roll 1s and 2s on
attack and damage rolls against them.
This technique deactivates if you are grappled, prone, restrained, or otherwise
unable to move more than half your movement speed.
Name: Assassin Technique: Lethal Intent
Classification: Genjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 45ft
Duration: Concentration, Up to 1 Minute
Components: CM
Cost: 5 Chakra
Keywords: Genjutsu, Hijutsu, Visual, Auditory
Description: Your killer intent fills the air as your eyes flush with a dark hue and
a menacing aura of your description surrounds you. All hostile creatures that
can see you within range must make a Charisma save or gain 1 rank of fear and
slowed for the duration as they start to lose the will to fight against such an
inhuman threat. Affected creatures can remake the saving throw at the end of
their turn.
Upcast: For each rank you cast this jutsu above D-rank, you increase the cost
by 3 and deal 1d8 Psychic damage to the creature on their turn while affected.
When cast at B-rank, increase the damage by 1d8 and inflict 1 more rank of fear
and slowed. When cast at A-Rank, increase the damage by 1d8 and inflict 2
more ranks of fear and slowed. When cast at S-Rank, creatures have
disadvantage on saving throws to end the effect.
Name: Assassin Technique: Autohypnosis
Classification: Genjutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Instantaneous
Components: M, CM
Cost: 5 Chakra
Keywords: Genjutsu, Hijutsu
Description: You use mental suggestions on your brain to convince your body it
is capable of continuing. You gain 3d6 temporary hit points. While you have
these temporary hit points, you have advantage on saving throws to end
physical conditions on yourself.
Upcast: For each rank you cast this jutsu above D-Rank, increase the cost of
this jutsu by 3 and the temporary hit points by 1d6.
Name: Assassin Technique: Hypertrophy
Classification: Taijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self
Duration: 1 Hour
Components: M, CM
Cost: 5 Chakra
Keywords: Taijutsu, Hijutsu
Description: You focus your chakra throughout every fiber of your body to
achieve physical feats normally impossible for the human body. For the
duration, you have a +3 to strength checks and can grapple creatures up to 2
size categories larger than yourself. Additionally, your melee attacks gain the
following benefits based on the damage type inflicted:
   -   Bludgeoning: If you hit a creature twice in the same round with this
       damage type, they must make a CON save. Either gaining 1 rank of
       bruised on a fail or falling prone until the end of their next turn(your
       choice).
   -   Slashing: If you hit a creature twice in the same round with this damage
       type, they must make a CON save. Gaining 1 rank of bleeding on a failed
       save until the end of their next turn.
   -   Piercing: If you hit a creature twice in the same round with this damage
       type, they must make a CON save. Gaining 1 rank of Weakened on a
       failed save until the end of their next turn.
Upcast: For each rank you cast this jutsu above D-Rank, increase the cost of
this jutsu by 3 and the ranks inflicted by 1.
C-Rank
Name: Assassin Technique: Heartbreaker
Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Components: M
Cost: 9 Chakra
Keywords: Taijutsu, Hijutsu, Finisher
Description: You sharpen your nails and perform a strike to the vital organs of a
target at blinding speed. Make an unarmed attack against a target within
range. This attack has a +1 Bonus to the Critical threat range of the attack. On a
hit you deal your unarmed damage + 5d4. On a critical hit, the target creature
permanently has 1 rank of Weakened until they are targeted by a Jutsu with the
Medical Keyword of C-Rank or higher that removes conditions.
If this jutsu is used as a Finisher, you instead make an unarmed attack against
the target, dealing your unarmed damage + 9d4.
If you roll 8 or more 4’s with this jutsu’s damage die, the target creature is
immediately killed as you remove their heart.
Upcast: At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and damage die by 1d4.
Name: Assassin Technique: Snake Strike
Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Reaction to being targeted with an attack
Range: 10ft Radius(Self)
Duration: 1 Round
Components: M
Cost: 9 Chakra
Keywords: Taijutsu, Hijutsu
Description: You focus all of your chakra into their arms as they become a blur
of movement like writhing serpents. Until the end of your next turn, creatures of
your choice that enter, or end their turn within a 10ft radius from you must make
a DEX save or take your unarmed damage die + 3d6 Slashing Damage and gain
1 rank of bleeding, taking half damage and no additional effects on a success.
For the duration, you reduce damage dealt to you or allies within range by 3d6.
If a creature rolls a 1 or 2 on the D20 to save against this jutsu, their body is torn
apart and they instead gain 1 rank of Lacerated and reduce their Constitution
score by 1d4 until they, or another creature succeeds a DC 30 Medicine Check to
end this.
Upcast: At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the range by 10 feet, and
damage dealt/reduced by 1d6.
Name: Assassin Technique: Numbing Strike
Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Touch
Duration: Special
Components: M, CM
Cost: 9 Chakra
Keywords: Taijutsu, Genjutsu, Finisher
Description: You channel Genjutsu chakra through precise pressure points on
the target's body with a flurry of strikes, causing their nervous system to believe
it is shutting down. Make four unarmed attacks against a target. On a hit, you
deal your unarmed damage die and reduce their AC by 1 for each successful hit
for 1d4 rounds.
If this jutsu is used as a Finisher, you re-roll 1s and 2s on the attack and damage
rolls. Additionally, the target must make a CON save against your Taijutsu Save
DC for each hit. On a failed save, they also reduce their STR and DEX ability
scores by half the number of times they were hit (rounded down) for the
duration.
Upcast: At Higher Ranks: For each rank you cast this jutsu above C-Rank,
increase the cost of this jutsu by 3 and the number of attacks made by 1.
B-Rank
Name: Assassin Technique: Snap Track
Classification: Taijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Components: M
Cost: 14 Chakra
Keywords: Taijutsu, Finisher
Description: You lock onto a target within range and focus all of your chakra
into moving as fast as possible for a limited time. Make an unarmed attack
against a creature within range. On a hit, you can target another enemy within
30 feet of the original target. Make an unarmed attack against the second
target using the same attack roll. If this hits, this chaining effect can continue to
a third target if there is one within range. All target creatures hit take your
unarmed damage times 2 and must make a STR save. On a failure, their
vertebrae are snapped, they gain the Dazed condition, and gain 3 ranks of
Weakened until they succeed a Medicine Check against your Taijutsu Save DC.
If this jutsu is used as a Finisher, the damage dealt ignores resistance and
immunity.
Upcast: At Higher Ranks: For each rank you cast this jutsu above B-Rank,
increase the cost of this jutsu by 3 and the number of attacks made against
each target by 1.
Name: Assassin Technique: Autohypnotic Hypertrophy
Classification: Taijutsu
Rank: B-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, 1 Minute
Components: M, CM
Cost: 14 Chakra
Keywords: Taijutsu, Genjutsu
Description: You use Genjutsu chakra throughout your body to “Flip the Switch”
and remove limiters normally present. For the duration, your muscles are in a
frenzied state and all of your senses are honed, granting the following benefits:
   -   Your movement speed increases by 20 feet and you move an extra 15 feet
       when you use the Dash action.
   -   Your long and high jump distances are doubled.
   -   You gain a +2 bonus to AC and Dexterity saving throws.
   -   You gain a +2 bonus to all Strength-based checks and saving throws.
       Additionally, your unarmed strikes deal an extra 1d6 damage.
   -   At the beginning of your turn, you can choose to gain an additional Bonus
       Action or Reaction.
After the duration expires, you gain 1d3 ranks of exhaustion.
A-Rank
Name: Assassin Technique: Dragon Dive
Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 500 feet(100 foot radius)
Duration: Instantaneous
Components: M, CM, HS
Cost: 30 Chakra
Keywords: Ninjutsu
Description: As part of the activation of this jutsu, you must be at least 30 feet
in the air.
You channel your chakra into creating a massive dragon head made of raw
chakra above your target. Upon reaching its peak, the dragon head shatters
into hundreds of smaller dragons that rain down upon the area below.
Choose a point within 500 feet of you. All creatures within a 100-foot radius
centered on that point must make a Dexterity saving throw against your
Ninjutsu Save DC. This jutsu ignores all cover and destroys all structures within
range. On a failed save, creatures take 10d10 piercing damage and 5d6 force
damage as the dragons pierce through the area. On a successful save, creatures
take half as much damage. Additionally, creatures who fail the save by 5 or
more reduce their maximum health and chakra by half the damage taken.
The rain of dragons leaves the area difficult to traverse. The area becomes
difficult terrain.
Upcast: For each rank you cast this jutsu above A-Rank, increase the cost of this
jutsu by 3 Chakra, the radius by 20 feet, and the damage of both the piercing
and force damage by 1d10 and 1d6.
Zoldyck Clan Feats
.
Honed Skill
Category: Clan
Prerequisite: Zoldyck Clan, Level 1+
You have spent more time training than most. This makes you far more skilled
than even other Zoldycks. You gain the following Benefits;
    ● Choose one skill you are proficient in, you gain a +3 Bonus to the chosen
       skill.
    ● Twice per rest, you can cast a Taijutsu, Ninjutsu, Genjutsu, or Zoldyck Clan
       Hijutsu with a casting time of an Action, as a Bonus Action.
    ● You reduce the cost of all Zoldyck Clan Hijutsu by 1 to a minimum of 1
       Chakra.
Murder Machine
Category: Clan
Prerequisite: Zoldyck Clan, Level 4+
Your inhuman physicality makes onlookers question whether you are man or
machine. You gain the following Benefits;
    ● Increase your CON or DEX score by 1, to a maximum of 20.
    ● You may choose one additional weapon property offered in the “Living
       Weapon V2” Feature to add to your unarmed strikes.
    ● You increase your base movement speed by 10 feet.
Mental Lock
Category: Clan
Prerequisite: Zoldyck Clan, Level 4+
Your teachings to never fight a battle you can’t win have been ingrained into
your mind, manifesting as a Fuinjutsu within your brain. You gain the following
Benefits;
   ● Increase your WIS or CHA score by 1, to a maximum of 20.
   ● When you take the Dash action, you do not provoke attacks of
      opportunity once per turn.
   ● Once per Long Rest as an Action when facing an enemy who is higher
      level than you, your seal activates and you gain 1 additional turn. You
      may not use any actions on this extra turn to deal damage to a creature.
      Dashing on this additional turn moves you an extra 20 feet. You gain 2
      ranks of exhaustion until your next long rest at the conclusion of this
      additional turn.
Silent Killer
Category: Clan
Prerequisite: Zoldyck Clan, Level 8+
You have mastered the art of stealth and subtlety. You gain the following
Benefits;
   ● Increase your DEX or WIS score by 1, to a maximum of 20.
   ● You deal additional damage equal to your proficiency bonus when
      hidden, or in dim light or darkness.
   ● You leave no tracks or traces of your passage, and creatures have a -4
      penalty on Perception checks to detect your presence while you are
      hidden. Additionally, you are immune to detection by jutsu that are
      C-Rank or lower that attempt to locate or reveal your position.
Force of Fatality
Category: Clan
Prerequisite: Zoldyck Clan, Level 16+
You have become a force that even other assassins shiver at the sight of. You
gain the following Benefits;
   ● Increase your STR or CON score by 1, to a maximum of 20.
   ● You reduce the chakra cost of all Jutsu by 2. Additionally, if a Jutsu would
      have you make multiple attack rolls, make one additional attack that
      deals half damage.
   ● Whenever you score a critical hit with a weapon or Taijutsu attack, roll
      one additional damage die. If the additional damage die rolls its
      maximum value, roll an additional die.
LATENT ZOLDYCK CLAN
Bloodline                  Bloodline
Ability Name               Point Cost                        Ability Description
Latent Living Weapon        1       Beginning at 1st level, your unarmed
                                    strikes gain the Finesse property and the
                                    damage die for your unarmed strikes
                                    becomes 1d4. The damage die becomes
                                    1d6 at 3rd level, 1d8 at 7th level, 1d10 at
                                    11th level, 1d12 at 15th level, and 2d6 at
                                    18th level. At the beginning of your turn,
                                    you can choose for your unarmed damage
                                    to be bludgeoning, piercing, or slashing
                                    damage.
Latent Phantom Step    1   At 1st level, you can spend your movement
                           speed on your turn to add to the range of a
                           melee attack. For example, if you have 20
                           movement speed left on your turn and
                           choose to add that to the range of a
                           Taijutsu that requires an attack roll, that
                           Taijutsu now has +20 to its range. If you
                           are under the effects of a dash, the extra
                           movement speed granted can also be used
                           for this.
                           Alternatively, you can perform a silent
                           waltz and spend your movement speed to
                           add +2 to a Dexterity-based check for
                           every 15 feet of movement spent.
Latent Quick Learner   2   Beginning at 3rd level, choose between
                           Taijutsu, Genjutsu, or Ninjutsu. You reduce
                           the downtime needed to learn jutsu and
                           feats of that type by 2 weeks. This
                           increases to 4 weeks at 7th level and to 6
                           weeks at 11th level.
                           Additionally, twice per rest when making a
                           skill check you are proficient in, you can
                           treat a d20 roll of 9 or lower as a 10.
Latent Living Weapon   3   At 3rd level, choose between the
V2                         Multiattack, Disarm, Deadly, Lethal, Trip,
                           or Grapple properties. Your unarmed
                           strikes gain the chosen property and
                           increase their critical threat range by +1.
                           Additionally, you have advantage on
                           checks and saving throws against being
                           poisoned, envenomed, or diseased by a
                           D-Rank Feature or Jutsu. This increases to
                           C-Rank at the 7th level, B-Rank at 11th
                           level, and A-Rank at 15th level.
Latent White-Haired    3   Beginning at 7th level, once per round
Shadow                     when you make a melee attack and there
                           is cover or a structure within 30 feet of you,
                           you can make a Stealth check. On a
                           success, you may move behind the cover
                           or structure and you are hidden from the
                           creature until the end of their next turn.
Latent Quick Learner   3   Beginning at 11th level, you gain a feat
V2                         associated with one of the 3 types
                           (Taijutsu, Genjutsu, or Ninjutsu) that you
                           picked at 3rd level. Additionally, your save
                           DC associated with that type is increased
                           by +1.
Latent Inhuman         4   At 15th level, you can ignore the negative
Durability                 effects of up to 2 ranks of exhaustion
                           during combat. However, you still suffer
                           the effects outside of combat.
                           Additionally, you can treat a critical hit
                           against you as a normal hit once per rest.
D-Rank Hijutsu         2   You gain the ability to learn D-Rank
                           Assassin Techniques.
C-Rank Hijutsu         2   (You must have D-Rank Hijutsu) You gain
                           the ability to learn C-Rank Assassin
                           Techniques.
B-Rank Hijutsu         3   (You must have C-Rank Hijutsu) You gain
                           the ability to learn B-Rank Assassin
                           Techniques.
A-Rank Hijutsu   3   (You must have B-Rank Hijutsu) You gain
                     the ability to learn A-Rank Assassin
                     Techniques.
Clan Feats       5   You gain the ability to learn Clan Feats,
                     with Zoldyck Clan as a prerequisite.