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Kazesei Kata Training

Wind Blade Quick Reference

Wind Blade - Shuriken

Level Unlocked: 3rd
Saint's Wind Cost per Unit: 1
Weapons in a Unit: 1
Damage: 1d4 Slashing + Dex Mod
Range: 20/60
Core Property: When delivering a hit with a Shuriken that triggers a Saving Throw against a Poison affect, the Save DC for that poison is increased by +2.

Wind Blade - Kunai

Level Unlocked: 3rd
Saint's Wind Cost per Unit: 1
Weapons in a Unit: 1
Damage: 1d4 Piercing + Dex Mod
Range: 80/120
Core Property: On hit by a Kunai, the target creature suffers a -1 penalty to its AC until the end of your next turn. This effect cannot stack.

Wind Blade: Needles

Level Unlocked: 5th
Saint's Wind Cost per Unit: 3
Weapons in a Unit: 3
Damage: 1+ Dex Mod (1st Needle in attack only).
Range: 20/60
Core Property: Attacks made with Needles while Hidden do not break stealth, even on a hit. When you hit a creature with a Needle attack, you may immediately choose to draw and throw another needle at the same target with a -2 penalty to the attack roll. You may repeat this on each subsequent hit, increasing the penalty by another -2 each subsequent attack. You may not throw additional needles after missing. When throwing multiple needles in a single Attack, only the first needle adds your Dexterity Modifier to the damage, all others deal only 1 damage themselves, but can still trigger other features such as poisons or Sneak Attack.

Wind Blade: Chakram

Level Unlocked: 9th
Saint's Wind Cost per Unit: 5
Weapons in a Unit: 1
Damage: 1d6 Slashing + Dex Mod
Range: 30/60
Core Property: When you attack with a Chakram and hit, the weapon returns to you. On a miss, it dissipates. On a critical hit, the weapon returns to you and you may immediately make another attack against the same creature with the Chakram. The critical hit feature for Chakram can only trigger once per attack.

Kazesei Kata Training

Mechanics

As an alternative to the traditional training mechanics, and in order to prevent Nyx from using the same systems as Steppen and Shale, this will be a system to represent Nyx reconnecting with their Kazesei training. This will allow them to relearn forgotten techniques as well as develop new ones.  

Performing Kata

During any length of downtime, Nyx will have the option to spend time in one our blocks performing Kata. This repetition of the core movements and stances of their training will be the method that will enable them to reconnect and reactivate with their muscle memory.   Every 4 Hours of Kata that is performed will grant 1 Technique Point. These hours do not need to be consecutive.  

Spending Technique Points

During any Short or Long Rest, Nyx may spend any of their built up Technique Points to Focus on a given technique that they meet all the prerequisites for learning. Once a technique has been Focused on, all further Kata is put towards Mastering the technique.   Each technique will have a Mastery cost, indicating how many further hours of Kata must be performed to permanently gain access to the technique. Once a Technique has been Mastered, a new technique can be Focused.   If for some reason a Focused technique needs to be abandoned, all Mastery progress towards it will be lost and the Technique Points spent to Focus it are lost. To Focus the same technique again in the future, the full Technique Point cost must be paid once again.  

Altered Wind Style Techniques

There is a special type of Technique available, Style Techniques, that operate on the same rules but have an additional component to them. When training in a Style technique, there will be multiple final Forms that can be selected. When you finish training in a Style and have enough Mastery to complete it, you may select one of the listed Forms.   Once this is done, you may then train in that same Style once again to repeat the process and select a different form. This works similarly to a Feat that can be selected multiple times. Style techniques tend to make more significant alterations to the Kazesei's ability to manipulate wind and are generally more expensive in Technique and Mastery cost to master.  

Process Quick Reference

  1. Perform Kata to build Technique Points
  2. Spend Technique Points to Focus a technique
  3. Perform Kata to Master a Focused Technique
  4. Repeat
 

Available Techniques

Manipulate Wind

Prerequisites: None
Technique Cost: 1
Mastery Cost: 2
Technique: As an Action, you may spend 1 Saint’s Wind to cast the Gust cantrip.

Ill Wind

Prerequisites: None
Technique Cost: 2
Mastery Cost: 2
Technique: When creating a Wind Blade, you may expend 1 additional Saint’s Wind to taint the wind that forms the blade. When this weapon is used for an attack and hits, the target must make a Constitution Saving Throw or it is Poisoned until the start of your next turn.

Spiral Tempest

Prerequisites: Level 4
Technique Cost: 3
Mastery Cost: 3
Technique: As an Action, you may spend 8 Saint’s Wind to throw an invisible dart of wind in a straight line up to 60ft away. In the path the dart flew, a violently spiraling storm of window manifests, 10ft wide. Any creature in the line of wind when it forms must make a Strength Saving Throw or be pushed 15ft away from the column. The spiraling storm remains in position for 1 minute, counts as difficult terrain, extinguishes unprotected flames, and can dissipate gas or vapor.

Boosting Wind

Prerequisites: None
Technique Cost: 3
Mastery Cost: 2
Technique: As a Bonus Action, you may spend 3 Saint’s Winds to gather around a creature you touch for the next minute. During that time, the creature’s jump distance is tripled and they have Advantage on any Athletics Checks made for climbing or lifting themselves.

Shuriken Mastery

Prerequisites: None
Technique Cost: 1
Mastery Cost: 1
Technique: When you attack with Shuriken and hit a creature, you may expend 2 Saint’s Wind to drive the needles in deeper and strike an internal pressure point. The targeted creature has a -2 penalty to its next Attack Roll or Saving Throw until the start of your next turn. This penalty can only be applied to a creature once per turn.

Needle Mastery

Prerequisites: Level 5
Technique Cost: 2
Mastery Cost: 1
Technique: When you make an attack with Needles and hit a creature, count the total number of Needles that the creature was hit by for that attack. The creature suffers a penalty to its next Saving Throw before the start of your next turn equal to the total number of Needles it was hit by. This total penalty can only be applied to a creature once per Attack, but can be overriden by a higher total count from a separate attack chain.

Chakram Mastery

Prerequisites: Level 9
Technique Cost: 2
Mastery Cost: 1
Technique: When you attack with a Chakram and hit a creature, you may expend 1 Saint’s Wind to have to blade redirect to another creature within 5ft of the original target. Compare your original attack result to the new target’s AC, if the attack would be a hit, the target takes damage equal to your Dexterity modifier. If the original attack was a Critical Hit, the secondary target takes damage equal to double your Dexterity modifier.

Smoke Style

Prerequisites: Level 5
Technique Cost: 5
Mastery Cost: 4
Technique: You gain the ability to alter the composition of your wind into thick dark-grey Smoke that can obscure the vision of those caught in or behind it. When you complete the mastery of this Style, select one of the following Forms to gain that you do not already have:
 
DOME FORM
Description: As an Action, you may spend 10 Saint's Wind to release a billowing cloud of thick smoke outward from yourself in a 20ft radius sphere centered on you. The area affected is Heavily Obscured for all but yourself for 1 minute. As a Bonus Action you may disperse the smoke. While within your own smoke, your abilities that require you to expend Saint's Wind to activate require 1 less Saint's Wind, down to a minimum of Zero.
 
CATCHING CONE FORM
Description: As an Action, you may spend 10 Saint's Wind to release a 30ft cone of thick dark-grey smoke forward from yourself. This smoke holds the form of the cone for up to 1 minute, or until you disperse it as a Bonus Action. The area within the cone is considered Heavily Obscured. In addition, the perimeter is a swift moving wind barricade that pushes back towards the center. A creature that attemps to cross the perimeter of the cone must make a Strength Saving throw or be pushed 10ft back towards the center of the cone and knocked prone. The perimeter also prevents ordinary projectiles such as arrows or bolts from crossing the boundary.
 
SWIRLING SPHERE FORM
Description: As an Action, you may spend 10 Saint's Wind to throw a compressed orb of smoke at a point you can see within 60ft. Upon reaching the target point the orb ruptures and expands to a 10-foot radius sphere centered on that point that remains for up to 1 minute or until you disperse it as a Bonus Action. The sphere is a rapidly spinning mass of thick dark-grey smoke that counts as Heavily Obscured. Creatures in the smoke sphere must make a Dexterity Save when attempting to move more than 5ft. On a failure, they are buffeted by the storm and their speed falls to 0; if the creature was flying and does not have the ability to hover, it falls from the sky and lands prone.
 
NOTE
While you may know multiple Forms at the same time, only a single Smoke Style Form may be active at one time.


Mastered Techniques

Kunai Mastery

Prerequisites: None
Technique Cost: 1
Mastery Cost: 1
Technique: When you expend Saint’s Wind to create Kunai, you may expend 1 additional Saint’s Wind per Kunai to grant them a Honed Edge. When you attack with a Kunai with a honed edge, if you miss the attack, the target still takes damage equal to your Dexterity modifier. This does not count as a hit, cannot trigger Sneak Attack or additional effects, and you cannot use any additional Ninjtusu to follow up that attack.


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