Feats

Feats represent the skills, physical quirks, and other unique abilities gained by a character outside their class. An important thing to note is that all characters receive a set number of feats, unless granted extra by their class, one feat gained at every third level. As a human, a character also gains an extra feat at first level. This gives the following feat progression: 1,1; 3; 6; 9; 12; 15;...etc. Also, some feats have prerequisites that must be met in order to qualify for the feat, thus making certain abilities require a progression of feats. Feats come in two broad categories, heroic and epic feats. Epic feats usually allow characters to do things that truly separate them from the lower echelons of shinobi, and are not available until a character has reached 24th level. Heroic feats are able to be taken at any time a ninja gets a feat, assuming prerequisites are met.

## Heroic Feats

Jutsu Brawler's lists of bonus feats can be found here for fighter feats, or metajutsu feats (called metamagic feats on the page)

## Tactical Feats

Available to the Sannin, these feats allow for much higher degree of cooperation and tactical advantage in combat. The basic d20 tactical feats are found on this list. In addition there are several feats that are specific to this setting as well.

## Truename Feats

The unique skills possessed by a Primal Speaker, these feats allow them further mastery and variety over their Truespeech.

* Empower Utterance
* Quicken Utterance
* Enlarge Utterance
* Extend Utterance
* Quicken Utterance
* Utterance Focus
* Greater Utterance Focus
* Truename Rebuttal
* Reactive Rebuttal
* Recitation of Sanguine State
* Recitation of Mindful State
* Recitation of Fortified State
* Recitation of Vital State
* Recitation of Meditative State
* (EPIC) True Rebuttal
* (EPIC) Utterance Mastery

## General Feats

This RP allows the use of the basic d20 feats\*. As this is a setting without magic, metamagic feats are obviously not available for use per-se, but they are the basis for metajutsu feats. These are the feats most likely to be used by the jutsu tactician and jutsu brawler classes if they want to strengthen and diversify their jutsu casting abilities. Jutsu modified by metajutsu feats cost extra, and the character cannot spend more points on a single jutsu than their caster level (so at 15th level, a jutsu brawler can only spend 15 points on a jutsu, including its base cost). However this group does also use some custom feats. (A \* mark by a feat means that it can be found on the list of basic d20 feats).

### Crafting Feats

* Craft Wonderous Item: This allows the character to create clothing items with an enhancement bonus of up to maximum caster level (maximum 20).
* Craft Arms and Armor: This allows the character to create armor with an enhancement bonus of up to maximum caster level /2 (maximum 10). This also applies to weapons created by the character.

### Companion Feats

These feats are based on the use of a single companion in battle, usually a dog, or cat.

* Animal Companion: You have forged a strong bond with an animal. It becomes treated like an animal companion.

* Augment Companion: This feat grants +4 to all abilities of you summoned animals and any companion animals you have. In addition to his, it grants 50% fortification to your animal companions, as well as the benefits of the Toughness Feat.
* Greater Companion: Your animal companion gets an additional 5 HD. Taking this feat multiple times grants your Animal Companion an additional 3 HD each time it is taken.
* Shared Jutsu: You are able to use your companion to cast jutsu you could normally cast. For example, instead of launching a Fireball jutsu from your position, it emanates from your companion instead.
* Companion Chakra: Your companion gains its own pool of chakra, equal to your character level + its constitution score. This chakra can be used as an external source of chakra that the character can draw upon as a full-round action, similar to a character infusing chakra, but with no risk of con damage.
* Hardy Summons: You are able to double the points that you can spend to improve a summoned creature or a companion's stat or other attributes. This feat can be taken multiple times, each time after the first granting an additional 25%.

### Counter Jutsu Feats

* Improved Counter Jutsu: This lets the user counter the jutsu of an additional target if they decide to use to ready an action during their turn. This second target must be a character other than the one chosen first, and they jutsu they use must be one that is cast before the countering user's next turn. If a second target does not cast a jutsu before the start of the countering character's turn, this feat does not give any benefit.
* Reactive Counter Jutsu: Requires Improved Counter Jutsu, Improved Initiative\*. This feat allows a character to, once per round (from after they post to before their next post) to attempt to counter a single jutsu without readying an action to do so on their turn. This means that a character can take both actions on their turn, and still counter a single jutsu that is being cast. However, doing so will take the place of the standard action for that character's next round. Upon taking this feat, a character may also use their jutsu to counter an incoming attack that would otherwise hit them (bypass their AC, touch AC, etc). The mechanics work the same, a Reflex save is required to avoid the attack.

### Susano'o Feats

* Improved Susano'o: Requires Mangekyou Sharingan. Allows the character to use the humanoid (musculature/skin) version of the Susano'o.
* Greater Susano'o: Requires Improved Susano'o, Con 20. Allows the character to manifest an armored Susano'o.
* Quicken Manifestation: Requires Improved Susano'o, Int 20. Allows a character to manifest the humanoid Susano'o without first manifesting a skeletal version. This feat can be taken multiple times, each time requiring the character have 2 more int. Retaking the feat allows the user to manifest a higher version of the Susano'o without first manifesting a lower version.
* Enlarge Susano'o: You are able to increase the size category of your Susano'o by one category higher. Doing so increases the cost per round by 2 points. This does not change the basic features of the manifested Susano'o. Each step up in size increases the damage by one dice step up, an extra 5 feet of reach, a +2 to strength and -2 to dex. You also take an additional -1 to AC by going up in a size category.
* Improved Susano'o Weapons: Requires Greater Sussano'o. Allows the user to imbue their summoned susano'o weapons and armor with enhancements from the magic weapons or magic armors list respectively. Doing so increases the cost of the Susano'o by 3 chakra points per round.

### Shadow Clone Feats

* Improved Shadow Clones: Unlike the regular Shadow Clone Jutsu you are not required to evenly split your chakra between all clones, you can instead split your chakra however you want.
* Resilient Clones: Requires Improved Shadow Clones. Your clones are better able to withstand blows in combat, and they gain a bonus number of hit points equal to your caster level.
* Greater Shadow Clones: Requires Improved Shadow Clones, Con 15. Instead of splitting your chakra among the clones, you can instead create a clone with half your maximum chakra available at the time of casting for the additional cost of 2 chakra per clone to have extra chakra (casting multi-shadow clone costs 9 chakra to cast, and at caster level 15 makes 15 additional clones, by spending 30 extra chakra, you could create all 15 clones to have half your current chakra pool). Clones created this way transfer their chakra and information back to the caster as always, but you cannot store the additional chakra gained this way from the clones.

### Drain Chakra

* Drain Chakra: This feat allows the user to drain chakra upon contact with an opponent. The attacker must make a successful touch attack to use this feat. A hit indicates that the user may begin to drain chakra from their opponent and add it to their own chakra pool. Any points gained in excess of the character's natural chakra pool are stored as bonus chakra points. A character cannot have more than their maximum chakra in bonus points. A character can only drain their character's level worth of points per round, and a successful Fort save (DC 11 + highest level of jutsu a character can cast + con modifier) reduces this amount in half.
* Vampiric Chains: Requires Uzumaki Clan. Your chains are able to drain chakra. Instead of doing physical damage with the chains, you may instead apply half damage from the chains to the target's chakra instead. The target gets a fortitude save in order to negate this damage.

### Demon Arms Feats

* Demon's Trial - This feats allows the user to acess the Base Stage of their Arms. The otherwordly being acknowledges you as a potiential candidate for its sinister power, but the being hasn't fully accepted you.
* Otherworldly Welcoming - This feats allows the user to acess the First Stage of their Arms. The entity has accepted you as its wielder, though your relationship with it still has room for improvement.
* Demonic Embrace - This feat allows the user to acess the Second Stage of their Arms. The demon has begun to appear within your dreams, often conversing with you and revealing more about itself.

### Tenshi Clan

#### Seraphim

* Sound Release - Requires Seraphim. This enables the character to manipulate and produce sound waves.

#### Cherubim

* Awakening Kings - Requires Cherubim. With this feat a Cherubim awakens one of three celestials: Kōmokuten, Jikokuten and Zochoten. The awakened celestials are represented by the appearances of an additional face on the character. These faces are an ox for Kōmokuten, a lion for Jikokuten and an eagle for Zochoten. This feat may be taken multiple times, each time granting the character an additional face. Cherubim may only assume the abilities of one celestial at a time, as a standard action.

#### Thrones

* Doujutsu Implant - Requires Thrones. This feat grants a Throne one of their Doujutsu abilities. This feat can be taken twice, each time granting a different Doujutsu.

### Mental Toughness

* You gain 5 extra chakra points at 1st level and an additional 2 points per level after that. This feat can be taken multiple times, and its effects stack (two iterations of this feat grant 10 points at first level and 3/level after, three grants 15 points at first level and 4/level, etc.)

### Toughness

* You gain 3 HP at first level, and each additional level after that you gain 2 additional hitpoints. This feat can be taken many times and its effects stack (taken twice it grants 5 hp at first level, 3 per level after, third time it grants 7 hp and 4 per level after, etc.)

### Chakra Natures

* Fire Release: This allows the character to use Fire Nature jutsu
* Water Release: This allows the character to use Water Nature jutsu.
* Earth Release: This allows the character to use Earth Nature jutsu.
* Lightning Release: This allows the character to use Lightning Nature jutsu.
* Wind Release: This allows the character to use Wind Nature jutsu.
* Yin Release: This grants the character the ability to use Yin Release in their jutsu.
* Yang Release: This grants the character the ability to use Yang Release in their jutsu.
* Expanded Knowledge: This feat can be taken multiple times, each time it applies to a different land of which you are not a native born member. This feat allows you access to the exclusive jutsu of that land, based on the intelligence score of your character. In order to use a jutsu of each rank you must have an intelligence score of at least 10 + the level of that jutsu (10 for E, 12 for D, 14 for C, etc).

### Advanced Natures (Kekkei Genkai)

\*Note, a character cannot have more than two advanced natures from having three basic natures, nor can a character take different kekkei genkai from the same base natures (wood and crystal, or steel and explosion)

* Boil Release: Requires Water Release, Fire Release. This allows the character to use Boil Release jutsu, as well as giving a +2 to the DC of their Fire or Water jutsu. This feat cannot be taken multiple times.
* Crystal Release: Requires Earth Release, Water Release. This allows the character to use Crystal Release jutsu, as well as giving a +2 to the DC of their Earth or Water Release jutsu. This feat cannot be taken multiple times.
* Explosion Release: Requires Earth Release, Lightning Release. This allows the character to use Explosion Style Jutsu, as well as giving a +2 to the DC of either Earth or Lightning Style jutsu. This feat cannot be taken multiple times.
* Ice Release: Requires Water Release, Wind Release. This allows the character to use Ice Jutsu, as well as giving a +2 to the DC of their Wind or Water jutsu. This feat cannot be taken multiple times
* Lava Release: Requires Earth Release, Fire Release. This allows the character to use Lava Style jutsu, as well as giving a +2 to the DC of their Earth or Fire Style jutsu. This feat cannot be taken multiple times.
* Magnet Release: Requires Earth Release, Wind Release. This allows the user to use Magnet Jutsu, as well as giving a +2 to the DC of their Earth or Wind Style Jutsu. This feat cannot be taken multiple times.
* Scorch Release: Requires Fire Release, Wind Release. This allows the user to use Scorch Jutsu, as well as giving a +2 to the DC of their Fire or Wind Style Jutsu. This feat cannot be taken multiple times.
* Storm Release: Requires Water Release, Lightning Release. This allows the user to use Storm Jutsu, as well as giving a +2 to the DC of their Lightning or Water Style Jutsu. This feat cannot be taken multiple times.
* Wood Release: Requires Water Release, Earth Release, Senju Clan. This allows the character to use Wood Jusu, as well as giving a +2 to the DC of their Water or Earth Style Jutsu. This feat cannot be taken multiple times.
* Swift Release: Requires Fire Style, Lightning Style. This allows the character to use Swift Jutsu, as well as giving a +2 to the DC of their Fire or Lightning Style Jutsu
* Steel Release: Requires Earth Style, Lightning Style. This allows the character to use Steel Jutsu, as well as giving a +2 to the DC of their Earth or Lightning Style.
* Gravity Release: Requires Earth Release, Yin Release. This allows the character to use gravity based jutsu, as well as granting a +2 to the DC of either Earth or Yin style jutsu.
* Twin Jutsu: Requires at least 2 natures. Instead of mixing two natures to create a new nature, you use two jutsu to amplify their individual effects. A Twinned jutsu costs 8 chakra points. It deals the damage of both techniques combined. If the natures are complimentary (fire and wind, water and lightning, wind and earth) the DC of the jutsu is increased by half the level of the added jutsu (rounded down).

### Hidden Jutsu

* Nara Clan Legacy: Requires Yin Release. You are able to use the Nara Clan's Shadow jutsu.
* Akimichi Clan Legacy: Requires Yang Release. You are able to use the Akimichi Clan's Expansion Jutsu.
* Yamanaka Clan Legacy: Requires Yin Release. You are able to use the Yamanaka Clan's Mind Transfer Jutsu.

### Rinha Clan Jutsu

* Improved Puppets: The puppets created by the Rinha clan kekkei genkai are no longer two levels lower than the level of the caster, they are instead able to be made with the same number of hit die as the character level of the caster.
* Puppet Reserves: your character level increases by 10 for the purpose of determining the number of puppets you are able to use at once with the clan's ability.

### Ambidexterity

* Requires Dex 15. You ignore all penalties for using an off hand. You are neither left-handed nor right-handed.

### Curse of Hatred

* Requires: Uchiha Clan. This allows the character to unlock and use the Mangekyou Sharingan.

### Graft Flesh

* Choose a type of graft: Uchiha, Senju, Hozuki, Hyuuga, etc. You must possess the graft type before you can transplant parts of a body from that clan and grant the use of the kekkei genkai associated with it. You can create grafts of your chosen type and apply them to other living creatures or to yourself. Creating a graft takes 24 hours for each 1,000 ryo in its price, and use up raw materials costing half of this price as well as the item being grafted (not included in the raw materials cost). This feat can be taken multiple times, choosing a different clan and thus allowing the user to create grafts of that type, but a character cannot have more than three grafts total.

### Nature Energy Sensitive

* This allows your character to begin training with natural energy. You can absorb a single level of nature energy, and can use that to pay part of a jutsu's cost (a single level of nature energy gives 2 chakra points).

### Single Weapon Fighting

* When fighting with a single weapon (one handed melee weapon, nothing in the off-hand) you gain a +1 bonus to attack and damage rolls

### Improved Single Weapon Fighting

* Requires Single Weapon Fighting, 20 Dex. When fighting with a single weapon, you gain an additional +2 bonus to attack and damage. You also add an extra 25% of your ability bonus to damage rolls with the weapon (you add 1.25x your strength score, rounded down, for example)

### Greater Single Weapon Fighting

* Requires Improved Single Weapon Fighting, 25 Dex. When fighting with a single weapon, you gain an additional +3 bonus to your attack and damage (for a total of +6). You add an additional 50% of your ability score to the damage roll (1.5 times your strength, rounded down).

### Weapon Finesse

* With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. If the user can perform taijutsu, the user may use their dexterity score instead of their strength score to determine taijutsu DC

### Know the Angles

* Requires: Weapon Finesse. You may use your int modifier for damage instead of your strength modifier, though you still use dexterity to hit. This feat only applies to weapons which can be used with Weapon Finesse.

### Insightful Strikes

* Requires: Weapon Finesse. You may use your Wis modifier for damage instead of your strength modifier, though you still use dexterity to hit. This feat only applies to weapons which can be used with Weapon Finesse.

### Rapid Strikes

* Requires: Weapon Finesse. You may use your Dex modifier for damage, instead of your strength modifier, as well as using dexterity to hit. This feat only applies to weapons which can be used with Weapon Finesse.

### Jutsu Focus

* Requires: Elemental Release of the type you wish to take the feat for. Adds +1 to the DC of jutsu from the elemental release that this feat is taken for. The basic natures in this RP are Fire, Water, Lightning, Wind, Earth, Yin, and Yang. This feat can be taken multiple times, but each one must be for a different nature, its effects will not stack if taken for the same nature twice.

### Greater Jutsu Focus

* Requires: Jutsu Focus of the type you wish to take this feat for. Adds +2 to the DC of the jutsu from the elemental nature for which you have taken this feat. This DC replaces, and does not stack with, the bonus gained from Jutsu Focus. You can take this feat multiple times, each time for a different nature, as its effects will not stack with itself.

### Jutsu Mastery

* You may select a single jutsu that you can cast, it can be prepared in any level that you can cast, instead of being prepared in its usual level. This doesn't change the level of the jutsu itself. This feat can be taken multiple times, each time for a different jutsu.

### Signature Jutsu

* Requires Jutsu Mastery. For a specific jutsu which you have taken jutsu mastery for, you are able to cast it innately, instead of using a jutsu slot for the class to which it belongs. This lets you use your character level instead of the caster level of the class for this jutsu.

## Epic Feats

As with Heoric feats, the basic d20 Epic feats \*\*apply here. Metamagic feats are not usable, but they are the basis for epic meta-jutsu feats. These feats cannot be taken until the character has reached level 24. A \*\* symbol by a feat means that this feat can be found on the basic d20 Epic feats list.

## Epic General Feats

### Epic Crafting

* Epic Craft Wondrous Items: The character can now add a quality bonus to items constructed (CL/4). This feat also removes the caster level cap on the items crafted.
* Epic Craft Arms and Armor: The character can now add a quality bonus to weapons or armor constructed (CL/4). This feat also removes the caster level cap on the items crafted. A quality bonus on a weapon or armor can only be used to add weapon effects (such as bleeding) but is applied to AC or weapon bonus.

### Susano'o Feats

* Perfect Susano'o: Requires Greater Susano'o, Con 30. This allows the user to manifest the Perfect Susano'o.
* Improved Manifestation: Requires Perfect Susano'o, Wis 30. Reduce the costs of manifesting Susano'o by 3 points per round. This cannot reduce the cost of manifesting the Susano'o to less than 1 point per round. This feat can be taken multiple times, it stacks each time.
* Greater Susano'o Weapons: Requires Improved Susano'o Weapons. This allows the character to imbue their summoned weapons with abilities from the epic weapons and armors lists. Using this increases the cost of the Susano'o by 5 points per round.

### Counter Jutsu Feats

* Epic Counter Jutsu: Requires Combat Reflexes\*, Improved Counter Jutsu, Improved Initiative, Quicken Spell\*, Reactive Counter Jutsu. Your character can counter any number of jutsu per round. You do not need to ready a specific action to do so, and it does not count against the character's actions during the next round. You can even use this feat while flat-footed or any situation where you would be denied your dexterity bonus to AC. Upon taking this feat, a character may also use their jutsu to counter an incoming attack that would otherwise hit them (bypass their AC, touch AC, etc). The mechanics work the same, a Reflex save is required to avoid the attack.

### Akuma Clan

* Demonic Inheritance: You are able to awaken one of the following demonic bloodlines, Genkaku Ketsueki, Ogumo Ketsueki and Shinku Ketsueki, gaining the acquired templates of those bloodlines.
* Demonic Transformation: Requires Demonic Inheritance. You are able to tap into the power of your demonic bloodline and undergo a Demonic Transformation.

### Tenshi Clan

#### Seraphim

* Weaponized Aura: The Seraphim's aura weapons gain an enhancement bonus equal to its Con Modifier.
* Aura Control: Seraphim can acquire a great control over their aura, granting them a racial bonus to saves and armor class equal to their HD. This replaces the previous bonus granted from their aura.
* Aura of God: Requires Aura Control. The Seraphim's aura is an extension of them, growing with them and becoming stronger as the host does. When unleashed, their aura is their greatest defense, preventing anything from reaching the Seraphim. To break this defense requires a CL check for jutsu/spells and a Str check against CL for melee attacks.

#### Cherubim

* Four Celestial Guardians: Requires Kōmokuten, Jikokuten and Zochoten. Cherubim are able to use the abilities of all their celestials when drawing upon their power, instead of being limited to a single one at a time. Drawing on their power becomes a Full-Round Action.
* Improved Divine Induction: Requires Jikokuten. When reanimating a dead character its HD can be improved as if it were a summon, however, it cannot possess more than twice the HD it had before death. When improving its HD it uses the type of Humanoid to determine additional BaB, Attack Roll, Saves, etc.
* A Thousand Faces: Requires Awakening Kings Feat (At Least One Celestial Face). The character can graft an additional face onto themselves, granting them the same benefits one would receive from being of the clan/race of the grafted creature. This feat can be taken multiple times, with each time granting the character one additional face, up to a maximum of five.

#### Virtues

* Celestial Binding: Requires Virtues and Kinjutsu Casting - You forge a summoning contract with a single celestial being of choice, regardless of if there is a conflict in alignment. This allows the character to summon the standard class of celestial creatures. If this feat is taken again, the character establishes a contract with another summon.
* Greater Celestial Binding: Requires Celestial Binding - This allows the character to forge summoning contracts with the unique class of celestial beings. There may be no more than a single character in contract with a unique celestial summon and a character cannot possess multiple of them.

#### Angels

* Evolution: Requires Character Level 45 Angel. The Angel becomes an Archangel, retaining all abilities it possesses while gaining those of its new rank.

### Demon Arms Feat

* Intermediate Mastery: This feat allows the user to access the Third Stage of their Arms.

* Demonic Master: This feat allows the user to acess the Fourth Stage of their Arms. You've established a lasting relationship with the entity whether bad or good, but regardless of this you've been granted acess to the demon's full arsenal or at least what your mortal body can tolerate.
* Pact of Power: This feat allows the character to use a single jutsu-casting class of their choice, to cast their Demon Arms abilities as jutsu. The abilities are casted at the highest jutsu level the user can cast and do not occupy a jutsu slot.

### Yudoku Clan

* Poisoner's Soul: This feat grants a Yudoku use of their clan's KKG. A Yudoku inherits their clan's signature poisonous chakra and can expel it through all of their tenketsu.

### Rinha Clan

* Instant Puppets: Required Improved Rinha Puppets. You are able to create a new Rinha Clan puppet as a full-round action instead of an 8-hour ritual. In order to create a puppet, you must absorb a number of chakra points from the target equal to the level of the puppet you wish to create.
* Puppet Autonomy: You are able to manipulate the Rinha Puppets as a standard action, instead of a full-round action, that is you are able to take a single move or standard action in addition to using the puppets you have created.

### Perfect Flurry

* Requires: Dex 30, Ambidexterity, Grandmaster level 10. Your character may make up to their base attack bonus' number of extra attacks per round with flurry of blows. (a character with a BaB of 20/15/10/5 may make up to 4 extra attacks, granting them 20/20/20/20/20/15/10/5). Flurry of blows also becomes a standard action, instead of a full-round action, meaning you can make one extra attack per turn after moving. This feat may be taken multiple times, each time adding another one extra attack to your action, taking this feat twice allows the character to attack 3 times after moving, etc. etc.

### Perfect Single Weapon Fighting

* Requires Greater Single Weapon Fighting, Dex 30. While fighting with a single weapon, you expand your critical range by one, as well as getting a vorpal strike on a roll of 19-20. This expansion of the critical range is applied before feats or effects such as keen.

### Multi-Weapon Fighting

* Requires: Greater Two-Weapon Fighting, dex 30, Ambidexterity. You may use an additional weapon when making your full attack action. For every ten points of base attack bonus you have above +20, you may add one additional weapon to this attack. However, each weapon after the second adds a cumulative -5 penalty on the attack roll (for a total penalty of -15 for three weapons and -20 for four, etc).

### Greater Precise Shot

* Requires: Dex 30, Improved Precise Shot. By taking a -10 to their attack roll a character with this feat may target their opponents with much greater precision. They can now target specific areas of their opponents body, such as eyes, hands, feet etc. A succesful attack to an opponent's leg reduces their speed in half. Targeting a hand or an arm gives the enemy a 50% chance to fail on their jutsu if the technique requires hand seals. Depending on the area targeted, the effects may vary, but that does not mean that a target can be instantly killed with this attack. However, using this feat for an attack that was a critical hit increases the attack's critical multiplier by one, a x2 becomes a x3 etc.

### Kinjutsu Casting

* Requires: Int or Wis 30 (based on your casting class), ability to cast S-Rank jutsu. You have mastered the art of ninjutsu and are able to research and develop your own unique techniques and jutsu. You are able to use jutsu that do not fit within the normal ranks of E-S, incredibly powerful techniques that are attainable only by the most powerful of ninja. Such techniques are not included in the jutsu known section but they are considered to be 10th level. Your character may learn or develop a number of techniques equal to your (character level + your int. modifier)/10. These techniques cost 30 points to activate in their basic level, and the restriction on chakra points per jutsu still apply. Instead of your stat modifier, you may use the full stat to set DC of jutsu.

### Ascendant Jutsu

* Requires Kinjutsu Casting. Instead of using the caster level for your Jutsu DCs, you may use your character level instead of the base DC modifier (instead of the +10).

### Epic Jutsu Focus

* Requires: Greater Jutsu Focus of the elemental type you wish to take this feat for. You gain a +2 to the DC of all jutsu from the elemental release that this feat is taken for. You can take this feat multiple times, and it can be for the same nature, it's effects will stack with itself.

### Rapid Death Attack

* Requires ANBU level 10. Decreases the observation period required before you can use your death attack against a target by one round. This feat can be taken multiple times, but it cannot reduce the observation below one round.

### Improved Death Attack

* Requires Death Attack. You gain a +2 bonus on your death attack DC. This feat can be taken multiple times.

### Epic Weapon Finesse

* Requires Weapon Finesse, Greater Weapon Focus. For the weapon chosen for weapon focus, you are able to use it with weapon finesse, even if it is not a light weapon. This applies only to one handed weapons, or a weapon you are able to use one-handed.

### Epic Rapid Strikes

* Requires Rapid Strikes, Greater Weapon Focus. You are able to use your dexterity modifier in addition to your primary attack stat when attacking with a weapon which you can use with your Weapon Finesse ability. If this is dexterity, you add 1.5 your dexterity score instead.

### Epic Know the Angles

* Requires Know the Angles, Greater Weapon Focus. You are able to use your intelligence modifier in addition to your primary attack stat when dealing damage with a weapon which you can use with your Weapon Finesse ability. When determining attack bonus, you can use the higher of either stat.

### Epic Insightful Strikes

* Requires Insightful Strikes, Greater Weapon Focus. You are able to use your wisdom in addition to your primary attack stat when dealing damage with a weapon which you can use with your Weapon Finesse ability. When determining attack bonus, you can use the higher of either stat.

### Heir of Hagoromo:

* Requires Uchiha with Senju Graft, EMS, or Senju with Uchiha Graft. You have awakened the power of the Rikudo Sennin, Hagoromo. The Eternal Mangekyou Sharingan progresses to a Rinnegan. Upon attaining the Rinnegan, the character gains an additional Mangekyou ability slot (for a total of 5 with EMS).

### Heir of Hamura:

* Requires: Hyuuga with Uzumaki Graft or Uzumaki with Hyuuga Graft. You have awakened the power of the Shinobi of the Moon, Hamura Otsutsuki. The Byakugan progresses to a Tenseigan.

Multijutsu

* Requires S-Rank Jutsu, Quicken Jutsu. You may cast an additional quickened jutsu per post. This feat can be taken multiple times its effects stack.

### Improved Jutsu Capacity

* Requires: Ability to cast jutsu of the normal maximum jutsu level in at least one jutsu-using class. You gain a bonus to the maximum jutsu level of tecniques you can manifest based on this table. You gain double the capacity of jutsu from ranks D-S, as well as doubling the capacity of jutsu you may gain from a high int bonus. This feat can be taken multiple times, though each time after the first, you gain only 2 jutsu per rank, and 2 bonus jutsu per rank learned. Taking this feat also lets you add you caster level to jutsu DC for the appropriate classes.

### Mastery Feats

* Each Feat grants a +10 to the caster level of each specific nature. The feat can be taken more times, but the second time taken and each time after it grants +5 to the caster level.

## Kekkei Tota

**Kekkei Tōta** (血継淘汰, *Literally meaning:* Bloodline Selection) is an advanced branch of jutsu that is more advanced than the jutsu class of kekkei genkai. Requiring three basic natures to be combined in very precise ratios makes these natures very rarely seen among shinobi.

* Particle Style: Requires Earth, Fire, Wind Release, Combat Casting\*. This allows the user to use Particle Style jutsu. It also gives a +3 bonus to the DC of the user's Fire, Wind, or Earth Style jutsu. This bonus replaces, does not stack with any bonus gained from a kekkei genkai feat, though if a character with particle and scorch styles chooses fire for the scorch, they can choose wind with this feat and receive both bonuses. This feat cannot be taken multiple times.
* Metal Release: Requires Earth, Fire, Lightning. This kekkei tota allows the character to create and manipulate various metals. It also grants a +3 bonus to any single basic elemental nature that is needed to create it. This bonus does not stack with any other bonus granted from an advanced nature. This feat cannot be taken multiple times.
* Light Release: Requires Archangels. Combination of Fire, Lighting and Yin Release. This Kekkei Tota grants the character some degree of control over light, the manipulation of it from existing sources and even the creation of hard-light constructs. This adds +3 to the DC of its base natures and replaces bonuses gained from advanced natures.

## Kekkei Mora

### Truth Seeking Orbs

* Requires: Any two nature affinity feats, Heir of Hagoromo, Yin or Yang affinity. You are able to manifest Truth Seeker Orbs, as per the Tenseigan ability.

## Divine Feats

These feats are attainable only by those who stand at the pinnacle of human achievement. These feats are only available to characters past level 65.

### Divine Jutsu Focus:

* Requires Mastery in the same element. This feat grants a powerful bonus to the DC of all jutsu within a certain element. This feat can be taken several times, and its effects stack. The first time this feat is taken, it grants a +3 to the DC of jutsu in the element. The next time it grants 2 \* 4 (8) to the jutsu bonus. Taken a 3rd time it grants 3 \* 5 (15), so on and so forth. This feat's bonus does not stack with itself, but it can be taken multiple times.