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TABLE OF CONTENTS

Yoton ..........................................................................................33
Table of Contents............................................................... 1
Blood of the Earth ............................................................. 33
Credits ................................................................................ 1 Yoton Clan Jutsu.......................................................................33
Bakuton ....................................................................................... 2 D-Rank ................................................................................ 33
An Explosive Personality .................................................. 2 C-Rank ................................................................................ 34
Bakuton Clan Jutsu .................................................................... 2 B-Rank ................................................................................ 35
D-Rank .................................................................................. 2 A-Rank ................................................................................ 35
C-Rank ................................................................................... 3 Additional Core Clan Feats ................................................... 36
B-Rank ................................................................................... 3 Expanded Clan Feats .............................................................. 39
A-Rank .................................................................................. 4
Futton ........................................................................................... 5
A Corrosive Breath ...............................................................5
Futton Clan Jutsu ....................................................................... 5
D-Rank ...................................................................................5
C-Rank .................................................................................. 6
B-Rank ...................................................................................7
A-Rank ...................................................................................7
Hozuki ..........................................................................................8
Demons Second coming .................................................... 8
Hozuki Clan Jutsu ......................................................................8
CREDITS
D-Rank .................................................................................. 8 Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,
C-Rank .................................................................................. 9 Shonen Jump and all affiliated partners
B-Rank ................................................................................. 10 Art: Masashi Kishimoto, Naruto
A-Rank ................................................................................. 10 Cover Illustrator: Masashi Kishimoto, Naruto
Jiton ............................................................................................. 11 Interior Illustrators: Masashi Kishimoto, Naruto
A Magnetic personality .................................................... 11 Designer: Kingsare4ever (Tommie)
Jiton Clan Jutsu ......................................................................... 11 Editor: Kingsare4ever (Tommie)
D-Rank ................................................................................. 11 Template: Simple Microsoft Word Template by Laura
C-Rank ................................................................................. 12 Hirsbrunner
B-Rank ................................................................................. 13
A-Rank ................................................................................. 14
Namikaze................................................................................... 15
Faster than the eye can see .............................................. 15
Namikaze Clan Jutsu ............................................................... 16
D-Rank .................................................................................16
C-Rank ................................................................................. 17
B-Rank ................................................................................. 18
A-Rank ................................................................................. 18
Ranton ........................................................................................ 19
Laser Focused .....................................................................19
Ranton Clan Jutsu .................................................................... 19
D-Rank .................................................................................19
C-Rank ................................................................................ 20
B-Rank ................................................................................. 21
A-Rank ................................................................................. 21
Senju .......................................................................................... 22
The Leaf’s Patriarchs ....................................................... 22
Senju Clan Jutsu ...................................................................... 22
D-Rank ................................................................................ 22
C-Rank ................................................................................ 24
B-Rank ................................................................................ 24
A-Rank ................................................................................ 25
Shakuton .................................................................................. 26
Too Hot to Touch .............................................................. 26
Shakuton Clan Jutsu............................................................... 26
D-Rank ................................................................................ 26
C-Rank ................................................................................ 27
B-Rank ................................................................................ 28
A-Rank ................................................................................ 28
Shikigami ................................................................................. 29
A Work of Art ..................................................................... 29
Shikigami Clan Jutsu ............................................................. 30
D-Rank ................................................................................ 30
C-Rank ................................................................................ 30
B-Rank ................................................................................. 31
A-Rank ................................................................................ 32

1
BAKUTON BAKUTON CLAN JUTSU
“We are in way over our heads!” Senko says. “Don’t you
dare give up on me!” her red haired Uzumaki friend D-RANK
responds. They find themselves in a rather dangerous
situation. The building is collapsing in around them, their EXPLOSION RELEASE: PUNCH!
enemies have escaped, and they have a downed ally, while Classification: Hijutsu
they are also all wounded. “You have to use it Senko!” the Rank: D-Rank
Uzumaki screams. “What!? No! I haven’t mastered it yet, Casting Time: 1 Action
what if the blow back~” she begins, but is caught off guard Range: 5 feet
by her friend’s tearful pleas. “Fine! Stand back. I’m about to Duration: Instant
blow us out of here. Stand back!!!” Components: CM, M
—Tye Tiken Cost: 4 Chakra
At Worlds End, Ch. 3 excerpt. Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
Release
AN EXPLOSIVE PERSONALITY Description: You channel explosive chakra into one of
your fists, before swinging out in a furious haymaker.
The Bakuton Clan is a clan without a clear family name,
Make a taijutsu attack against a creature or object within
but one with a fearsome history and purpose. Members
range. On a hit, additional 4d4 Force Damage in addition
of this clan can be found in villages, across the country,
to your unarmed attack damage, and must make a
and are used to great effect in different military
Strength Save, being sent flying backwards 10 feet on a
institutions. The Bakuton Family line is one of power,
failed save.
and absolute authority. These shinobi are known to
At Higher Ranks: For each rank you cast this jutsu
control a battlefield through force alone, and very few
above D-Rank, increase the cost of this jutsu by 3 and
can say they would stand a chance against one in a head-
damage by 2d4.
to-head match.

BAKUTON TRAITS EXPLOSION RELEASE: BREAK


Classification: Hijutsu
Ability Score Increase: +2 Con, +1 Int
Rank: D-Rank
Speed: Your base walking speed is 30 feet.
Casting Time: 1 Action
Skill Proficiencies: Chakra Control, and your choice
Range: 30 feet
between Ninjutsu or Taijutsu.
Duration: Instant
Explosion Release Affinity: You begin with either Earth
Components: HS, CM
or Lightning Release Affinity. (Pick one)
Cost: 3 Chakra
BAKUTON FEATURES Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Explosive Techniques: The Bakuton Clan has access to Release
a separate list of Jutsu unique to their Clan. You can add Description: You create a precise, targeted explosion,
these Jutsu to your jutsu list instead of selecting jutsu inflicting 10 force damage to an unattended object that
from the Normal jutsu list(s). They do not need both you can see within range. Even if the object remains
Nature Release’s to use their Clan jutsu. intact, it flings small shards of shrapnel at creatures
Cataclysmic: Beginning at 1st level, Jutsu you cast deals within 5 feet of it. Each creature must make a Dexterity
double damage to structures and constructs. At 11th saving throw, taking 3d6 piercing damage on a failed
level, 4 times normal damage, and at 18th, 6 times save.
normal damage. At Higher Ranks: For each rank you cast this jutsu
Concussive Blasts: Beginning at 3rd level, your high above D-Rank, increase the cost of this jutsu by 3 and
ordinance blasts leave your enemies reeling. You gain a damage to objects by 10 and the damage to creatures by
number of shrapnel Dice, which are D6’s equal to your 2d6.
constitution modifier. When you would roll damage for a
Bakuton Clan jutsu. You can increase that damage by EXPLOSION RELEASE: SOOT PILE
Classification: Hijutsu
spending a die from the pool. Roll the spent die, adding
Rank: D-Rank
the result to the damage dealt as force damage.
Casting Time: 1 Action
Beginning at 11th level, your number of Shrapnel die
Range: Self
increases to twice your constitution Modifier. At 18 th
Duration: 1 Minute
level, whenever you roll maximum damage on a
Components: HS, CM
shrapnel die, you can roll that die again, adding the new
Cost: 5 Chakra
roll to the previous roll as additional force damage. If
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
you would roll the maximum amount again, you can
Release
repeat this process until you don’t roll the maximum.
Description: You emit a large explosion of toxic ash and
Explosion Release: The Bakuton clan has a unique
soot from your palms, creating a lingering 10-foot
talent for manifesting Explosion Release due to their
radius cloud, centered on you, that settles after one
close affinity to both Earth and Lightning Release.
minute. Creatures within the cloud when the jutsu is
Beginning at 7th level you gain the second Nature
cast, that enters the clouds radius for the first time, or is
release you didn’t select from Explosion Release Affinity
within the cloud at the beginning of their turns, must
clan trait. Also, at 7th level, when casting a jutsu with
make a constitution saving throw, becoming envenomed
either Earth or Lightning Release keywords, you can
for 1 minute. Each time a creature would fail the saving
double the size of the area of effect, if it has one, and you
throw, they would gain an additional rank of
can change the damage type if any to force. At 15th level
envenomed.
when you deal force damage, increase the damage by
your Constitution Modifier.

2
C-RANK whenever you use one of these movements, all creatures
within 5 feet of you must make a dexterity saving throw,
EXPLOSION RELEASE: PRIME taking 2d4 force damage on a failed save. You must end
Classification: Hijutsu each movement on a solid object or ground that can hold
Rank: C-Rank you. If you do not, you fall and your movement ends.
Casting Time: 1 Bonus Action At Higher Ranks: For each rank you cast this jutsu
Range: Touch above C-Rank, increase the cost of this jutsu by 3 and the
Duration: 8 Hours number of movements by 1.

B-RANK
Components: HS, CM
Cost: 8 Chakra
Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
Release EXPLOSION RELEASE: LANDMINE FIST
Description: You seal explosive chakra into a non- Classification: Hijutsu
chakra enhanced medium or smaller object that you Rank: B-Rank
touch, priming it to be detonated on your command. Casting Time: 1 Action
Anytime during the duration of this jutsu, you can use an Range: 5 Feet
action on your turn to detonate any number of objects Duration: Instant
affected by this jutsu, if you have line of sight each of Components: CM, M
them. Upon detonation, each creature within 15 feet of it Cost: 12 Chakra
must make a Dexterity saving throw, or take 3d8 Force Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
damage. A creature in the area of more than one fiery Release
burst is affected only once. Objects within the radius of Description: As an enhanced version of the Explosive
the blast take damage as well. Punch technique, you must have Explosion Release:
At Higher Ranks: For each rank you cast this jutsu Punch! Learned. You gather a frightening amount of
above C-Rank, increase the cost of this jutsu by 3 and chakra into your fist, before slamming it into an
damage by 2d8. opponent. On a hit, you deal your unarmed damage +
7d6 Force damage. Each creature in a 10-foot cone
EXPLOSION RELEASE: REPELLING BLAST behind the initial target must succeed a Dexterity saving
Classification: Hijutsu throw, taking half of the original damage on a failed
Rank: C-Rank save, or none on a success.
Casting Time: 1 Reaction which you take when hit by a At Higher Ranks: For each rank you cast this jutsu
ranged weapon or taijutsu attack. above B-Rank, increase the cost of this jutsu by 3 and
Range: 30 feet damage by 2d6.
Duration: Instant
Components: CM, M
Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release
Description: You hold up an opened palm, and launch
forth an explosion, precise enough to send projectiles
flying back at their senders. Reduce the damage of the
attack by 3d6 + your Ninjutsu Modifier. If this reduces
the damage to 0, the attacking creature becomes the
target of the attack, using your damage reduction result
as damage. This jutsu can transfer the attack's effects
regardless of the attack's range.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
damage reduction by 1d6.

EXPLOSION RELEASE: FLIGHT OF THE


TSURUBEBI
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Components: HS, CM, M
Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release
Description: You build up chakra in your palms, and the
soles of your feet, and release it in bursts to fly short
distances. For the duration you gain 3 special
movements that you may take instead of your movement
action on each of your turns. Each movement allows you
to move up to half of your speed by flying. This
movement does not provoke attacks of opportunity, and

3
EXPLOSION RELEASE: ABSOLUTE DEATH A-RANK
BOMBING
Classification: Hijutsu EXPLOSION RELEASE: TOWER OF THE SUN
Rank: B-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: A-Rank
Range: 200 feet Casting Time: Full Turn Action
Duration: Concentration, up to 10 minutes Range: Self
Components: HS, CM, M Duration: Instant
Cost: 14 Chakra Components: CM
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Cost: 20 Chakra
Release Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Description: You create a small, volatile ball of chakra, Release
hurling it into the air, where it flies towards a space you Description: You release the chakra limiters in your
can see within range towards the ground and explodes in body, and create a monstrous, tower shaped explosion
a 40-foot radius. All creatures in the area must make a using your body as its catalyst. You die, and leave behind
constitution saving throw, taking 6d8 force damage, or no corpse. All creatures within 300 feet of you must
half as much on a successful save. Creatures who fail the make a Constitution save, or take 12d10 + 30 Force
save by 5 or more take an additional 3d8 damage and damage, or half as much on a success. Unattended
gain the deafened and weakened condition for 10 objects within the area of this jutsu are instantly
minutes. destroyed.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and above A-Rank, increase the cost of this jutsu by 3 and
damage by 2d8. damage by +10.

4
FUTTON Boiling Chakra: Beginning at 3rd level, you have
learned how to boil your chakra increasing your physical
“And you think we are just gonna hand over the client?”
attributes. As a Bonus action, by spending 5 chakra, you
Diane asks her assailants who are surrounding her traveling
can touch a willing creature (Including yourself)
party. “You seem to think you have the leeway to respond to
increasing their Strength or Dexterity score by 2, until
my demands with a question huh little girl?” The Black-
the end of their next turn. You can spend chakra to
haired Bandit says with a condescending scowl. “That’s
increase a creature’s ability score in this way two times
Genin, to you, whoever you are. But I think you better move,
as a part of the same bonus action, spending 5 chakra per
before I get mad, your people end up burned, and boiled”
increase. A creature, other than you, affected by this
She responds with an aggravated look in her eye. The
feature cannot have their chakra boiled until they
bandits attacks her for her statements. She inhales and
complete a long rest.
exhales a gas of boiling hot steam, that creates a stream of
You can only use this feature on yourself once per
screams from her would be assailants that slowly, but surely,
short rest. This increases to twice per short rest at 7th
goes silent.
level, then three times per short rest at 11th level, then
—Lyo Hataka
four times at 15th level, and five times at 18th level.
At Worlds End, Ch. 2 excerpt.

A CORROSIVE BREATH FUTTON CLAN JUTSU


The Futton Clan is a clan without a clear family name,
but one with a deadly history and purpose. Members of
D-RANK
BOIL RELEASE: SKILLED MIST
this clan can be found in villages across the country, and
are used to great effect in different military institutions.
Classification: Hijutsu
The Futton Family line is one that has a clear influence
Rank: D-Rank
in Kirigakure (The Land of Water), even having one of its
Casting Time: 1 Action
descendants as the Mizukage at one point in time. This
Range: Self (15-foot Cone)
clan uses its acidic Jutsu to melt the competition.
Duration: Instant
FUTTON TRAITS Components: HS, CM
Cost: 5 Chakra
Ability Score Increase: +2 Int, +1 Str
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Speed: Your base walking speed is 30 feet.
Description: You expel a powerful cloud of mist from
Skill Proficiencies: Taijutsu, and your choice between
your mouth that begins to melt anything it touches.
Ninjutsu or Athletics.
Boil Release Affinity: You begin with either Water or Fire Creatures, objects and structures in range, must succeed
a Dexterity saving throw, taking 3d6 Acid Damage on a
Release Affinity. (Pick one)
failed save, and gaining the Corroded Condition (End of
FUTTON FEATURES the Clan Section). on a failed save, or half as much on a
Corrosive Techniques: The Futton Clan has access to a successful one.
separate list of Jutsu unique to their Clan. You can add At Higher Ranks: For each rank you cast this jutsu
these Jutsu to your jutsu list instead of selecting jutsu above D-Rank, increase the cost of this jutsu by 3 and
from the Normal jutsu list(s). They do not need both damage by 2d6.
Nature Release’s to use their Clan jutsu.
Boil Release: The Futton clan has a unique talent for BOIL RELEASE: ERUPTING PROPULSION
Classification: Hijutsu
manifesting Boil Release due to their close affinity to
Rank: D-Rank
both Fire and Water Release. Beginning at 7th level you
Casting Time: 1 Action
gain the second Nature release you didn’t select from
Boil Release Affinity clan trait. Also, at 7th level, when Range: 5 Feet
Duration: Instant
casting a jutsu with either Fire or Water Release
Components: CM, M
keywords, you deal triple damage to creatures with
Cost: 5 Chakra
temporary Hit points, and you can change the damage
Keywords: Hijutsu, Taijutsu, Fire Release, Water
type if any to Acid. At 15th level when you deal Acid
Release, Clash
damage, increase the damage by your Intelligence
Modifier. Description: You expel a powerful jet stream of mist
from your body that jets you forward allowing you to
Corrosive Aura: Beginning at 3rd level, your highly
strike a creature with accelerated force. As a part of the
corrosive chakra has the ability to melt through almost
activation of this jutsu, you may select a space, you can
anything. As an action, while touching a structure or
see within your remaining movement, that is adjacent to
construct made of a solid material such as stone, ice,
wood, or metal, you spend a number of chakra up to 10, a hostile creature, and immediately move to that point.
This movement does not provoke attacks of opportunity.
dealing damage equal to 2 Acid Damage per point of
Make a taijutsu attack against a creature within range,
chakra spent. If a Construct would resist, make an
dealing your unarmed damage + 2d8 on a hit. On a hit
unarmed attack, on a hit, applying the effect. At 11th
target creature makes a Constitution saving throw, being
level, this aura extends beyond constructs and
knocked back 15 feet on a failed save.
structures, and can be applied to creatures as well. As a
Standard action, you may spend 10 chakra expelling a At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
15-foot cube acidic aura centering on you. All creatures,
damage by 2d8
objects and structures (except for you) within the radius
must make a Constitution saving throw, taking 25 Acid
Damage on a failed save, or half as much on a successful
one. You may only use this effect twice per short rest.

5
BOIL RELEASE: STEAM BULLET BOIL RELEASE: STEAM ARMOR
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take when you
Range: 60 Feet would take damage.
Duration: Instant Range: Self
Components: HS, CM Duration: Instant
Cost: 5 Chakra Components: HS, CM
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Cost: 7 Chakra
Release, Clash Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Description: You expel a powerful Bullet of Acid from Description: You release powerful jets of steam from
your body. Make a ranged ninjutsu attack against a every pore of your body, creating a powerful barrier of
creature within range, dealing 3d8 Acid Damage on a hit. steam between you and the triggering attack. Roll 2d10 +
Target creature must succeed a Constitution saving Your Ninjutsu Ability Modifier, reducing damage by the
throw being Weakened for the next minute on a failed result. If damage would be reduced to 0, and the
save for the next minute as his body is overheated. A triggering creature it within 20 feet of you, the
weakened creature makes a Constitution saving throw at triggering creature takes 5d8 Acid damage.
the beginning of their turn to end this effect. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, The
above D-Rank, increase the cost of this jutsu by 3 and damage reduction by 1d10, and damage done by 1d8.
damage by 2d8.

BOIL RELEASE: WATER EVAPORATION/ FIRE BOIL RELEASE: CORROSIVE VIPER FANG
EXTINGUISH Classification: Hijutsu
Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Bonus Action.
Casting Time: 1 Reaction, which you would take when a Range: Self
creature would cast a Ninjutsu with the Fire or Water Duration: Instant
Release Keywords Components: HS, CM
Range: 60 Feet Cost: 9 Chakra
Duration: Instant Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Components: HS, CM Description: When you would cast a jutsu as your Cast a
Cost: 5 Chakra Jutsu action, that deals Acid Damage, you may as a
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release Bonus action amplify the Jutsu’s effectiveness. Increase
Description: You see a creature conjuring fire or water, the Damage die of the casted jutsu by 2 or affected
and using it for either an attack or defense and you wish creatures saving throw by -2.
to nullify whatever advantages they would gain. You may
as a reaction immediately evaporate the water used by
boiling it to steal, or over saturate the Fire they make
with a higher concentration of water.
Jutsu a creature casts with the Water or Fire Release
Keywords you would attempt to counter. Make a
contested Ability check using your Constitution (Chakra
Control) vs your opponent’s Constitution (Chakra
Control). On a success, the targets jutsu is nullified, and
their chakra is still spent.

C-RANK
BOIL RELEASE: UNRIVALLED STRENGTH
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Components: HS, CM, M
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Description: You compress your boiling chakra into your
body rapidly amplifying your physical strength to a great
degree. For the duration, Increase your Strength Score by
an amount equal to your Intelligence Modifier. Your
unarmed damage die becomes a 2d8 and you can make
an unarmed attack as a bonus action.
Also, for the duration, if you use a Futton Clan jutsu
with the Taijutsu keyword, you reduce the chakra cost of
those jutsu by half (Rounded down).

6
B-RANK A-RANK
BOIL RELEASE: ACIDIC DRAGONS BREATH BOIL RELEASE: ACIDIC EXPLOSION
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-Foot line) Range: Self (45-foot cube)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 13 Chakra Cost: 18 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Release, Clash Description: You release a massive flux of acidic steam
Description: You fire a beam of acid in a straight line for your body, enough to fill a 45-foot cube. All
spreading a massive wave of corroding acid. Creatures in Creatures, objects, and structures in the radius must
a 30-foot long, 5-feet wide line in front of you must succeed a Dexterity saving throw taking 6d10 Acid
succeed a Dexterity saving throw, taking 5d8 Acid Damage and becoming Corroded on a failed save.
damage, and being Corroded on a failed save, or half as At Higher Ranks: For each rank you cast this jutsu
much on a successful one. above A-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu damage by 2d10.
above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d8. CORRODED (NEW CONDITION)
A corroded creature has been coated in an extremely
BOIL RELEASE: SCORPIONS STINGER acidic substance that sticks to the creature. They are still
Classification: Hijutsu conscious but the acid is slowly seeping deeper and
Rank: B-Rank deeper so long as it remains on the person. If left
Casting Time: 1 Action untreated, they could die. Corrosion prevents resting. A
Range: 5 Feet creature can make a Saving throw to end the condition as
Duration: Instant noted below, or submerge themselves fully into any body
Components: HS, CM of water.
Cost: 14 Chakra • A corroded creature gains a -1 to all Ability Checks and
Keywords: Hijutsu, Taijutsu, Fire Release, Water
attack rolls.
Release, Clash • A Corroded creatures takes 1d4 Acid damage at the
Description: You coat your body in a highly compressed
beginning of each of their turns.
cloak of steam, that you then shape into a stinger the • The Corroded condition can grow in lethality, if the
same shape as a Scorpions stinger. Make a Melee
creature affected by the corroded condition is affected
Taijutsu or Ninjutsu (Your choice) attack. On a hit, you
by the corroded condition again, they gain another
deal your unarmed damage + 5d12 Acid Damage.
rank (Corroded 2), increases the penalty to all Ability
At Higher Ranks: For each rank you cast this jutsu
Checks and attack rolls by -1, and Acid damage by 1d4.
above B-Rank, increase the cost of this jutsu by 3 and • A creature can end the corroded condition by using
damage by 2d12.
their action making a DC 15 Dexterity or Constitution
saving throw.

7
HOZUKI
The Rogue from the badlands, sits waiting patiently,
hunting his prey. He takes a jug of water from his pouch and
begins to drink from is carefully, not wasting a single drop.
After finishing, he reaches behind himself and grabs a large
Odachi with one hand, as his arm expands showing a
massive increase in strength. He leaps from his hiding place
bring the blade down on his mark.
—Hato Hyoshi
At Worlds End, Ch. 17 excerpt.

DEMONS SECOND COMING


The Hozuki Clan is a relatively small clan that hails from
the Land of Water. While the clan itself is small, it has
had prominent members, whom have attained the rank
of 7 Swordsmen and garnered a notoriety of being
excellent swordsman and even better assassins. The
Hozuki clan has a unique trait, allowing them to turn
their body into a liquid form passively. Though due to
this extreme affinity with the Water Release affinity,
they have lost the ability to access the Lightning Release
Affinity, in its entirety.

HOZUKI TRAITS
Ability Score Increase: +2 Str, +1 Int
HOZUKI CLAN JUTSU
D-RANK
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Taijutsu, Chakra Control.
Water Release Affinity: You begin with the Water
Release affinity (You can learn Ninjutsu with the water GREAT WATER ARM
Classification: Hijutsu
release Keyword.)
Rank: D-Rank
Lightning Release Inability: You cannot use or Learn
Ninjutsu with the Lightning Release Keyword Casting Time: 1 Action
Range: 5 feet
HOZUKI FEATURES Duration: Instant
Hozuki Techniques: The Hozuki Clan has access to a Components: CM
separate list of Jutsu unique to their Clan. You can add Cost: 5 Chakra
these Jutsu to your jutsu list instead of selecting jutsu Keywords: Hijutsu, Ninjutsu, Water Release
from the Normal jutsu list(s). Description: you quickly enlarge your main arm by
Amphibious: You can breathe air and water. moving the water in your body. As an action, you attack a
Water Dependency: The Hozuki has a dependency on creature within range with a melee weapon dealing
water, they must consume at least a gallon of water or damage equal to the weapons damage + 3d6. If you are
immerse themselves in water for one hour (short rest) currently using the Hydrofication Jutsu, the dice size
each day. If the Hozuki fails to do this they suffer 1 level increases to a d8.
of exhaustion at the end of that day. The Hozuki, can At Higher Ranks: For each rank you cast this jutsu
recover from this exhaustion by drinking a gallon of above D-Rank, increase the cost of this jutsu by 3 and
water or immersing yourself in water for at least 1 hour damage by 1 damage die. (d6 base, d8 with
(short rest). If you are suffering from this feature, you Hydrofication)
cannot use either the Made of Water or Water Reservoirs
clan features. WATER BODY
Classification: Hijutsu
Made of Water: Starting at 1st level, your body counts
as a sufficient source of water for reducing the cost of Rank: D-Rank
Casting Time: 1 Reaction, which you take when you are
Water release Jutsu. At 7th level, additionally reduce the
targeted or would take damage from an attack that
cost of Ninjutsu with the water release keyword by 2
targets you.
(Min 1.)
Range: Self
Water Reservoirs: Beginning at 3rd level, you store
extra water in your body, giving you an amount of uses Duration: Instant
Components: -
equal to your proficiency bonus per long rest. You can
Cost: 5 Chakra
use these reservoirs to empower a ninjutsu with the
Keywords: Hijutsu, Ninjutsu, Water Release
Water Release Keyword, either increases its damage by 1
Description: You are able to quickly turn yourself into
damage die. Or increasing its save DC by 1. At 11th level,
water, allowing you to dodge more attacks. When
you instead increase the damage by 2 damage die or save
DC by 2, and at 18th level, 3 damage die, or Save DC by 3. targeted for an attack, you may increase your AC by +5
until the start of your next turn. Additionally, you gain
Reflective Surface: Beginning at 15 th level, whenever
resistance to bludgeoning, piercing and slashing damage
you cast a Ninjutsu with the Water Release Keyword,
until the start of your next turn as well. If you are
gain an amount of Temporary Hit points equal to half of
currently using Hydrofication jutsu, you are instead
the chakra used for the jutsu. You can use this feature, a
number of times equal to your Intelligence Modifier per immune to bludgeoning, piercing and slashing damage.
long rest.

8
WATER MUSCLES C-RANK
Classification: Hijutsu
Rank: D-Rank WATER BLOB
Casting Time: 1 Action Classification: Hijutsu
Range: Self Rank: C-Rank
Duration: Concentration, up to 1 minute. Casting Time: 1 Action
Components: CM Range: 5 feet
Cost: 5 Chakra Duration: Concentration, up to 1 minute.
Keywords: Hijutsu, Ninjutsu, Water Release Components: CM
Description: You empower your muscles by controlling Cost: 6 Chakra
the water inside your body. As an action, you increase Keywords: Hijutsu, Ninjutsu, Water Release
your strength score by 2 for the duration. If you are Description: A target creature you can see within range
currently using Hydrofication Jutsu, your Constitution must succeed on a Dexterity saving throw or they are
score also increases by 2. You do not gain additional now grappled and begin to suffocate if they cannot
Chakra from increasing your Constitution as you breathe in water. While suffocating this way, it can
normally would from using this jutsu. survive for a number of rounds equal to its Constitution
At Higher Ranks: For each rank you cast this jutsu modifier (Min 1). At the start of its first turn after these
above D-Rank, increase the cost of this jutsu by 3 and rounds, it drops to 0 hit points and is dying and the jutsu
the strength score increase by an additional 2. ends.
During this time the creature cannot speak. As an
WATER ESCAPE action on each of the creatures turns, they can make a
Classification: Hijutsu Strength saving throw to escape the bubble, ending this
Rank: D-Rank jutsu. If you are currently using the Hydrofication Jutsu,
Casting Time: 1 Bonus Action the saving throw to escape is made with disadvantage.
Range: Self
Duration: 1 Round WATER GUN
Components: CM Classification: Hijutsu
Cost: 3 Chakra Rank: C-Rank
Keywords: Hijutsu, Ninjutsu, Water Release Casting Time: 1 Action
Description: You turn yourself into water to escape your Range: 60 feet
restraints. As a bonus action, you can roll an Intelligence Duration: Instant
(Ninjutsu) Check vs the DC of the Jutsu or creature that Components: HS, CM
gave you the restrained or grappled condition. If you are Cost: 6 Chakra
currently using the Hydrofication jutsu. You gain Keywords: Hijutsu, Ninjutsu, Water Release
advantage on this check. Description: You form a bullet on the edge of your finger
and shoot it at a target within range. Roll a Ninjutsu
attack and if it hits, you deal 6d6 cold damage. If you are
currently using Hydrofication jutsu, the dice size

increases to a d8.

9
At Higher Ranks: For each rank you cast this jutsu A-RANK
above D-Rank, increase the cost of this jutsu by 3 and
the damage by one additional dice. DEMON WAVE
Classification: Hijutsu
WATER GUN: DOUBLE Rank: A-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: Self
Casting Time: 1 Action Duration: Concentration, up to 1 minute.
Range: Self (15-foot cone) Components: HS, CM
Duration: Instant Cost: 18 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Water Release
Cost: 9 Chakra Description: As a requirement to activate this jutsu,
Keywords: Hijutsu, Ninjutsu, Water Release you must have Hydrofication currently active. You end
Description: You form bullets on the edge of each of your your concentration on that jutsu and this one takes its
fingers and fire them off with enough spread to imitate a place. You retain all effects of Hydrofication, including
shotgun. Creatures in a 15-foot cone in front of you must extra effects given to other jutsu and add this jutsu's
succeed a Dexterity saving throw, taking 4d8 cold effects to them. Additionally, you can only cast jutsu
damage on a failed save, or half as much on a successful with the Water Release keyword while this jutsu is
one. active, however the cost for these jutsu is decreased by 2.
At Higher Ranks: For each rank you cast this jutsu (Min 1.)
above C-Rank, increase the cost of this jutsu by 3 and the You create and merge with a larger body of water,
damage by 2d8. increasing your size to Huge, increasing your Strength

B-RANK
and Constitution scores by 2 and you gain immunity to
Bludgeoning, Piercing, Slashing, and Fire damage.
Additionally, as a reaction you can take the hit for an
HYDROFICATION ally within 15 feet of your huge water body.
Classification: Hijutsu You do not gain additional Chakra from increasing
Rank: B-Rank your Constitution as you normally would from using this
Casting Time: 1 Action jutsu
Range: Self
Duration: Concentration, up to 1 minute.
Components: HS, CM
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release
Description: You turn yourself into a mixture of water
and oil, liquifying entirely turning into a sentient pool of
fluid that you can control. For the duration of this jutsu,
you can transform any part of your body into this liquid
mixture, allowing you to fit through any crack large
enough for water to fit through. You gain resistance to
bludgeoning, piercing, slashing and fire damage. You
gain vulnerability to Lightning Damage. Additionally,
your strength and Constitution scores increase by 2,
while using this jutsu. You do not gain additional Chakra
from increasing your Constitution as you normally
would from using this jutsu

WATER BALLOON
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 60 Feet (15-foot Cube)
Duration: Concentration, up to 1 minute.
Components: HS, CM
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release
Description: You create a puddle of water mixed with oil,
producing bubbles that float around you. These bubbles
are then launched at a 15-foot cube of area within range
with enough speed to cause concussive damage.
Creatures within the chosen area must roll a Dexterity
saving throw to attempt to dodge the attack. On a failed
save creatures take 5d10 bludgeoning damage or half as
much on a successful save. If you are currently using the
Hydrofication Jutsu, the dice size increases to a d12.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d10.

10
JITON target’s AC against the triggering attack. If the attack
still hits, the target gains resistance to the triggering
The Genin from the sand stands with his arms crossed,
attacks damage. At 15th level, when you use this reaction,
watching, unimpressed with the showing of his rival during
you can instead roll 2d8 and add it to the targets AC.
the chunin exams. “I thought you showed more promise
Regardless of the number of creatures you mark, you
than this Judo” The Sand Genin states. His rival on one knee,
can only use any combination of this features effects a
stands up dusting himself off before weaving handsigns and
number of times equal to your proficiency bonus, and
conjuring a massive amount of Chakra creating a dense ball
you regain all expended uses of it when you finish a long
of wind. “Yeah, I thought I did too. Let’s not disappoint these
rest.
people. They came to see a show Gura, Let’s give them one.”
Swirling Currents: By 11th level, your magnetic field
Judo responds as he creates a powerful blast of Air, that
constantly slows metal objects thrown or fired at you.
Gura, the Sand Genin smirks and responds with a drilling
You have resistance to non-chakra enhanced
construct of Dust and Sand.
bludgeoning, piercing, or slashing damage from ranged
—Himari Hyūga
weapon attacks. You can change which damage type you
At Worlds End, Ch. 1 excerpt.
have resistance to when you finish a short rest. At 18th

A MAGNETIC PERSONALITY level, your natural magnetic field is extremely strong.


You have resistance to all bludgeoning, piercing, and
The Jiton Clan is a clan that hails proudly from the Land slashing damage from ranged weapon attacks.
of Wind. Every Kazekage has held this Nature Release
and it have brough about an era of prosperity and peace
within the Land of Wind. Using Jiton, or Magnet release,
JITON CLAN JUTSU
a user is usually seen as an extremely oppressive
opponent able to fight without lifting a finger a lot of
D-RANK
MAGNET RELEASE: DUST IMMOBILIZATION
time due to this clan using their Jutsu almost entirely
through Chakra control with only a few of their
Classification: Hijutsu
techniques requiring the chakra focusing of handsigns to
Rank: D-Rank
enable.
Casting Time: 1 Action
JITON TRAITS Range: Touch
Duration: 1 Hour
Ability Score Increase: +2 Int, +1 Con
Components: HS, CM, CS
Speed: Your base walking speed is 30 feet.
Cost: 4 Chakra
Skill Proficiencies: Ninjutsu, Survival.
Magnet Release Affinity: You begin with either Earth or Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
Wind Release.
Wind Release Affinity. (Pick one)
Description: You touch an object that weighs no more
JITON FEATURES than 10 pounds, and use dust of your description (Gold,
Magnet Techniques: The Jiton Clan has access to a Iron, Sand, Salt, Gravel) to create a chakra seal to affix it
separate list of Jutsu unique to their Clan. You can add in place. You and the creatures you designate when you
these Jutsu to your jutsu list instead of selecting jutsu cast this jutsu, can move the object normally.
from the Normal jutsu list(s). They do not need both If the object is fixed in the air, it can hold up to 4000
Nature Release’s to use their Clan jutsu. pounds in weight. More weight causes the object to fall,
Magnet Release: The Jiton clan has a unique talent for otherwise, a creature can use an action to make a
manifesting Magnet Release due to their close affinity to Strength (Athletics) check against your Ninjutsu save
both Earth and Wind Release. Beginning at 7th level you DC. On a success the creature can move the object up to
gain the second Nature release you didn’t select from 10 feet. If the object is more 20 feet or more from its
Magnet Release Affinity clan trait. Also, at 7th level, when original position, the seal breaks, ending this jutsu.
casting a jutsu with either Earth or Wind Release At Higher Ranks: For each rank you cast this jutsu
keywords, you can change the damage type to earth and above D-Rank, increase the cost of this jutsu by 3. When
increase the damage die by 1 step, up to a maximum of you cast this jutsu at C-Rank, the DC to move the object
D12. (D4>D6>D8>D10>D12). At 15th level when you deal increases by 5, it can carry up to 8000 pounds of weight,
Earth damage, increase the damage by your Constitution and the duration is increases to 24 hours. If you cast this
Modifier. jutsu at A-Rank or Higher, the DC to move the object
Magnetic Mark: Using their abilities often, Jiton clan increases by 10, it can carry up to 20,000 pounds of
members develop a natural magnetic field that they can weight, and the duration becomes permanent until
use offensively or defensively. Beginning at 3rd level, dispelled.
when you would affect another creature with any of your
Jiton clan Hijutsu, you mark that creature until the end MAGNET RELEASE: DUST COAT
Classification: Hijutsu
of your next turn. While the marked creature is within 30
Rank: D-Rank
feet of you, if another creature (including you) misses it
Casting Time: 1 Action
with an attack made with a metal weapon, or the target
Range: Self
succeeds a saving throw against any Jiton clan Hijutsu,
Duration: 8 Hours
you can use your reaction to spend 8 chakra, to allow the
creature to reroll the attack roll, or force the target to Components: CM
Cost: 5 Chakra
reroll their saving throw. They must take the second roll.
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
You must use this feature before you know the outcome
Release.
of the attack roll or saving throw.
Description: You draw dust particles around yourself of
At 7th level, if a marked creature hits you or a creature
you can see within 5 feet of you with an attack, you can your description (Gold, Iron, Sand, Salt, Gravel) to create
a virtually invisible armor to protect yourself from
roll 1d8 as a reaction, adding the number rolled to the

11
attacks. For the Duration, your AC is calculated as 13 + C-RANK
your Intelligence Modifier + Half of your Proficiency
Bonus. This jutsu ends early if you done armor of any MAGNET RELEASE: DUST WINGS
type, or end it as a bonus action. Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: C-Rank
above D-Rank, increase the cost of this jutsu by 3. When Casting Time: 1 Action
you cast this jutsu at C-Rank, Your AC begins its Range: Self
calculation with 14. When you cast this jutsu at A-Rank, Duration: Concentration, up to 1 minute
Your AC begins its calculation with 15. Components: HS, CM
Cost: 9 Chakra
MAGNET RELEASE: DUST PARTICLE DRIZZLE Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Classification: Hijutsu Release.
Rank: D-Rank Description: You form a mass of dust particle of your
Casting Time: 1 Action description (Gold, Iron, Sand, Salt, Gravel) on your back,
Range: Self (30-foot Cone) forming massive wings of your design and description.
Duration: Instant While this jutsu is action, you gain a flying speed of 30
Components: CM feet, and can hover. Additionally, you can use an action
Cost: 5 Chakra to do one of the following;
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Dust Feathers: You form dust particles from your
Release. wings of the same material into darts. Make a ranged
Description: You form a mass of dust particles in front of ninjutsu attack against a target within 60 feet of you,
you of your own description (Gold, Iron, Sand, Salt, that you can see. If the creature is marked with your
Gravel), firing a wave of tiny bullets at everything in Magnetic Mark feature, you can target them as if you can
your path. Each creature within a 30-foot cone, must see them, even if you are blinded or in darkness and even
succeed a Dexterity saving throw, taking 2d4 Piercing ignoring full cover. On a hit, the target takes 2d8
damage and 2d4 Earth damage on a failed save, or half as piercing damage and 2d8 earth damage.
much on a successful one. Dust Spear: You form your wings into a giant spear of
On a failed save, a creature must also succeed a dust. Make a ranged ninjutsu attack against a target
Constitution saving throw or become poisoned for 1 within 30 feet of you that you can see. If the creature is
minute. Objects and constructs that fail this saving marked with your Magnetic Mark feature, you can target
throw, become weakened instead of poisoned. A them as if you can see them, even if you are blinded or in
poisoned or weakened creature can repeat this saving darkness and even ignoring full cover. On a hit, the
throw at the end of each of its turns, ending the effect on target takes 4d8 piercing damage and 4d8 earth damage.
a succeed. Additionally, each creature within 10 feet of the target
At Higher Ranks: For each rank you cast this jutsu must make a Dexterity saving throw. On a failed save, a
above D-Rank, increase the cost of this jutsu by 3, creature takes 4d8 bludgeoning damage and is pushed
Increase both damage types by 2d4 and increase the size back 10 feet. On a success, a creature takes half as much
of the cone by 10 feet. When you cast this jutsu at B- damage and is not pushed back.
Rank, creatures that fail their constitution saving throw Using Dust Spear, uses all of the dust in your wings,
become weakened as well as poisoned. And objects and ending this jutsu immediately after resolving its effects.
constructs that fail become slowed as well as weakened. At Higher Ranks: For each rank you cast this jutsu

MAGNET RELEASE: MAGNETIC


above C-Rank, increase the cost of this jutsu by 3. When
you use Dust Feathers, make an additional attack with it
POLARIZATION for every rank you casted this jutsu above C-Rank. When
Classification: Hijutsu
you use Dust Spear, increase the Piercing earth and
Rank: D-Rank
bludgeoning damage by 1d10 each.
Casting Time: 1 Action
Range: 60 feet MAGNET RELEASE: SEALING DUST SPHERE
Duration: Concentration, up to 1 minute Classification: Hijutsu
Components: CM Rank: C-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Range: 90 feet
Release. Duration: Concentration, up to 1 minute
Description: You focus your magnetic chakra on a point Components: HS, CM, CS
within range. Your chakra then expands to fill a 20-foot Cost: 9 Chakra
cube from that point, magnetizing any objects and Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
creatures within that area when you cast this jutsu. Each Wind Release.
target must succeed on a constitution saving throw or Description: Using your magnetic chakra and a special
become magnetized for the duration. Unattended objects seal, you create a sphere of dust particles of your
automatically fail this saving throw. While Magnetized description (Gold, Iron, Sand, Salt, Gravel) with a 10-
any attack rolls against the target has advantage if the foot radius on a point you can see within range. The
attacker uses weapons made of metals and the affect sphere can hover in the air, but no more than 10 feet off
targets have their speed, if any, reduced by 15 feet. the ground. The sphere remains for the jutsu’s duration.
At Higher Ranks: For each rank you cast this jutsu Any creature in the sphere's space must make a
above D-Rank, increase the cost of this jutsu by 3, and Strength saving throw. On a successful save, a creature is
increase the size of the cube by 10 feet. ejected from that space to the nearest unoccupied space
outside it. A Huge or larger creature succeeds on the
saving throw automatically. On a failed save, a creature

12
is restrained by the sphere and is engulphed by the dust modifier. The hand moves with the target to remain
particles. At the end of each of its turns, a restrained within 5 feet of it.
target can repeat the saving throw. The sphere can Grasping Hand: The hand attempts to grapple a Huge
restrain a maximum of four Medium or smaller or smaller creature within 5 feet of it. You use the hand's
creatures or one Large creature. If the sphere restrains a Strength score to resolve the grapple. If the target is
creature in excess of these numbers, a random creature Medium or smaller, you have advantage on the check.
that was already restrained by the sphere falls out of it While the hand is grappling the target, you can use a
and lands prone in a space within 5 feet of it. bonus action to have the hand crush it. When you do so,
As an action, you can move the sphere up to 30 feet in the target takes bludgeoning damage equal to 2d6 + your
a straight line. If it moves over a pit, cliff, or other drop, ninjutsu ability modifier.
it safely descends until it is hovering 10 feet over ground. Interposing Hand: The hand interposes itself between
Any creature restrained by the sphere moves with it. You you and a creature you choose until you give the hand a
can ram the sphere into creatures, forcing them to make different command. The hand moves to stay between
the saving throw, but no more than once per turn. When you and the target, providing you with half cover against
the spell ends, the sphere falls to the ground and the target. The target can't move through the hand's
extinguishes all normal flames within 30 feet of it. Any space if its Strength score is less than or equal to the
creature restrained by the sphere is knocked prone in the hand's Strength score. If its Strength score is higher
space where it falls than the hand's Strength score, the target can move
At Higher Ranks: For each rank you cast this jutsu toward you through the hand's space, but that space is
above C-Rank, increase the cost of this jutsu by 3, and difficult terrain for the target.
the size of the gold sphere increases. At B-Rank, the At Higher Ranks: For each rank you cast this jutsu
sphere has a 15-foot radius, and can restrain a maximum above B-Rank, increase the cost of this jutsu by 3, and
of five Medium or smaller creatures, one Large creature, the damage from the clenched fist option by 2d8, and the
or one Huge creature. grasping hand by 2d6.
At A-Rank, the sphere has a 20-foot radius, and can
restrain a maximum of six Medium or smaller creatures,
two Large creatures, one Huge creature, or one
Gargantuan creature. At S-Rank, the sphere has a 30-
foot radius, and can restrain a maximum of eight
Medium or smaller creatures, three Large creatures, two
Huge creatures, or one Gargantuan creature

B-RANK
MAGNET RELEASE: MAGNETIC DUST FIST
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 13 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Release.
Description: You create a Large hand of dust particles of
your description (Gold, Iron, Sand, Salt, Gravel) in an
unoccupied space you can see within range. The hand
lasts for the jutsu's duration, and it moves at your
command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points
equal to your hit point maximum. If it drops to 0 hit
points, the jutsu ends. It has a Strength of 26 (+8) and a
Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast this jutsu, and as a bonus action on
your subsequent turns, you can move the hand up to 60
feet and then cause one of the following effects with it.
Clenched Fist: The hand strikes one creature or object
within 5 feet of it. Make a melee ninjutsu attack for the
hand using your game statistics. On a hit the target takes
4d8 earth damage.
Forceful Hand: The hand attempts to push a creature
within 5 feet of it in a direction you choose. Make a check
with the hand's Strength contested by the Strength
(Athletics) check of the target. If the target is Medium or
smaller, you have advantage on the check. If you
succeed, the hand pushes the target up to 5 feet plus a
number of feet equal to 5 times your ninjutsu ability

13
MAGNET RELEASE: IMPERIAL DUST A-RANK
FUNERAL
Classification: Hijutsu MAGNET RELEASE: DUST PARTICLE WORLD
Rank: B-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: A-Rank
Range: 300 feet Casting Time: 1 Action
Duration: Concentration, up to 5 rounds Range: 150 feet
Components: HS, CM Duration: Concentration, up to 1 minute
Cost: 14 Chakra Components: HS, CM
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Cost: 20 Chakra
Release. Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Description: Using your magnetism, you summon a wall Release.
of dust particles of your description (Gold, Iron, Sand, Description: You create a two masses of dust particles
Salt, Gravel) into existence at a point you choose within of your description (Gold, Iron, Sand, Salt, Gravel) of
range. You can make the wall up to 250 feet long. 250 opposing magnetic fields, and then merge them
feet high, and 50 feet thick. The wall lasts for the together, repelling the particles across a 40-foot radius
duration. sphere centered on a point you choose within range. The
When the wall appears, each creature within its area particles then come together, forming massive arrays of
must make a strength saving throw. On a failed save, a spikes that branch off irregularly, making the spikes
creature takes 5d8 earth damage, or half as much nearly impossible to evade, and the area very difficult to
damage on a successful save. At the start of each of your see through. For the duration, the jutsu's area is difficult
turns after the wall appears, the wall, along with any terrain. Creatures attempting to see through the area
creatures in it, moves 50 feet away from you. Any Huge have disadvantage.
or smaller creature inside the wall or whose space the Any creature that enters the jutsu's area for the first
wall enters when it moves must succeed on a Strength time on a turn or starts its turn there must make a
saving throw or take 4d8 earth damage. A creature can Dexterity saving throw. The creature takes 4d10 piercing
take this damage only once per round. At the end of the damage and 4d10 earth damage on a failed save, or half
turn, the wall's height is reduced by 50 feet, and the as much damage on a successful one. A creature that fails
damage creatures take from the jutsu on subsequent this saving throw must also succeed on a Constitution
rounds is reduced by 1d10. When the wall reaches 0 feet saving throw or be poisoned for the jutsu's duration.
in height, the jutsu ends. If a creature fails this Constitution saving throw while
A creature caught in the wall can attempt to move poisoned in this way, the creature becomes paralyzed
within it, but every foot moved costs 3 feet of movement. instead. If a creature fails this Constitution saving throw
Because of the force of the wave, though, the creature while paralyzed in this way, the creature instead
must make a successful Strength (Athletics) check becomes unconscious. A creature rendered unconscious
against your ninjutsu save DC in order to move at all. If it from this jutsu no longer takes damage from it.
fails the check, it can't move. A creature that moves out A creature that is poisoned, paralyzed, or unconscious
of the area falls to the ground. from this jutsu can make a Constitution saving throw at
the end of each of its turns. On a success, an unconscious
creature becomes paralyzed instead, a paralyzed
creature becomes poisoned instead, and a poisoned
creature ends the effect.

14
NAMIKAZE Beginning at 11th level you can use the following
additional Supernatural Speed Features by spending
A hot headed, blond shinobi stands at the beginning of the
Speed Die.
starting line. Other shinobi approach the starting line
nervous that the blond shinobi is here at all. A start sound • Swift Focus: While you are gaining the benefits of a
erupts as the adjacent shinobi all begin to race each other. Hijutsu with Swift release in its name, that requires
The blond dashes forward with relative ease as he concentration, by spending 1 Speed die, you may
accelerates faster and faster. They cross the finish line. As reduce the chakra cost to maintain the jutsu by the
everyone sits around tired and exhausted. He says “Good result of your roll.
effort guys. Too bad I won twice already.” One of the other • Like the Wind: When you would deal wind Damage to
shinobi question what he means. To which he explains, the a creature as a result of casting a Namikaze Hijutsu,
moment the race started he blinked passed the finish line, you may spend a speed die, increasing the damage
and caught back up with the other racers so they didn’t give dealt by the result, and as a part of the same action
up and so he could see who would come in second place, used to cast the jutsu, you teleport behind the target
unfortunately he also came in second place. increasing your AC by the result until the end of the
—Shurira Nata target creatures turn.
At Worlds End, Ch. 1 excerpt. • Flash of Defense: When you would take damage from a
creature as a result of an attack that targeted you, or
FASTER THAN THE EYE CAN SEE saving throw you were forced to make, you may spend
a Speed die, reducing the damage dealt by the result.
The Namikaze Clan is a clan that doesn’t know its
origins, but it’s assumed they hail from the land of fire. Swift Release: The Namikaze clan has a unique talent
Their most prominent member became its 4th Hokage. for manifesting Swift Release due to their close affinity
The Namikaze Clan doesn’t have a powerful family to both Wind and Lightning Release. Beginning at 7th
name, nor does it share a family compound or hold any level you gain the second Nature release you didn’t select
high-ranking title. It is embodied by its ideal of speed from Swift Release Affinity clan trait. Also, at 7th level,
and potential. The Namikaze clan has produced some of when casting a jutsu with either Wind or Lightning
the fasted shinobi in the leaf, and the continuation of Release keywords, you can reduce the cost of the jutsu by
this tradition will move further into future. 2, changing its damage type to wind. Beginning at 15th
level, when you would deal wind damage, you add your
NAMIKAZE TRAITS Dexterity modifier to the damage roll.
Ability Score Increase: +2 Dex, +1 Int Evasive Nature: Namikaze clan members speed and
Speed: Your base walking speed is 35 feet. agility allows them to better protect themselves from
Skill Proficiencies: Acrobatics, Chakra Control. harm. Starting at 1st level, while you are under the
Swift Release Affinity: You begin with either Wind or effects of a Namikaze Hijutsu or Jutsu that increases
Lightning Release Affinity. (Pick one) your movement speed, you gain a +1 Bonus to your AC
for every 30 Speed you have. This bonuses increases to a
NAMIKAZE FEATURES +1 AC for every 20 feet at 11th level, +1 AC for every 10
Swift Techniques: The Namikaze Clan has access to a feet at 18th level. This bonus cannot be more than +5.
separate list of Jutsu unique to their Clan. You can add You lose this bonus when you are restrained, grappled,
these Jutsu to your jutsu list instead of selecting jutsu prone or slowed.
from the Normal jutsu list(s). They do not need both While you are benefiting from this feature, creatures
Nature Release’s to use their Clan jutsu. have disadvantage on opportunity attacks against you.
Supernatural Speed: The Namikaze are known for Beginning at 15 th level, when you would be forced to
their incredible reflexes and agility. Starting at 3rd level, make a Dexterity saving throw to take half damage, you
your speed increases by 5 feet. You gain an additional 5 can choose to succeed instead, taking no damage or any
feet speed increases at 11th and 18th levels. adverse effects. You can only use this effect of Evasive
Additionally, due to you to your natural gift for speed, Nature twice before a Long rest.
you develop a natural talent for extremely expeditious
movement. Represented by Speed die, which are D8’s.
You have a number of Speed die equal to your proficiency
bonus. You can spend your Speed die on the following
effects. You regain your speed die on a long rest.
• Speed Amplification: As a bonus action, you can spend
a number of speed die, gaining movement speed equal
to 5 x the result of the roll until the beginning of your
next turn.
• Quickened Assault: When you take the attack action to
make a weapon attack, you may spend any number of
speed die. You make one additional weapon attack for
each speed dice spent. You deal damage with these
weapon attack equal 1d8.
• Blink of an Eye: When you would move, you instead
choose a location you can see within your movement
speed range. Spend one Speed Die, you teleport to the
desired location. If you were to make a melee weapon
attack against a creature within 5 feet of you, you roll
1d8, adding the result to your attack roll.

15
NAMIKAZE CLAN JUTSU track which image is real. You can use your bonus action
to dismiss the clones.

D-RANK
Each time a creature targets you with an attack during
the jutsu's duration, roll a d20 to determine whether the
attack instead targets on of your clones. If you have three
SWIFT RELEASE: EXPEDIENCE clones, you must roll a 6 or higher to change the attack's
Classification: Hijutsu
target to a clone. With two clones, you must roll an 8 or
Rank: D-Rank
higher. With one clone, you must roll an 11 or higher. If
Casting Time: 1 Bonus Action
the creature that targets you has true sight or tremor
Range: Self
sense, you make this roll with disadvantage.
Duration: Concentration, Up to 1 minute.
A clone's AC equals 10 + your Dexterity modifier + half
Components: HS, M
your proficiency bonus. If an attack hits a clone, the
Cost: 4 Chakra
clone is destroyed. A clone can only be destroyed only by
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
an attack that hits it. It ignores all other damage and
Release.
effects. The jutsu ends when all three clones are
Description: You focus your chakra, granting yourself
destroyed.
immense speed. You do not spend chakra to maintain
this jutsu. When you cast this jutsu, and then as a bonus SWIFT RELEASE: PHASE
action on each of your turns, until the jutsu ends, you Classification: Hijutsu
can take the dash action. Rank: D-Rank
Casting Time: 1 Reaction, which you take when you are
SWIFT RELEASE: MIRROR IMAGE targeted by an attack, or would make a Dexterity saving
TECHNIQUE throw.
Classification: Hijutsu Range: Self
Rank: D-Rank Duration: 1 round.
Casting Time: 1 Action Components: HS, M
Range: Self Cost: 4 Chakra
Duration: 1 minute. Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Components: HS, CM, M Release.
Cost: 5 Chakra Description: Just before being hit by an attack, you
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning vibrate fast enough to make most attacks harmlessly
Release. pass through you. Until the start of your next turn, you
Description: You mold your Wind and Lightning Release gain a +5 bonus to AC against attacks. Additionally,
chakra into very convincing clones of yourself. Three Dexterity saving throws you would make, are at
clones of yourself appear in your space. Until the jutsu advantage.
ends, the clones move with you and mimic your actions, Also, Taijutsu and Bukijutsu have disadvantage
shifting positions at hyper speed so it’s impossible to against you for the duration.

16
SWIFT RELEASE: FRICTION SHATTER SWIFT RELEASE: SHADOWLESS FLIGHT
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 30 Feet Range: Self
Duration: Instant Duration: 1 round
Components: CM, M Components: HS, M
Cost: 5 Chakra Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release. Release.
Description: You mold and compress your chakra around Description: You imbue yourself with incredible speed,
yourself and instantly strike out with it faster than the enhancing your physical form. Until the start of your
eye can see. Make a Melee Ninjutsu attack roll against a next turn, once per turn, you can make an additional
target you can see within range. On a hit, the target takes weapon or unarmed attack when you use your action to
4d6 Wind Damage. make at least one Taijutsu, weapon or unarmed attack.
At Higher Ranks: For each rank you cast this jutsu This additional attack ignores resistances, and if it is
above D-Rank, increase the cost of this jutsu by 3, the made against a target that used a Taijutsu or made a
damage by 2d6 and you can make one additional attack weapon attack as part of its last turn, you have
against another creature within range. advantage on the attack roll.
Additionally, while this jutsu is active, you impose
C-RANK disadvantage on melee attacks against you.

SWIFT RELEASE: AURA OF QUICKNESS SWIFT RELEASE: THUNDER FLASH


Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-foot Sphere) Range: Self
Duration: Concentration, Up to 1 minute. Duration: 1 round
Components: HS, CM Components: HS, M
Cost: 7 Chakra Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release. Release.
Description: You extend your chakra creating a 30-foot Description: You focus chakra into your legs and rush
radius bubble of chakra, that occasionally crackles with a forward with explosive power. As a part of casting this
soft yellow lightning. For the duration of this jutsu, the jutsu, you move to the last unoccupied space in a 60-
aura moves with you, centered on you. Each creature of foot line from your starting position. This movement
your choice, that begins its turn within your aura has its does not provoke opportunity attacks. Each creature you
speed increased by 10 feet until the end of their turn. pass within 5 feet of during this movement must make a
At Higher Ranks: For each rank you cast this jutsu Dexterity saving throw, taking 5d6 wind damage on a
above C-Rank, increase the cost of this jutsu by 3, and failed save, and half as much on a successful one.
their movement speed by an additional 10 feet. At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the
damage by 1d6 the distance you move by 10 feet.

17
B-RANK Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release.
SWIFT RELEASE: FLASH STEP Description: You can briefly become faster than the eye
Classification: Hijutsu can see. You move so fast that you seem to teleport up to
Rank: B-Rank 60 feet to an unoccupied space you can see. On each of
Casting Time: 1 Action your turns before the jutsu ends you can use a bonus
Range: Self action to move in this way again.

A-RANK
Duration: 1 minute.
Components: HS, CM
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning SWIFT RELEASE: SPEED SIPHON
Release. Classification: Hijutsu
Description: You focus your chakra into your legs, Rank: A-Rank
granting you an immeasurable amount of speed, leaving Casting Time: 1 Action
the view of all until you’re prepared for your next move. Range: 60 feet
Roll a d20 at the end of each of your turns for the Duration: Concentration, Up to 1 minute
duration of the jutsu. On a roll of 11 or higher, you vanish Components: HS, CM
from your current location, moving at hyper speed. At Cost: 20 Chakra
the start of your next turn, and when the jutsu ends if Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
you are still running, you return to an unoccupied space Release.
of your choice that you can see within 10 feet of the space Description: Your mastery of Swift Release allows you to
you vanished from. If no unoccupied space is available remove speed from one creature within range. Select a
within that range, you appear in the nearest unoccupied creature you can see within range. If the target has less
space chosen at random. You can dismiss this jutsu as an than 100 hit-points their speed is siphoned away,
Action. becoming slowed.
While moving at hyper speed, your chakra flow to your While the target is slowed in this way, the target
senses are slightly restricted. You can only see shades of cannot gain speed by any means. The target also has
gray, and you can’t see anything more than 60 feet away disadvantage on all attack rolls, Ability checks and
from the space you vanished. You can’t affect anything saving throws except Constitution Ability checks and
while in this state either. Saving throws, as its speed, reaction time, and
movement ability to being taken away.
SWIFT RELEASE: QUICK STEP Finally, if a target tries to cast a jutsu, it must first
Classification: Hijutsu succeed on a Constitution saving throw, or the target
Rank: B-Rank fails, and the chakra is wasted as if they cast the jutsu. A
Casting Time: 1 Bonus Action target suffering from this speed siphoning make a
Range: Self constitution saving throw at the end of each of its turns.
Duration: Concentration, up to 1 minute. On a successful save, the Slowed condition ends. The
Components: HS, M target gains an additional application of the slowed
Cost: 10 Chakra condition each time it fails its saving throw.

18
RANTON RANTON FEATURES
Storm Techniques: The Ranton Clan has access to a
A Jonin wearing the Cloud Villages vest, being confronted by
separate list of Jutsu unique to their Clan. You can add
an adversarial village as he’s been caught alone without any
these Jutsu to your jutsu list instead of selecting jutsu
allies to back him up. He tries to make a move to escape, but
from the Normal jutsu list(s). They do not need both
he s quickly stopped by more enemies around him. “You
Nature Release’s to use their Clan jutsu.
think it was smart to go out alone huh?” the enemy shinobi
Storm Release: The Ranton clan has a unique talent
speaks rather directly and aggressively. The Jonin grits his
for manifesting Storm Release due to their close affinity
teeth, before he quickly weaves handseals. The adversarial
to both Water and Lightning Release. Beginning at 7th
shinobi leaps back scattering in random directions saying
level you gain the second Nature release you didn’t select
“Can’t fire in unorthodox directions now can Y~”. They are
from Storm Release Affinity clan trait. Also, at 7th level,
quickly cut off by beams of bending lightning that tears
when casting a jutsu with either Water or Lightning
through them all.
Release keywords, you can change the damage type to
—Ren Nara
lightning and add your Intelligence Modifier to your
At Worlds End, Ch. 7 excerpt.
damage roll. At 15th level when you deal Lightning

LASER FOCUSED damage, add your Dexterity modifier to the damage roll.
Gale Style: Beginning at 3 rd Level, when you would cast
The Ranton Clan is a clan that hails proudly from the a Jutsu with the Water Release Keyword, you may super
Land of Lightning. Known to work closely with the charge it with lightning. As a bonus action, by spending 5
Raikage, but not limited to that one country. Their chakra, creatures affected by your jutsu, must succeed a
bloodline has spread widely throughout the continent, Constitution saving throw vs your Ninjutsu save DC, to
they are for sure reliable allies, and even greater resist being Shocked on a failed save.
enemies. When given a task, they are usually focused to a Pervasive Lightning: Beginning at 3rd level, your
fault, on accomplishing a goal. Lightning damage, gains the pervasiveness of water.
Your Lightning Damage ignores Resistance. At 7th level,
RANTON TRAITS this pervasiveness increases, letting you treat immunity
Ability Score Increase: +2 Dex, +1 int as resistance (This does not stack with your previous
Speed: Your base walking speed is 35 feet. ability of ignoring resistance). At 15th level, you can
Skill Proficiencies: Ninjutsu, Nature. completely ignore immunity to Lightning.
Storm Release Affinity: You begin with either Water or Overload: At 18th level, whenever you cast a Jutsu that
Lightning Release Affinity. (Pick one) gives the shocked condition, it instead gives the stunned
condition until the end of the creatures next turn.

RANTON CLAN JUTSU


D-RANK
STORM RELEASE: STORM WHIP
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 30 Feet
Duration: Instant
Components: HS, CM
Cost: 4 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Release.
Description: You form a current of water like lightning
in your hand, swinging it at a creature within range.
Make a melee ninjutsu attack, dealing 4d6 lightning
damage on a ht. A creature who takes damage from this
jutsu must succeed a constitution saving throw, gaining
the Shocked condition on a failed save, until the end of
your next turn.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, and
damage by 2d6.

STORM RELEASE: LASER BEAM


Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self (60 Feet line)
Duration: Instant
Components: HS, CM
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Release.

19
Description: You conjure a beam of lightning and water C-RANK
that bends around corners and piercing its targets with
lethal efficiency. All creatures in a 60-foot line must STORM RELEASE: LIGHTNING SPLASH
succeed a Dexterity saving throw, taking 3d6 lightning Classification: Hijutsu
damage. Rank: C-Rank
If a creature within range has the Shocked condition, Casting Time: 1 Action
this jutsu bends and shifts ignoring its normal Attack Range: 30 Feet (15-foot Cube)
direction, and coiling and moving to target the shocked Duration: Instant
creature. This jutsu can target up to two shocked Components: HS, CM
creatures this way. A shocked creature makes their Cost: 7 Chakra
Dexterity save at Disadvantage. Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
At Higher Ranks: For each rank you cast this jutsu Release.
above D-Rank, increase the cost of this jutsu by 3, and Description: You throw a bubble of lightning at a point
damage by 2d6. you can see within range. The bubble explodes filling a
15-foot cube. Creatures within range, must succeed a
STORM RELEASE: SECONDARY DISCHARGE Dexterity saving throw, taking 4d8 Lightning damage
Classification: Hijutsu and being shocked, on a failed save. Or half as much
Rank: D-Rank damage on a successful one and no additional effects.
Casting Time: Reaction, which you take when you hit At Higher Ranks: For each rank you cast this jutsu
another creature with a single-target jutsu, that deals above C-Rank, increase the cost of this jutsu by 3, and
lightning damage. damage by 1d8.
Range: 120 Feet
Duration: Instant STORM RELEASE: SNAKE CHAINS
Components: HS, CM Classification: Hijutsu
Cost: 5 Chakra Rank: C-Rank
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Casting Time: 1 Action
Release. Range: 60 Feet
Description: You redirect part of the attack that just hit a Duration: Concentration, up to 1 minute
target within range, forcing it to hit a second target Components: HS, CM
within this jutsu’s range as well, for half the damage Cost: 8 Chakra
that was dealt on the original target. If the original jutsu Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
used, uses an attack roll, you would use the same attack Release.
roll as before. If it requires a saving throw, they make the Description: Select one target creature you can see
saving throw as normal. within range as snakes made of Water & lightning shoots
At Higher Ranks: For each rank you cast this jutsu towards the target, attempting to restrain them. If they
above D-Rank, increase the cost of this jutsu by 3, and fail a Dexterity saving throw, they become restrained for
target one additional creature. the duration and they must make a Constitution saving
throw, on a failure they are also shocked for the
STORM RELEASE: STORMCLOUD duration.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above C-Rank, increase the cost of this jutsu by 3, and
Casting Time: 1 Bonus Action. you may choose one additional creature to target with
Range: 90 Feet this jutsu.
Duration: Concentration, up to 1 minute
Components: HS, CM STORM RELEASE: PUDDLE
Cost: 5 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Rank: C-Rank
Release. Casting Time: 1 Action
Description: You conjure a small cloud over a target Range: 120 Feet
within range that follows them within range. For the Duration: Concentration, up to 1 minute
duration, whenever you use a jutsu that targets the Components: HS, CM
affected creature that deals lightning damage, the target Cost: 9 Chakra
must roll a Dexterity Saving throw, taking 2d4 additional Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
lightning damage on a failed save as another bolt strikes Release.
them simultaneously. On a successful save no additional Description: You make a puddle of lightning that starts
damage or effects take place. at a point you can see within range and fills a 15-foot
If the target creature moves more than 90 feet away cube. At the beginning of each of your turns, the puddle
from you, this jutsu immediately ends. expands by 10 feet on each side. Any creatures that start
At Higher Ranks: For each rank you cast this jutsu their turn, or move into the affected area for the first
above D-Rank, increase the cost of this jutsu by 3, and time on their turns, must make a Constitution saving
target one additional creature. throw, taking 5d6 Lightning Damage and are shocked on
a failed save, or half as much on a successful one and no
additional effects.

20
B-RANK Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Release.
STORM RELEASE: LASER BLADE Description: You conjure and fire a 60-foot cone in front
Classification: Hijutsu of you. All Creatures in the radius must succeed a
Rank: B-Rank Constitution saving throw, taking 6d8 lightning damage
Casting Time: 1 Bonus Action and being shocked for 1 minute on a failed save, or half
Range: Self as much damage on a successful save.

A-RANK
Duration: Concentration, Up to 1 Minutes
Components: HS, CM, W(any)
Cost: 10 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning STORM RELEASE: LASER CIRCUS
Release. Classification: Hijutsu
Description: You take your weapon as you form water Rank: A-Rank
into the shape of a blade of your design and description. Casting Time: 1 Action
You then supercharge the water with vibrating lightning Range: 120 Feet
as you convert the colliding chakra natures into storm Duration: Instant
release affinity. For the duration, your weapon deals Components: HS, CM
Lightning Damage, its damage die is replaced with Cost: 20 Chakra
3d8+Ninjutsu Ability Modifier, and When you would Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
make a Melee weapon attack while holding the affected Release.
weapon, you may instead use Intelligence instead of Description: You fire an absurd amount of Lightning
Strength or Dexterity for attack and damage rolls. beams towards up to 10 targets of your choice. You make
If a Hostile creature is using a non-chakra enhanced a single Ranged Ninjutsu attack per beam against your
weapon, and they use a Feature, Jutsu, or Ability that selected target(s) within range. You can direct these
grants them a bonus to their AC, with the weapon as a beams towards a single target or many, up to the number
core requirement or component, and you hit them with of beams you fire. On a hit, you deal 1d8+ Your Ninjutsu
this enhanced weapon, their non-Chakra enhanced ability Modifier with each beam. These beams ignore
weapon is destroyed as you slice right through it. half and three quarters cover but cannot critically hit.

STORM RELEASE: STORM WAVE


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (60-foot Cone)
Duration: Instant
Components: HS, CM
Cost: 13 Chakra

21
SENJU Mokuton’s Suppression: Beginning at 18th level,
creatures restrained, grappled, slowed, or within an area
The Genin stands on top of one of tallest tree’s just outside of
of difficult terrain created by a Senju Hijutsu that you
the Leaf village. She claps her hands together focusing. The
casted must make a Constitution (Chakra Control) Check
tree begins to shake, as it grows, slightly. She stops as she
vs your Ninjutsu Save DC. On a failure for the duration of
realized she was already higher than the canopy. She hears
their condition, they are unable to Mold Chakra.
the voice of someone below her. “Hey! Tsunanami, you sure
you’re not over doing it?” The Girl standing on the tree, falls
to the ground, taking the snacks the other girl brought her.
“No, I think I’m making progress. Just this morning, this tree
was only to my ankle. Now Look at it Tallest tree in this part
of the forest. Sooner or later. I’m gonna make this the tallest
tree in the world!”
—Yuki Hyūga
At Worlds End, Ch. 13 excerpt.

THE LEAF’S PATRIARCHS


The Senju Clan is a clan that hails proudly from the Land
of Fire and is one of the founders of the Land of Fire.
Even three of its Hokage has been Senju by birth and
each one brough about a new era of prosperity for the
leaf. Using Mokuton (or Wood release), a user is
extremely versatile and able to control, restrict and even
seal away an opponent’s chakra. The power of Wood
Release, and by extension the Senju are widely known, so
much so that they were heralded as the strongest clan
during the Warring states era.

SENJU TRAITS
Ability Score Increase: +2 Con, +1 Str
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Chakra Control, Ninjutsu.
Wood Release Affinity: You begin with either Earth or
Water Release Affinity. (Pick one)

SENJU FEATURES
Wood Techniques: The Senju Clan has access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
SENJU CLAN JUTSU
from the Normal jutsu list(s). They do not need both
Nature Release’s to use their Clan jutsu.
D-RANK
Built Different: Beginning at 1 st level, the Senju are
known for their downright gargantuan stamina. Increase
MITOTIC REGENERATION
Classification: Hijutsu
your Hit Point total by 2. Every level thereafter each time
Rank: D-Rank
you gain a level, increase your hit point total by 2.
Casting Time: 1 Day
Sacred Body: Beginning at 3rd level, you learn to
Range: Self
leverage your stamina to manage your Senju Hijutsu.
Duration: -
You may use Constitution instead of Intelligence for the
Components: CM
Attack and Damage rolls and Save DC’s of Senju Hijutsu
Cost: -
that you cast.
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Earth Release,
Wood Release: The Senju has a unique talent for
Water Release
Manifesting Wood Release, due to their close affinity to
Description: You create a reservoir of chakra within your
both Earth and Water Release. Beginning at 7 th level, you
body, for your cells to feed off of when you need them.
gain the second Nature release you didn’t select from
You store up to half of your maximum chakra inside a
Wood Release Affinity. Also, at 7th level, when you would
point on your forehead. It takes a full day of no
cast a jutsu with either Water or Earth Release keywords
strenuous chakra use to complete the process. Once
that would deal damage, you can change the damage
completed, as an action you may heal yourself by
type to Earth. Also, a creature restrained, grappled,
spending any number of stored Chakra you currently
slowed, or within an area of difficult terrain created by a
have. You heal 1 Hit Point for each Chakra point spent.
Senju Hijutsu that you cast, cannot cast a Jutsu with a
Chakra stored in the chakra reservoir cannot be
chakra cost lower than then the jutsu you cast currently
replenished with rests of any type (Short, Long, or Full).
imposing one of the triggering conditions. Beginning at
Instead, you must cast the jutsu again in order to refill
15th level, when you would deal damage using a Senju
the chakra reservoir.
Hijutsu, the creatures maximum chakra is temporarily
If you have this jutsu active, you cannot also gain the
reduced by 5 for 10 minutes. If a creature’s maximum
benefits of the Chakra Reserves Uzumaki Clan Hijutsu.
chakra point total is reduced below their current chakra
total, their current chakra total is lowered to equal their
current maximum chakra total for the duration of this
effect.

22
WOOD RELEASE: WORLD OF TREES ground, sharpening themselves to produce wood like
Classification: Hijutsu spears. On a hit, target creature takes 2d6 + Your
Rank: D-Rank Ninjutsu Ability Modifier Earth Damage. A Creature who
Casting Time: 1 Action takes 15 or more damage from this jutsu must make a
Range: Self (30-foot Cube) Strength saving throw as the impaled roots take hold to
Duration: 1 Minute the ground again, rooting them in place. On a failed
Components: HS, CM saved the target creature is restrained for 1 minute.
Cost: 5 Chakra A Creature restrained by this jutsu makes a Strength
Keywords: Hijutsu, Ninjutsu, Earth Release, Water (Athletics) or Dexterity (Acrobatics) check vs your
Release Ninjutsu save DC to end this effect, freeing them from
Description: You clap your hands together as you inject the rooted wood.
chakra into the ground giving birth to a host of roots, At Higher Ranks: For each rank you cast this jutsu
and plants that surge upwards filling a 30-foot cube with above D-Rank, increase the cost of this jutsu by 3, and
bulging wood and roots, that do not move or follow you. the damage by 1d6.
All Creatures except you treat the area as difficult terrain
and cannot take the dash or Dodge actions while inside WOOD RELEASE: FOO DOG HEADS
the radius. Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: D-Rank
above D-Rank, increase the cost of this jutsu by 3, and Casting Time: 1 Action
the size of the cube by 10 feet. Range: Self (15-Foot Cube)
Duration: Concentration, Up to 10 minute
WOOD RELEASE: PIERCING BARK Components: HS, CM, CS
Classification: Hijutsu Cost: 5 Chakra
Rank: D-Rank Keywords: Hijutsu, Ninjutsu, Fuinjutsu Earth Release,
Casting Time: 1 Action Water Release
Range: 30 Feet Description: You clap your hands together as you inject
Duration: Instant chakra into the ground before conjuring 4 Wooden
Components: HS, CM pillars, one at each corner of the cube. Each Pillar is a
Cost: 4 Chakra structure that’s 10 feet tall, 5 feet thick, made of wood,
Keywords: Hijutsu, Ninjutsu, Earth Release, Water Has an AC equal to your Ninjutsu Save DC, and 20 hit
Release points.
Description: You clap your hands together as you inject You do not spend chakra to maintain this
chakra into the ground controlling a single root concentration jutsu. For the duration creatures inside
enhancing it until it listens to your mental command. the cube (Except you) has their chakra reduced by 2d6
Make a Ranged Ninjutsu attack, targeting a creature you when this jutsu activates and at the beginning of each of
can see within range as the root bursts forth from the your turns.

23
If any of the wooden pillars are destroyed, this jutsu The structure has an AC equal to your Ninjutsu save
immediately ends. DC, 30 Temporary Hit points and Resistance to all
Creatures who have had their chakra reduced by this Damage except Fire, Acid, and Psychic Damage.
jutsu, must make a Constitution saving throw, being Any excess damage breaks through and affects the
Weakened until the end of your next turn, on a failed targeted creature as normal.
save. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and
above D-Rank, increase the cost of this jutsu by 3, and the Temporary Hit Points of the Structure by +10.
the Radius of this jutsu by 10 feet.
WOOD RELEASE: HOTEI TECHNIQUE
C-RANK Classification: Hijutsu
Rank: C-Rank
WOOD RELEASE: GREAT SPEAR TREE Casting Time: 1 Action
Classification: Hijutsu Range: 120 Feet
Rank: C-Rank Duration: Concentration, Up to 1 minute
Casting Time: 1 Action Components: HS, CM
Range: 60 Feet (15-foot Cube) Cost: 7 Chakra
Duration: Instant Keywords: Hijutsu, Ninjutsu, Earth Release, Water
Components: HS, CM Release
Cost: 8 Chakra Description: You clap your hands together as you inject
Keywords: Hijutsu, Ninjutsu, Earth Release, Water chakra into the ground. You conjure Multiple hands of
Release Wood that jut from the ground and attempt to grapple a
Description: You clap your hands together as you inject creature you can see within range. Target creature must
chakra into the ground. You select a space you can see succeed a Dexterity saving throw, being grappled. On a
within range, where a large tree explodes from the successful save, no further effects.
ground without any leaves or foliage but instead A grappled creature must also make a Strength saving
sharpened wooden branches filling a 15-foot Cube. throw being pulled prone as the hands retract into the
Creatures within range of the massive tree must succeed ground dragging the creature to the ground with it. On a
a Dexterity saving throw, taking 8d4 earth damage and successful save, they remain standing.
being restrained by the massive tree. A grappled or prone creature can make a Strength
Creatures restrained by this jutsu can make a Strength saving throw as an action on their turn to end the effect.
(Athletics) or Dexterity (Acrobatics) check vs your At Higher Ranks: For each rank you cast this jutsu
ninjutsu save DC to end the restrained condition on above C-Rank, increase the cost of this jutsu by 3, and
themselves. select one additional creature for this jutsu to affect.
The tree that appears, remans for 1 hour before it wilts
and turns to dust, or is destroyed by other means. This B-RANK
tree has an AC equal to your Ninjutsu Save DC and 20 Hit
points. WOOD RELEASE: WOOD CLONE
At Higher Ranks: For each rank you cast this jutsu Classification: Hijutsu
above C-Rank, increase the cost of this jutsu by 3, and Rank: B-Rank
summon a second Tree with the same radius. A creature Casting Time: 1 Action
can only be affected by one instance of this jutsu. Range: 30 Feet
Duration: Instant
WOOD RELEASE: HŌBI TECHNIQUE Components: HS, CM
Classification: Hijutsu Cost: 10 Chakra
Rank: C-Rank Keywords: Hijutsu, Ninjutsu, Earth Release, Water
Casting Time: 1 Reaction, which you take when you or a Release
creature you can see within range are targeted for an Description: You clap your hands together as you inject
attack, would take damage, or make a Strength, chakra into the ground conjuring clones made of wood.
Constitution or Dexterity saving throw This is an even more advanced Version of the ‘Multi-
Range: Self (10-Foot Cube) Shadow clone technique’. This bond is still one way and
Duration: 1 Round the clones cannot send orders, thoughts or images to the
Components: HS, CM users until they die in which case all information the
Cost: 9 Chakra clone has is transferred to the user. The clones follow the
Keywords: Hijutsu, Ninjutsu, Earth Release, Water user’s orders to the letter.
Release The user of this jutsu can create up to 6 Clones at once
Description: You clap your hands together as you inject Costing 10 Chakra per clone. Clones you summon cannot
chakra into the ground. You conjure a massive wooden have their cost reduced below half (5) Clones act as part
dome like structure of your design and description. All of your turn as a Bonus action to command. All of your
creatures of your choice are protected, while other clones perform up to 1 Action and 1 Move action. Clones
creatures whom you did not select are pushed out from do not have bonus actions instead using their Standard
the protection of this structure to the edge, on a space Action. Clones act at once and all attempt to perform the
that can hold them harmlessly. The structure intercepts same command give. If commanded to perform the help
all attacks except for Genjutsu. The structure does break action, they can only help the summoner. Clones do not
line of sight as it grants affected creature’s total cover. have Reactions. Your clone has a replica of any weapons
The structure splinters and dissolves at the beginning of you have on you at the time of creation that is also made
your next turn. A Creature can leave the protection of the from chakra enhanced wood. When the clone makes an
structure, but cannot reenter it once they leave. Attack using this weapon or an unarmed attack it deals
1d6+Ninjutsu Ability Modifier earth damage regardless

24
of the attack used. It can make up to 2 attacks using its 4d8 earth damage and their chakra is reduced by half of
action and is summoned in any empty space that can the damage dealt at the beginning of each of their turns.
hold it up to 30 feet away. They cannot use chakra Seals. A restrained creature can use an action on its turn, to
Clones also cannot use clan or class Features. make a Strength (Athletics) or Dexterity (Acrobatics)
All Clones have 15 Hit Point and 10 Temporary Chakra. check vs your Ninjutsu save DC, to end one of the three
Clones have an AC equal to your Ninjutsu Save DC. Clones conditions this jutsu imposes on them. Once they pass
can use all Senjutsu Hijutsu that you have (except Jutsu this check twice, they fully escape this jutsu’s bindings.
with “Clone” or “Summoning” in its name & Jutsu with A creature who’s Hit points reach 0 while under the
the Combination keyword) expending their own chakra. effects of this jutsu becomes a part of the tree.
Damaging jutsu casted by a Clone deals half damage. The Tree conjured by this jutsu remains and does not
Their Saving throws & skills that the user is proficient in, dissolve. The Tree Conjured by this jutsu has 100 Hit
attack bonuses are all equal to the user’s Ninjutsu Attack points and 21 AC.
Bonus

WOOD RELEASE: WOOD DRAGON Huge Construct, unaligned


SUMMONING
Classification: Hijutsu Armor Class 15+ Your Ninjutsu Ability Modifier
Rank: B-Rank Hit Points 125 (10d10 + 70)
Casting Time: 1 Action Speed 50 ft.
Range: 30 Feet
Duration: Concentration, Up to 1 minute STR DEX CON INT WIS CHA
Components: HS, CM, CS 23 (+6) 10 (+0) 25 (+7) 1 (-5) 10 (+0) 1 (-5)
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
Damage Immunities Poison, Psychic, Bludgeoning, Slashing,
Water Release
Piercing and Slashing from non-Chakra enhanced weapons.
Description: You clap your hands together as you inject
Condition Immunities Charmed, Exhaustion, frightened,
chakra into the ground conjuring a massive Wooden
paralyzed, petrified, poisoned.
serpentine Dragon. You command the Dragon and it only
Senses Darkvision 60 ft., passive Perception 10
listens to you (no action needed). The cost of this jutsu
cannot be reduced in anyway. It is proficient in all saving
Immutable Form. The Wood Dragon is immune to any Jutsu
throws, using your Ninjutsu ability modifier as its
or effect that would alter its form.
Proficiency bonus.
You may as a Bonus action, or reaction cause the Elemental Weapons. The Dragons attacks are chakra
dragon to use its Detonation ability. It rolls initiative as it enhanced.
has its own turns, using your Ninjutsu Ability Modifier Ineffable Makeup. The Wood Dragon cannot be dispelled by
as its Initiative, and uses the following Statistics; any jutsu of B-Rank or Lower.

A-RANK
Multiattack. The Wood Dragon can attack 2 times with its Bite.
WOOD RELEASE: TREE BIND FLOURISHING Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
BURIAL creature. Hit: 3d8 + 6 Earth damage. On a successful hit,
Classification: Hijutsu the target must succeed a DC 18 Constitution saving
Rank: A-Rank throw, losing chakra equal to half of the damage dealt.
Casting Time: Full Round Action
Constrict. On a successful Bite attack, the wood dragon can
Range: 90 Feet (30-foot cylinder)
forgo its second attack to instead constrict the target. If it
Duration: Until Dispelled or Destroyed
does, the target must succeed a DC 18 Dexterity saving
Components: HS, CM, CS
throw being grappled & restrained by the Dragon. At the end
Cost: 20 Chakra
of the dragons and restrained creatures turn, the creature
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
loses 5 chakra. A restrained creature makes a Strength
Water Release
(Athletics) or Dexterity (Acrobatics) check vs a DC 18 to end
Description: You clap your hands together as you inject
both conditions.
chakra into the ground. Bringing a large surge of vitality
into the foliage deep in the ground. Select a space you Detonation: The dragon explodes in a massive incendiary
can see within range. A Massive tree, 90-feet tall and explosion of Water and wood. All creatures within 15 feet of
30-feet wide, made of roots explodes upwards the Dragon when it explodes makes a Dexterity saving
attempting to capture all creatures in its path. This throw, taking 6d8 earth damage on a failed save, or half as
jutsu’s cost cannot be reduced in anyway. much on a successful one. A creature restrained by this
All creatures in a 30-foot wide, 90-foot-high cylinder dragon, when this ability is used instead takes double
must succeed a Dexterity saving throw, being Restrained damage.
on a failed save, as the tree completely captures,
overtakes, and binds them inside it. On a successful save,
they escape the binding of the tree’s roots.
Creatures who failed the saving throw have total cover
from all creatures both inside and outside the tree and
begin to feel immense pressure, as the tree begins to
compress, crushing them and feeding off of their
biological mass as nutrients. Restrained creatures take

25
SHAKUTON Scorching Aura: Beginning at 11th level, you have
learned to leverage your Superheated chakra to benefit
A Genin dashes through a thick brush of trees trying to
your allies as well. As a
escape an ambush. She weaves handseals and fires forth a
Reaction, when an allied
white-hot sphere of flame towards the brush in front of her,
creature within 30 feet of
completely burning way the brush in front of him without
you would cast a jutsu, you
even a hint of smoke or soot. As they move through the forest
may spend a scorch die,
chasing her, they arrive to an opening in the forest. Seeing
giving their jutsu the Fire
their target, they move in to attack, but she responds by
Release keyword for this
conjuring a large, single sphere of Scorch flame and engulf
casting. A creatures who’s
all of her enemies, turning them into mummified carcasses.
jutsu you have augmented in
—Soren Uzumaki
this way, gains the benefit of your
At Worlds End, Ch. 2 excerpt.
TOO HOT TO TOUCH
Scorching heat clan feature as if they
had it, spending your scorch die, when
The Shakuton Clan is a clan that hails proudly from the they would spend any.
Land of Wind. This clan has an extreme affinity for Fire Beginning at 18th level, when you
& Wind release able to create flames as hot as a small sun would use this feature on an allied
that can burn away all moisture on impact. This clan has creature, the next Ninjutsu they cast
a famed history in the Land of Wind, but after one of its that would deal damage or force a
famed members were killed in an ambush, they scattered creature to make a saving throw,
joining other villages to avoid the potential of a clan also forces an affected creature to
massacre. make a Constitution saving throw,
being burned on a failed save. They
SHAKUTON TRAITS also gain the benefits of your Scorch
Ability Score Increase: +2 Int, +1 Wis Release, 15th level feature for this
Speed: Your base walking speed is 30 feet. jutsu’s casting.
Skill Proficiencies: Survival, Ninjutsu.
Scorch Release Affinity: You begin with either Wind or
Fire Release Affinity. (Pick one)
SHAKUTON CLAN
SHAKUTON FEATURES
Scorch Techniques: The Shakuton Clan has access to a
JUTSU
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
D-RANK
from the Normal jutsu list(s). They do not need both
SCORCH RELEASE: SCORCHING MURDER
Nature Release’s to use their Clan jutsu. Classification: Hijutsu
Scorching Heat: Beginning at 3rd level, your super- Rank: D-Rank
heated chakra has granted you the ability to super heat Casting Time: 1 Bonus Action
other jutsu with it. You gain a number of Scorch die, Range: 30 Feet
which are D4’s, equal to your proficiency bonus. When Duration: 1 minute
you would deal fire damage, you may spend a number of Components: HS, CM
Scorch die, which when rolled is either; Added to the Cost: 5 Chakra
total fire damage dealt, ignoring resistances, or if a Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
creature would make a saving throw of any type to resist Description: You create 3 Motes of superheated flame
an effect or condition imposed by a jutsu with the Fire or that circle around you like mini satellites. As an action
Wind Release Keyword, they reduce their saving throw on each of your turns, you can, spend a mote, allowing
by half of the result of your Scorch die. You regain spent you to make a ranged Ninjutsu attack, throwing it at a
scorch die when you would gain the benefits of a short or creature you can see within range. On a hit target
long rest. creature takes 2d10 Fire damage and must succeed a
Scorch Release: The Shakuton has a unique talent for Constitution saving throw, being burned on a failed save.
Manifesting Scorch Release, due to their close affinity to Once all 3 motes have been expended this jutsu
both Wind and Fire Release. Beginning at 7th level, you immediately ends.
gain the second Nature release you didn’t select from At Higher Ranks: For each rank you cast this jutsu
Scorch Release Affinity. Also, at 7th level, when you would above D-Rank, increase the cost of this jutsu by 3, and
cast a jutsu with either Wind or Fire Release keywords damage by 2d10.
that would deal damage, you can change the damage
type to Fire. Also, a creature, who gained the burned SCORCH RELEASE: MURDEROUS FLAME
condition from a jutsu that you cast, must succeed a Classification: Hijutsu
Constitution saving throw, being weakened for the Rank: D-Rank
duration of the burned condition. Beginning at 15th level, Casting Time: 1 Action
when a creature would take fire damage from Shakuton Range: Self (30-foot line)
Hijutsu that you casted, the creatures maximum hit Duration: Instant
points is temporarily reduced by 5 for 10 minutes. If a Components: HS, CM
creature’s maximum hit point total is reduced below Cost: 5 Chakra
their current hit point total, their current hit point total Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release,
is lowered to equal their current maximum hit point Clash
total for the duration of this effect. Description: As a part of the activation of this jutsu, you
must currently have Scorching Murder, Blazing Murder, or
Hellfire Murder Active.

26
You spend 2 Motes of superheated flame combining Description: As a part of the activation of this jutsu, you
them into a single mote then firing a beam of super- must currently have Scorching Murder, Blazing Murder, or
heated flame in a straight line 5 feet wide, 30 feet long. Hellfire Murder Active.
All creatures in its path must succeed a Dexterity saving You spend 2 Motes of superheated flame, compressing
throw, taking 3d6 fire damage and being burned on a it into a small sphere and throwing it towards a space
failed save. And only half as much on a successful save. you can see within range. The sphere explodes when
Structures and constructs made of organic material reaching its destination. All creatures (except you) in the
(wood, grass, flesh etc.) make their saving throw at radius must make a Dexterity saving throw, taking 2d8
disadvantage and take triple damage. fire damage and gaining the weakened condition on a
At Higher Ranks: For each rank you cast this jutsu failed save, or only half as much damage on a successful
above D-Rank, increase the cost of this jutsu by 3, and save.
damage by 2d6. Structures and constructs made of organic material
(wood, grass, flesh etc.) make their saving throw at
SCORCH RELEASE: MURDEROUS disadvantage and take triple damage
REVITALIZATION At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu above D-Rank, increase the cost of this jutsu by 3, and
Rank: D-Rank damage by 2d8.
Casting Time: 1 Action
Range: Touch C-RANK
Duration: Instant
Components: HS, CM SCORCH RELEASE: BLAZING MURDER
Cost: 5 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release, Rank: C-Rank
Medical Casting Time: 1 Bonus Action
Description: As a part of the activation of this jutsu, you Range: 30 Feet
must currently have Scorching Murder, Blazing Murder, or Duration: 1 minute
Hellfire Murder Active. Components: HS, CM
You spend 3 Motes of superheated flame, revitalizing a Cost: 9 Chakra
creature you touch. You reduce their Exhaustion rank by Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
1, and they regain 2d6 hit points. Description: You create 6 Motes of superheated flame
At Higher Ranks: For each rank you cast this jutsu that circle around you like mini satellites. As an action
above D-Rank, increase the cost of this jutsu by 3, and on each of your turns, you can, spend a mote, allowing
hit points regained by 1d6. you to make a ranged Ninjutsu attack, throwing it at a
creature you can see within range. On a hit target
SCORCH RELEASE: SLAUGHTERING FLAME creature takes 5d8 Fire damage and must succeed a
Classification: Hijutsu Constitution saving throw, being burned on a failed save.
Rank: D-Rank Once all 5 motes have been expended this jutsu
Casting Time: 1 Action immediately ends.
Range: 40 feet (35-foot sphere) At Higher Ranks: For each rank you cast this jutsu
Duration: Instant above D-Rank, increase the cost of this jutsu by 3, and
Components: HS, CM damage by 2d8.
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release

27
SCORCH RELEASE: VIOLENT SLAUGHTERING Constitution saving throw, being burned on a failed save.
FLAME Once all 9 motes have been expended this jutsu
Classification: Hijutsu immediately ends.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Action B-Rank, increase the cost of this jutsu by 3, and damage
Range: Self (45 feet cone) by 2d10
Duration: Instant
Components: HS, CM SCORCH RELEASE: VENGEFUL MIRAGE
Cost: 8 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Rank: B-Rank
Description: As a part of the activation of this jutsu, you Casting Time: 1 Action
must currently have Scorching Murder, Blazing Murder, or Range: Touch
Hellfire Murder Active. Duration: Concentration, up to 1 minute
You spend 3 Motes of superheated flame and create a Components: HS, CM
stream of superheated flame burning everything in your Cost: 11 Chakra
path. You fire a 45-foot cone of flame destroying Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
everything in your way. Creatures in the radius of your Description: As a part of the activation of this jutsu, you
jutsu, must succeed a Dexterity saving throw, taking 4d8 must currently have Scorching Murder, Blazing Murder, or
fire damage and being burned on a failed save. Or half as Hellfire Murder Active.
much on a successful save. You spend 4 Motes of superheated flame and enhance
Structures and constructs made of organic material the body of a creature you touch, increasing its
(wood, grass, flesh etc.) make their saving throw at reactionary speed significantly. For the duration you do
disadvantage and take triple damage not need to spend chakra to maintain this jutsu.
At Higher Ranks: For each rank you cast this jutsu The affected creature’s unarmed attacks are now
above C-Rank, increase the cost of this jutsu by 3, and chakra enhanced and now deal fire damage instead of
Damage by 2d8. whatever it did previously.
Creatures who would make a melee attack against the
SCORCH RELEASE: PAINFUL VIOLENCE affected creature, must succeed a Wisdom saving throw
Classification: Hijutsu as they see a mirage made from extreme heat. On a failed
Rank: C-Rank save they roll an additional 2d10 reducing their attack
Casting Time: 1 Action roll by the result.
Range: 5 Feet
Duration: Instant A-RANK
Components: HS, CM
Cost: 7 Chakra SCORCH RELEASE: MAJESTIC VIOLENT
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release, MURDERING HELLFIRE DESTROYER
Clash Classification: Hijutsu
Description: As a part of the activation of this jutsu, you Rank: A-Rank
must currently have Scorching Murder, Blazing Murder, or Casting Time: 1 Action
Hellfire Murder Active. Range: 120 feet
You spend 2 Motes of superheated flame and coat your Duration: Instant
fist in it before ramming it into a target within range. Components: HS, CM
Make a Melee Ninjutsu attack, dealing 7d6 Fire damage Cost: 20 Chakra
on a hit. Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release,
Structures and constructs made of organic material Clash
(wood, grass, flesh etc.) make their saving throw at Description: As a part of the activation of this jutsu, you
disadvantage and take triple damage must currently have Scorching Murder, Blazing Murder, or
At Higher Ranks: For each rank you cast this jutsu above Hellfire Murder Active.
C-Rank, increase the cost of this jutsu by 3, and Damage You spend 10 Motes of superheated flame and create a
by 2d6 single massive sphere of super-heated Flame. Make a
ranged ninjutsu attack against a target you can see
B-RANK within range, dealing 10d10 fire damage on a hit and
imposing the burned, Weakened and 1 rank of
SCORCH RELEASE: HELLFIRE MURDER exhaustion.
Classification: Hijutsu All creatures except for the original target who is
Rank: B-Rank within 60 feet of the original target must succeed a
Casting Time: 1 Bonus Action Constitution saving throw taking 6d8 fire damage and
Range: Self being burned on a failed save.
Duration: 1 minute Structures and constructs made of organic material
Components: HS, CM (wood, grass, flesh etc.) make their saving throw at
Cost: 14 Chakra disadvantage and take triple damage
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release At Higher Ranks: For each rank you cast this jutsu
Description: You create 9 Motes of superheated flame above A-Rank, increase the cost of this jutsu by 3, and
that circle around you like mini satellites. As an action Damage by 2d8.
on each of your turns, you can, spend a mote, allowing
you to make a ranged Ninjutsu attack, throwing it at a
creature you can see within range. On a hit target
creature takes 6d10 Fire damage and must succeed a

28
SHIKIGAMI Divine Shikigami: Beginning at 11th level,
you may expend paper-based ninja tools
A Jonin woman is flying through the clouds with wings
(Breaching Tag, Paper Bomb, Explosive
made of paper over her target fortress. She touches her neck
Tag Ball, Flash Tag or Poison Gas Tag) to
and begins to speak through a radio device. “I spotted them.
enhance the power of your Hijutsu. When
Do I begin the assault?” she speaks and awaits a response.
you would cast a Shikigami Clan Hijutsu,
“No, do not engage. If you engage you will be alone!” a
you may spend one of the
voice echo’s through her receiver. “I only asked for
aforementioned ninja tools,
formalities darling. You never really had a choice in the
incorporating them into your jutsu.
matter.” She responds coldly before she flies down and
Your Jutsu is enhanced using the
begins to weave handseals as shuriken and kunai made of
following effects, based on the
paper begin to fire downwards exploding on impact with the
following Ninja tools used.
building.
Some Enhanced effects will
—Zozo Yamanaka
require a saving throw of an
At Worlds End, Ch. 18 excerpt.
A WORK OF ART
affected creature, the Save
DC is always your Ninjutsu save
The Shikigami Clan is not a clan bound by blood as much DC;
as it is a clan bound by ideology. This Shikigami clan has
• Breaching Tag: Your jutsu
no surname, and do not share any connecting tissue
explodes on contact, dealing
outside of the passed down secrets of Papercraft. This
focused, localized damage.
family works more like a coven of members more so
Your Jutsu’s Damage type
than a bloodline, with senior and elder members
becomes Fire, deals an
teaching their children and bringing in those from
additional damage die of damage,
outside the clan into the fold.
and deals double damage to

SHIKIGAMI TRAITS structures and constructs.


• Paper Bomb or Explosive Tag Ball: Your
Ability Score Increase: +2 Int, +1 Dex
jutsu ignites with reckless abandon
Speed: Your base walking speed is 30 feet.
creating an enhanced mobile bomb. As a
Skill Proficiencies: Sleight of Hand, Performance
Bonus Action or Reaction, you may trigger your jutsu
Tool Proficiencies: Crafters Kit, Weapons Kit
to explode. All creatures, within 25 feet of the original
SHIKIGAMI FEATURES target creature must succeed a Dexterity saving throw,
Shikigami Techniques: The Shikigami Clan has access taking 4d6 fire damage on a failed save or half as
to a separate list of Jutsu unique to their Clan. You can much on a successful one. If used in conjunction with a
add these Jutsu to your jutsu list instead of selecting Jutsu that affects an area, this feature instead
jutsu from the Normal jutsu list(s). increases the radius of the jutsu by 10 feet and all
Papercraft: The Shikigami Clan learns to craft with creatures within the target area must succeed a
paper from a young age. Beginning at 1st level, when you Dexterity saving throw, taking 4d6 fire damage on a
would gain the benefits of a short or long rest, you can failed save or half as much on a successful one.
• Flash Tag: Your jutsu erupts into a violent flash of
craft one of the following with no additional resources
required; blinding white light. As a bonus action or reaction, you
may trigger your jutsu to explode into this blinding
• Breaching Tag
light. All creatures within 25 feet of the original target
• Paper Bomb
creature must succeed a Wisdom saving throw, being
• Explosive Tag Ball
blinded for 1 minute on a failed save. If used in
• Flash Tag
conjunction with a Jutsu that affects an area, this
• Poison Gas Tag
feature instead increases the radius of the jutsu by 10
Ninja tools crafted this way do not have any bulk, and feet and all creatures within the target area must
last for 24 hours before becoming inert. Beginning at succeed a Wisdom saving throw, being blinded on a
11th level when you would use this feature to craft a ninja failed save. A blinded creature makes Wisdom Saving
tool, you instead can craft two. Beginning at 18th level throws at the end of their turn to end the blinded
this increases to three. condition.
When you would use a crafters kit to craft the listed • Poison Gas Tag: Your Jutsu exudes a noxious purple
ninja tools during downtime, you can craft twice as gas. As a bonus action or reaction, you may trigger
much in half the time at half the cost. your jutsu to expel this poisonous gas. All creatures
Paper Expert: You learn to draw out the power of within 25 feet of the original target creature must
paper-based ninja tools. Beginning at 3rd level, when succeed a Constitution saving throw, being Poisoned
you would use a Breaching Tag, Paper Bomb, Explosive for 1 minute on a failed save. If used in conjunction
Tag Ball, Flash Tag or Poison Gas Tag, the DC of these with a Jutsu that affects an area, this feature instead
Tags are modified and are now equal to your Ninjutsu increases the radius of the jutsu by 10 feet and all
Save DC, if your Ninjutsu save DC would be higher than creatures within the target area must succeed a
the listed Ninja tools Save DC. Constitution saving throw, being Poisoned on a failed
Paper Reservoir: At 7th level, you may reduce the save.
chakra cost of Jutsu with the Chakra Seal Component
(CS) by 1. This reduction increases to 2 at 11th level and 3
at 15th level.

29
SHIKIGAMI CLAN JUTSU C-RANK
D-RANK PAPER DRIZZLE
Classification: Hijutsu
PAPER SHURIKEN Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: D-Rank Range: 90 Feet (30-foot sphere)
Casting Time: 1 Action Duration: Instant
Range: 30 Feet Components: CS
Duration: Instant Cost: 8 Chakra
Components: CS Keywords: Hijutsu, Ninjutsu
Cost: 3 Chakra Description: You briefly form a pair of papery wings,
Keywords: Hijutsu, Ninjutsu which rain Senbon, made of paper on an area of your
Description: You create 3 razor-sharp shuriken from choosing, that you can see within range. Each creatures
paper, and guide them with your chakra. Make a ranged, in the target area, must succeed a Dexterity saving
ninjutsu attack for each shuriken you create. You can throw, taking 5d10 piercing damage on a failed save, or
make the attack against one target or many. On a hit, you half as much on a successful on.
deal 1d6 slashing damage. If two or more shuriken hit While under the effects of Dance of Shikigami, you can
the same target, they must make a constitution saving choose to only affect hostile creatures within the area of
throw or gain the bleeding condition. The DC is effect, and increase the radius of the jutsu to a 60-foot
increased by +1 for each shuriken that hits them past the sphere.
second. At Higher Ranks: For each rank you cast this jutsu
While under the effects of Dance of Shikigami, you can above C-Rank, increase the cost by 3, and the damage by
choose to cast this jutsu as a bonus action. 1d10.

ORIGAMI SERVITOR
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost by 3, and crease one
Classification: Hijutsu
additional shuriken.
Rank: C-Rank
TRACKING TAG Casting Time: 1 Action
Classification: Hijutsu Range: 500 Feet
Rank: D-Rank Duration: 1 Hour
Casting Time: 1 Action Components: CS
Range: Touch Cost: 7 Chakra
Duration: 24 hours Keywords: Hijutsu, Ninjutsu
Components: CS Description: You use origami to create a paper animal,
Cost: 4 Chakra such as a crane or butterfly, and send it out to gather
Keywords: Hijutsu, Ninjutsu information. The Origami you create, is a tiny object
Description: You attach a paper tag with your chakra with a flying speed of 60 feet and a stealth bonus equal
signature to a target, which changes color to blend in to your Ninjutsu Save DC. While this jutsu is active, you
with their clones or skin. You may detect the general may spend an action to see and hear as if you were in the
location of this tag from up to a mile away. When you are same location as your origami. While doing this your
within 500 feet, you may detect its exact location. body is incapacitated and unaware of its surrounding.
Any damage to your body returns your senses.
PAPER SUBSTITUTION At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu above C-Rank, increase the cost by 3, the range your
Rank: D-Rank Origami can travel by 250 feet, and increase their Stealth
Casting Time: 1 Reaction, which you take, when you Bonus by +1. If this jutsu is casted at B-Rank, increase
would take damage, or would make a Strength, the Duration to 8 hours and 24 hours at A-Rank.
Dexterity, or Constitution saving throw.
Range: Self PAPER CLONE
Duration: 1 Round Classification: Hijutsu
Components: HS, CS Rank: C-Rank
Cost: 4 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu Range: 10 Feet
Description: You turn your body into a mound of small, Duration: Concentration, up to 1 Hour
paper squares, that upon impact scatter, nullifying a Components: CS
significant amount of damage. You gain resistance to Cost: 8 Chakra
Bludgeoning, piercing and slashing damage. This Keywords: Hijutsu, Ninjutsu
resistance lasts until the beginning of your next turn and Description: You conjure a clone made of paper, similar
works against the triggering damage as well. to the Shadow Clone Technique, but more durable to a
Also, only against the triggering damage, you reduce space it can occupy within 10 feet of you. This clone is
the damage you would take further by an amount equal made of paper, and weighs 1/10th of the casters weight.
to your Ninjutsu Ability Modifier +Half your Proficiency You may create up to 2 clones, each costing 8 chakra.
bonus. This jutsu’s cost cannot be reduced below half (4). You
can command the clones as a bonus action. Each clone
can only take a Standard action and a Move action. The
clones have 5 hit points and no chakra, an AC equal to
your Ninjutsu save DC, immunity to bludgeoning,

30
piercing and slashing damage. Vulnerability to Fire B-RANK
damage and can cast up to 3 Shikigami Clan Hijutsu
before this jutsu ends. PAPER CHAKRAM
Each clone can only concentrate on a single jutsu, and Classification: Hijutsu
only for a number of rounds equal to your Ninjutsu Rank: B-Rank
Modifier. These clones cannot use any class features or Casting Time: 1 Action
feats you have, but can use Shikigami Clan features. This Range: 5 feet (120 feet)
clone can change its color to blend in with surfaces, Duration: Concentration, up to 1 minute.
allowing it to apply double your proficiency bonus to Components: CS
Stealth checks, and can move vertically across surfaces, Cost: 12 Chakra
but will fall apart if it enters a body of water. It does not Keywords: Hijutsu, Ninjutsu
benefit from any bonus to attacks or AC from other Description: You create an incredibly sharp chakram of
sources (such as jutsu that increase either of them). paper, which you mentally command to attack
When this clone makes a ninjutsu or melee attack, the opponents repeatedly for the duration or until you
clone uses your ninjutsu attack bonus. If the clone forces dismiss this jutsu.
a target to make a saving throw, the DC for these jutsu is When you cast this jutsu, the chakram appears within
equal to your ninjutsu save DC. If it uses a melee attack, 5 feet of you, and you can move the chakram up to 30
regardless of the weapon the clone uses, it deals 1d8 feet and make an attack against a target within 5 feet of
slashing damage. the chakram. On a hit, the target takes slashing damage
equal to 3d6 + your ninjutsu ability modifier. The
chakram has a critical hit range of 19-20. On a critical
hit, the target also gains the Bleeding condition. As a
bonus action on each of your turns, you may move the
chakram up to 30 feet and repeat the attack against a
target within 5 feet.
While under the effects of Dance of the Shikigami,
when moving the chakram, you may have it make an
attack against each creature it passes during its
movement. A creature can only be targeted by the
chakram once per turn.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost by 3, the damage by 1d6
and the critical hit range by 1.

31
SOKUSHINBUTSU
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 80 feet
Duration: Concentration, up to 1 minute.
Components: CS
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu
Description: You cover a target in sheets of paper, with
restrict their movements and plug their nose and
mouth, suffocating them. A target creature you can see
within range must succeed on a Dexterity saving throw
or be covered by countless sheets of paper. On a success,
they avoid the paper, ending the jutsu.
While trapped by the paper, they are restrained, and
begin suffocating. It can survive for a number of rounds
equal to half of its constitution modifier (minimum of 1
round). At the start of its first turn after these rounds, it
drops to 0 hit points and is dying. The jutsu then ends.
During this time, the creature cannot speak, but you can
allow it to do so, halting the suffocation by one round,
but not allowing them to regain breath due to the paper
pressing down on their chest. At the end of the creature's
turn, it can make a Strength saving throw, breaking free
of the paper on a successful save.

A-RANK
DANCE OF THE SHIKIGAMI
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minute.
Components: CS
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu
Description: Description: With your mastery of paper,
you turn yourself into a paper angel, with a body
untouchable by mundane weaponry and the ability to
take to the skies. Until this jutsu ends, you gain the
following benefits:
• You gain resistance to bludgeoning, piercing, and
slashing damage.
• You gain a flying speed of 90 feet.
• You reduce the cost of all Shikigami Clan Hijutsu by 3
chakra. (Min 1)
You can use your bonus action to create a line of paper
needles, 30 foot long and 15 feet wide in a direction you
choose. Each create in the line must make a Dexterity
saving throw. A creature takes 5d8 piercing damage and
gains the Bleeding condition on a failed saving throw, or
half as much damage and no condition on a successful
saving throw.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost by 3. When you cast this
jutsu at S-Rank, you gain immunity to bludgeoning,
slashing, and piercing damage.

32
YOTON in place by the hardening lava on them. On a Failed
save the target creature(s) become Restrained. They
A Chunin male is training in the desert tundra’s, of the land
can make a Strength saving throw at the end of each of
of Earth. The Jonin Exams are quickly approaching and he
their turns to end the restrained condition.
wants to be absolutely sure he is prepared. He has some of
• Vulcanized Rubber: As an action you may conjure a
his allies stand ready to assist him in this endeavor. One of
structure large enough to fill a 10-foot cube of your
his allies draws their Tetsubo and begins to attack with
design and description. This structure provides full
reckless abandon. The Chunin quickly weaves handseals
cover while on opposing sides.
before conjuring a wall of earth blocking his Tetsubo assault.
His second sparring partner responds by conjuring a jolt of Molten Core: Beginning at 11th level when you would
lightning that the Chunin responds to in kind by conjuring a deal fire damage using a Jutsu you cast, you ignore
mote of magma and firing it to clash with the lightning. Resistance. Beginning at 18th level, you ignore
—Vale Uchiha Immunity.
At Worlds End, Ch. 21 excerpt.
BLOOD OF THE EARTH YOTON CLAN JUTSU
The Yoton Clan is a clan that hails from the land of Earth.
A Clan without a clear family name, but one which has D-RANK
produced many of prominent shinobi. This clan has an
extreme affinity for earth and fire release, mixing them, LAVA RELEASE: LAVA STREAM
and creating the ability to conjure and use Lava as both Classification: Hijutsu
an offensive and Defensive force. Their power is well Rank: D-Rank
respected, with one of their members being chosen as a Casting Time: 1 Action
jinchūriki for the Four-Tails. Range: Self (20-foot cone)
Duration: Instant
YOTON TRAITS Components: HS, CM
Ability Score Increase: +2 Int, +1 Con Cost: 5 Chakra
Speed: Your base walking speed is 30 feet. Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Skill Proficiencies: Nature, Survival Description: You combine Fire and Earth release chakra
Lava Release Affinity: You begin with either Earth or Fire in your mouth before releasing a stream of lava in a cone
Release Affinity. (Pick one) in front of you. All creatures in the radius of this jutsu
must make a Dexterity saving throw, taking 3d6 Fire
YOTON FEATURES damage and being burned on a failed save.
Lava Techniques: The Yoton Clan has access to a At Higher Ranks: For each rank you cast this jutsu
separate list of Jutsu unique to their Clan. You can add above D-Rank, increase the cost of this jutsu by 3, and
these Jutsu to your jutsu list instead of selecting jutsu damage by 2d6 and in the radius of the jutsu by 10 feet.
from the Normal jutsu list(s). They do not need both
Nature Release’s to use their Clan jutsu. LAVA RELEASE: LAVA ROCK
Churning Magma: Beginning at 3rd level, your chakra Classification: Hijutsu
has the same density and heat produced by lava itself Rank: D-Rank
granting you a slight resiliency to such attacks or Casting Time: 1 Action
damages. When you would take Poison or Fire Damage, Range: 60 Feet
you reduce the damage received by your half of your Duration: Instant
proficiency bonus. This becomes resistance to Poison or Components: HS, CM
Fire damage at 11th level, and Immunity at 18th level. Cost: 4 Chakra
Lava Release: The Yoton has a unique talent for Keywords: Hijutsu, Ninjutsu, Earth Release, Fire
Manifesting Lava Release, due to their close affinity to Release, Clash
both Earth and Fire Release. Beginning at 7th level, you Description: You combine Fire and Earth release chakra
gain the second Nature release you didn’t select from in your palm conjuring a mass of lave, that you launch at
Lava Release Affinity. Also, at 7th level, when you would a target you can see within range. Make a Ranged
cast a jutsu with either Earth or Fire Release keywords Ninjutsu attack, on a hit you deal 3d8 Fire damage. Also,
that would deal damage, you can change the damage the target creature must succeed a Constitution saving
type to Fire. Also, when you cast a Yoton Hijutsu the throw being poisoned on a failed save.
form your Lava takes is one of the following types. Select At Higher Ranks: For each rank you cast this jutsu
one. You gain an additional option at 15th level. When above D-Rank, increase the cost of this jutsu by 3, and
you would affect a creature with a Yoton Hijutsu, you damage by 2d8.
may force a creature to resist the type of Lava release
you select. You can use this ability a number of times LAVA RELEASE: QUICKLIME HARDENING
equal to your Proficiency bonus per long rest; Classification: Hijutsu
• Molten Rock: As a Bonus action, you may increase the Rank: D-Rank
damage die size of your next jutsu by 1 step. Casting Time: 1 Action
(D4>D6>D8>D10>D12) Range: 30 Feet
• Acidic Mud: As a Bonus action, you may force a Duration: Instant
creature affected by a Yoton Hijutsu this round to Components: HS, CM
make a Constitution saving throw being Corroded on a Cost: 5 Chakra
failed save. Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
• Quicklime: As a Bonus action, you may force a Description: You gather Lava Release Chakra in your
creature affected by a Yoton Hijutsu this round to mouth, before spitting out a glob of quicklime at a target.
make a Strength Saving Throw, to resist being frozen Make a Ranged Ninjutsu Attack against a target you can
see within range. On a hit, you deal 3d6 fire damage and

33
the target must make a Constitution saving throw, Description: You quickly spit out a blob of rubber
gaining the slowed condition on a failed save. designed to protect your target. The target creature
If a creature slowed by this jutsu is affected by a gains 15 Temporary hit points. If they were targeted by a
Ninjutsu with the Water Release Keyword of D-Rank or melee attack, the triggering creature makes a Strength
higher, they must succeed a Strength saving throw, (Athletics) check vs your Ninjutsu save DC, being pushed
being petrified until the end of their next turn. back 15 feet on a failed check.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, and above D-Rank, increase the cost by 3, and the temporary
damage by 2d6 Hit points by 5.

LAVA RELEASE: RUBBER DEFENSE LAVA RELEASE: EXPANDING FLAME RINGS


Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when you Casting Time: 1 Action
would take damage. Range: 30 Feet
Range: Self Duration: Instant
Duration: Instant Components: HS, CM, W (Shuriken or Chakram)
Components: HS, CM Cost: 7 Chakra
Cost: 4 Chakra Keywords: Hijutsu, Ninjutsu, Bukijutsu Earth Release,
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Fire Release
Description: The user quickly exudes a protective Description: You use Lava Release chakra augmenting a
coating of rubber around them increasing their AC by +3 Shuriken or Chakram that you have turning it into a
and gaining 10 Temporary Hit points. bright red glowing piece of metal that keeps the shape of
At Higher Ranks: For each rank you cast this jutsu the Ninja tool used. You then throw them with extreme
above D-Rank, increase the cost of this jutsu by 3, and force. Make a Ranged Ninjutsu Attack or a Ranged
the Temporary Hit points by 5. Taijutsu Attack (Whichever is higher, your choice). On a
hit, your attack deals your weapons damage + 3d10 Fire
C-RANK damage. The Weapon then Explodes destroying it.
All creatures within 10 feet of the original target
LAVA RELEASE: RUBBER BALL (Except you) must succeed a Dexterity saving throw,
taking 2d10 Fire damage on a failed save or half as much
Classification: Hijutsu
on a successful one.
Rank: C-Rank
If a Shuriken is used for this jutsu, you must roll your
Casting Time: 1 Reaction which you take when an ally or
ammunition die as normal.
object is targeted by an enemy
At Higher Ranks: For each rank you cast this jutsu
Range: 30 Feet
above C-Rank, increase the cost of this jutsu by 3, and
Duration: 1 Round
the damage by 1d10
Components: HS, CM
Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release

34
LAVA RELEASE: RUBBER WALL burned and corroded condition. On a successful save, you
instead deal half damage.
Classification: Hijutsu
All Structures that are destroyed by this jutsu melt
Rank: C-Rank
becoming a molting pool of fluid that acts like Lava. Its
Casting Time: 1 Action
space becomes difficult terrain. A creature that attempts
Range: 15 Feet
to move through the affected space takes 2d12 fire
Duration: Instant
damage and gains the burned and corroded conditions.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 9 Chakra
above B-Rank, increase the cost of the jutsu by 3, and
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
damage by 2d8.
Description: You slam your hands onto the ground

A-RANK
where rubber erupts from the ground directly in front of
you. The wall is 15 feet tall, 15 feet wide, and 10 feet thick.
The wall is a Structure, with an AC equal to your Ninjutsu
save DC, Hit Points equal to 4d8+Your Ninjutsu Ability LAVA RELEASE: PLANET-BRANDING BLAST
Modifier, and resistance to Piercing and slashing Classification: Hijutsu
damage, with Immunity to Bludgeoning damage. Rank: A-Rank
If this wall is anchored to another structure, such as a Casting Time: 1 Action
wall or tree it gains additional Hit points equal to your Range: Self (60-Foot Sphere)
Proficiency bonus. Duration: Instant
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM
above C-Rank, increase the cost of this jutsu by 3, and Cost: 20 Chakra
the hit points by 1d8+1. Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Description: You Punch the ground and conjure an
B-RANK eruption of Lava and Magma enough to fill a 60-foot
sphere with the super-heated substance. All creatures,
LAVA RELEASE: LAVA CHAKRA MODE except you, must succeed a Dexterity saving throw
taking 9d8 fire damage on a failed save and half as much
Classification: Hijutsu
on a successful save.
Rank: B-Rank
Additionally, all creatures must also make a
Casting Time: 1 Action
Constitution saving throw, being burned and corroded
Range: Self
on a failed save and no additional effects on a successful
Duration: Concentration, up to 1 minute
save.
Components: HS, CM
At Higher Ranks: For each rank
Cost: 12 Chakra
you cast this jutsu above A-Rank,
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
increase the cost of this jutsu by
Description: You coat your body in Lava Release
3, Damage by 3d8, and the radius
Chakra, gaining a multitude of benefits;
size by 20 feet.
• All creatures within 5 feet of your takes fire damage
equal to your Constitution modifier (Min 1.) at the end
of your turn.
• Your unarmed damage becomes 2d6 fire damage.
• You gain a +2 Bonus to AC.
• You gain Vulnerability to Cold Damage.
• A creature making a melee attack targeting you, taking
fire damage equal to twice your Constitution Modifier
(Min 1.)
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3, Your
AC Bonus by +1, Your Unarmed damage by 1d6, and
radius of creatures that take fire damage at the end of
your turn by 5 feet.

LAVA RELEASE: SCORCHING STREAM ROCK


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (60 Feet Line)
Duration: Instant
Components: HS, CM
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Description: You coat your hand in Lava release chakra
as you punch forward creating a super-heated
shockwave with enough heat to melt rock. All Creatures
and structures in a 60 feet long, 5 feet wide line directly
in front of you must succeed a Dexterity saving throw
taking 6d8 fire damage on a failed save and gaining the

35
ADDITIONAL CORE CLAN RANGED ARTILLERY
FEATS
Category: Clan
Prerequisite: Fuma Clan, Level 4+
You have expanded your mastery of Throwing weapons
SYMBIOTIC INSECTS to also include other forms of ranged combat. You gain
Category: Clan the following Benefits;
Prerequisite: Aburame Clan, Level 8+
• Increase your Dexterity score by 1, to a maximum of
You provide more than just a home for your insects to
20.
thrive, and they provide more than just combat utility.
• All Ranged Weapons gain the benefit of your
You gain the following benefits;
Immaculate accuracy Feature.
• Increase your Intelligence or Charisma score by 1, to a • When you would roll a 1 or 2 on your Ammunition Die,
maximum of 20. reroll it, taking the second result.
• When you would cast an Aburame Clan Jutsu you may
instead spend Hit Points to pay the jutsu's chakra cost. LIGHTNING ROD
• When you cast an Aburame Clan Jutsu and lose Hit Category: Clan
Points in the same turn, Your Aburame Clan Jutsu is Prerequisite: Hatake Clan
treated as if it was Upcasted, up to two twice your You learn to retain some of the chakra spent, converting
Maximum Rank Known. You can use this feature twice and molding it into white chakra. You gain the following
before a long rest. benefits;

HIVE MINDED
• Increase your Intelligence score by 1, to a maximum of
20.
Category: Clan
• When you would cast a Jutsu with the Lightning
Prerequisite: Aburame Clan
Release Keyword with your normal chakra points, you
Your Insects treat you and your body as a Hive, It's
may spend a bonus action to Regain White chakra
Queen, and its Army. You gain the following Benefits;
equal to the half original chakra spent (Rounded
• Increase your Intelligence score by 1, to a maximum of down). You can use this feature twice per long rest.
20. White Chakra Gained this way cannot surpass your
• When you would make a check to maintain Maximum white Chakra available.
concentration on an Aburame Clan Jutsu, you may • When you would take lightning damage from a Jutsu
instead use Intelligence as your Ability Modifier for with the Lightning Release Keyword, you can, as a
your Chakra Control check, instead of Constitution. reaction Forcefully convert half of the Jutsu's chakra
• You can use your Bug Host feature a Number of times cost into White Chakra. You can use this feature once
equal to your Proficiency Bonus per long rest. per long rest.
• When you would make an Intelligence or Wisdom
saving throw to resist the effects of a Genjutsu, you LIGHTNING TAMER
may use your Bug Host feature for these saving Category: Clan
throws. Prerequisite: Hatake Clan, Level 4+
Your ability to gauge the speed and trajectory of
IRON GUT Lightning while also reacting to these movements is
Category: Clan unmatched. You gain the following benefits;
Prerequisite: Akimichi Clan, Level 4+
• Increase your Dexterity score by 1, to a maximum of
You have undergone rigorous training to condition your
20.
body to absorb nutrition from anything. You gain the
• When you cast a Ninjutsu with the Lightning Release
following benefits;
Keyword, your movement is doubled until the end of
• When you would gain the benefits of a short rest, roll your turn.
1d4 + Character Level. You regain a number of calories • When you would make a Saving throw against a Jutsu
equal to the result. You can use this feature once per with the Lightning Release Keyword, you may, as a
long rest. reaction, roll at advantage.
• You gain advantage on Constitution saving throws to • When you would be targeted by a Jutsu with the
resist environmental Hazards & Conditions. Lightning Release keyword, you may, as a reaction,
Increase your AC by Half your Proficiency Bonus until
IMPROVED FAT CONVERSION the beginning of your next turn.
Category: Clan
Prerequisite: Akimichi Clan, Level 8+
You have learned to better convert your Calories to
provide bigger benefits. You gain the following Benefits;
• Increase your Constitution score by 1, to a maximum
of 20.
• When you would make a check to maintain
concentration on an Aburame Clan Jutsu, you may
instead use Intelligence as your Ability Modifier for
your Chakra Control check, instead of Constitution.
• Whenever you would gain the benefits of your Fat
Conversion Feature, you instead can convert 1 Calorie
into 4 Chakra.

36
SERPENTINE AFFINITY EFFICIENT BYAKUGAN
Category: Clan Category: Clan
Prerequisite: Hebi Clan, Level 4+ Prerequisite: Hyūga Clan, Level 4+
You have mastered the art of converting Ninjutsu of You have found a way to Reduce the strain the Byakugan
certain Nature Affinities into that of Poison. You gain the has on you. You gain the following benefits;
following benefits; • Increase your Wisdom score by 1, to a maximum of 20.
• Increase your Constitution score by 1, to a maximum • Reduce the cost of activating Byakugan and associated
of 20. features of the Byakugan by half.
• Ninjutsu you cast with any Nature Release Affinity • Your Byakugan can now tell when a creature is under
now deals poison damage alongside its normal the effect of a Ninjutsu, Taijutsu, or Genjutsu or when
damage. Half of your damage Is always considered they are Concentrating on a Jutsu or feature that costs
Poison. chakra of any type.
• Ninjutsu you cast that deals poison damage gains the
benefit of your Potent Poison Clan Feature. PRECISE STRIKES
Category: Clan
SERPENTINE ALLY Prerequisite: Hyūga Clan, Level 8+
Category: Clan You have learned to use your Gentle fist in conjunction
Prerequisite: Hebi Clan, Level 4+ with your Byakugan far more accurately than others of
You have found an ally in a serpent gifted to you from similar level. You gain the following benefits;
your clan, or one that you've found on your adventures. • Increase your Wisdom score by 1, to a maximum of 20.
You gain the following Benefits; • You may use your Wisdom instead of Strength or
• You gain a Nin-Snake pet. This pet uses the statistics Dexterity for Attack and Damage rolls of Your Gentle
of a D-Rank Snake Summon. Fist Stance.
• This Nin-Snake pet is always counted as Half your • You may use your Wisdom instead of Strength or
Level for figuring hit Points & chakra points as well as Dexterity for your Taijutsu Ability Modifier for
hit & Chakra die. This Snake gains ASI's at the same calculating Your Taijutsu attack bonus or Save DC of
time you do but is unable to gain a Feat, instead taking Hyūga Clan Taijutsu.
a Second +1 to any ability score. • When you would use a Hyūga Taijutsu that deals
• This Nin-Snake pet only knows Hebi Clan Jutsu you damage, or reduces a target creatures chakra, you now
know. It also can carry up to 5 Bulk worth of items or add your Wisdom to your damage rolls.
equipment.
• If your pet Snake dies. You can perform a 1-week ritual WEAPONIZED NIN-DOG
to revive, replace, or find another one. This new Snake Category: Clan
has the same statistics as the one that died. Prerequisite: Inuzuka Clan
Your nin-dog has passed specialized training that allows
APEX BERSERKER them to use conventional weaponry. They gain the
Category: Clan following benefits.
Prerequisite: Hoshigaki Clan, Level 8+ • Increase Their Strength or Dexterity score by 1, to a
You have learned to tap into this bestial ferociousness
maximum of 20.
within you. You gain the following Benefits; • Your nin-dog gain proficiency on simple and martial
• Increase your Strength score by 1, to a maximum of 20. weapons, in addition, his mouth count as a hand for
• When you gain the benefits of Shark Skinned the purpose of holding weapons, A nin-dog can't use
Predators new form, you can make your Bite attack as his bite attack while holding a weapon this way.
a Bonus action.
• When you gain the benefits of Shark Skinned SPECIALIZED TRAINING
Predators new form, you can't be Frightened or Category: Clan
Charmed. Prerequisite: Inuzuka Clan
• When you gain the benefits of Shark Skinned Your Nin-Dog has gone through intense training with
Predators new form, you gain advantage to melee the clan, returning to you to show you the results;
attacks against bleeding targets. • Increase Their Strength or Dexterity score by 1, to a
maximum of 20.
STEEL TEETH • Your Nin-Dog gains a feat. This feat must be from the
Category: Clan
General, Chakra, Critical, or Taijutsu category.
Prerequisite: Hoshigaki Clan
Your Body has begun to adapt to deep sea exploration CALCIFIED ARMORY
and the hunt. Your teeth grow sharper and more Category: Clan
serrated. You gain the following Benefits; Prerequisite: Kaguya Clan
• Increase your Strength score by 1, to a maximum of 20. You’ve perfected the art of creating bone weapons
• When you make a Bite Attack against a creature within rapidly to overwhelm foes. You gain the following
range you may make a second bite attack as a part of Benefits;
the same action. You may do this once per round. • Increase your Dexterity score by 1, to a maximum of
• When you deal 15 or more damage with a single bite 20.
attack, the target gains the bleeding condition. • You can now create bone weapons as part of a weapon
attack with them.
• When you dual wield bone weapons, when you would
take the attack action, you can attack an additional
time as apart of the same action.

37
ARMOR OF BONE MONKEY’S GRIP
Category: Clan Category: Clan
Prerequisite: Kaguya Clan Prerequisite: Sarutobi Clan, Level 4+
You’ve learned to use your clan techniques not to just Your make-do skills and superb chakra molding let you
create extensions of your body but to fortify your body use everyday objects in unforeseen ways. You gain the
itself; following Benefits;
• Increase your Constitution score by 1, to a maximum • Increase your Intelligence score by 1, to a maximum of
of 20. 20.
• As an action, you can line your skin with boney • You are proficient with improvised weapons, and
protrusions at will. While these protrusions are out attacks with them count as chakra enhanced for the
your unarmored AC is 10+Half your Proficiency Bonus purpose of overcoming resistances and immunities.
+ Your Dexterity Modifier + Your Constitution • Once per turn, when you attack with an improvised
Modifier. You cannot gain the benefit of this feature weapon, you may add a bonus equal to your
while wearing any armor. intelligence modifier to the damage roll.
• You may replace a jutsu's material components with
EFFICIENT KURUGAN any item your DM considers a close enough
Category: Clan replacement.
Prerequisite: Kuru Clan, Level 4+
You have begun to master your Kurugan through intense WEB-WALKING HUNTER
training. You gain the following benefits; Category: Clan
• Increase your Wisdom score by 1, to a maximum of 20. Prerequisite: Tsuchigumo Clan, Level 4+
• Reduce the cost of your Kurugan by half. You are a nimble combatant, skilled in the underhanded
• You can use your Kurugan features a number of times ways of your people. You gain the following benefits;
equal to twice your Wisdom Modifier. • Increase your Dexterity score by 1, to a maximum of
20.
INTELLIGENT DESIGN • You gain a climbing speed equal to your movement
Category: Clan speed. Additionally, you ignore difficult terrain
Prerequisite: Nara Clan, Level 4+ created by spells you cast, and automatically succeed
Your genius is so great, that it sometime scares you. You on their saving throws.
gain the following Benefits; • When using the Third Eye Clan feature, you gain 120
• Increase your Intelligence score by 1, to a maximum of feet of Darkvision.
20.
• You may select a Skill to gain proficiency in. UZUMAKI SEALING ADEPT
• When you would use your Master Tactician feature, Category: Clan
Prerequisite: Uzumaki Clan, Level 4+
the creature who you give a tactical die, they instead
You have found some secrets regarding the Uzumaki
add twice the result of their roll to the Ability or Attack
Clan Sealing techniques that you thought impossible.
roll.
You gain the following Benefits;
DRAGON’S BLOOD • Increase your Intelligence score by 1, to a maximum of
Category: Clan 20.
Prerequisite: Ryu Clan, Level 4+ • When you would cast a Jutsu with the Fuinjutsu
You have learned to tap into the blood of the dragons Keyword, your Jutsu cannot be Countered.
that run through your veins. You gain the following • Ninjutsu with the Fuinjutsu you cast, that requires a
Benefits; creature to make a saving throw of any type, you add
• Increase your Strength, Dexterity, or Constitution 1d4 to their saving throw, reducing their saving throw
score by 1, to a maximum of 20. by the result.
• While you are gaining the benefits of your Dragons
Rage feature, you can use Dexterity or Strength for RESILIENT ICE
Category: Clan
your Claw Attack.
• Ryu Clan Hijutsu you cast, that initiate a clash, you Prerequisite: Yuki Clan, Level 8+
Your Ice becomes more fluid, making it able to attack
automatically roll at Advantage.
targets more fluidly. You gain the following Benefits;
TRUE DRAGONS BLOOD • Increase your Intelligence score by 1, to a maximum of
Category: Clan 20.
Prerequisite: Ryu Clan, Level 8+ • A number of times per long rest equal to your Ninjutsu
The power of the Dragon’s rage within you has bubbled ability Modifier, when a creature passes a save against
forth manifesting in ways other Ryu Clan members could a Hijutsu you cast, you can make them reroll it. This
only dream of. You gain the following Benefits; feature can only affect a creature once per turn.
• Select a Second Dragon from the Blood of the Dragon
clan feature. Your attacks now deal half of your
original dragon’s damage, and half of your new
dragon’s damage.
• All Ryu Clan jutsu deals an additional Damage die of
damage, if they deal damage.
• Ryu Clan Jutsu that require you maintain
concentration cost is reduced by half.
• You do not gain exhaustion upon ending Dragons rage.

38
EXPANDED CLAN FEATS IRON POISONING
Category: Clan
AUGMENTED EXPLOSIVES Prerequisite: Jiton Clan, Level 8+
Category: Clan You have learned to imbue deadly poison within your
Prerequisite: Bakuton Clan, Level 4+ jutsu. You gain the following Benefits
The destructive potential of your explosions have • Increase your Constitution or Intelligence score by 1,
increased significantly. You gain the following Benefits; to a maximum of 20.
• When you cast a jutsu with either the Earth or Wind
• Increase your Constitution score by 1, to a maximum
of 20. release keywords, you can change the damage type to
• When you would spend a Shrapnel Die, you can spend poison, and increase the damage die by 1 step (to a
two die instead, adding both die to the damage dealt. maximum of d12).
• When you deal poison damage, you can force the
Both die are spent as normal.
• You gain additional shrapnel die equal to 1/3 of your target to make a Constitution saving throw vs your
proficiency bonus rounded down. Ninjutsu Save DC, becoming poisoned on a failed save.
You can use this feature a number of times equal to
BOILING TEMPER your Ninjutsu ability modifier per long rest.
Category: Clan
Prerequisite: Futton Clan, level 8+ MAGNETIC REACH
Your chakra has a hard time not melting everything Category: Clan
around you from how hot it can get. You gain the Prerequisite: Jiton Clan
following Benefits; You learn to use your Dust to fight with weapons as if
you were the one wielding them. You gain the following
• Increase your Strength score by 1, to a maximum of 20.
Benefits;
• When you would use your Boiling Chakra feature, you
• Increase your Constitution or Intelligence score by 1,
instead increase the targets ability score by 3 instead
to a maximum of 20.
of 2.
• You learn the Chakra hands E-Rank Ninjutsu. When
• You can affect a creature three times as a part of the
same action. you cast it, it becomes invisible If you already know
this jutsu, its range increase by 30 feet. This hand can
GO WITH THE FLOW as an action attack with a weapon you are proficient
Category: Clan with so long as that weapon has the light weapon
Prerequisite: Hozuki Clan quality.
• When you take the attack action, you can use the
You've adapted more to using water jutsu, making
yourself better at manipulating your own water. You hands weapon as a part of the action making your
gain the following Benefits; attack as if you were in its space.

• Increase your Intelligence or Constitution score by 1,


SUPERIOR SPEED
to a maximum of 20. Category: Clan
• You gain a swimming speed equal to your movement
Prerequisite: Namikaze Clan, Level 4+
speed. You learn to use your innate speed and jutsu to better
• You can concentrate on a Third jutsu, but all jutsu you
protect yourself. You gain the following Benefits;
are concentrating on must have the water release
• Increase your Dexterity score by 1, to a maximum of
keyword.
20.
HYDROFICATION EXPERT • You gain additional Speed Die equal to your Dexterity

Category: Clan Modifier.


Prerequisite: Hozuki Clan, Level 12+
You adapted more to using water jutsu, making yourself SWIFT SHIELD
Category: Clan
better at manipulating your own water. You gain the
Prerequisite: Namikaze Clan, Level 8+
following Benefits;
You move so fast, that you become virtually immune to
• Increase your Strength or Constitution score by 1, to a
damage when you choose to be. You gain the following
maximum of 20. Benefits;
• You learn Hydrofication and it doesn't count against
• As a reaction, you can spend a speed die, to cause an
your jutsu known. Additionally, it no longer has a
attack to automatically miss.
concentration cost per round.
• When you use a jutsu that imposes disadvantage on
• Your other Hijutsu gain the benefits of you
melee attacks, you gain immunity to that kind of
Hydrofication even when you are not concentrating on
attack (Ninjutsu, Taijutsu, Genjutsu, or Weapon) until
it.
the jutsu ends.

39
STORM CURRENT KIRIGAMI
Category: Clan Category: Clan
Prerequisite: Ranton Clan, Level 4+ Prerequisite: Shikigami Clan
You learn to more masterfully control Storm Release. You learn to rapidly craft with paper, even faster than
You gain the following Benefits; your peers. You gain the following Benefits;
• Increase your Intelligence score by 1, to a maximum of • Increase your Intelligence or Dexterity score by 1, to a
20. maximum of 20.
• A creature is shocked or stunned by a jutsu you cast • When you would gain the benefits of a long rest, you
they gain vulnerability to Lightning Damage until the may create a number of paper-based items equal to
end of their next turn. your proficiency bonus. Due to them being hastily
created, they become inert when you would take a
HASHIRAMA’S LEGACY short rest.
Category: Clan • Paper based Ninja tools listed within your Papercraft
Prerequisite: Senju Clan, Level 8+ Clan feature, has their save DC increase by 1, and deal
The blood of the First Hokage, runs through your veins, an additional die of damage.
providing you unmatched vitality. You gain the following
Benefits; EARTH BLOOD
• Increase your Constitution score by 1, to a maximum Category: Clan
Prerequisite: Yoton Clan, Level 4+
of 20.
• Whenever you would regain hit points, you instead Your Chakra become hotter and more powerful, as you
learn to balance the Nature Release chakra within you.
regain twice the amount of hit points.
• Increase your Hit Point total by your level. Whenever You gain the following Benefits;
you would gain a level here after increase your hit • Increase your Constitution score by 1, to a maximum
point total by +1. of 20.
• Yoton Clan jutsu you cast, has their cost reduced by 2
TOBIRAMA’S LEGACY (min 1.)
Category: Clan • Yoton Clan Jutsu you cast has their range increased by
Prerequisite: Senju Clan, level 4+ 15 feet and their radiuses increased by 10 feet.
The blood of the Second Hokage, runs through your • You are immune to Environmental conditions and
veins, providing you unmatched Wisdom. You gain the hazardous traps related to Fire or Heat.
following Benefits;
• Increase your Intelligence score by 1, to a maximum of
20.
• When you would deal earth damage with your Wood
Release clan feature, you can choose to instead deal
Cold Damage.
• All of your Senju features that trigger when you would
deal earth damage now trigger when you would deal
Cold Damage.
• Select one Ninjutsu with the Water release Keyword
that you know, that doesn’t have the Hijutsu keyword.
That Jutsu gains the Hijutsu keyword and counts as a
Senju Hijutsu for the purpose of triggering Senju Clan
Features.

SOLAR VORTEX
Category: Clan
Prerequisite: Shakuton Clan, Level 8+
Your flames become more powerful, as you inject more
Wind Release chakra into them. You gain the following
Benefits;
• Increase your Intelligence score by 1, to a maximum of
20.
• Select one Shakuton Clan Hijutsu that you know, you
may deal additional damage with that jutsu equal to
your Intelligence Modifier Once per turn.
• Your Scorch Die become D6’s.

40
E XPANDED B LOODLINE , L ATENT C HART
Latent Bloodline’s Latent Feature Latent Feature effect
Bakuton Latent You have learned to create Explosions using your chakra alone. Choose to gain either Earth or Lightning Nature
Explosion Release affinity. Beginning at 7th level, when you would cast a Jutsu with the Nature release you previously chose,
Release you double the size of its area of affect if it has one, and instead deal Force Damage. Beginning at 15 th level, when
you would deal force damage, you increase the damage dealt by your Constitution modifier.
Futton Latent Boil You have learned to boil chakra using your latent abilities. Choose to gain either Fire or Water Nature Release
Release affinity. Beginning at 7th level, when you would cast a Jutsu with the Nature release you previously chose, you
instead deal acid damage and you deal double damage to creatures with temporary hit points. Beginning at 15th
level, when you would deal force damage, you increase the damage dealt by your Intelligence modifier.
Hozuki Latent Water You have learned to Liquify your body at the cost of losing the potential of Lightning Release. You can no longer
Reserves use jutsu with the Lightning Release Keyword. You gain Water Release Affinity. You gain the Water Dependency,
Amphibious Clan feature. Finally, your body counts as a sufficient source of water for reducing the cost of Water
release Jutsu.
Jiton Latent Magnet You have begun to tap into your latent Nature Release Affinities. Choose to gain either Earth or Wind Nature
Release Release affinity. Beginning at 7th level, when casting a jutsu with either Earth or Wind Release keywords, you can
change the damage type, if any, to earth, and increase the damage dice by 1 step. At 15th level, when you deal
earth damage, you can add your Constitution modifier to the damage roll.
Namikaze Latent Swift You have learned to generate Swift Release. Choose to gain either Lightning or Wind Nature Release affinity.
Release Increase your movement speed by 5 feet. This increase happens again at 7 th and 18th levels. When casting a Jutsu
with your selected Nature release, Add Half of your proficiency bonus to the damage roll.
Ranton Latent Storm You have learned to create Beams of energy akin to lasers using your chakra alone. Choose to gain either Water or
Release Lightning Nature Release affinity. Beginning at 7 th level, when you would cast a Jutsu with the Nature release you
previously chose, your jutsu ignores resistances. Beginning at 15 th level, when you would deal Lightning damage,
you increase the damage dealt by your Intelligence modifier.
Senju Latent Wood You have the blood of legends flowing through you. Increase your Hit point total by an amount equal to your level.
Release You gain +1 Hit point total when you gain a level. Choose to gain either Water or Earth Nature Release affinity
Shakuton Latent Scorch You have learned to create the hottest flame possible. You gain the Fire Release affinity. If you already have Fire
Release Release, you instead gain Wind Release affinity. Beginning at 7 th level, when you would cast a jutsu with the nature
release you received from this feature, you deal fire damage instead and ignore resistances. Beginning at 15th level,
when a creature would be burned from a jutsu you cast, they also gain the weakened condition.
Shikigami Latent Paper You have learned to craft paper Ninja tools using the secrets of the Shikigami Clan. At 1st level, you can craft
Craft Breaching Tags, Paper Tags, Explosive Tag Balls, Flash Tags, Poison Gas Tags and other paper-based items in half
the time and for half the cost. Beginning at 7 th level, you gain the Paper Reservoir Clan Feature
Yonton Latent Lava You have learned to generate Lava Release. Choose to gain either Fire or Earth Nature Release affinity. Beginning
Release at 7th level, choose one Lava Release Bonus option from the Yonton Clan Lava Release clan feature.
E XPANDED B LOODLINE , R EALIZED C HART
Latent
Bloodline’s Latent Feature Latent Feature effect
Bakuton Realized You gain the second Nature release, you didn’t choose. You gain Shrapnel Dice, which are D4’s. equal to your Proficiency
Explosion Bonus. When you would roll damage for a Bakuton Clan jutsu. You can increase that damage by spending a die from the
Release pool. Roll the spent die, adding the result to the damage dealt as force damage.
Futton Realized Boil You gain the second Nature release, you didn’t choose. You gain the Boiling Chakra Clan Feature.
Release
Hozuki Realized Water You gain the Water Reservoir Clan Feature. Also reduce the cost of Ninjutsu with the water release keyword by 2 (Min 1.)
Reserves
Jiton Realized Magnet You gain the second Nature release, you didn’t choose. You gain the Magnetic Mark Clan Feature
Release
Namikaze Realized Swift You gain the second Nature release, you didn’t choose. You gain the Supernatural Speed Clan Feature that grants you
Release Speed Dice, which are D6’s. You have Access to the Speed Amplification, Quickened Assault, and Blink of an Eye
Abilities, From the Namikaze Clan Feature List.
Ranton Realized Storm You gain the second Nature release, you didn’t choose. You gain the Gale Style, and Pervasive Lightning Clan Features
Release
Senju Realized Wood You gain the second Nature release, you didn’t choose. You gain the Wood Release Clan Feature.
Release
Shakuton Realized Scorch You gain the second Nature release, you didn’t choose. You gain the Scorching Heat Clan Feature
Release
Shikigami Realized Paper You gain the second Nature release, you didn’t choose. You gain the Divine Shikigami Clan Feature
Craft
Yonton Realized Lava You gain the second Nature release, you didn’t choose. You gain the Lava Release, and Churning Magma Clan Features
Release
41
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