You are on page 1of 118

CREDITS

Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,


Shonen Jump and all affiliated partners
Art: Masashi Kishimoto, Naruto
Cover Illustrator: Masashi Kishimoto, Naruto
Interior Illustrators: Masashi Kishimoto, Naruto

Designer: Kingsare4ever (Tommie)


Editor: Kingsare4ever (Tommie)
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Special Thanks: Elease, Denziel, Lauren for being the first play
test dummies and allowing me to ruin your lives with this
little idea of mine. Hope you guys stay on for the long haul.
Play testers: Elease, Denziel, Lauren, Tommie, Jaden, Keenan,
Jared, David, Antonio, Jackson, Taylor, Julia and over
500+Naruto fans who are taking the time to help make this
game infinitely better.

1
NEW MECHANIC CONCEPTS
ELEMENTAL REACTIONS triggers. This reactions deals an additional 1 damage die
worth of the triggering damage type and the target
Elemental Reactions are a new mechanic being
becomes shocked until the end of their next turn.
proposed. Elemental Reactions will allow teams to play
off of each other’s strengths and weakness in new ways
and open up new forms of team-based combat. This will
OVERCHARGE
When a Creature has either a Wind Trigger and would take
work differently than Combination Jutsu in that, while Lightning Damage or has a Lightning Trigger and would
combination jutsu require both users to either; Know the take Wind Damage, the Overcharge Reaction triggers.
same Jutsu or be able to cast the same Nature Release. This reactions deals an additional 1 damage die worth of
Elemental Reactions will allow Shinobi who use the triggering damage type and all creatures except you,
Elements to support each other by enhancing, protecting within 5 feet of the triggering creature takes 1 damage die
or even reinforcing another’s Jutsu. worth of damage. This damage does not trigger any on hit

ELEMENTAL TRIGGER
effects from any feature or jutsu.

The core part of all Elemental Reactions are the SCORCH


Elements themselves. You must be able to cast a Jutsu When a Creature has either a Fire Trigger and would take
that deals a certain Elemental Damage type in order to Wind Damage or has a Wind Trigger and would take Fire
create an Elemental Trigger. Elemental Triggers can be Damage, the Scorch Reaction triggers. This reactions
described in world as the residual Nature Release Chakra deals an additional 1 damage die worth of the triggering
left behind after you cast a Nature Transformation based damage type and the target becomes burned take the
Ninjutsu. Elemental Triggers are the first instance of maximum fire damage from the burned condition until
Elemental Damage that deals damage to a creatures Hit the end of their next turn.
points.
In short, when you deal Damage to creature that VAPORIZE
reduces their Hit points, with a Ninjutsu with a Nature When a Creature has either a Fire Trigger and would take
Release Keyword that deals the following damage type Cold Damage or has a Water Trigger and would take Fire
corresponding to its Nature Release, you mark that Damage, the Vaporize Reaction triggers. This reactions
creature with the corresponding Elemental Trigger; deals an additional 3 damage die worth of the triggering
damage type.
• Earth Release; Earth Damage; Earth Trigger
• Wind Release; Wind Damage; Wind Trigger
• Fire Release; Fire Damage; Fire Trigger
COMBINATION KEYWORD
• Water Release; Cold Damage; Water Trigger Combination-Jutsu with the Combination keyword are
• Lightning Release; Lightning Damage; Lightning able to be casted with different casters simultaneously.
Trigger Doing so magnifies its effects as listed in the
Combination text A jutsu with the Combination
A creature marked with an Elemental Trigger is keyword can be cast in one of 3 ways.
marked until the beginning of their next turn or they o Cast as normal. Casting a Combination jutsu using
cleanse themselves of the Elemental Trigger. A creature the designated casting time performs its normal
can only cleanse themselves of an Elemental Trigger by
effects, without the additional Combination effects
casting a Ninjutsu with a Nature Release Keyword that added.
has a range of self. This causes any left-over Nature o Casting with a Creature who has the jutsu on their
Transformation chakra to be purged from their person. known jutsu list. When you cast a Combination jutsu

ELEMENTAL REACTION
and a creature knows the same jutsu and has it on
their known jutsu list, they can, as a reaction, cast
A creature marked with an elemental Trigger who would the jutsu as well. When they do, reduce the cost of
take Damage to their hit points from a Jutsu that deals the jutsu by 3 for each additional caster (to a
another type of Damage from another Ninjutsu with the minimum of Half the listed Cost). For each
Nature Release Keyword, may trigger an Elemental additional Caster, you apply the Combination
Reaction. These Reactions are potent boons to the effects an additional time.
teamwork of a squad. The following are the Current List o Casting with a creature who does not have the jutsu
of Elemental Reactions are their effects when they on their known jutsu list. When you cast a
trigger. Combination jutsu and a creature doesn’t know the
same jutsu but has the ability to cast jutsu with all
CRYSTALIZE required Keywords are within 30 feet of you, they
When a Creature has either an Earth Trigger and would can, as a reaction make a Ninshou, Martial Arts, or
take Cold Damage or has a Water Trigger and would take Illusion Check vs your Jutsu Save DC. On a success,
Earth Damage, the Crystalize Reaction triggers. This they assist you in casting the jutsu as if they know
reactions deals an additional 1 damage die worth of the it. They or you do not reduce the cost of the Jutsu
triggering damage type and the target becomes cast. For each additional Caster, you apply the
weakened until the end of their next turn. Combination effects an additional time.
o All casters, regardless if they know the jutsu or not,
DISCHARGE split the final cost of the jutsu after reducing its
When a Creature has either an Earth Trigger and would cost (or not) for each additional caster after the
take Lightning Damage or has a Lightning Trigger and first. This cost is divided evenly between each
would take Earth Damage, the Discharge Reaction caster, rounded up.

2
NEW CONDITIONS
NEW KEYWORD DESCRIPTIONS
• Unaware- Jutsu with the Unaware Keyword, are
genjutsu that completely ekes by a creatures ability to
discern the real from fake. These Genjutsu are subtle
enough to not be noticeable and requires a Wisdom
(Illusions) check vs the DC of the Genjutsu used, to
become fully aware of a single Genjutsu affecting you.
• Visual- Jutsu with the Visual Keyword, are genjutsu
that tricks the targets visual perception. Creatures
with True sight or Blindness are immune to jutsu with
only this keyword. Chakra sight provides advantage
against Jutsu with this keyword.
• Auditory- Jutsu with the Auditory keyword, are
genjutsu that tricks the targets personal perception of
sound. Deafness provides immunity to jutsu with only
this keyword.
• Inhaled- Jutsu with the Inhaled keyword, are genjutsu
that are triggered by inhaling a type of poison or drug.
Immunity to poison provides immunity to jutsu that
include this keyword.
• Tactile- Jutsu with the Tactile keyword, are genjutsu
that tricks the targets perception of touch (both
pleasure and pain). Only genjutsu with the Tactile
Keyword deals damage. Additionally, the Tactile
Keyword has no effect on whether or not a creature is
immune or has advantage on a saving throw against a
Genjutsu.

2
NEW NINJUTSU
EARTH RELEASE Once the shard blooms it sits unmoving on the ground
and counts as an Earth Construct. Up to 3 medium

D-RANK: creatures may safely stand on the flower of earth. As a


reaction or bonus action you may cause the flower to
shoot 60 feet into the air taking any creature standing on
EARTH RELEASE: CALCITE: MIGHT it into the air with it. The flower either dissolves at the
Classification: Ninjutsu
end of the current turn or when it reaches its maximum
Rank: D-Rank
height automatically (your choice).
Casting Time: 1 Action

EARTH RELEASE: GEO ISOTOMA


Range: 30 Feet
Duration: Concentration, Up to 1 minute
Components: HS, CM Classification: Ninjutsu
Cost: 5 Chakra Rank: D-Rank
Casting Time: 1 Bonus Action
Keywords: Ninjutsu, Earth Release, Medical
Range: 90 Feet
Description: You create a surge of Earth Release Chakra
Duration: Concentration, Up to 1 minute
and use it to amplify a willing creature you can see Components: HS, CM
within range. Once successfully cast, you do not need to Cost: 5 Chakra
see where the target is and must remain within 120 feet Keywords: Ninjutsu, Earth Release
of them. Description: You amplify constructs made of earth
Target creatures Strength becomes 18 for the duration causing them to manifest an aura of Earth Release
if it is not already, their Unarmed, Weapon, and Taijutsu Chakra. Select an Earth Construct of your creation within
Attacks deal an additional 1d6 Earth Damage and you range. All creatures of your choice within 60 feet of the
always know when they take damage and their current chosen construct gains a +1 bonus to their AC, as you
condition even if you cannot see them for the duration. decrease the weight of the chosen creatures allowing
At Higher Ranks: For each rank you cast this jutsu them to move faster and with less resistance. A creature
above D-Rank, increase the cost of this jutsu by 3 and can be affected by no more than 2 aura created by this
the number of creatures affected by +1.. jutsu.
At Higher Ranks: For each rank you cast this jutsu
EARTH RELEASE: GEO BREASTPLATE above D-Rank, increase the cost of this jutsu by 3.
Classification: Ninjutsu
Casting this jutsu at B-Rank, increase the AC bonus to
Rank: D-Rank
+2. Casting this jutsu at S-Rank, increase the AC bonus
Casting Time: 1 Action
Range: Self to +3.
Duration: 8 Hours
Components: HS, CM EARTH RELEASE: GEO RESONANCE
Cost: 5 Chakra Classification: Ninjutsu
Keywords: Ninjutsu, Earth Release Rank: D-Rank
Casting Time: 1 Action
Description: You create an aura of Earth Release chakra
Range: 90 Feet
that permeates your body for the duration. This chakra
Duration: Concentration, Up to 1 minute
acts as a breastplate of steel like material. Components: HS, CM
For the duration your AC is Calculated as 13 + Your Cost: 5 Chakra
Constitution Modifier + Half of your proficiency bonus Keywords: Ninjutsu, Earth Release
(Rounded Down). This jutsu ends if you wear armor or Description: You amplify constructs made of earth
dismiss the jutsu as a bonus action. causing them to manifest an aura of Earth Release
Chakra. Select an Earth Construct of your creature within
EARTH RELEASE: GEO GENESIS range. All creatures of your choice within 60 feet of the
Classification: Ninjutsu
chosen construct must succeed a Constitution saving
Rank: D-Rank
throw each turn they start in the aura of a Construct. If a
Casting Time: 1 Action
Range: 30 Feet creature is within 2 different aura created by this jutsu
Duration: Special they make a single Saving throw.
Components: HS, CM On a failed save, a creature’s AC is reduced by 1 until
Cost: 5 Chakra the beginning of their next turn as you increase the
Keywords: Ninjutsu, Earth Release weight of the chosen creatures forcing them to move
Description: You create a shard of shimmering earth, slower.
made of Earth Release Chakra. This shard can be any A creature can be affected by no more than 2 Auras
shape you chosen and can shimmer in any color you like. created by this jutsu.
You then select a space you can see within range and At Higher Ranks: For each rank you cast this jutsu
throw the shimmering shard to the chosen space. above D-Rank, increase the cost of this jutsu by 3.
As a bonus action on your turn, you may trigger the Casting this jutsu at B-Rank, increase the AC penalty
shard causing it to erupt into a blooming flowerhead to -2. Casting this jutsu at S-Rank, increase the AC
made of earth. All creatures within 10 feet of the shard bonus to -3.
must succeed a Dexterity saving throw taking 2d6 + Your
Ninjutsu ability Modifier Earth damage and being Dazed
on a failed save or half as much on and no additional
effects on a successful save.

1
EARTH RELEASE: GOLDEN GEMS Combination: If this jutsu is cast as a Combination jutsu
Classification: Ninjutsu with 2 or more casters you increase the damage die by 3.
Rank: D-Rank Any creature who assists in casting this jutsu as a
Casting Time: 1 Action combination jutsu increases the damage of this jutsu by one
Range: Self step based on the highest Charisma Modifier within the
Duration: 1 minute group of casters. (+0-1: No Change, +2: D6, +3: D8, +4: D10,
Components: HS, CM
+5: D12).
Cost: 5 Chakra
Keywords: Ninjutsu, Earth Release EARTH RELEASE: JADE SCREEN
Description: You solidify your Earth Release chakra into Classification: Ninjutsu
3 small Shimmering Crystalline Gems. The Gems can be Rank: D-Rank
any color you choose and they float around you for the Casting Time: 1 Action
duration. You can spend your gems to perform a series of Range: 30 feet
actions as detailed below. When you spend a gem, they Duration: Concentration, Up to 1 minute
shatter after use; Components: HS, CM, CS
As an Action, you may collect all remaining gems into Cost: Special (28 Chakra)
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination
a single mass of shimmering crystalline chakra before
Description: You summon two pillars of earth each 15 feet tall,
firing it like a cannon in a straight line. All creatures in a
and 5 feet thick. They each occupy a space that can hold them
5-foot wide, 60-foot line must succeed a Dexterity and must be within 25 feet of each other with no other
saving throw taking 1d10 for every gem you have + Your structures directly in-between them. These pillars are
Ninjutsu Ability Modifier on a failed save or half as much structures of your design and cannot be moved once conjured.
on a successful save. A film of earth release chakra is created between the
As a bonus action you may make a ranged Ninjutsu two pillars in a straight line. This film and pillars share a
attack, spending one of your gems, targeting a creature number of hit points equal to twice your Ninjutsu Save
you can see within 60 feet of you. On a hit, you deal 2d6 DC. All Ranged Attacks from one side of your choice, that
Earth damage. would pass through this film instead strike it reducing
At Higher Ranks: For each rank you cast this jutsu its hit points as if it was the original target. Once the hit
above D-Rank, increase the cost of this jutsu by 3 and points of the structure and film reaches 0, this jutsu
you generate 1 additional Gem. immediately ends as the structure crumbles.
All Ranged attacks that would pass through the film of
EARTH RELEASE: JADE DEVOTION your choice, passes through harmlessly and increases
Classification: Ninjutsu the attacks range by 10 feet, and damage by 1 damage
Rank: D-Rank die. This jutsu can deal additional damage in this way no
Casting Time: 1 Action
more than 3 times per casting.
Range: Self (10-foot sphere)
Combination: If this jutsu is cast as a Combination jutsu
Duration: Instant
with 2 or more casters neither caster needs to spend chakra
Components: HS, CM
to maintain concentration on this jutsu.
Cost: 5 Chakra
Any creature who assists in casting this jutsu as a
Keywords: Ninjutsu, Earth Release
combination jutsu increases the damage based on the
Description: You release a surge of earth release chakra
highest Charisma Modifier within the group of casters. (+0-
that permeates you and your allies. All willing creatures
of your choice within a 10-foot sphere centering on you, 1: No Change, +2: +2 additional damage die, +3: 3 additional
damage die, +4: 4 additional damage die, +5: 5 additional
gains 2d6 Temporary Hit points and resistance to
damage die).
bludgeoning piercing and slashing damage from Non-

EARTH RELEASE: TECTONIC TIDE


Chakra Enhanced Weapons so long as they have
temporary hit points granted by this jutsu.
Classification: Ninjutsu
Additionally, creatures who have temporary hit points
Rank: D-Rank
granted by this jutsu count as Earth Constructs created Casting Time: 1 Action
by you for the purpose of Jutsu you cast and Features you Range: Special
use. Duration: 1 minute
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM
above D-Rank, increase the cost of this jutsu by 3 and Cost: 4 Chakra
temporary hit points by 1d6. Keywords: Ninjutsu, Earth Release
Description: You churn the ground under you and up to 2
EARTH RELEASE: JADE RAIN Earthen Constructs of your creation and create a
Classification: Ninjutsu localized quake of earth that bends and snaps the ground
Rank: D-Rank under them and rolls outward from in a wave.
Casting Time: 1 Action Select up to two Earthen Constructs of your creation,
Range: 90 feet
including yourself. All other creatures within a 20-foot
Duration: Instant
radius of yourself and the chosen constructs must
Components: HS, CM, CS
Cost: Special (28 Chakra) succeed a Dexterity saving throw taking 2d8 earth
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination damage and being knocked prone on a failed save or half
Description: By weaving your handseals together you create a as much with no additional effects on a successful save.
seal made completely of shimmering earth Release Chakra in If a creature is in more than one radius, they only make 1
the air above you. This seal then alters its angle before you saving throw, being affected by this jutsu up to twice.
release a swarm of shimmering shards of sharpened stone. At Higher Ranks: For each rank you cast this jutsu
All creatures in a 15-foot wide, 90-foot-long line above D-Rank, increase the cost of this jutsu by 3 radius
originating from you must succeed a Dexterity saving by 5 feet, and damage by 1d8.
throw, taking 6d4 earth damage on a failed save or half
as much on a successful one.

2
C-RANK: EARTH RELEASE: GEO PROGENITURE
Classification: Ninjutsu
EARTH RELEASE: CALCITE: SWIFT Rank: C-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: C-Rank Range: 60 Feet
Duration: Special
Casting Time: 1 Action
Range: 30 Feet Components: HS, CM, CS
Duration: Concentration, Up to 1 minute Cost: 8 Chakra
Components: HS, CM Keywords: Ninjutsu, Earth Release, Fuinjutsu
Cost: 9 Chakra Description: You weave handseals as you can manifest
Keywords: Ninjutsu, Earth Release, Medical multiple shards of shimmering earth, made of Earth
Description: You create a surge of Earth Release Chakra Release Chakra. These shards can be any shape you
and use it to amplify a willing creature you can see chose and can shimmer in any color you like. You can
within range. Once successfully cast, you do not need to create up to 3 shards using this jutsu. You then select a
see where the target is and must remain within 120 feet number of space you can see equal to the number of
of them. shards you create within range and throw one
Target creatures Dexterity becomes 20 for the shimmering shard to each space. Each shard you create
duration if it is not already. They gain Proficiency in this way costs 8 chakra.
Dexterity saving throws and their speed is increased by As a bonus action on your turn, you may trigger all the
20 feet. shards created by this jutsu, causing it to erupt into a
At Higher Ranks: For each rank you cast this jutsu blooming flowerhead made of earth. All creatures within
above C-Rank, increase the cost of this jutsu by 3 and 15 feet of a shard must succeed a Dexterity saving throw
their speed by 10 feet. taking 4d8 Earth damage and being Dazed on a failed
save or half as much on and no additional effects on a
EARTH RELEASE: CRYSTALIZED ASCENSION successful save.
Classification: Ninjutsu A creature who is within the range or more than one
Rank: C-Rank shard takes a -1 penalty to their saving throw for each
Casting Time: 1 Action additional shard they are within the range of beyond the
Range: Touch first shard.
Duration: Concentration, Up to 1 minute A creature who is within the range of more than one
Components: HS, CM
shard makes only one saving throw, not three.
Cost: 9 Chakra
A creature that fails this save by 5 or more instead
Keywords: Ninjutsu, Earth Release
becomes stunned for a number of turns equal to the
Description: You materialize Earth release chakra into
number of shards they are within the range of.
the form of armor on a willing creatures body for the
A creature who fails this save by 10 or more and are
duration. Target creature’s AC becomes equal to your
within the range of three shards becomes petrified for 1
Ninjutsu Save DC + their Dexterity Modifier and gains
minute.
Temporary hit points equal to your Ninjutsu save DC.
Additionally, melee weapon attacks made by the target EARTH RELEASE: GEO ROCKBLADE
creature deal additional damage equal to your Ninjutsu Classification: Ninjutsu
Ability modifier for the duration. Rank: C-Rank
Casting Time: 1 Action
EARTH RELEASE: DARK ROCK Range: Touch
Classification: Ninjutsu Duration: 1 minute
Rank: C-Rank Components: HS, CM
Casting Time: 1 Action Cost: 9 Chakra
Range: 30 Feet Keywords: Ninjutsu, Earth Release
Duration: Concentration, Up to 1 minute Description: You manifest a Geo weapon made from
Components: HS, CM, CS
pure Earth Release chakra of your design and make by
Cost: 7 Chakra
picking up a single stone. This stone reshapes and
Keywords: Ninjutsu, Earth Release, Fuinjutsu
reforms until it takes the shape of the weapon you chose.
Description: You slam your palms into the ground as the
You gain proficiency in the Stone Weapon made and the
immediate area becomes blackened. A single earthen
Stone weapon gains all that weapons properties.
construct is erected from the ground at a point of your
If you create a weapon without the Two-Handed
choice within range. The structure is black and cold to
Property, the weapon deals 2d6 + your Ninjutsu Ability
the touch and emanates a light obstructing aura.
Modifier earth damage.
The Structure absorbs all light within 10 feet of it
If you create a weapon with the Two-Handed
creating a blackened field that cannot be seen through to
property, the weapon deals 2d8 + your Ninjutsu Ability
the other side. Creatures within that radius are
Modifier earth damage.
immediately blinded and cannot see while within the
If another creature takes this weapon and attempts to
radius and cannot be seen by creatures outside the radius
use it, it loses one damage die.
either. A creature who touches the structure can see
You can dismiss this weapon as a bonus action or
through the blackened field as if it wasn’t there at all and
reaction.
loses the blinded condition so long as they remain within
contact with the structure.
The structure has an AC and hit point value equal to
your Ninjutsu save DC. If the structure is destroyed the
jutsu immediately ends.

3
EARTH RELEASE: GUIDE TO RESISTANCE EARTH RELEASE: CRADLE OF JADE
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take, when you or a
Range: Touch creature you can see within range would take damage.
Duration: Concentration, up to 1 minute Range: 30 Feet
Components: HS, CM, CS Duration: 1 Round
Cost: 8 Chakra Components: HS, CM
Keywords: Ninjutsu, Earth Release, Medical, Fuinjutsu Cost: 13 Chakra
Description: You fuse a willing creature you touch with a Keywords: Ninjutsu, Earth Release, Medical
Fuinjutsu seal made of Earth release chakra. For the Description: You surround yourself or a creature you can
duration, the target creature gain resistance to see within range with Earth Release Chakra in an
bludgeoning, piercing, slashing Damage or Immunity to attempt to protect them. When a you or a creature you
Cold Damage, and Vulnerability to Lightning Damage. can see within range would take damage, you can spend
Additionally, you have the same Resistances, your reaction encasing them in chakra that quickly
Immunities, and Vulnerabilities as the target creature solidifies as Crystalline Jade right before impact.
for the duration. The Crystalline jade reduces the incoming damage by
10d6. The Crystalline jade has resistance to Cold
EARTH RELEASE: TECTONIC WAVE Damage, and Vulnerability to Lightning Damage.
Classification: Ninjutsu The Crystalline jade does not protect against psychic
Rank: C-Rank damage.
Casting Time: 1 Action The Crystalline jade then dissolves at the beginning of
Range: Self (25-foot cone) the affected creatures turn.
Duration: 1 Round
At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM
above B-Rank, increase the cost of this jutsu by 3 and the
Cost: 9 Chakra
damage reduction by 1d6.
Keywords: Ninjutsu, Earth Release
Description: You clap your hands with the force of
colliding tectonic plates as your release a surge of Earth
EARTH RELEASE: CRYSTALLIZATION: WEISS
Classification: Ninjutsu
Release chakra into the air itself creating a cluster of Rank: B-Rank
floating crystalline earth satellites that then explode. At Casting Time: 1 Action
random. All creatures within range must succeed a Range: 75 Feet
Constitution saving throw. On a failed save a creature Duration: Concentration, Up to 1 minute.
roll 1d4+1 Recording the result. Components: HS, CM
They take the result times Your ninjutsu ability Cost: 12 Chakra
modifier in earth damage and are Dazed until the end of Keywords: Ninjutsu, Earth Release
your next turn. On a successful save, they take half Description: You create a cage of earth release chakra
damage. that you use in an attempt to trap and capture a target
At Higher Ranks: For each rank you cast this jutsu creature.
above C-Rank, increase the cost of this jutsu by 3 and the Select one creature you can see within range. Target
die creatures roll on a failed save by 1 step. creature must succeed a Constitution saving throw at the
(d4>d6>d8>d10>d12). beginning of each of their turns for the duration as you
attempt to encase them into a shard of Crystal.
B-RANK: A creature who fails 1 save begins to have crystal form
across their body as they gain the Weakened condition.
EARTH RELEASE: CALCITE: POWER A creature who fails 2 saves begins to slow as their
Classification: Ninjutsu joints are overtaken by minerals, gaining the grappled
Rank: B-Rank Condition.
Casting Time: 1 Action A creature who fails 3 saves begins to be overtaken as
Range: Touch they find it difficult to move gaining the restrained
Duration: Concentration, Up to 1 minute condition.
Components: HS, CM A creature who fails 4 saves feels the crystals
Cost: 12 Chakra overtaking them as they gain the stunned condition.
Keywords: Ninjutsu, Earth Release, Medical A creature who fails 5 saves becomes petrified for 24
Description: You create a surge of Earth Release Chakra hours.
and use it to amplify a willing creature you can reach A creature who passes 3 saves immediately ends this
within range. Once successfully cast, you do not need to Jutsu's effect on them and become immune to it for 24
see where the target is and must remain within 120 feet hours.
of them.
Jutsu the target creature casts becomes amplified by
your Earth Release Chakra. Jutsu, they cast for the
duration deals an additional 3d8 Earth Damage, Clashes
made with their jutsu cannot be made at disadvantage,
and the Save DC for the jutsu they cast increase by +2.
Additionally, if the target attempts to cast a Jutsu with
the Earth Release Keyword, reduce the cost of their jutsu
by 2.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
bonus damage by 1d8.

4
EARTH RELEASE: LAPIS DOMINION EARTH RELEASE: UNPHASED ROCK
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (90-foot cube) Range: Touch
Duration: Concentration, Up to 1 minute Duration: 1 Minute
Components: HS, CM Components: HS, CM, CS
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Ninjutsu, Earth Release, Fuinjutsu Keywords: Ninjutsu, Earth Release, Fuinjutsu
Description: You release earth release chakra from your Description: You mark a single stone you are holding with
body touching everything within a 90-foot cube chakra as you bind a piece of yourself to it for the duration.
originating from you. For the duration, you do not need Select two Skill proficiencies or 1 Save Proficiency. This
to spend chakra to maintain this jutsu. stone becomes imbued with that knowledge and experience,
When you cast this jutsu you erect walls of Lapis made as you temporarily lose that proficiency for the duration or
of Earth Release chakra 30 feet high and 10 feet thick on until you end this jutsu as a bonus action.
the outside edges of this jutsu’s range. These walls have A creature who is holding this stone with one hand gains
an AC equal to your Ninjutsu save DC and a number of hit these proficiencies for the duration. While holding this
points equal to 10 times your proficiency bonus. stone you cannot make handseals or use Chakra seals with
Earth Release Jutsu you cast while within your jutsu’s the same hand holding the stone.
radius cost 2 less to cast and 1 less to maintain.
At the beginning of each of your turns select a number A-RANK:
of creatures within your jutsu’s range. Those creatures
are immune to this jutsu effects. All other creatures who EARTH RELEASE: CALCITE: TENACITY
begin their turns in your jutsu range or enter your Classification: Ninjutsu
Jutsu's range for the first time must succeed a Strength Rank: A-Rank
saving throw. Casting Time: 1 Action
On a failed Strength saving throw the target is affected Range: Touch
by the monumental weight your chakra enforces on the Duration: Concentration, Up to 1 minute
Components: HS, CM
area and becomes weakened and become unable to
Cost: 20 Chakra
maintain concentration on a Jutsu that does not have the
Keywords: Ninjutsu, Earth Release, Medical
Earth Release Keyword until the end of their next turn.
Description: You create a surge of Earth Release Chakra and
EARTH RELEASE: LAZULI TUSK use it to amplify a willing creature you can reach within
Classification: Ninjutsu range. Once successfully cast, you do not need to see where
Rank: B-Rank the target is and must remain within 120 feet of them.
Casting Time: 1 Action The target creature gains advantage on saving throws
Range: 80 feet that would deal damage to them, forcefully move them, or
Duration: Instant cause them to fall under the effects of a condition.
Components: HS, CM If the target creature falls under a condition inflicted by a
Cost: 14 Chakra jutsu cast by a creature other than you, you may spend your
Keywords: Ninjutsu, Earth Release, Fuinjutsu reaction to immediately end the condition.
Description: You generate an earthen construct in the Additionally, if the target creature falls to 0 hit points,
form of some tusked or horned creature of your you can as a reaction choose to instead heal them by an
description and manipulate it to ram into a target amount equal to 7d8 + 20 Hit points, when you do this jutsu
creature of your choice within range. immediately ends.
Make a Melee Ninjutsu Attack against a target creature
within range, as the earthen construct attempts to ram EARTH RELEASE: CRYSTAL ARCANUM
the target. On a hit, you deal 3d10 Piercing damage and Classification: Ninjutsu
3d10 Earth Damage. Rank: A-Rank
Once this jutsu ends, the earthen construct stands in Casting Time: 1 Action
place occupying a 5-foot cube. The construct weighs 500 Range: 30 feet
pounds, and can be used as partial cover. It counts as an Duration: Instant
Components: HS, CM, CS
Earthen Construct of your creation while remaining as a
Cost: 20 Chakra
part of the environment until destroyed or otherwise
Keywords: Ninjutsu, Earth Release, Fuinjutsu
moved.
Description: You create a field of potent Earth Release
At Higher Ranks: For each rank you cast this jutsu
Chakra that permeates through you and a number of
above B-Rank, increase the cost of this jutsu by 3 and the
earthen constructs of your choice within range 30 feet of
number of earthen constructs you summon. Each
you.
Earthen construct must target a different creature.
Select creatures of your choice within 30 feet of yourself
or an Earthen construct affected by this jutsu, gain a layer
of earth release chakra that solidifies into the shape of
armor of your description. Select creatures gains
Temporary Hit points equal to twice your Ninjutsu Save DC.
The temporary hit points you grant them has Immunity
to Cold Damage, and Vulnerability to Lightning Damage.

5
EARTH RELEASE: JADE FOREST S-RANK:
Classification: Ninjutsu
Rank: A-Rank EARTH RELEASE: MOON FALL
Casting Time: 1 Action Classification: Ninjutsu
Range: Self (120-foot sphere) Rank: S-Rank
Duration: Instant Casting Time: 1 Full Turn Action
Components: HS, CM, CS Range: 1 Mile
Cost: Special (110 Chakra) Duration: Special
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination Components: HS, CM
Description: You create a gargantuan sized sealing circle of Cost: Special
made of earth release chakra that ingrains itself into the Keywords: Ninjutsu, Earth Release
earth itself in a massive cube originating from you. Description: Upon Competition of your Jutsu's
Stalagmites made of stone, Jade and lapis erupts from the handsigns you manifest a single super huge earthen
ground forcing all creatures except you and any other construct 1 mile in the air.
potential casters to make a Strength, Dexterity and Spend chakra in multiples of 35 up to twice. For every
Constitution saving throw. 35 chakra spent this way, the Gargantuan Moon like
On a failed Strength Saving throw creatures are unable to structure you manifest grows in size and affects a larger
avoid being thrown around and keeping their footing in this area when dropped. You cannot reduce the cost of this
newly forming environment becomes Dazed for the next jutsu by any means.
minute and being knocked prone. 35 Chakra: The Moon like structure falls on a point
On a failed Dexterity save, creatures are unable to avoid you can see within range crushing a space equal to a 30-
being stabbed, crushed, or struck with newly erupted stone, foot sphere. Each creature who are within the 30-foot
jade and lapis taking 7d10 piercing and 7d10 earth damage on sphere and has a way to escape the radius be it by their
a failed save or half as much on a successful save. A creature base movement speed or a jutsu they could cast as a
who fails this save by 10 or more takes maximum damage. bonus action, makes a Dexterity saving throw. On a
On a failed Constitution saving throw, some of your Earth successful save, they are able to use their movement or a
Release chakra infiltrates a creature’s body inflicting the jutsu which could allow them to escape the sphere. On a
Poisoned Condition for the next minute. failed save they take 22d12 earth damage. All creatures
After casting, this area becomes difficult terrain and who are within 30 feet of the sphere, including creatures
counts as a single Earthen Construct. A creature cannot see who succeeded the previous Dexterity saving throw must
further than 10 feet in front of them. This forest of Stone Jade make a Dexterity saving throw as the shockwave from
and Lapis remains until destroyed or 1 year has passed. such a massive impact deals significant damage to the
Combination: If this jutsu is cast as a Combination jutsu with 2 area. A creature takes 12d6 Bludgeoning & 12d6 Earth
or more casters you reduce the cost of this jutsu by 2 for each Damage on a failed save or half as much damage on a
Caster. successful one.
Any creature who assists in casting this jutsu as a combination 70 Chakra: The Moon like structure falls on a point
modifies its effects based on the highest Charisma Modifier you can see within range crushing a space equal to a 60-
within the group of casters. foot sphere. Each creature who are within the 60-foot
(+0-2: No Change, +3-4: Disadvantage on Strength Saving sphere and has a way to escape the radius be it by their
throws, +4: Disadvantage on Strength & Constitution Saving base movement speed or a jutsu they could cast as a
throws, +5: Disadvantage on All Saving throws). bonus action, makes a Dexterity saving throw. On a
successful save, they are able to use their movement or a
EARTH RELEASE: STARFALL WAKE jutsu which could allow them to escape the sphere. On a
Classification: Ninjutsu failed save they take 30d12 earth damage. All creatures
Rank: A-Rank
who are within 50 feet of the sphere, including creatures
Casting Time: 1 Full Turn Action
who succeeded the previous Dexterity saving throw must
Range: 300 Feet
make a Dexterity saving throw as the shockwave from
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS such a massive impact deals significant damage to the
Cost: 18 Chakra area. A creature takes 15d6 Bludgeoning & 15d6 Earth
Keywords: Ninjutsu, Earth Release, Fuinjutsu Damage on a failed save or half as much damage on a
Description: You manifest a series of shimmering shards of successful one.
earth 300 feet in the air that floats above you for the A creature who’s hit points are reduces to 0 as a result
duration. of this jutsu cannot be revived by any means as their
For the duration, as an Action, Bonus Action, or Reaction body is crush beyond repair.
you can call down these shard to bombard a space you can see
within range. A creatures within 10 feet of the selected space
must succeed a Dexterity saving throw taking 9d8 Earth
damage on a failed save or half as much on a successful one.
A creature who would make a second saving throws in the
same turn as the result of this jutsu instead would take 9d6
Earth damage on a failed save or half as much on a successful
one. A creature who would make a third saving throws in the
same turn as the result of this jutsu instead would take 9d4
Earth damage on a failed save or half as much on a successful
one.

6
EARTH RELEASE: STAR SHATTER
Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Full Turn Action
Range: 1 Mile
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 30 Chakra
Keywords: Ninjutsu, Earth Release
Description: You create a single star shaped earthen
construct in the sky, 1 mile in the air before you cause it
to shatter. Select a space you can see within range. All
creatures of your choice within 500 feet of the selected
space must succeed a Strength saving throw as the
weight of a dying star is thrust upon them.
On a failed save they are Paralyzed and knocked prone
as they become unable to move and find it hard to even
breathe.
A creature who begins their turn in this space, ends
their turn in this space, or enters this space for the first
time must make the Strength saving throw.
A creature paralyzed by this jutsu takes 9d8 earth
damage at the beginning of their turn. A creature
paralyzed by this jutsu takes 9d8 earth damage at the
end of their turns if they do not make the Saving throw
to end this jutsu’s effects.
A paralyzed creature makes a Strength Saving throw at
the end of their turns (They do not automatically fail as a
result of being Paralyzed). On a successful save, they end
the paralyzed condition on themselves immediately.

7
WIND RELEASE WIND RELEASE: PALM VORTEX
Classification: Ninjutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Action

WIND RELEASE: COLLECTIVE GALE


Range: Self (10 Foot cone)
Duration: Instant
Classification: Ninjutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Wind Release, Ninjutsu
Range: 15 feet
Description: You create a localized vortex of cutting
Duration: 1 Minutes
wind. All creatures within range must succeed a
Components: HS, CM
Dexterity saving throw to avoid being horrendously
Cost: 5 Chakra
slashed. On a failed save creatures take 3d6 wind damage
Keywords: Wind Release, Ninjutsu, Medical
and being pulled 5 feet closer to you or half as much on a
Description: You collect wind release chakra and infuse
successful save and no additional affects.
it into your Medical Release technique. One willing
If a creature is currently affected by the burned
creature within range breathes in this Medically infused
condition, you trigger the dulled flames igniting them
wind.
again. A burned creature makes their saving throw at
For the duration a creature who has breathed this
Disadvantage. On a failed save a burned target instead
wind does not need to breathe, Ignores the effects of 1
takes 3d8 + Your Ninjutsu Ability Modifier Fire damage.
rank of Exhaustion and when they would regain hit
At Higher Ranks: For each rank you cast this jutsu
points as the result of a Ninjutsu with the Medical
above D-Rank, increase the cost of this jutsu by 3, the
Keyword, they regain an additional 1d4 Hit points.
damage by 1d6 or 1d8.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3,
Ignores the effects of up to 1 additional rank of
WIND RELEASE: RAGING GALE
Classification: Ninjutsu
Exhaustion.
Rank: D-Rank

WIND RELEASE: GRYPHONS WING BEAT


Casting Time: 1 Action
Range: 60 feet (15-foot radius)
Classification: Ninjutsu
Duration: Instant
Rank: D-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 5 Chakra
Range: 20 feet
Keywords: Wind Release, Ninjutsu
Duration: Instant
Description: You manifest a powerful torrent of wind,
Components: HS, CM
strong enough to lift and throw most creatures.
Cost: 4 Chakra
Select a space you can see within range. A spiraling
Keywords: Wind Release, Ninjutsu
torrent of wind erupts upwards. All creatures within 15
Description: You create two wings made of wind release
feet of the chosen space, must succeed a Strength saving
chakra that beats with enough force to feel like a tornado
throw. On a failed save they are thrown upwards being
is passing through.
dazed and falling prone until the beginning of their next
All creatures within range must succeed a Strength
turn.
saving throw to resist being Dazed until the end of their
At Higher Ranks: For each rank you cast this jutsu
next turn and Knocked prone.
above D-Rank, increase the cost of this jutsu by 3. If cast
A creature Dazed by this jutsu finds it difficult to
at B-Rank or higher, creatures have a -2 penalty on
maintain concentration on multiple jutsu. If a creature is
saving throws to resist this jutsu. If cast at S-Rank or
concentrating on more than 1 jutsu, they must lose
higher, creatures have a -5 penalty on saving throws to
concentration on all but 1 jutsu.
resist this jutsu.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
range by 10 feet.
WIND RELEASE: RAGING VORTEX
Classification: Ninjutsu

WIND RELEASE: LIONS GROWL


Rank: D-Rank
Casting Time: 1 Action
Classification: Ninjutsu
Range: Touch
Rank: D-Rank
Duration: Concentration, Up to 1 minute
Casting Time: 1 Action
Components: HS, CM
Range: Self
Cost: 5 Chakra
Duration: Concentration, Up to 1 Minute
Keywords: Wind Release, Ninjutsu
Components: HS, CM
Description: You encircle a willing creature with potent
Cost: 5 Chakra
Wind Release Chakra. For the duration, you magnify the
Keywords: Wind Release, Ninjutsu
targets physical capabilities.
Description: You weave Wind Release Chakra together,
The target creature adds 1d8 to all Strength and
creating a thin veil of chakra in the shape of a Lion
Dexterity Ability Checks and Saving throws. Their
around you. This chakra then collapses on you granting
movement speed is increased by 15 feet and melee
you benefits as listed below;
attacks they make that deal damage deals an additional
• Increase your Movement Speed by 15 feet. 1d6 Wind Damage.
• You gain a bonus to Ninjutsu Attack Rolls equal to 1d6. At Higher Ranks: For each rank you cast this jutsu
• Ninjutsu, you cast with the Wind Release Keyword that above D-Rank, increase the cost of this jutsu by 3 and
has a range of at least 5 feet, increases their range by the number of targets you can affect by +1.
10 feet.

8
WIND RELEASE: SPLITTING GALE furiously rotating blade of Wind Release Chakra,
Classification: Ninjutsu centered on a point of your choice within range.
Rank: D-Rank All creatures within the cylinder must succeed a
Casting Time: 1 Action Dexterity and Constitution saving throw.
Range: 90 feet On a failed Dexterity save they are slashed with wind
Duration: Concentration, Up to 1 minute chakra repeatedly taking 2d6 Slashing Damage and 2d6
Components: HS, CM Wind Damage or half as much on a successful save. A
Cost: 5 Chakra creature makes this saving throw the beginning of each
Keywords: Wind Release, Ninjutsu turn they begin within this cylinder.
Description: You create a field of oppressive and potent On a fail Constitution Saving throw they are robbed of
wind that slashes and buffets any instance of Molded their air in their lungs as they begin suffocating. A
Chakra. Select a space you can see within range, all Suffocating creature can only survive a number of
creatures within 20 feet of the chosen space who would rounds equal to their constitution modifier before
cast a jutsu with a Chakra Molding (CM) component passing out falling unconscious from the lack of air. A
immediately takes 2d6 Wind Damage and must succeed a creature makes this saving throw at the beginning of
Constitution Saving throw being Dazed until the end of each turn they begin within cylinder. An unconscious
the current turn on a failed save. creature can regain consciousness when another
As a bonus action on your turn, you may move the creature spends an action waking them.
field up to 30 feet in any direction to a space you can see Creatures inside the cylinder cannot gain the benefits
within range. of an increase to movement speed and are treated as if
At Higher Ranks: For each rank you cast this jutsu they are in difficult terrain.
above D-Rank, increase the cost of this jutsu by 3 and Combination: If this jutsu is cast as a Combination jutsu
the size of the area affected by 5 feet, and the damage by with 2 or more casters increase the damage by 2d6 for each
1d6. damage type.
Any creature who assists in casting this jutsu as a
WIND RELEASE: VACUUM BOMB combination jutsu increases this Jutsu's area of effect size
Classification: Ninjutsu based on the highest Charisma Modifier within the group of
Rank: D-Rank casters. (+0-1: No Change, +2: Increase the Height by +10
Casting Time: 1 Action feet and radius to 30 feet, +3: Increase the Height by +20 feet
Range: Self (20-foot radius sphere) and radius to 40 feet, +4: Increase the Height by +30 feet
Duration: Instant and radius to 50 feet, +5: Increase the Height by +40 feet
Components: HS, CM and radius to 60 feet).
Cost: 5 Chakra
Keywords: Wind Release, Ninjutsu C-RANK:
Description: You create a single point of high-density
air pressure using your Wind Release Chakra before WIND RELEASE: LIONS ROAR
expanding it and creating a series of reactions. All Classification: Ninjutsu
creatures currently affected by the following conditions; Rank: C-Rank
Burning, Shocked and Chilled, may have their conditions Casting Time: 1 Action
potentially passed around to other creatures near them. Range: Self (15-foot radius sphere)
All creatures within range who are affected by the Duration: Concentration, Up to 1 Minute
Burned, Shocked or Chilled Condition must succeed a Components: HS, CM
Constitution saving throw. On a failed save your wind Cost: 9 Chakra
release chakra picks up and expands their conditions Keywords: Wind Release, Ninjutsu
outward to other creatures within 20 feet of them Description: You weave Wind Release Chakra together,
(excluding you). creating a potent veil of chakra in the shape of a Lion
All creatures within 20 feet of a creature who failed around you and allied creatures. This chakra then
their save must succeed a Constitution saving throw. On collapses on all creatures of your choice within range
a failed save they gain the same condition the affected granting the benefits as listed below, for the duration;
creature has.
• Bonus +20 Movement speed.
At Higher Ranks: For each rank you cast this jutsu
• Ninjutsu, they cast with the Wind Release Keyword
above D-Rank, increase the cost of this jutsu by 3 and
that has a range of at least 5 feet, increases their range
the size of the area affected by 5 feet.
by 10 feet, and deals an additional 1d8 Wind Damage,

WIND RELEASE: VACUUM RAIN once per turn.


• Taijutsu, they cast that has a range of touch, or 5 feet,
Classification: Ninjutsu
increases their range by 10 feet, and deals an
Rank: D-Rank
additional 1d8 Wind Damage, once per turn.
Casting Time: 1 Action
Range: 90 feet (20-foot cylinder)
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: Special (28 Chakra)
Keywords: Wind Release, Ninjutsu, Combination
Description: You create a powerful updraft that sucks
the oxygen and air upwards robbing creatures of the
ability to breathe within range. All casters of this jutsu
create a 60-foot tall, 20-foot-wide cylinder that
removes all air from inside of it replacing it with

9
WIND RELEASE: RAKSHASA BARRIER WIND RELEASE: VACUUM BARRIER
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when you Casting Time: 1 Reaction, which you take when you see a
would take Earth, Wind, Fire, Cold, or Lightning Damage creature within range take damage.
Range: Self Range: 60 feet.
Duration: 1 Round Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 9 Chakra
Keywords: Wind Release, Ninjutsu, Clash Keywords: Wind Release, Ninjutsu, Fuinjutsu, Clash
Description: You raise your hand and generate an Description: You create a swirling vortex of air in front
intensely dense torrent of wind that circles around you, of a creature you can see within range right before take
creating a bubble of wind that envelops your entire body. damage. The compressed air compresses then explodes
The bubble of wind that envelops you has a number of pushing attacks and other forces back, protecting the
hit points equal to your Proficiency bonus times your creature. Reduce the damage the target creature takes by
Ninjutsu ability Modifier. This bubble has immunity to 4d8+ Your ninjutsu Ability Modifier.
Wind and Lightning Damage and vulnerability to Fire This damage reduction is doubled if the damage is
Damage. Lightning Damage.
If the bubble would take fire damage, all creatures This damage reduction is halved if the damage is Fire
within 15 feet of you must succeed a Dexterity saving Damage.
throw becoming burned on a failed save as the fire At Higher Ranks: For each rank you cast this jutsu
spreads around you from your rotating bubble of wind. above C-Rank, increase the cost of this jutsu by 3 and the
If the bubble would take Lightning damage, all damage reduced by 1d8.
creatures within 15 feet of you must succeed a Dexterity
saving throw becoming shocked on a failed save, as WIND RELEASE: VACUUM FIELD
lightning jumps from you to other creatures around you. Classification: Ninjutsu
If the bubble would take Cold damage, all creatures Rank: C-Rank
within 15 feet of you must succeed a Dexterity saving Casting Time: 1 Action.
throw becoming chilled on a failed save, as the cold is Range: Self (30-foot Radius Sphere)
spread to all creatures around you. Duration: Concentration, Up to 1 minute.
If the bubble would take Earth damage, all creatures Components: HS, CM
within 15 feet of you must succeed a Dexterity saving Cost: Special (50 Chakra)
throw, gaining the bleeding condition on a failed save, as Keywords: Wind Release, Ninjutsu, Fuinjutsu,
they are pelted with shrapnel of earth. Combination
At Higher Ranks: For each rank you cast this jutsu Description: You manifest a Seal of wind Release Chakra
above C-Rank, increase the cost of this jutsu by 3, the that glows in the air. The seal then triggers completely
size of the area affected by 5 feet, and the number of hit removing all evidence of Oxygen and atmosphere from a
points your bubble has by +10. 30-foot radius sphere centering on you. You and all
other casters are immune to this jutsu’s effects.
WIND RELEASE: RECOVERING BREEZE All creatures who begin their turns in this jutsu’s
Classification: Ninjutsu range must succeed a Constitution Saving throw or begin
Rank: C-Rank immediately suffocating as they are robbed of their air in
Casting Time: 1 Action their lungs. A Suffocating creature can only survive a
Range: Self (20 Feet) number of rounds equal to their constitution modifier
Duration: Instant before passing out falling unconscious from the lack of
Components: HS, CM air. An unconscious creature in this jutsu’s radius
Cost: 8 Chakra automatically takes 5d10 Necrotic Damage. A creature
Keywords: Wind Release, Ninjutsu, Medical who’s hit points are reduced to 0 as a result of this jutsu
Description: You create a field of medical chakra infused lungs, heart and other internal organs explode while
wind release chakra that pulses outward from you. All inside the body. Being unable to be revived without these
creatures of your choice within Range, regains 2d6 + organs being restored as well. An unconscious creature
Your ninjutsu ability modifier in hit points. can regain consciousness when another creature spends
At Higher Ranks: For each rank you cast this jutsu an action waking them.
above C-Rank, increase the cost of this jutsu by 3 and the Fire & Lightning cannot exist within this Vacuum Field
amount healed by 1d6. and if fire or lightning, a jutsu with a Fire or Lightning
Release Keyword that deals fire or lightning damage
would attempt to enter this fields radius or affect a
creature within this fields Radius it is immediately
snuffed out and negated.
Combination: If this jutsu is cast as a Combination jutsu
with 2 or more casters increase the damage by 2d10.
Any creature who assists in casting this jutsu as a
combination jutsu increases this Jutsu's area of effect size
based on the highest Charisma Modifier within the group of
casters. (+0-1: No Change, +2: Increase the radius by +10
feet, +3: Increase the radius by +15 feet, +4: Increase the
radius by +20 feet, +5: Increase the radius by +30 feet).

10
WIND RELEASE: WHIRLWIND SPEAR WIND RELEASE: WIND RIDER
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self (120-foot line) Range: Touch
Duration: Instant Duration: 1 Minute
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 9 Chakra
Keywords: Wind Release, Ninjutsu, Clash Keywords: Wind Release, Ninjutsu
Description: You create a molded construct of wind Description: You touch a willing creature you can see
release chakra that floats next to you. This construct can within range coating them in Wind Release Chakra. For
take the shape of any spear or piercing like object such as the duration, the target creature gains a 20ft flying
an arrow, lance, sword or anything you prefer. You then speed, but at the end of their turn they must be within 5
launch this construct in a straight line, piercing through feet of the ground. The creature cannot suffer falling
all creatures in a 5-foot wide, 120-foot lone line damage as they are always carried by the wind to a safe
originating from you. landing.
All creatures in range must succeed a Dexterity Saving Additionally, the creature is always floating at least 5
throw taking 5d6+ Your Ninjutsu Ability Modifier wind feet off the ground for the duration.
Damage on a failed Save or half as much on a successful
one. B-RANK:
The first creature your construct would pass through
that has the burned, chilled, or shocked condition has WIND RELEASE: CHERISHING BREEZES
that condition exacerbated. That creature takes 2d10 fire Classification: Ninjutsu
damage if they are burned, cold damage if they are Rank: B-Rank
chilled or lightning damage if they are shocked. On a Casting Time: 1 Action
successful save no additional damage is done. Range: Touch
All remaining creatures behind a creature that would Duration: Instant
make a constitution saving throw, must make a Components: HS, CM
Constitution saving throw as well gaining that creatures Cost: 12 Chakra
Burned, Chilled, or shocked condition on a failed save. Keywords: Wind Release, Ninjutsu, Medical
At Higher Ranks: For each rank you cast this jutsu Description: You inhale once, filling your lungs with Air
above C-Rank, increase the cost of this jutsu by 3 and the that you mix medical release chakra. You then attempt to
damage by 1d6 and 1d10. pass this air from your lungs into the lungs of another
who have either died within the last minute or are dying.
WIND RELEASE: WHIRLWIND THRUST This can be done in a number of ways such as CPR, a kiss,
Classification: Ninjutsu simply manipulating the air to exit your lungs and enter
Rank: C-Rank the downed creatures.
Casting Time: 1 Action When you do, the dead or dying creature makes a
Range: 90 feet Constitution Saving throw adding 2d4 to their roll vs a
Duration: Instant DC 15 + 1 for each round they have been dead. On a
Components: HS, CM Success, they immediately end the dead or dying
Cost: 8 Chakra condition regaining consciousness with 1 Hit Point and a
Keywords: Wind Release, Ninjutsu number of Temporary Hit points equal to three times
Description: You create an updraft of cycling wind your Ninjutsu Save DC. These Temporary hit points last
release chakra that erupts from the ground under a for 10 minutes.
group of creatures. Select a space within range. All At Higher Ranks: For each rank you cast this jutsu
creatures within 15 feet of the selected space must above B-Rank, increase the cost of this jutsu by 3 and the
succeed a Strength saving throw. On a failed save, bonus to the creatures Constitution Saving throw by 1d4.
creatures are thrown 30 feet upwards into the air taking
3d10 wind damage. If a creature cannot safely land, they
take falling damage as normal.
If the space this jutsu is casted overlaps with a source
of Fire or Water additional effects happen.
Fire: This Jutsu ignites and becomes a flaming
whirlwind instead dealing 3d12 fire damage instead of
3d10 Wind Damage. Creatures must also succeed a
Constitution saving throw gaining the burned condition
on a failed save.
Water: This jutsu becomes swirled with a powerful
torrent of Water instead dealing 3d12 Cold damage
instead of 3d10 Wind Damage. Creatures must also
succeed a Constitution saving throw gaining the Dazed
condition on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d10 or 1d12.

11
WIND RELEASE: GALE BLADE If this jutsu is used in reaction to a Ninjutsu or
Classification: Ninjutsu Taijutsu being cast, the shockwave of air pressure
Rank: B-Rank reduces the damage the jutsu would deal by 5d6 + 15. If
Casting Time: 1 Action the jutsu used does not deal damage the triggering
Range: 90 Feet creature must succeed a Constitution (Chakra Control)
Duration: Instant check vs your Ninjutsu save DC. On a success their jutsu
Components: HS, CM is cast as normal. On a failure, their jutsu is also blown
Cost: 14 Chakra away as this jutsu negates it.
Keywords: Wind Release, Ninjutsu If this jutsu is used to trigger a clash with a Jutsu with
Description: You create a super thin blade of cutting wind the Fire Release Keyword, you make your clash check at
that slices through everything in a continuous line. Select advantage as you are pushing all the wind away from
a space you can see within range. Then select a second you. If you succeed your clash check against a jutsu with
space you can see within 60 feet of the originally selected the fire release keyword, they take an additional 4d8
space. Draw a straight line in between both spaces. All wind Damage and must succeed a Constitution saving
creatures who the line passes through or by within 5 feet throw being burned on a failed save.
must succeed a Dexterity saving throw, taking 5d8 + Your
proficiency bonus wind damage and gaining 3 ranks of WIND RELEASE: THUMB OF DESTRUCTION
bleeding on a failed save or half as much and no Classification: Ninjutsu
additional effects on a successful one. Rank: B-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: Full Turn Action
above C-Rank, increase the cost of this jutsu by 3 and the Range: 120 Feet
damage by 1d8. Duration: Instant
Components: HS, CM, CS
WIND RELEASE: GRYPHONS TALONS Cost: Special (77 Chakra)
Classification: Ninjutsu Keywords: Wind Release, Ninjutsu, Combination
Rank: B-Rank Description: You generate a super massive tornado that
Casting Time: 1 Action touches down on a space you can see within range. This
Range: Self Tornado is 120 feet tall and 30 feet wide. You can
Duration: Concentration, Up to 1 minute command it to touch down on top of a creature or space
Components: HS, CM, CS you can see within range.
Cost: 14 Chakra If you have it touch down on top of a creature, make a
Keywords: Wind Release, Ninjutsu, Fuinjutsu, Clash Ranged Ninjutsu attack, dealing 10d8 wind damage on a
Description: You place a sealing talisman on your hands hit.
as you focus your Wind Release chakra onto them All creatures, objects and structures, excluding casters
activating them. Chakra forms into the shape of 2 Claws, of this jutsu, within 60 feet of the tornado must succeed
Talons, or weapons of your description on either hand. a Strength saving throw being sucked into the eye of this
For the duration you do not spend chakra to maintain storm. On a failed save they are thrown to the top of this
concentration on this jutsu. tornado for but a moment before the tornado
For the duration you can as an action make up to two compresses and fires all creatures within the eye of its
Melee Ninjutsu Attacks with these wind claws you created. storm directly into the ground at sound breaking speeds.
Your Melee Ninjutsu attacks made with these wind claws All creatures, objects and structures are immediately
have a range of 10 feet, and deal 3d8 + Your ninjutsu blasted directly into the ground taking triple falling
ability modifier wind damage on a successful hit. damage.
Combination: If this jutsu is cast as a Combination jutsu
WIND RELEASE: GUST SURGE with 2 or more casters increase the targeted damage by 2d8
Classification: Ninjutsu for each additional caster.
Rank: B-Rank Any creature who assists in casting this jutsu as a
Casting Time: 1 Reaction, which you take when a creature combination jutsu increases this Jutsu's area of effect size
within 45 feet of you make an Attack, Casts a Jutsu or and damage based on the highest Charisma Modifier within
moves towards you. the group of casters. (+0-1: No Change, +2: Increase the
Range: Self (45- foot radius sphere) height of the tornado by 60 feet, +3: Increase the height of
Duration: Instant the tornado by 80 feet, +4: Increase the height of the
tornado by 120 feet, +5: Increase the height of the tornado
Components: HS, CM, CS
Cost: 14 Chakra by 120 feet and instead deal quadruple falling damage).
Keywords: Wind Release, Ninjutsu, Clash
Description: You punch the ground creating a single point
of intense air pressure that explodes outwards blowing
away all creatures and potentially all attacks.
All creatures within range of your choice must succeed
a Strength saving throw. On a failed save they are thrown
back to the edge of this jutsu’s radius into a space that can
hold them.
Creatures who fail their strength saving throw becomes
Dazed for 1 minute on a failed save. A Creature Dazed this
way makes a Constitution saving throw at the end of their
turns ending the condition on a successful save.

12
WIND RELEASE: WYVERNS SURGE WIND RELEASE: EYE OF THE STORM
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Full Turn Action
Range: Self Range: Self (60-foot-Radius Sphere)
Duration: Concentration, Up to 1 minute Duration: Concentration, Up to 1 minute
Components: HS, CM, CS Components: HS, CM, CS
Cost: 14 Chakra Cost: 20 Chakra
Keywords: Wind Release, Ninjutsu, Fuinjutsu Keywords: Wind Release, Ninjutsu
Description: You place a sealing tag on your body in any Description: You Create a powerful twisting cyclone of
place you desire, as you place a massive reserve of Wind wind that seals yourself and all creatures in this jutsu’s
Release Chakra into the tag itself, activating it and Radius off from other creatures and effects from outside
magnifying your physical potential. You do not need to this jutsu’s radius.
spend chakra to maintain concentration on this jutsu. Creatures outside this jutsu’s radius cannot see into
For the duration once per turn, jutsu you cast with any the opaque wall of twisting wind, dust, dirt and chakra. A
Nature Release Keyword that deals damage, deals creature with Chakra sight when looking at the wall only
additional Wind Damage Equal to 3d8. sees a wall of chakra and cannot make out anything
If a Jutsu you cast has the Earth Release Keyword, it passed it.
ignores Temporary Hit points, instead dealing damage If a creature attempts to pass through the wall, they
directly to a creatures hit points. must succeed a Strength saving throw. On a successful
If a Jutsu you cast has the Wind Release Keyword, save they pass through the wall. On a failed save they
increase its die size by 1 step. (D4>D6>D8>D10>D12). take 8d8 wind damage and are thrown back 30 feet.
If a Jutsu you cast has the Fire Release Keyword, Attacks and Jutsu cannot penetrate this jutsu’s walls.
affected creatures gains 2 ranks of the Burned Condition. While inside this jutsu’s radius, creatures cannot
If a Jutsu you cast has the Water Release Keyword, generate electricity preventing them from casting Jutsu
affected creatures gains 2 ranks of the Chilled Condition. with only the Lightning Release Keyword.
If a Jutsu you cast as the Lightning Release Keyword, If the wall is struck with a Jutsu with the Water
affected creatures gains 2 ranks Shocked Condition for Release Keyword, the walls becomes wreathed in Water
the next minute. Release Chakra. If this jutsu’s walls become wreathed in
Water Release chakra, creatures within this jutsu’s
A-RANK: radius cannot generate fire, preventing them from
casting jutsu with only the Fire Release Keyword.
WIND RELEASE: DEFIANCE STORM If the wall is struck with a Jutsu with the Fire Release
Classification: Ninjutsu Keyword, the walls becomes wreathed in Fire Release
Rank: A-Rank Chakra. If this jutsu’s walls become wreathed in Fire
Casting Time: 1 Full Turn Action Release chakra, creatures within this jutsu’s radius
Range: 90 Feet (30-foot-Radius Sphere) cannot generate strong wind, preventing them from
Duration: 1 minute casting jutsu with only the Wind Release Keyword.
Components: HS, CM, CS
Cost: 20 Chakra WIND RELEASE: LIONS FANG BLADE
Keywords: Wind Release, Ninjutsu, Fuinjutsu Classification: Ninjutsu
Description: You throw a Chakra seal onto the ground Rank: A-Rank
before you release the chakra sealed within in creating Casting Time: 1 Action
an aura of reinforcing Wind release chakra. Select up to 4 Range: 120 feet
creatures to gain the benefits of this jutsu while inside Duration: Instant
this Jutsu's radius. Components: HS, CM
For the duration select creatures within this jutsu’s Cost: 19 Chakra
radius makes Strength, Dexterity and Wisdom Ability Keywords: Wind Release, Ninjutsu
checks and Saving throws at advantage, Ninjutsu they Description: You mold wind Release Chakra to create a
cast of B-Rank or lower has their cost reduced by -2 beast made purely of Wind Release Chakra, that has a
(Min 1.), Taijutsu & Bukijutsu they cast deal additional design and look of your description that counts as large.
wind damage equal to your Ninjutsu Ability modifier. Upon its creation, you command it to attack a number
The Chakra Seal used to cast this jutsu can be targeted of creatures up to your Ninjutsu Ability Modifier once
for attacks, although it is protected by a bubble of Wind each. Make a Melee Ninjutsu attack for each creature it
Release Chakra. It has an AC equal to your Ninjutsu Save attacks within range as it leaps and assaults each
DC, and Hit Points equal to twice your Ninjutsu Save DC. creature. On a hit, you deal 3d8 Wind Damage.
It has Immunity to Lightning Damage and Vulnerability A creature that takes damage from the Construct must
to Fire Damage. Once Destroyed, this jutsu immediately succeed a Constitution saving throw being torn apart
ends. from the thousands of blades made of Wind Release
chakra that makes up your constructs form. On a failed
save they gain 6 Ranks of Bleeding.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3, the
damage by 1d8 and Bleed Ranks by 3.

13
WIND RELEASE: SPLITTING BREEZE All structures and constructs in this jutsu’s path
Classification: Ninjutsu automatically fail their saves and are destroyed as they
Rank: A-Rank are pulled into the hurricane’s rotation. This Hurricane
Casting Time: 1 Action lasts for 1 Minute as once cast it cannot be stopped or
Range: 5 Feet dispelled by its casters willingly.
Duration: Instant Combination: If this jutsu is cast as a Combination jutsu
Components: HS, CM with 2 or more casters increase the damage by 4d8.
Cost: Special Any creature who assists in casting this jutsu as a
Keywords: Wind Release, Ninjutsu combination jutsu increases this Jutsu's area of effect size
Description: You mold wind Release Chakra to create a and damage based on the highest Charisma Modifier within
blade of wind release chakra that is so compressed it fits the group of casters. (+0-1: No Change, +2: Increase the
into the palm of your hand. The amount of power this radius of the hurricane by 30 feet, +3: Increase the radius of
jutsu exhibits is entirely dependent on the amount of the hurricane by 60 feet, +4: Increase the radius of the
chakra you commit to it. hurricane by 90 feet, +5: Increase the radius of the hurricane
Spend chakra in multiples of 20 up to three times. For by 120 feet).
every 20 chakra spent this way you deal the listed effect.
A creature reduced to 0 as a result of this jutsu is bisected WIND RELEASE: SPIRALING TEMPEST
at any angle the caster decides; Classification: Ninjutsu
20 Chakra: You make a single melee Ninjutsu attack. Rank: S-Rank
On a successful hit, you dealing 12d4 Wind Damage and Casting Time: 1 Bonus Action
12d4 Slashing damage. A creature must also succeed a Range: Self (45-foot radius)
Constitution saving throw gaining 5 Ranks of Bleeding Duration: 1 Minute
on a failed save. Components: HS, CM
40 Chakra: You make a single melee Ninjutsu attack. Cost: 45 Chakra
On a successful hit, you dealing 18d4 Wind Damage and Keywords: Wind Release, Ninjutsu
18d4 Slashing damage. A creature must also succeed a Description: You release a surge of Wind Release Chakra
Constitution saving throw with a -2 penalty, gaining 10 that protects and enhances all of your allies for the
Ranks of Bleeding on a failed save. A creature who fails duration. All creatures of your choice within range gain
this saving throw cannot remove bleeding caused by this the following;
jutsu without a Jutsu of at least A-Rank or Higher. • If a creature starts their turns in this jutsu’s radius,
60 Chakra: You make a single melee Ninjutsu attack. they gain a Bonus +30 Movement speed until the end
On a successful hit, you dealing 24d4 Wind Damage and of their next turns.
24d4 Slashing damage. A creature must also succeed a • They gain a bonus to Ninjutsu and Taijutsu Attack
Constitution saving throw with a -5 penalty, gaining 15 Rolls equal to your Ninjutsu Ability Modifier.
Ranks of Bleeding on a failed save. A creature who fails • They gain a number of Temporary Hit points equal to
this saving throw cannot remove bleeding caused by this your Ninjutsu Save DC at the beginning of each of their
jutsu without a Jutsu of at least A-Rank or Higher. turns. These Temporary hit points do not stack.
• Taijutsu they cast that has a range of touch, or 5 feet,
S-RANK: increases their range by 15 feet, and deals an
additional 3d8 Wind Damage.
WIND RELEASE: HURRICANE OF DISASTER • Affected Creatures cannot be Dazed or Weakened.
Classification: Ninjutsu • Affected creatures gain Resistance to Lightning
Rank: S-Rank Damage.
Casting Time: Full Turn Action
Range: Self (120-foot radius)
Duration: Instant
Components: HS, CM, CS
Cost: Special (138 Chakra)
Keywords: Wind Release, Ninjutsu, Combination
Description: You generate a Category 6 Hurricane that
touches down with the sole intent of bringing nothing
but ruin in its wake. This Hurricane extends 250 feet
into the air and has a 120-foot radius. This hurricane
affects all creatures except its casters within its radius.
At the end of each of your turns, it moves 90 feet in a
random direction (Roll 1d8. 1: North, 2: North East, 3:
East, 4: South East, 5: South, 6: South West, 7: West, 8:
North West.). Creatures within this jutsu’s area of effect
must succeed a Strength saving throw being ripped from
their current position and thrown 250 feet into the air
taking 12d8 wind Damage and being restrained by the
wind on a failed save. A creature thrown into the air may
repeat their Strength Saving throw to escape this wind at
the end of each of their turns, taking 12d8 wind damage
on a failed save and escaping, falling to the ground on a
successful save.

14
FIRE RELEASE FIRE RELEASE: GREEN FIRE
Classification: Ninjutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Bonus Action.

FIRE RELEASE: BLAZING EMBER


Range: 90 feet
Duration: Concentration, Up to 1 minute
Classification: Ninjutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Fire Release, Ninjutsu
Range: 60 feet
Description: You manifest an emerald-colored flame
Duration: Instant
and mark a creature you can see within range with it.
Components: HS, CM
For the duration, when the target would make a
Cost: 4 Chakra
Saving throw against a Jutsu with the Fire Release
Keywords: Fire Release, Ninjutsu
Keyword, they roll and additional 1d4. Reducing their
Description: You manifest motes of fire in the palms of
saving throw by the result.
each of your hands. Make two Ranged Ninjutsu attacks.
If the marked creature would take fire damage from an
These attacks can target one creature or two. If targeting
attack that you make, you deal an additional 1d6 Fire
multiple creatures make a single Ranged Ninjutsu attack
Damage.
against each.
At Higher Ranks: For each rank you cast this jutsu
On a successful hit you deal 2d4 Fire Damage. If a
above D-Rank, increase the cost of this jutsu by 3 and
creature hit is affected by the burned condition, they
the number of marked creatures by +1.
immediately suffer the damage of their condition.
Afterwards, they gain an additional rank of the burned
condition. A creature can only gain one additional rank
FIRE RELEASE: PASSIONATE FLAMES
Classification: Ninjutsu
of the burned condition as a result of this jutsu per Rank: D-Rank
casting.
Casting Time: 1 Action.
At Higher Ranks: For each rank you cast this jutsu
Range: Touch
above D-Rank, increase the cost of this jutsu by 3 and
Duration: Instant
the amount of attacks you can make by +1.
Components: HS, CM

FIRE RELEASE: BLUE FIRE


Cost: 5 Chakra
Keywords: Fire Release, Ninjutsu, Medical
Classification: Ninjutsu
Description: You manifest a fuchsia-colored flame and
Rank: D-Rank
place it on a wounded creature you can see within range.
Casting Time: 1 Reaction, which you take when you see a
Target creature rolls 2 Hit Die, spending one. When
creature targeted by an attack within range.
they do, they recover the result + Your Ninjutsu ability
Range: 30 feet
modifier.
Duration: 1 Round
After casting the target creature gains resistance to
Components: HS, CM
Fire Damage until the end of your next turn.
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Fire Release, Ninjutsu, Clash
above D-Rank, increase the cost of this jutsu by 3 and
Description: You manifest a sapphire-colored flame
the number of Hit die rolled and spent by 1.
around a willing creature you can see within range
protecting them.
As a reaction to the target creature being targeted by
FIRE RELEASE: REKINDLED FLAMES
Classification: Ninjutsu
an attack that you can see a gout of blue hot flame erupts
Rank: D-Rank
around them creating a barrier of heat.
Casting Time: 1 Action.
Until the beginning of the creatures next turn, ranged
Range: Touch
attacks deal reduced damage equal to 3d4. Melee attacks
Duration: Instant
deal reduced damage equal to 2d4 and deals 2d8 in fire
Components: HS, CM
damage to the attacking creature once per turn.
Cost: 5 Chakra
If the attacking creature would deal Cold Damage, this
Keywords: Fire Release, Ninjutsu, Medical
jutsu is immediately extinguished, ending it before any
Description: You manifest a golden-colored flame and
damage reduction or damage could be dealt.
place it on a dying creature you can see within range.
At Higher Ranks: For each rank you cast this jutsu
Target creature is immediately stabilized and rolls 3
above D-Rank, increase the cost of this jutsu by 3, the
Hit Die, spending two. If the target has less than 3 Hit
damage reduction by 1d4 and damage done by 1d8. die, they roll what they have left spending all of it. If the
creature has no hit die, they are not able to be stabilized.
They recover the result of the rolled Hit die + Your
Ninjutsu ability modifier.
After casting the target creature gains resistance to
Fire Damage 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
the number of Hit die rolled by 1.

15
FIRE RELEASE: SANGUINE SPEAR FIRE RELEASE: WHITE FIRE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: 5 Feet Range: Self
Duration: Instant Duration: Concentration, Up to 1 Minute
Components: HS, CM Components: HS, CM, CS
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Fire Release, Ninjutsu Keywords: Fire Release, Ninjutsu, Fuinjutsu
Description: You manifest a sanguine-colored flame and Description: You manifest a pale white-colored flame and
mold it into a melee weapon of your description that you mold it to coat your hands. For the duration, you do not
then use to strike a target within range. need to spend chakra to maintain concentration on this
Make two melee ninjutsu attacks, dealing 1d12 + Your jutsu.
Ninjutsu ability modifier in fire damage on a hit. For the duration, Jutsu you cast with the fire release
A target currently burned or chilled suffer exasperated keyword always forces affected creatures to make a
effected. Constitution saving throw. On a failed save they gain the
Burned: A burned creature gain an additional rank of the burned condition. On a successful save no further effects or
burned condition. conditions are imposed as a result of this jutsu.
Chilled: A chilled creature loses the chilled condition Creatures who gain the burned condition as a result of
suffering from a sudden shift in temperatures taking 2d6 this jutsu, instead must beat a DC 20 Dexterity (Survival)
Necrotic Damage as a result. Their Chilled Condition Check to end the condition.
immediately ends.
At Higher Ranks: For each rank you cast this jutsu above FIRE RELEASE: WILDFIRE
D-Rank, increase the cost of this jutsu by 3 and the number Classification: Ninjutsu
of melee ninjutsu attacks by +1. Rank: D-Rank
Casting Time: 1 Action
FIRE RELEASE: SPARK Range: 45 Feet
Classification: Ninjutsu Duration: Instant
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action. Cost: 5 Chakra
Range: 5 Feet Keywords: Fire Release, Ninjutsu, Clash
Duration: Instant Description: You manifest a multicolored flame and fire a
Components: HS, CM stream of it towards a creature you can see within range.
Cost: 3 Chakra Target creature must succeed a Dexterity saving throw. On a
Keywords: Fire Release, Ninjutsu failed save they gain 2 ranks of the burned condition, and
Description: You manifest a highly flammable ember of take 2d8 Fire Damage.
fire release chakra. You can throw this ember onto any If the target already had the burned condition, on a failed
unworn or held highly flammable material or substance save, they instead immediately take damage from the
causing it to immediately go up in flames. The fires created burned condition they have and take 2d12 fire damage with
by this jutsu grow in size as normal fire would and are not no further effects.
controlled by you. These flames are so hot they evaporate On a successful save they take half damage from the 2d8 if
all water from sources that are not created by a Jutsu with they did not have the burned condition, or the 2d12 if they
the Water Release keyword of at least D-Rank or Higher. already had the burned condition.
These flames extinguish themselves after 10 minutes.
C-RANK:
FIRE RELEASE: TEMPERED METALS
Classification: Ninjutsu FIRE RELEASE: BLUE FIRE EMBER
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: Touch Casting Time: 1 Action
Duration: 1 Minute Range: 60 feet
Components: HS, CM Duration: Special
Cost: 5 Chakra Components: HS, CM
Keywords: Fire Release, Ninjutsu Cost: 7 Chakra
Description: You superheat a single weapon or stack of Keywords: Fire Release, Ninjutsu
weapons or ammunition. For the next minute these Description: You manifest a sapphire-colored ember into a
weapons glow red hot and to all creatures but you are solid but flickering form. This flame appears in a willing
scalding hot to the touch. creature of your choices hand within range. This flame
Weapon affected by this jutsu gains a +1 bonus to attack causes no harm to the creature and can be given or carried
and damage rolls and their damage die is increased by one by any other creature you designate as a holder.
step for the duration. (D4>D6>D8>D10>D12) A holder of this flame may as their bonus action coat
At the conclusion of this jutsu, the weapon becomes themselves in this blue flame granting them a fast burning
brittle, unusable and breaks. but dense shield of flame for a short time. Until the
At Higher Ranks: For each rank you cast this jutsu above beginning of their next turn, they gain a number of
D-Rank, increase the cost of this jutsu by 3. When this Temporary Hit points equal to 3d8 + 10.
jutsu is cast at B-Rank, the bonus becomes +2 and the Melee attacks that strike the creature deals 10 fire damage
damage die is increased by an additional step. When this to all creatures within 10 feet of them as the fire sparks off
jutsu is cast at S-Rank, the bonus becomes +3 and the of them.
damage die is increased by an additional step.

16
This armor grants the creature Resistance to Fire FIRE RELEASE: EVERFLAME SEEDS
Damage for its duration. Classification: Ninjutsu
When the creature would take Wind damage this Rank: C-Rank
Armor instead is reinvigorated gaining additional hit Casting Time: 1 Action.
points equal to the damage done and its duration is Range: Touch
extended until the Start of the triggering creature’s next Duration: Instant
turn. Components: HS, CM
When the creature would take Cold Damage, this Cost: 9 Chakra
armor instead takes double damage. Keywords: Fire Release, Ninjutsu, Medical
At Higher Ranks: For each rank you cast this jutsu Description: You manifest a 2 gems of Fire Release
above C-Rank, increase the cost of this jutsu by 3 and the Chakra infused with Medical Release Chakra that feel hot
Damage by 5. to the touch. You spend 2 of your Chakra Die, rolling and
recording the result.
FIRE RELEASE: DANCE OF FIRE A creature can use its bonus action to eat one gem.
Classification: Ninjutsu Eating a gem forces a creature to roll 2 Hit die, spending
Rank: C-Rank them both.
Casting Time: 1 Reaction, which you take when you or a The creature regains Hit points equal to the result of
creature you can see in range is either targeted by an their Hit Die + The casters Chakra die roll.
attack or would make a Dexterity Saving throw. A creature can gain the benefits of this jutsu twice per
Range: Self (15-foot Radius Sphere) long rest. If a creature attempts to gain the benefits of
Duration: 1 Round this jutsu more than twice per long rest, each time after
Components: HS, CM the second, they take an amount of fire damage equal to
Cost: 9 Chakra the result of the casters Chakra Die roll + Constitution
Keywords: Fire Release, Ninjutsu, Clash Score. This damage cannot be resisted or reduced by any
Description: You manifest a super dense barrier of flame means.
around yourself and all creatures within range.
This barrier of flame has a number of hit points equal FIRE RELEASE: GREENFLAME EMBER
to twice your Ninjutsu Save DC, An AC equal to your Classification: Ninjutsu
Ninjutsu Save DC and counts as a Structure. Creatures Rank: C-Rank
outside of the radius of this barrier cannot see passed its Casting Time: 1 Bonus Action.
walls. Creatures who attempt to pass through this Range: 90 feet
barrier of flame from either side takes 15 Fire Damage. Duration: Concentration, Up to 1 minute
This barrier cannot move and intercepts all attacks Components: HS, CM
and Jutsu, taking damage if any would attempt to pass Cost: 8 Chakra
through the walls exterior. Keywords: Fire Release, Ninjutsu
This wall is immune to Wind Damage, and Jutsu with Description: You manifest an emerald-colored flame
the Wind Release Keyword cannot initiate a clash with it that glows with a bright hue and attempt to mark a
by any means, resistance to fire damage and creature you can see withing range with it. A Creature
vulnerability to Cold Damage. you can see within range must succeed a Constitution
At Higher Ranks: For each rank you cast this jutsu saving throw. On a failed save being marked by this
above C-Rank, increase the cost of this jutsu by 3 and the flame. For the duration, when you make an attack
damage by 10. against the marked creature you roll an additional 2d4
adding the result to your attack & damage rolls.
FIRE RELEASE: EMBER At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above C-Rank, increase the cost of this jutsu by 3 and the
Rank: C-Rank number of marked creatures by +1.
Casting Time: 1 Bonus Action
Range: 60 feet FIRE RELEASE: SANGUINE BLADE
Duration: Instant Classification: Ninjutsu
Components: HS, CM Rank: C-Rank
Cost: 8 Chakra Casting Time: 1 Action.
Keywords: Fire Release, Ninjutsu Range: 60 Feet
Description: You manifest an unassuming mote of fire Duration: Concentration, Up to 1 minute
that floats just above the palms of your hands. Select one Components: HS, CM
creature who you can see within range that has the Cost: 8 Chakra
burned condition. You attempt to maximize the potential Keywords: Fire Release, Ninjutsu
damage they take. Description: You manifest a sanguine-colored flame and
The target creature makes a Constitution saving mold it into a large melee weapon of your description
throw. On a failed save, the target immediately suffers that floats near you upon its creation.
the maximum damage from their burned condition. The When you cast this jutsu, you can make a melee
target then gains an additional rank of the Burned ninjutsu attack against a creature within 10 feet of the
Condition. weapon. On a hit, the target takes fire damage equal to
3d6 + Your ninjutsu ability modifier.
As a bonus action, you can command the weapons to
move up to 30 feet and repeat the attack against a
creature within 10 feet of it.
A target currently burned or chilled suffer exasperated
effected.

17
Burned: A burned creature gain an additional rank of B-RANK:
the burned condition.
Chilled: A chilled creature loses the chilled condition FIRE RELEASE: ALCHEMIST FLAME
suffering from a sudden shift in temperatures taking 2d6 Classification: Ninjutsu
Necrotic Damage as a result. This immediately ends the Rank: B-Rank
Chilled condition on the creature. Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu Range: 90-foot cone
above C-Rank, increase the cost of this jutsu by 3 and the Duration: Instant
weapon gains a +1 bonus to attack and Damage rolls. Components: HS, CM
Cost: 12 Chakra
FIRE RELEASE: SEARING RUSH Keywords: Fire Release, Ninjutsu
Classification: Ninjutsu Description: You manifest a colorless flame that you
Rank: C-Rank ingest before you exhale outward spraying it across a
Casting Time: 1 Action. massive range. All creatures in range must succeed a
Range: Self (120 Foot Line) Constitution saving throw. On a failed save they gain the
Duration: Instant burned condition. Creatures burned by this jutsu also
Components: HS, CM gain the Weakened and Slowed Conditions for the same
Cost: Special (50 Chakra) duration as their burned condition persists.
Keywords: Fire Release, Ninjutsu, Combination At Higher Ranks: For each rank you cast this jutsu
Description: You weave handsigns as you and any other above C-Rank, increase the cost of this jutsu by 3 and the
casters conjure superhot globes of flame. These globes range my 5 feet.
are so hot that they begin to boil the water out of the air
itself. These globes combine to form a single super FIRE RELEASE: CROSSFIRE
compressed globe of flame that explodes with such force Classification: Ninjutsu
as it fires a powerful beam of Flame that burns the air as Rank: B-Rank
it passes. Casting Time: 1 Action.
All creatures in a 15-foot wide 120 feet long line Range: 250 feet
originating from you must succeed a Dexterity saving Duration: Instant
throw. On a failed save creature take 11d8 Fire Damage Components: HS, CM
and gaining 3 ranks of burned or half as much damage Cost: Special (77 Chakra)
and no additional conditions on a successful save. Keywords: Fire Release, Ninjutsu, Combination
Creatures who’s Hit points are reduced to 0 as a result of Description: You weave handsigns as you select one
this jutsu become ash. space you can see within range. The point you choose
Combination: If this jutsu is cast as a Combination jutsu erupts with 4 different 10 feet wide, 120 feet long beams
with 2 or more casters increase the targeted damage by 2d8. of blazing heat that fire in different directions that all
Any creature who assists in casting this jutsu as a originate from the point you chose. No beam can fire in
combination jutsu increases this Jutsu's area of effect size the same direction and must all fire at the same time.
and damage based on the highest Charisma Modifier within All creatures who are in the range of any beam fired
the group of casters. (+0-2: No Change, +3-4: Increase the must succeed a Dexterity saving throw taking 12d6 fire
damage die to a d10, +5: Increase the damage die to a d12). damage and gaining 3 ranks of the burned condition on a
failed save or half as much damage on a successful save.
FIRE RELEASE: WHITE FIRE EMBER Combination: If this jutsu is cast as a Combination
Classification: Ninjutsu jutsu with 2 or more casters increase the targeted
Rank: C-Rank damage by 3d6.
Casting Time: 1 Full Turn Action Any creature who assists in casting this jutsu as a
Range: Self combination jutsu increases this Jutsu's area of effect
Duration: 1 Minute size based on the highest Charisma Modifier within the
Components: HS, CM, CS
group of casters. (+0-2: No Change, +3-4: Increase the
Cost: 9 Chakra width of the jutsu by 15 feet, +5: Increase the width of
Keywords: Fire Release, Ninjutsu, Fuinjutsu the jutsu by 25 feet.)
Description: You manifest a pale white-colored flame
and use it to enhance your Fire Release Jutsu for the FIRE RELEASE: DUST TO DUST
duration. Classification: Ninjutsu
For the duration, Jutsu you cast with the fire release Rank: B-Rank
keyword rerolls all Attack rolls of 1~5, taking the second Casting Time: 1 Action
result. Also, Jutsu you cast with the fire Release keyword Range: 90 feet
rerolls all Damage rolls of 1 or 2, taking the second Duration: Instant
result. Components: HS, CM
You choose when to apply this effect to a jutsu you Cost: 14 Chakra
cast. You may use this effect to enhance jutsu with the Keywords: Fire Release, Ninjutsu
fire release keyword a number of times equal to your Description: You snap your fingers in an attempt to turn
proficiency bonus before this jutsu immediately ends. a burning target into dust. You can only target a creature
currently under the burned condition forcing them to
make a Constitution saving throw. Creatures with two
ranks of the burned condition, they take a -2 Penalty to
their save. Creatures with 3 ranks of the burned
condition takes a -5 penalty to the save.

18
On a failed save they take twice the maximum possible FIRE RELEASE: STARFALL
damage from your burned condition. Classification: Ninjutsu
If they failed by 5 or more, they instead take three Rank: B-Rank
times the maximum possible damage from the burned Casting Time: Full Turn Action
condition. Range: 500 Feet
If they failed by 10 or more, they instead take four Duration: Concentration, Up to 1 Minute
times the maximum possible damage from the burned Components: HS, CM, CS
condition. Cost: Special (77 Chakra)
At Higher Ranks: For each rank you cast this jutsu Keywords: Fire Release, Ninjutsu, Fuinjutsu,
above B-Rank, increase the cost of this jutsu by 3 and the Combination
number of creatures you can target by +1. Description: You focus on a point you can see, 1 mile
above you. Collecting Fire Release chakra into a single
FIRE RELEASE: EVERFLAME FRUIT point as it grows into a mini sun.
Classification: Ninjutsu You can as a part of casting this jutsu, delay its effect
Rank: B-Rank until your next turn. Doing this requires all casters to
Casting Time: 1 Action. also spend their actions to maintain concentration. If
Range: Touch they do not this jutsu is casted prematurely as if there
Duration: Instant was No Delay. Delaying the casting increases the
Components: HS, CM strength of this jutsu by several magnitudes.
Cost: 14 Chakra As an action, on your turn, you can cause the mini sun
Keywords: Fire Release, Ninjutsu, Medical to fall on a creature you can see within range. Depending
Description: You manifest a 1 apple sized gem or shard on the number of rounds you have delayed this jutsu its
of Fire Release Chakra infused with Medical Release effects change;
Chakra that feels scalding to touch. You spend all of your No Delay: Creatures who are within 60 feet of the
Chakra Die, rolling and recording the result. target location must succeed a Constitution saving
A creature can use its bonus action to eat the gem. throw. On a Failed save taking 12d8 Fire Damage gaining
Eating a gem forces a creature to roll all of its Hit die, 3 ranks of the Burned Condition and half as much on a
spending them all. A creature can also spend an action successful save and no further effects.
feeding this to a dead or dying creature who’s been dead 1 Turn Delay: Creatures who are within 90 feet of the
for no longer than 1 minute. target location must succeed a Constitution saving
The creature regains Hit points equal to the result of throw. On a Failed save taking 16d8 Fire Damage gaining
their Hit Die + The casters Chakra die roll. 3 ranks of the Burned Condition and half as much on a
A creature can gain the benefits of this jutsu once per successful save and no further effects.
long rest. If a creature attempts to gain the benefits of 2 Turn Delay: Creatures who are within 120 feet of the
this jutsu more than once per long rest, each time after target location must succeed a Constitution saving
the second, they take an amount of fire damage equal to throw. On a Failed save taking 20d8 Fire Damage gaining
three times the casters Ninjutsu Save DC + Twice their 3 ranks of the Burned Condition and half as much on a
constitution score. This damage cannot be resisted or successful save and no further effects.
reduced by any means. 3 Turn Delay: Creatures who are within 160 feet of the
target location must succeed a Constitution saving
FIRE RELEASE: PYRONADO throw. On a Failed save taking 25d8 Fire Damage gaining
Classification: Ninjutsu 3 ranks of the Burned Condition and half as much on a
Rank: B-Rank successful save and no further effects.
Casting Time: 1 Action Combination: If this jutsu is cast as a Combination jutsu
Range: 5-foot Radius with 2 or more casters increase the targeted damage by 2d8.
Duration: Concentration, Up to 1 minute Any creature who assists in casting this jutsu as a
Components: HS, CM, CS, W (any melee) combination jutsu increases this Jutsu's damage potential
Cost: 12 Chakra based on the highest Charisma Modifier within the group of
Keywords: Fire Release, Ninjutsu, Fuinjutsu casters. (+0-2: No Change, +3-4: Increase the damage die to
Description: You bathe your weapon in Fire Release a d10, +5: Increase the damage die to a d12).
Chakra and throw it, spinning the weapon like
boomerang. The Weapon spins around you striking all
creatures who come within 5 feet of you for the first time
or begin their turns there. The first time each turn a
Creature enters its range must succeed a Dexterity
saving throw. On a failed save they take damage equal to
your weapons damage + 6d6 and the burned condition or
half as much and no additional effects on a successful
save.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
radius of this jutsu by 5 feet.

19
A-RANK: FIRE RELEASE: NOVA
Classification: Ninjutsu
FIRE RELEASE: BLAZING FERVOR Rank: A-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: A-Rank Range: 250 Feet
Casting Time: 1 Action Duration: Instant
Range: Self Components: HS, CM
Duration: 1 Minute Cost: Special (110 Chakra)
Components: HS, CM Keywords: Fire Release, Ninjutsu, Combination
Cost: 20 Chakra Description: You select a space you can see within range.
Keywords: Fire Release, Ninjutsu This space manifests a sphere of pure fire release chakra.
Description: You pump Fire Release Chakra through The sphere begins to pull in all creatures within 120 feet
your veins, muscles, and even blood. When you do, for of it as if it were a gravity well.
the duration, your Strength & Dexterity becomes 20. If All creatures within a 120 feet radius of the space you
either of these ability scores are already 20, they instead selected must succeed a Strength saving throw, being
gain a +2 bonus. pulled up to 90 feet towards the space. On a successful
You gain a number of Temporary Hit points equal to save, they are instead pulled 45 feet.
twice your Ninjutsu Save DC. Melee attacks that strike Creatures who end this movement within 30 feet of
you deals 15 fire damage to all creatures within 10 feet of the sphere must succeed a Constitution saving throw as
you as you release a mass of heat from your body in a wave of heat overwhelms them. On a failed save
response. Your Unarmed or Weapon attacks deals an creatures take 8d12 + 75 Fire Damage. On a successful
additional 2d8 Fire Damage. You gain a +3 Bonus to your save they take Half. A creature who’s hit points are
AC and Taijutsu you cast for the duration gains the Fire reduced to 0 as a result of this jutsu, are turned to ash.
Release Keyword and deals fire damage instead of its Combination: If this jutsu is cast as a Combination jutsu
listed type. with 2 or more casters increase the targeted damage by
At the end of this jutsu’s duration, you gain the 2d12.
Weakened, Dazed and Slowed Conditions for the next Any creature who assists in casting this jutsu as a
hour. Additionally, this jutsu cannot be cast again for the combination jutsu increases this Jutsu's damage potential
next hour as your body recovers. based on the highest Charisma Modifier within the group of
casters. (+0-2: No Change, +3-4: Increase the range of this
FIRE RELEASE: CRIMSON BUTTERFLY jutsu by +80 feet, and the radius by +20 feet, +5: Increase
Classification: Ninjutsu the range of this jutsu by +250 feet, the radius by +60 feet
Rank: A-Rank and damage by +50.).
Casting Time: 1 Action
Range: 1 Mile FIRE RELEASE: RELENTLESS BLAZE
Duration: Instant Classification: Ninjutsu
Components: HS, CM Rank: A-Rank
Cost: 20 Chakra Casting Time: 1 Action.
Keywords: Fire Release, Ninjutsu Range: Touch
Description: You manifest a swarm of Fire Release Duration: 1 Minute
constructs in the shape of butterflies. This swarm Components: HS, CM
occupies a 90-foot cube centered on a space you can see Cost: Special (110 Chakra)
within range and can occupy the spaces of multiple Keywords: Fire Release, Ninjutsu, Medical, Combination
creatures as they flutter around them. Description: You and all other casters, if any, touch a
At the end of your next turn, all butterflies in the cube creature who has been dead no longer than 10 minutes,
explode violently. infusing its body with Fire Release chakra, giving it a
Creatures caught in the explosion (including casters) temporary spark of life fueled by you.
make a Dexterity saving throw at disadvantage. On a The creature awakes with full Hit points and Chakra
failed save they take 8d10 fire damage and gain 2 ranks points. All jutsu they cast lose any other Nature Release
of the burned condition. On a successful save they take Keywords and Gain the Fire Release Keyword in its place.
half damage and 1 rank of the burned condition. All Class, or Clan features that would require a Nature
At Higher Ranks: For each rank you cast this jutsu Release Keyword of any type works with Jutsu with the
above A-Rank, increase the cost of this jutsu by 3 and the Fire Release Keyword. All Damage they deal is counted as
size of this jutsu by 10 feet and the damage by 2d10. Fire Damage and Ignores Resistance, and treats
immunity as resistance instead.
At the end of the 1-minute duration or if the creatures
hit points is reduced to 0, they turn to ash as that spark
of life goes out being unable to be revived by any means.
Combination: If this jutsu is cast as a Combination jutsu
with 2 or more casters increase the duration by 1 minute.
Any creature who assists in casting this jutsu as a
combination jutsu increases this Jutsu's duration based on
the highest Charisma Modifier within the group of casters.
(+0-2: No Change, +3-4: Increase the duration of this jutsu
to 1 hour, +5: Increase the duration of this jutsu to
permanent.)

20
S-RANK:
FIRE RELEASE: DAWN
Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self (120-foot Radius Sphere)
Duration: Instant
Components: HS, CM, CS
Cost: 45 Chakra
Keywords: Fire Release, Ninjutsu, Fuinjutsu
Description: You coat your body in such a dense amount
of Fire Release chakra that you emit a painfully bright
Light. All creatures who can see within range who are
not behind total cover, are affected by this jutsu.
Affected Creatures, must succeed a Constitution
saving throw. On a failed save, they take 18d8 fire
damage, become permanently blinded, and gain 10 ranks
of the burned Condition, going beyond what a creature
can normally sustain for burns. On a successful save they
take half damage, becomes blind for the next minute and
gains 3 ranks of the burned condition.
A creature burned by this jutsu cannot extinguish the
flames on their own and can only have either the burned
condition or the Blinded condition ended by;
• A Jutsu that removes conditions casted at no less than
S-Rank.
• Waiting 1 minute for the Burned Condition to end
naturally.

FIRE RELEASE: PHOENIX BLESSING


Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Touch
Duration: Permanent
Components: HS, CM, CS
Cost: Special
Keywords: Fire Release, Ninjutsu, Fuinjutsu, Medical
Description: You touch a willing creature, passing on
your flame. A creature you touch regains a number of hit
and chakra points equal to your maximum hit and
chakra points respectively.
They gain a number of Temporary hit points equal to
their Maximum Hit points and a number of Temporary
Chakra points equal to their Maximum Chakra points.
You end all conditions on the target and they feel
immediately revitalized, gaining Advantage on all Ability
Checks, Saving throws, and attack rolls for the next
minute.
Your Maximum Hit & Chakra points become 0, and
cannot be increased by any means.

21
WATER RELEASE WATER RELEASE: MANTIS WINGS
Classification: Ninjutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Bonus Action.

WATER RELEASE: DOLPHIN BREAK


Range: Self
Duration: Instant
Classification: Ninjutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Water Release, Ninjutsu
Range: 15 feet
Description: You manifest wings of water that flutter at
Duration: Instant
your command. Until the end of your turn, you gain a
Components: HS, CM
30-foot fly speed.
Cost: 4 Chakra
At the end of this jutsu’s duration if you have not
Keywords: Water Release, Ninjutsu
landed, your wings slow down bringing you gently down
Description: You manipulate your water release chakra
onto whatever surface may be directly below you.
to generate an aquatic beast of your choice that appears
At Higher Ranks: For each rank you cast this jutsu
to ram into a creature you can see within range.
above D-Rank, increase the cost of this jutsu by 3.
Make a melee ninjutsu attack. On a success you deal
Casting this jutsu at C-Rank, gives it a Concentration, up
2d6 + Your Ninjutsu ability modifier in cold damage and
to 1 minute duration at no additional chakra cost to
forcing the target creature to make a Constitution saving
maintain concentration. Casting this jutsu at A-Rank,
throw. On a failed save they gain 1 rank of Chilled.
gives it a Concentration, up to 10-minute duration at no
At Higher Ranks: For each rank you cast this jutsu
additional chakra cost to maintain concentration.
above D-Rank, increase the cost of this jutsu by 3. When
you cast this jutsu at C-Rank the amount of attacks you
make becomes 2. When you cast this Jutsu at A-Rank the
WATER RELEASE: PIRANHA SWARM
Classification: Ninjutsu
number of attacks you make becomes 3. Each attack can
Rank: D-Rank
target the same or a different creature. A creature must
Casting Time: 1 Action.
succeed a Constitution saving throw for each successful
Range: 90 Feet
hit of this jutsu.
Duration: 1 Minute

WATER RELEASE: ENCOURAGING


Components: HS, CM, CS
Cost: 5 Chakra
DROPLETS: THIRST Keywords: Water Release, Ninjutsu, Fuinjutsu
Classification: Ninjutsu
Description: You manifest a medium sized bubble of
Rank: D-Rank
water that you then summon a swarm of Water
Casting Time: 1 Action
Construct piranhas within. If used near a sufficient
Range: Touch
source of water, reduce the chakra cost of this jutsu by 2.
Duration: Instant
When you cast this jutsu, you can make a melee
Components: HS, CM
ninjutsu attack against a creature within 5 feet of the
Cost: 5 Chakra
swarm. On a hit, the target takes damage equal to 2d6
Keywords: Water Release, Ninjutsu, Medical
Cold + 2d6 Piercing damage.
Description: You solidify your Water Release Chakra into
As a bonus action, you can command the swarm to
pure water that floats above your hand. When cast, a
move up to 30 feet and repeat the attack against a
willing creature within range can as a part of casting this
creature within 5 feet of it.
jutsu drink the water.
If you cast this jutsu while submerged underwater, the
The target gains temporary hit points equal to your
piranha’s can instead be commanded to move up to 45
Ninjutsu save DC until the end of their next turn.
feet instead of 30.
Additionally, until the end of their next turn, they gain
A creature who takes more cold damage than piercing
an additional action, which they can use to make a single
damage makes a Constitution saving throw gaining 1
weapon attack, dash, hide, disengage, or dodge, and the
rank of Chilled on a failed save.
target is healed of one of the following conditions;
A creature who takes more piercing damage than cold
Bleeding, Burned, Chilled, Dazed or Poisoned, from the
damage makes a constitution saving throw gaining 1
use of a jutsu of equal rank or lower.
rank of Bleeding on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. If cast
at B-Rank, increase the number of conditions healed to
2. If cast at S-Rank, increase the number of conditions
healed to 3.

22
WATER RELEASE: SHARKS MAW WATER RELEASE: WATER CLAWS
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Self Range: Touch
Duration: Concentration, up to 1 Minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: You manifest a construct of water release Description: You manifest a construct of water release
chakra around your hands to take the shape of a sharks chakra in the shape of two claws that surround your
that clamp down and bite into targets for the duration. hands, of your design and description. Make two Melee
You do not need to spend chakra to maintain Ninjutsu attack against a target creature within range.
concentration on this jutsu. If used near a sufficient On a successful hit, you deal cold damage equal to 2d8.
source of water, reduce the chakra cost of this jutsu by 2. The target creature must also succeed a Constitution
For the duration, when you make an unarmed attack, Saving throw, gaining the bleeding condition on a failed
you may replace a number of unarmed attacks equal to save.
the number of unarmed attacks you can make with a A creature with ranks of bleeding inflicted by this
Melee Ninjutsu attack. When you do, on a hit, you deal jutsu takes the maximum possible damage from their
cold damage equal to 1d10 + Ninjutsu ability modifier. condition at the beginning of their next turn.
A creature who takes cold damage as a result of this If used near a sufficient source of water, reduce the
jutsu must succeed a Dexterity saving throw on a failed chakra cost of this jutsu by 2.
save the construct shark around your hand bites into At Higher Ranks: For each rank you cast this jutsu
them as they become grappled by you. above D-Rank, increase the cost of this jutsu by 3 and
A creature grappled by you this way takes 1d8 cold the damage by 1d8.
damage at the start of each of their turns as the sharks
bite deeper into them. WATER RELEASE: WATER SEALING TRAP:
If you cast this jutsu while submerged underwater, the SUBMERGE
sharks grant you a swim speed of 60 feet and Melee Classification: Ninjutsu
Ninjutsu attacks made with this jutsu for the duration Rank: D-Rank
are made at advantage. Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu Range: 120 Feet
above D-Rank, increase the cost of this jutsu by 3 and Duration: 10 Minutes
damage by 1d10. Components: HS, CM, CS
Cost: 5 Chakra
WATER RELEASE: TSUNAMI MALLET Keywords: Water Release, Ninjutsu, Fuinjutsu
Classification: Ninjutsu Description: As a part of casting this jutsu, the target of
Rank: D-Rank this jutsu must be submerged fully in any type of Liquid.
Casting Time: 1 Action You weave a chakra seal made of water release chakra
Range: 10 feet that you then place on the surface of a liquid.
Duration: Instant A creature currently submerged within this liquid
Components: HS, CM becomes bound by the waters itself. Target creature
Cost: 4 Chakra must succeed a Strength saving throw. On a failed save,
Keywords: Water Release, Ninjutsu they become Restrained and unable to weave handseals
Description: You manifest a construct of water release for the duration. The target cannot drown while
chakra in the shape of a large mallet, of your design and restrained by this jutsu.
description. This mallet is then immediately used to A Creature Restrained by this jutsu, remakes their
make a Single Melee Ninjutsu attack against a target saving throws at the end of each of their turns. On a
creature within range. On a successful hit, you deal cold success ending this jutsu immediately.
damage equal to 2d6 + Your Ninjutsu Ability modifier.
The target creature must also succeed a Constitution
Saving throw, being Chilled on a failed save.
If the target of this jutsu already has 1~3 ranks of
chilled, they make the saving throw at disadvantage and
this Jutsu's damage die becomes d8’s. If the target
already has 4~5 ranks of chilled, they automatically fail
the saving throw and this jutsu’s damage die becomes
d10’s
If used near a sufficient source of water, reduce the
chakra cost of this jutsu by 2.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. When
you cast this jutsu at B-Rank the amount of attacks you
make becomes 2. When you cast this Jutsu at S-Rank the
number of attacks you make becomes 3.

23
WATER RELEASE: WHALES TORRENT C-RANK:
Classification: Ninjutsu
Rank: D-Rank WATER RELEASE: CLEANSING DROP
Casting Time: 1 Reaction, which you take when you or a Classification: Ninjutsu
creature within range would take damage, or make a Rank: C-Rank
Saving throw of any type. Casting Time: 1 Bonus Action
Range: 15-foot radius Range: 45 feet
Duration: 1 Minute Duration: Instant
Components: HS, CM, CS Components: HS, CM
Cost: Special (28 Chakra) Cost: 7 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu, Keywords: Water Release, Ninjutsu, Medical
Combination Description: You manipulate your water release chakra
Description: You and any other caster weave together a and infuse it with Medical Release Chakra. When you do
highly intricate mix of Water Release Chakra until you you create a single drop of water made from this jutsu,
conjure a massive Barrier of Water that protects all and send it to a single willing creature you can see within
creatures within this jutsu’s Radius. range allowing them to drink it.
This Barrier has a number of hit points equal to 24d6. A creature who drinks this drop of water who are
Resistance to Fire Damage, Vulnerability to Earth under any of the following effects from a Jutsu or
Damage. environmental hazard of Equal Rank or lower, has two of
This Barrier intercepts all attacks and Jutsu that would them completely removed at your discretion; Poisoned,
cross its space for the duration or until it reaches 0 Hit Burned, Shocked, Chilled, Dazed.
points. At Higher Ranks: For each rank you cast this jutsu
Creatures cannot enter, exit or Cross through this above C-Rank, increase the cost of this jutsu by 3 and the
barrier willingly. This Barrier lasts for the duration and amount of targets you can affect by +1.
cannot be ended early willingly by its casters.
Creatures cannot see into the barrier but creatures can WATER RELEASE: CRUSHING DROPLETS:
see outside of the barrier. SPILL
Combination: If this jutsu is cast as a Combination jutsu Classification: Ninjutsu
with 2 or more casters increase its hit points by 2d6. Rank: C-Rank
Any creature who assists in casting this jutsu as a Casting Time: 1 Action
combination jutsu increases this Jutsu's defensive potency Range: Self
based on the highest Charisma Modifier within the group of Duration: Concentration, Up to 1 Minute
casters. (+0-1: No Change, +2-3: Increase the hit die to a d8, Components: HS, CM
+4-5: Increase the hit die to a d10.) Cost: 8 Chakra
Keywords: Water Release, Ninjutsu
WATER RELEASE: WHISPER Description: You manipulate your water release chakra
Classification: Ninjutsu hardening it until the waters density becomes too much
Rank: D-Rank for most to handle.
Casting Time: 1 Bonus Action For the duration, when you would cast a Jutsu with the
Range: 90 feet Water Release Keyword, the strength of the jutsu is
Duration: Concentration, Up to 1 minute modified based on your needs at the moment. Select one
Components: HS, CM, CS of the following effects when you cast the jutsu.
Cost: 5 Chakra
• Cold Damage you deal with Jutsu with the Water
Keywords: Water Release, Ninjutsu, Fuinjutsu
Release Keyword is increased by an amount equal to
Description: You send bubbles made from Water Release
chakra to fill the inner ear of your allies for the duration. your Proficiency Bonus. This bonus damage can
happen up to twice per turn.
Select up to 3 willing creatures within range to gain
• Attacks made with Jutsu with the Water Release
the benefits of this jutsu.
Keyword are made with a bonus to hit equal to 1d4.
For the duration, affected creatures who would make a
• Creatures who would make a saving throw against a
Wisdom (Perception) Check adds your Ninjutsu Ability
Modifier to their Check. Sound based environmental Jutsu you cast with the Water Release Keyword rolls an
effects that force a saving throw of any type are made additional 1d4 reducing their saving throws by the
with advantage. result.
Additionally, The First Saving throw made against a At Higher Ranks: For each rank you cast this jutsu
Genjutsu with the Auditory Keyword add your Ninjutsu above C-Rank, increase the cost of this jutsu by 3. When
Ability Modifier to their saving throw. This jutsu you would cast this jutsu at B-Rank you may select a
immediately ends after this saving throw. creature within 5 feet of you to gain this jutsu’s benefit
At Higher Ranks: For each rank you cast this jutsu for the same duration.
above D-Rank, increase the cost of this jutsu by 3, the
number of creatures affected by this jutsu by +2.

24
WATER RELEASE: FOUR SHARK RAIN WATER RELEASE: ROAR OF ATLANTIS
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: 90 feet Range: Touch
Duration: Concentration, Up to 1 Minute Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 8 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: You manipulate your water release chakra Description: You manipulate the Water Release Chakra
shaping it until you completely form 4 construct Sharks with a creature you touch within range. If used on
made of your Chakra alone. These Sharks Swim in midair yourself, you do not need to spend chakra to maintain
around you waiting for your command to attack. The concentration on this jutsu.
sharks are physical creatures and can be attacked. They For the duration, when the creature cast a Jutsu with
have an AC equal to your Ninjutsu Save DC and Hit points the Water Release keyword that deals damage or inflicts
equal to your Ninjutsu Save DC. They have Vulnerability a condition of any type, the affected creature becomes
to Earth Damage and Resistance to Fire Damage. When Wet. A wet creature remains wet for this jutsu’s
they would reach 0 Hit points, they explode dealing Cold duration, unless otherwise stated.
Damage equal to 2d6+ Your Ninjutsu Ability Modifier to A wet creature who takes damage from the following
all creatures within 10 feet of it (Excluding you). This damage types triggers the following effects.
Explosion does not occur if you lose concentration Fire Damage: The creature has the water react to the
ending this jutsu early. fire as the space they occupy and all spaces within 5 feet
As an Action on your turn, you may Command a single of them is filled with Steam. They take additional Fire
shark to attack a creature you can see within range. Once Damage equal to 2dX, where X is the triggering jutsu’s
you do, you lose the ability to command one of your Damage die. The Steam remains until the end of the
construct sharks. Make a Ranged Ninjutsu Attack. On a target creatures next turn. The area the steam occupies
hit you deal 2d6 Cold Damage and 2d6 Piercing damage is heavily obscured. The target creature is no longer wet.
as the shark tears into its target. Regardless if you hit or Lightning Damage: The creature has the water react
miss, the shark continues to chase after and attack the to the lightning as the lightnings conductivity is
target at the beginning of each of your turns without multiplied and all adjacent creatures become targets for
being directed to, the sharks target has to succeed a this super conduction. They take additional Lightning
Dexterity saving throw taking 2d6 Cold and 2d6 Piercing Damage equal to 2dX, where X is the triggering jutsu’s
damage on a failed save, and half as much on a damage die. All creatures who are adjacent to the wet
successful one. creature makes a Dexterity saving throw taking half of
A creature can have no more than 2 sharks attacking the lightning damage dealt on a failed save or none on a
them at once at the beginning of each of your turns. If successful save.
used near a sufficient source of water, reduce the chakra Wind Damage: The creature has the wet condition
cost of this jutsu by 2. spread around affecting creatures near them as the
At Higher Ranks: For each rank you cast this jutsu water is picked up and thrown around. They take
above C-Rank, increase the cost of this jutsu by 3 and the additional Cold Damage equal to 2dX, where X is the
number of construct sharks by 1. triggering jutsu’s damage die. All creatures who are
within 10 feet of the wet creature becomes wet as well.
WATER RELEASE: RAGING TIDE
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (120-foot line)
Duration: Instant
Components: HS, CM
Cost: 8 Chakra
Keywords: Water Release, Ninjutsu
Description: You manipulate Surrounding Water as you
pull water from the air, surrounding plants and even
create water using your Water Release Chakra.
This collects into a large wave that appears in front of
you before it is propelled forward in a highly concussive
way. All creatures in a 15-foot wide, 120-foot-long line
originating from you must succeed a Dexterity saving
throw. On a failed save a creature takes Cold Damage
equal to 3d8, gain the chilled condition, be pushed back
in a straight line following the path of your jutsu 30 feet
and be knocked prone. On a successful save they take
half damage and no additional conditions.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d8.

25
WATER RELEASE: HEAVENLY MIRROR OF WATER RELEASE: WATER PERMEATION
PAIN Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action.
Casting Time: 1 Action. Range: Touch
Range: 120 Feet Duration: 1 Minute
Duration: 1 Minute Components: HS, CM, CS
Components: HS, CM, CS Cost: 6 Chakra
Cost: 9 Chakra Keywords: Water Release, Ninjutsu, Fuinjutsu
Keywords: Water Release, Ninjutsu, Fuinjutsu Description: You place a sealing tag on one willing
Description: You manifest a ring of water that creates a creature you can see within range. For the next minute
reflective film similar to that of a mirror. You first seal your they lose physical form as they and all equipment held
reflection into the mirror, then select one creature whom become a pool of water. As a pool of water, their speed
you can see who is not obscured in any way within range. becomes 60 feet, and gain a swim speed of 120 feet. They
When you do, you seal their reflection into the mirror. A can squeeze through cracks or disconnected surfaces
creature who’s reflection is sealed into the mirror casts no that are at least 1 millimeter wide. The affected creature
reflection onto any reflective surface for the duration. For cannot make attacks, use handsigns, or mold chakra.
this jutsu’s duration, when one creature who’s reflection is The affected creature cannot see, but they gain 60 feet of
sealed into the mirror take damage, suffer a condition, or tremor sense.
regain hit points, the other creature who’s reflection is Additionally, the affected creature becomes immune
sealed into the mirror takes half of the damage dealt, Half to Cold, Bludgeoning, piercing and Slashing Damage.
of hit points healed and Suffer the same conditions. Resistant to Fire Damage, and Vulnerable to lightning
A creature who is resistant or Immune to a damage type Damage.
does not share this resistance or immunity to the other
creature. (For Ex. If you have resistance to Lightning B-RANK:
Damage and would take 10 lightning damage, the other
creature who’s reflection is sealed in the mirror takes 5 WATER RELEASE: ARMOR OF POSEIDON
damage. You then apply your resistance to the Lightning Classification: Ninjutsu
damage reducing it by half down to 5.) Rank: B-Rank
Only two creatures reflections can be sealed into a Casting Time: 1 Bonus Action
mirror at a time, and you can only have one instance of this Range: Self
jutsu active at a time. Duration: Concentration, up to 10 Minutes
This mirror solidifies and becomes a physical mirror for Components: HS, CM
this jutsu’s duration. Has 1 Hit Point with 10 AC. If a Cost: 14 Chakra
creature is holding the mirror, it cannot be targeted or Keywords: Water Release, Ninjutsu
damaged until it is not being held. Once the mirror is Description: You manipulate your water release chakra
broken or you dismiss this jutsu as a bonus action neither and coat your body in it creating a tangible armor of
creatures reflection remains sealed into the mirror. Any Water Release. If you are fully submerged in water, this
Conditions that remains after the mirror is broken persists jutsu cannot end as a result of failing a Concentration
as normal. Check, and you reduce the concentration cost by -1. If
used near a sufficient source of water, reduce the chakra
WATER RELEASE: WATER ABSORPTION cost of this jutsu by 2.
Classification: Ninjutsu For this jutsu’s Duration, you gain the following
Rank: C-Rank benefits while completely submerged in water;
Casting Time: 1 Action.
• You gain a 120 feet Swim Speed.
Range: Touch
• You can breathe underwater as if breathing air.
Duration: Concentration, Up to 1 Minute
• You gain 60 feet of tremor sense.
Components: HS, CM, CS
• Jutsu, you cast with the Water Release Keyword deals
Cost: 7 Chakra
additional damage equal to 1 damage die. If the target
Keywords: Water Release, Ninjutsu, Fuinjutsu
is currently Chilled the jutsu instead deals additional
Description: You place a sealing tag on one willing creature
damage equal to 2 damage die. This additional damage
you can see within range. When you cast this jutsu, all
only happens once per turn.
Water sources the target is in contact with or adjacent to, is
• When you make weapon attacks, you are not impeded
absorbed into them and is used to artificially enhance the
due to being underwater and do not need to roll at
targets physical ability. If the target is next to a water
disadvantage.
source comparable to a lake, sea, or ocean this jutsu does
• Weapon attacks you make while underwater retain
not consume all of the water, but up to 1000 gallons.
their full range.
For the duration, the creatures Strength Score becomes
• Weapon attacks you make can use your Ninjutsu
20 if it not already. If their strength score is already 20, it
Ability modifier instead of Strength or Dexterity to
instead becomes 22. Their Jump Distance is doubled. They
calculate your attack or damage rolls.
gain resistance to Bludgeoning damage and the first time
• Weapon Attacks you make deals additional damage
each turn, that they would deal unarmed or weapon
equal to 2d6 cold damage once per turn.
damage they deal additional damage equal to 2d10. When
this jutsu ends, the creature becomes weakened and slowed
until the end of their next turn as their body recovers from
the over saturation of water in their system.

26
WATER RELEASE: DEEP WATER RELEASE: HEAVENLY MIRROR OF
Classification: Ninjutsu HOPE
Rank: B-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: B-Rank
Range: Self (30-foot radius sphere) Casting Time: 1 Reaction, which you take when you are
Duration: 1 Minute targeted by a Jutsu, or would make a saving throw as a
Components: HS, CM result of a jutsu who’s range is either a Line or Cone.
Cost: Special (77 Chakra) Range: Special
Keywords: Water Release, Ninjutsu, Combination Duration: Instant
Description: You and other casters manipulate Components: HS, CM
Surrounding Water as you artificially manipulated the Cost: Special
depth of water surrounding yourselves. Keywords: Water Release, Ninjutsu
Each Caster of this jutsu manifests a 30-foot radius Description: You manifest a ring of water that creates a
sphere of water within which they gain a 60-foot swim reflective film similar to that of a mirror. When you are
speed and the ability to breathe within each sphere of targeted with a jutsu, you quickly raise this mirror
water created during this jutsu’s casting. showing your targets reflection. You spend a number of
Each caster can then select up to 2 creatures other chakra casting this jutsu equal to your targets cost of
than themselves who will be unable to Drown while casting a jutsu + the Jutsu’s Rank
within this jutsu’s radius and gains a swim speed equal (D-Rank: +2, C-Rank: +5, B-Rank: +8, A-Rank: +11, S-
to their walking speed while inside any sphere of water Rank: +14.)
created during this jutsu’s casting. Additionally, the When you do, your mirror reflects the jutsu cast at you
selected creatures do not need to make a Saving throw as back onto them. Any attack rolls, they make now count
a result of this jutsu. as targeting themselves, and on a hit, they take their
Each creature selected by a caster who casts a Jutsu of own damage. Saving throws you would have to make;
any type while within a sphere of water created during they instead make as if they were the target suffering
this jutsu’s casting now deals cold damage instead of their jutsu’s effects as normal.
their jutsu’s listed damage type. At Higher Ranks: For each rank you cast this jutsu
Creatures who are within this jutsu’s radius when above B-Rank, reduce the cost of the jutsu reflected by 1.
casted must succeed a Dexterity and Constitution saving
throw. On a failed Dexterity saving throw they are pulled WATER RELEASE: PAINFUL WATER
30 towards the center of the sphere of water. On a Classification: Ninjutsu
successful save they are instead floating within the Rank: B-Rank
sphere of water in their current position. On a failed Casting Time: 1 Bonus Action
Constitution saving throw the creature was unable to Range: 90 feet
hold its breath and begins drowning. A drowning Duration: Concentration, Up to 1 minute
creature can survive for a number of rounds equal to Components: HS, CM, CS
their constitution Modifier (Min 1) before falling Cost: 11 Chakra
unconscious as a result of drowning. If an unconscious Keywords: Water Release, Ninjutsu, Fuinjutsu
creature remains drowning, at the beginning of the Description: You manipulate the Water Release Chakra
unconscious creatures turn, they take necrotic damage within yourself and mark a creature you can see within
equal to their level. On a successful save they are able to range with this chakra.
hold their breath for a number of rounds equal to their For the duration, when the creature would take
Constitution Modifier (Min 1.). damage from a jutsu with the Water Release Keyword,
At the beginning of a creatures turn who has exceeded they take additional damage equal to your character
the number of rounds they can hold their breath; they level, once per turn.
begin drowning as if they failed their saving throw. Additionally, when a creature marked with this jutsu
An unconscious creature who is no longer drowning would make a saving throw to resist the chilled
can be awoken by another creature as a bonus action. condition, they roll 1d8, reducing their saving throw by
Combination: If this jutsu is cast as a Combination the result.
jutsu with 2 or more casters reduce the cost by -2. At Higher Ranks: For each rank you cast this jutsu
Any creature who assists in casting this jutsu as a above B-Rank increase the cost by 3 and the number of
combination jutsu increases this Jutsu's radius based on creatures you can mark by +1.
the highest Charisma Modifier within the group of
casters. (+0-1: No Change, +2-3: Increase the radius to
90-foot radius sphere(s), +4-5: Increase the radius to
120-foot radius sphere(s)).

27
WATER RELEASE: RED RAIN A-RANK:
Classification: Ninjutsu
Rank: B-Rank WATER RELEASE: GREAT HYDRA FANG
Casting Time: 1 Bonus Action Classification: Ninjutsu
Range: 90 feet (10-foot radius) Rank: A-Rank
Duration: Concentration, Up to 1 minute Casting Time: 1 Action
Components: HS, CM Range: 120 feet
Cost: 13 Chakra Duration: Concentration, Up to 1 minute
Keywords: Water Release, Ninjutsu Components: HS, CM
Description: You manipulate the Water Release Chakra Cost: 18 Chakra
molding it until you create a cloud 100 feet in the air. Keywords: Water Release, Ninjutsu, Clash
This cloud is then sent to hover over a creature you can Description: You manipulate your water release chakra
see within range, and begins to rain down red rain in a molding it until you manifest 9 massive serpent like
10-foot radius around the creature. heads of your description composed of Water.
All creatures who are within the radius begin to be As an Action, or bonus action you may command a
rained on and have their clothing soaked with this red single hydra head to attack a creature you can see within
rain, that dulls their senses. range. This attack can turn corners and ignores all but
For the duration when a creature within this jutsu’s total cover. Make a Ranged Ninjutsu attack on a hit you
radius would make a saving throw to resist a jutsu cast deal 8d8 cold damage. On a hit or miss the head is spent
from any creature other than you, you may roll a d8, reducing the number of heads you have by 1.
reducing their saving throws by the result. This As a reaction, you can command a single hydra head to
reduction happens once per turn, per creature. protect you from an incoming attack, granting you 5d8
As a bonus action on your turn, you may move the temporary hit points against the triggering attack. When
cloud 40 feet raining on the new space. you do you reduce the number of heads you have by 1.
At Higher Ranks: For each rank you cast this jutsu Also, as a reaction, you can command 3 hydra heads to
above B-Rank increase the cost by 3 and the distance you encircle you to completely protect you from a jutsu or
can move the cloud by +20 feet. effect that would force you to make a Strength, Dexterity
or Constitution saving throw. When you do, you instead
WATER RELEASE: REFLECTIVE DROPLETS: gain immunity to the triggering jutsu or effect until the
DRIP end of the current turn. When you use this effect, you
Classification: Ninjutsu reduce the number of heads you have by 3.
Rank: B-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Reaction, which you take when you above A-Rank, increase the cost of this jutsu by 3, the
would take damage. number of Hydra heads by +1.
Range: Self
Duration: 1 Round WATER RELEASE: GREAT SHARK BULLET
Components: HS, CM Classification: Ninjutsu
Cost: 12 Chakra Rank: A-Rank
Keywords: Water Release, Ninjutsu Casting Time: 1 Action
Description: You manipulate your water release chakra Range: 120 feet
molding it until you envelop yourself into a protected Duration: Instant
bubble, intercepting incoming attacks. Components: HS, CM
This bubble protects you from incoming attacks Cost: 20 Chakra
taking the damage you would take instead until the Keywords: Water Release, Ninjutsu, Clash
beginning of your next turn. Description: You manipulate your water release chakra
The bubble has a number of hit points equal to 5d10 + molding it until you manifest a single gargantuan shark
Twice your Proficiency bonus. The bubble is resistant to that you then launch at a creature within range, leaving a
Fire Damage and Vulnerable to Earth Damage. You trail of devastation in its path.
cannot be targeted with jutsu that requires a clear line of The shark is propelled in a straight line towards a
sight and when you would make a saving throw from a single target creature. Make a Ranged Ninjutsu Attack.
jutsu that has a range of either a Cone or Line, you make On a success they take cold damage equal to 10d8, and
your saving throw at advantage. gain 2 ranks of Chilled.
Melee attacks made against you deals cold damage to All creatures the shark would pass through while
the triggering creature equal to their attacks damage, traveling to the target creature would suffer some effect
this effect does not trigger if the triggering damage type as well. All creatures except the target creature in a 15-
is Earth. foot wide, up to 120-foot line makes a Dexterity saving
At Higher Ranks: For each rank you cast this jutsu throw. The line ends early if the space the original target
above B-Rank, increase the cost of this jutsu by 3 and the creature was occupying is less than 120 feet away from
number of hit points the bubble has by 1d10. when the jutsu was cast. On a failed save they take 6d8
cold damage and 1 rank of chilled. Or half as much on a
successful save and no additional effects.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and the
damage by 2d8.

28
WATER RELEASE: HEAVENLY MIRROR OF S-RANK:
DOOM
Classification: Ninjutsu WATER RELEASE: DROWN
Rank: A-Rank Classification: Ninjutsu
Casting Time: 1 Action. Rank: S-Rank
Range: 120 Feet Casting Time: 1 Full Turn Action
Duration: Instant Range: 120 feet
Components: HS, CM, CS Duration: Concentration, Up to 1 minute
Cost: Special Components: HS, CM
Keywords: Water Release, Ninjutsu, Fuinjutsu Cost: 25 Chakra
Description: You manifest a ring of water that creates a Keywords: Water Release, Ninjutsu
reflective film similar to that of a mirror. You first seal Description: You manipulate your water release chakra
your current essence of health into the mirror. You must molding it until you reach a level of control so much so
have at least 1 hit point and 50 Chakra points, reducing that you are able to forcibly turn air into water and vice
your current hit points to 0, and reducing your current versa as it is inhaled by other creatures.
chakra points by half, while not falling unconscious. Select up to 7 creatures you can see within range. Each
When you do you must then select one creature whom creature makes a Constitution saving throw. On a Failed
you can see who is not obscured in any way within range save for the duration if they can breathe air, they instead
and who is equal to or less than your level. When you do, can only breathe water. If they can breathe water, they
the target creature must succeed a Wisdom Saving can instead only breathe air.
throw. On a failed save you seal their essence of health A creature who is currently in an environment in
into the mirror reducing their hit points to 0 while not which they cannot breathe normally, they begin to
falling unconscious. Drown.
If the target creature passes the save, you regain the While drowning this way, it can survive for a number
hit points you lost and regain half of your lost chakra of rounds equal to its constitution modifier (minimum of
points immediately ending this jutsu. 1 round). At the start of its first turn after these rounds,
Once there are two creatures essence of health sealed it drops to 0 hit points and is dying. A creature who
into the mirror, they switch owners. You gain a number begins their turn dying after falling to 0 hit points as a
of hit points equal to the number of hit points the target result of this jutsu, they die. While drowning they cannot
creature lost and the target creature gains a number of speak.
hit points equal the number of hit points you lost.
WATER RELEASE: SUPREME WATER LION
WATER RELEASE: TRIDENT Classification: Ninjutsu
Classification: Ninjutsu Rank: S-Rank
Rank: A-Rank Casting Time: 1 Full Turn Action
Casting Time: 1 Bonus Action Range: 120 feet
Range: Self Duration: Concentration, Up to 1 minute
Duration: Concentration, Up to 1 Minute Components: HS, CM, CS
Components: HS, CM Cost: 25 Chakra
Cost: 20 Chakra Keywords: Water Release, Ninjutsu, Fuinjutsu
Keywords: Water Release, Ninjutsu, Clash Description: You conjure a Huge construct made of
Description: You manifest a construct of water release Water & Chakra forming a Huge beast of your
chakra in the shape of a trident, lance, spear or any description that you can command as a bonus action. It
polearm of your description. This construct begins to rolls initiative as it has its own turns, using your
vibrate and churn the water it is comprised of turning it Ninjutsu Ability Modifier + Proficiency as its Initiative.
until it acts like a Chainsaw when it strikes a target You can as a bonus action on your turn, so long as you
creature. You do not spend Chakra while maintaining are in physical contact with this construct merge into its
concentration on this jutsu. head. While you are merged in this way you have total
For the duration, you can as an action make 2 Melee Cover against attacks and other effects outside of the
Ninjutsu Attacks with this construct. It has a range of 10 Lion.
feet, has a critical threat range of 19~20, and deals cold
damage equal to 4d10 + Ninjutsu Ability Modifier on a
hit.
Creatures who take cold damage as a result of this
jutsu must succeed a Constitution saving throw. On a
failed save, they gain a rank of Chilled.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and the
number of attacks by +1.

29
Huge Construct, unaligned

Armor Class 17 + Your Ninjutsu Ability Modifier


Hit Points 170 (11d12 + 99)
Speed 60 ft.

STR DEX CON INT WIS CHA


23 (+6) 16 (+3) 28 (+9) 1 (-5) 10 (+0) 1 (-5)

Damage Immunities Acid, Poison, Psychic, Bludgeoning, Piercing


and Slashing damage.
Damage Resistance Fire
Damage Vulnerability Earth
Condition Immunities Charmed, Chilled, Exhaustion, frightened,
paralyzed, poisoned.
Senses Darkvision 60 ft., passive Perception 10

Immutable Form. The Supreme Water Lion is immune to any


Jutsu or effect that would alter its form.
Elemental Weapons. The Lions attacks are chakra enhanced.
One with Water. When the lion is in contact with a body of water
large enough for it to submerge itself, it gains a 250-foot swim
speed, and Truesight 90 feet against other submerged
creatures.

Multiattack. The Supreme Water Lion can attack 3 times. Twice


with its claws and once with its bite.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature.
Hit: 6d6 + 6 Cold damage. A creature hit by this attack must
succeed a Strength Saving throw vs your Ninjutsu Save DC. On
a failed save they are grappled. Until this grapple ends, the
target is restrained and the Lion cannot bite another target.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature.
Hit: 3d8 + 6 Cold damage. A creature hit by this attack must
succeed a Constitution saving throw vs your Ninjutsu Save DC.
On a failed save they gain 1 rank of Chilled.
Swallow. The Water Lion makes one bite attack against a Large
or Smaller creature it is grappling. If the Attack hits, the target
is swallowed, and the grapple ends. The swallowed target is
restrained but is fully visible in the belly of the Water Lion,
although it cannot be the target of any jutsu. While inside the
Lion it must be able to breathe underwater or it begins to
drown. A drowning creature can survive for a number of
rounds equal to their constitution Modifier (Min 1) before
falling unconscious as a result of drowning. If an unconscious
creature remains drowning, at the beginning of the
unconscious creatures turn, they take Cold damage equal to
6d6 + 9. An unconscious creature who is no longer drowning
can be awoken by another creature as a bonus action
Hydro Discharge (Recharge 5-6): The Lion exhales Pure Water
Release chakra in a 60- foot cone. Each creature, except its
summoner in that cone must make a Dexterity saving throw vs
your Ninjutsu save DC, taking 10d10 Cold damage and 2 ranks of
Chilled on a failed save, or half as much damage on a successful
one.

30
LIGHTNING RELEASE LIGHTNING RELEASE: HEAVEN STEP
Classification: Ninjutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Bonus Action

LIGHTNING RELEASE: CIRCUIT BREAKER


Range: 90 feet
Duration: Concentration, Up to 1 minute
Classification: Ninjutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Lightning Release, Ninjutsu
Range: 90 feet
Description: You conjure your lightning release chakra
Duration: Instant
to generate a mote of electricity. Select a space that
Components: HS, CM
another creature is not occupying that you can see
Cost: 5 Chakra
within range where you throw your mote. This space can
Keywords: Lightning Release, Ninjutsu
be in the Air but cannot be thrown through walls or
Description: You conjure your lightning release chakra
water instead stopping at the first semi-solid surface it
to generate a jolt of electricity in an attempt to shock a
encounters.
creature within range. Make a Ranged Ninjutsu Attack,
You can choose to target a creature with this mote
on a hit, you deal 1d6 Lightning Damage. If the target
instead of an empty space. Make a Range Ninjutsu
creature is currently concentration on a Jutsu they make
attack. On a success you deal 1d8 Lightning damage and
their check at disadvantage. If the target has a jutsu
the target must succeed a Constitution saving throw
active that doesn’t require concentration and they are
being Shocked until the end of their next turn on a failed
not currently concentration on a jutsu, they lose the
save. The mote then occupies the closest open space as
benefits of that jutsu until the end of their next turn.
the target creature.
At Higher Ranks: For each rank you cast this jutsu
As a reaction, you can trigger the mote to detonate. All
above D-Rank, increase the cost of this jutsu by 3 and
creatures within 5 feet of the mote must succeed a
the amount of attacks you make by +1.
Dexterity saving throw. On a failed save they take 2d6

LIGHTNING RELEASE: ELECTROMAGNETIC Lightning damage and become shocked until the end of

ANNOYANCE
their next turn. If a creature who fails the save is already
shocked, they are instead shocked until the end of your
Classification: Ninjutsu
next turn. When you do this jutsu immediately ends.
Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action
above D-Rank, increase the cost of this jutsu by 3 and
Range: Self (20-foot Cube)
the damage by 1d8 and 1d6 respectively.
Duration: Instant
Components: HS, CM
Cost: 3 Chakra
LIGHTNING RELEASE: LIGHTNING BUCKLER
Classification: Ninjutsu
Keywords: Lightning Release, Ninjutsu
Rank: D-Rank
Description: You conjure your lightning release chakra
Casting Time: 1 Bonus Action
to generate a wave of electricity. Each creature in a 20-
Range: Self
foot cube originating from you must succeed a
Duration: Concentration, Up to 1 minute
Constitution saving throw being Shocked until the end of
Components: HS, CM, CS
their next turn on a failed save. If a creature is already
Cost: 4 Chakra
shocked, they make this save at disadvantage.
Keywords: Lightning Release, Ninjutsu, Fuinjutsu
A creature who is shocked and gains another rank of
Description: You conjure your lightning release chakra
shock as a result of this jutsu has their shocked condition
and mold it around a chakra seal until you form a shield
duration increased to 1 minute.
made of Lightning Chakra. For the duration this jutsu
At Higher Ranks: For each rank you cast this jutsu
cannot be ended as a result of a failed concentration
above D-Rank, increase the cost of this jutsu by 3 and
check.
the cube by 5 feet.
The lightning shield you manifest sits on your arm

LIGHTNING RELEASE: ELECTROMAGNETIC


and has a design of your description. While

FIELD
concentration on this jutsu when you would take damage
from a melee attack you may as a Reaction attempt to
Classification: Ninjutsu
deflect the attack. When you do reduce the damage taken
Rank: D-Rank
by 2d6 + Ninjutsu ability Modifier. If the damage is
Casting Time: 1 Action
reduced to 0, the triggering creature becomes Shocked
Range: Self (35-foot Cube)
until the end of your next turn.
Duration: Concentration, Up to 1 minute
If Wind damage would be the triggering damage type
Components: HS, CM
you instead roll 2d4 + Your ninjutsu ability modifier.
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Lightning Release, Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and
Description: You conjure your lightning release chakra
the damage reduction by 1d6 or 1d4.
to generate an aura electricity. Each creature of your
choice within a 35-foot cube centered on you when this
jutsu is cast, and those who begin their turns in this
jutsu’s range must succeed a Constitution saving throw.
On a failed save the first time they would take
Lightning Damage before the end of their next turn the
damage die of the lightning damage increases by 1 Step.
(D4>D6>D8>D10>D12).

31
LIGHTNING RELEASE: MARK OF JOLTS choice; This can be a greatsword, shield, wall, or a
Classification: Ninjutsu Lightning construct version of yourself. This jutsu
Rank: D-Rank cannot trigger against psychic or chakra reduction.
Casting Time: 1 Bonus Action When you would take damage, you gain Temporary hit
Range: Self points equal to half of your Ninjutsu Save DC (rounded
Duration: Concentration, Up to 1 minute. down). While you have Temporary hit points gained by
Components: HS, CM, CS this jutsu, you have resistance to Earth Damage and
Cost: 5 Chakra Vulnerability to Wind Damage.
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Each time you take damage until the end of the current
Description: You conjure your lightning release chakra turn you build up lightning release chakra. You must
and mold it around a chakra seal until you form a Kanji keep track of all damage taken until the end of the
of your own description and with its own meaning. This current turn. If your hit points are reduced to 0 while this
Kanji Floats in a space within 5 feet of you and can be jutsu is active, it immediately ends.
moved up to 20 feet in any direction of your choice as a At the end of the current turn, you discharge all of the
bonus action. Choose one of the following effects; built-up Lightning Release chakra. All creatures within a
Jolts: All creatures except you, within a 10-foot radius 15-foot radius sphere must succeed a Dexterity saving
sphere centered on your Kanji takes lightning damage throw, taking lightning damage equal to the damage
equal to 1d6 + Your Ninjutsu ability Modifier at the end you’ve taken + 3d6 on a failed save or half as much on a
of each of your turns. successful save.
Shocks: All creatures except you, within a 10-foot If a creature is shocked, they make their saving throw
radius sphere centered on your Kanji that takes lightning at disadvantage.
damage must make a Constitution saving throw being At Higher Ranks: For each rank you cast this jutsu
Shocked until the end of their next turn on a failed save. above D-Rank, increase the cost of this jutsu by 3 and
Once this effect has triggered and inflicted the shocked the damage by 1d6.
condition 3 times this jutsu immediately ends.
You can end this jutsu early as a bonus action. LIGHTNING RELEASE: SPARK
At Higher Ranks: For each rank you cast this jutsu Classification: Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and Rank: D-Rank
the damage by 1d6 or the number of triggers by +1. Casting Time: 1 Action
Range: Touch
LIGHTNING RELEASE: PANTHER CLAW Duration: Instant
Classification: Ninjutsu Components: HS, CM
Rank: D-Rank Cost: 3 Chakra
Casting Time: 1 Action Keywords: Lightning Release, Ninjutsu, Medical
Range: 10 feet Description: You conjure your lightning release chakra
Duration: Instant. to generate a spark of willpower from within a creature.
Components: HS, CM A Creature you touch gains 1 Hit point and a number of
Cost: 4 Chakra temporary hit points equal to 2d6 + Your Ninjutsu ability
Keywords: Lightning Release, Ninjutsu Modifier. These Temporary hit points last for 1 minute.
Description: You conjure your lightning release chakra Additionally, the creature gains resistance to
and mold it around your arms until you conjure a Lightning damage so long as they have Temporary hit
construct of your description. points granted by this jutsu.
Make a Melee Ninjutsu attack. On a hit you deal 2d10 At Higher Ranks: For each rank you cast this jutsu
Lightning Damage. above D-Rank, increase the cost of this jutsu by 3 and
If the target has at least 1 rank of shocked your the temporary Hit points by 1d6.
damage die becomes d12.
If the target has at least 2 ranks of shocked you also LIGHTNING RELEASE: THUNDERCLAW
increase your critical range to 19~20. Classification: Ninjutsu
If the target has at least 3 ranks of shocked you also Rank: D-Rank
add your Ninjutsu Ability Modifier to the damage you Casting Time: 1 Action
deal. Range: Touch
If the target has at least 5 ranks of shocked you make Duration: Concentration, Up to 1 minute
an additional melee ninjutsu attack. Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu Cost: 4 Chakra
above D-Rank, increase the cost of this jutsu by 3 and Keywords: Lightning Release, Ninjutsu
the damage by 1d10. Description: You conjure your lightning release chakra
to generate claws of Lightning around your hands.
LIGHTNING RELEASE: RETRIBUTION For the duration, you can as an action make a melee
Classification: Ninjutsu ninjutsu attack. On a hit you deal 2d6 + Your Ninjutsu
Rank: D-Rank ability modifier in Lightning Damage. If a target is
Casting Time: 1 Reaction, which you take when you take shocked increase the damage die to a d8.
damage. At Higher Ranks: For each rank you cast this jutsu
Range: Self (15-foot Radius Sphere) above D-Rank, increase the cost of this jutsu by 3 and
Duration: Instant the number of attacks by +1
Components: HS, CM
Cost: 5 Chakra
Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra
and mold it to form a defensive instrument of your

32
C-RANK: At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
LIGHTNING RELEASE: AFTERSHOCK damage by 1d8.
Classification: Ninjutsu
Rank: C-Rank LIGHTNING RELEASE: LIGHTNING ROD
Classification: Ninjutsu
Casting Time: 1 Reaction, which you take when you deal
Rank: C-Rank
Lightning Damage to a creature using a jutsu.
Range: Special Casting Time: 1 Action
Range: Self
Duration: Instant
Duration: Concentration, up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: Special
Keywords: Lightning Release, Ninjutsu Cost: 9 Chakra
Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra
Description: You conjure your lightning release chakra
to generate a jolt of electricity in an attempt to double up
on the effects of the previous jutsu you cast. creating a lightning release construct lance, staff or
polearm of your description. This construct polearm has
As a reaction, when you would deal lightning damage
a reach of 10 feet, the trip, deadly and thrown (90/120)
to a creature you may recast the jutsu targeting the same
creatures or affecting the same area. The jutsu recast in properties.
For the duration of this jutsu you do not need to spend
this way have the same chakra cost +3.
chakra to maintain concentration on this jutsu.
LIGHTNING RELEASE: JOLT While wielding this construct polearm you gain the
Classification: Ninjutsu following options using the corresponding actions;
Rank: C-Rank Action: Make a Melee Ninjutsu attack dealing 4d10
Casting Time: 1 Action lightning damage on a hit.
Range: Touch Action: Make a Ranged Ninjutsu attack, throwing the
Duration: Instant lance targeting a creature you can see, within throwing
Components: HS, CM range, dealing lightning damage equal to 5d6 + Ninjutsu
Cost: 7 Chakra ability modifier. Regardless of a hit or miss, the lance
Keywords: Lightning Release, Ninjutsu, Medical then explodes, creatures within 20 feet of the target
Description: You conjure your lightning release chakra must succeed a Dexterity saving throw, taking 3d8
to generate a spark of willpower from within a creature. lightning damage on a failed save or half as much on a
A Creature you touch gains 5 Hit points and a number successful save. The Jutsu then ends.
of temporary hit points equal to 4d8. These Temporary Bonus Action: You compress your polearm into its
hit points last for 1 minute. most basic form using it to supercharge the next jutsu
So long as a creature have temporary hit points as a you cast with the Lightning Release Keyword before the
result of this jutsu, they gain a 10-foot bonus to their end of your turn. The next jutsu you cast with the
walking speed and a +2 bonus to their Dexterity saving Lightning Release Keyword that has a casting time of 1
throws. Action has its cost reduced by half and deals additional
A dying creature who is affected by this jutsu gains an damage equal to your Ninjutsu ability modifier. This
additional jolt of energy. Until the end of their next turn, jutsu then ends.
they gain an additional Bonus action. Reaction: You spin your polearm in an attempt to
At Higher Ranks: For each rank you cast this jutsu deflect incoming attacks. Roll 1d6. You gain a bonus to
above C-Rank, increase the cost of this jutsu by 3, your AC equal to the result and a bonus to your Strength
temporary Hit points by 1d8 and +5 walking speed. and Dexterity saves equal to half of the result (Min 1.)
until the beginning of your next turn.
LIGHTNING RELEASE: LIGHTNING LIGER
Classification: Ninjutsu LIGHTNING RELEASE: LIGHTNING ROPE
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: 90 Feet Casting Time: 1 Action
Duration: Instant Range: 60 feet
Components: HS, CM, CS Duration: Concentration, up to 1 minute
Cost: 7 Chakra Components: HS, CM
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Cost: 6 Chakra
Description: You conjure your lightning release chakra Keywords: Lightning Release, Ninjutsu
to summon a Beast formed of Lightning, that fist your Description: You conjure your lightning release chakra
description. to manifest a rope made of lightning.
Make a Ranged Ninjutsu attack against a creature Make a ranged ninjutsu attack against a single
within range. On a success they take lightning damage creature you can see within range. On a successful hit,
equal to 4d8+ your Ninjutsu Ability Modifier. the target becomes restrained and shocked for the
Additionally, the target must succeed a Constitution duration. A creature Restrained by this jutsu who takes
saving throw. On a failed save they become shocked until lightning damage takes additional lightning damage
the end of their next turn. equal to your Ninjutsu ability Modifier.
If a target is already shocked, you make your attack A creature restrained by this jutsu may make a
roll at advantage and ignore cover as the lightning beast Strength saving throw once on their turns. They can
zig zags across the field to get the best vantage to attack. either Spend an Action to remake the saving throw,
ending its conditions on a successful save.

33
While maintaining concentration on this jutsu you LIGHTNING RELEASE: THUNDER BOMB
must hold the lightning rope with one hand within range. Classification: Ninjutsu
Letting it go immediately ends this jutsu. Rank: C-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above C-Rank, increase the cost of this jutsu by 3 and the Range: Self (90-foot radius Sphere)
number of creatures you can target with this jutsu by +1. Duration: Instant
Components: HS, CM
LIGHTNING RELEASE: LIGHTNING UPPERCUT Cost: 9 Chakra
Classification: Ninjutsu Keywords: Lightning Release, Ninjutsu
Rank: C-Rank Description: You collect a surge of Lightning Release Chakra
Casting Time: 1 Action into your fingertips as you pinpoint all creatures within
Range: 120 feet. your Jutsu’s radius that are shocked.
Duration: Instant All Shocked creatures within range can feel the Lightning
Components: HS, CM chakra on them begin to react before it violently explodes
Cost: 6 Chakra creating audible sounds over 1000 feet away.
Keywords: Lightning Release, Ninjutsu Creatures with more stacks of the Shocked Condition
Description: You conjure your lightning release chakra suffer greater impacts. Shocked creatures within range must
coating it around your hands or legs and using it as a succeed a Constitution saving throw taking lightning
guiding force when striking. damage equal to the following based on the stacks of
Make a ranged ninjutsu attack. On a hit lighting shocked they have or half as much on a successful save.
explodes upwards from under the target dealing lightning (1 Stack: 3d8, 2 Stacks: 4d8, 3 Stacks: 5d8, 4 Stacks: 6d8,
damage equal to 4d8, and knocking them 20 feet into the 5 Stacks: 7d8, 6+ Stacks: 8d8.)
air. They do not take falling damage unless they fall more Creatures within 10 feet of a shocked creature when this
than 20 feet in this circumstance. explosion happens makes a Dexterity saving throw taking
Until the end of your turn, the target can be targeted by half the damage on a failed save or no damage on a
Jutsu with the Finisher keyword regardless of the range of successful save. If a creature is shocked and within 10 feet of
the Jutsu with the Finisher keyword used. another shocked creature when this explosion occurs, they
At Higher Ranks: For each rank you cast this jutsu make their save at Disadvantage.
above C-Rank, increase the cost of this jutsu by 3, the A creature can be affected by no more than 2 explosions.
damage by 1d8 and the knock up distance by +10 feet. The shocked condition ends on all creatures within range
regardless of passing or failing.
LIGHTNING RELEASE: LIGHTNING WALL At Higher Ranks: For each rank you cast this jutsu above
Classification: Ninjutsu C-Rank, increase the cost of this jutsu by 3, the radius by +5
Rank: C-Rank feet.
Casting Time: 1 Full Turn Action
Range: 120 feet.
Duration: Concentration, up to 1 minute
B-RANK:
Components: HS, CM
LIGHTNING RELEASE: LIGHTNING
Cost: Special (50 Chakra)
Keywords: Lightning Release, Ninjutsu, Combination
TRANSMISSION
Classification: Ninjutsu
Description: You conjure your lightning release chakra
Rank: B-Rank
until you create a wall of lightning that you can place on a
Casting Time: 1 Bonus Action
solid surface or suspend midair. You can make the wall up
Range: 120 feet
to 90 feet long, 60 feet high and 5 feet thick, or a ringed
Duration: Instant
wall up to 40 feet in diameter, 60 feet high, and 5 feet
Components: HS, CM
thick. This wall is opaque and lasts for the duration.
Cost: 11 Chakra
When the wall appears, each creature within its area
Keywords: Lightning Release, Ninjutsu
must make a Dexterity saving throw. On a failed save, a
Description: You manifest your Lightning release until its
creature takes 8d8 lighting damage and becomes shocked
covering your body. Select one currently shocked creature
for the duration or half as much on a successful save.
within 120 feet. You immediately teleport to them. Until the
On both sides of the wall each creature that ends its
end of this turn, you have advantage on the first Melee
turn within 10 feet of it takes 8d8 Lighting damage and
Attack made targeting the creature you teleport to.
must succeed a Constitution saving throw being shocked
If the target creature dies before the end of your turn after
until the end of their next turn. A creature takes the same
teleporting to them you may teleport to another creature
damage and gains the same condition when it enters the
within 60 feet who also has the shocked condition. If you do,
wall for the first time or ends its turn there.
you gain advantage on the next melee attack made targeting
The Wall has a number of hit points equal to the
this creature before the end of your next turn. You can only
collective total of all Casters Ninjutsu Save DC. Resistance
teleport using this jutsu up to twice per turn.
to Earth Damage and Vulnerability to Wind Damage.
Its casters can decide to allow Jutsu to pass through
only one side of the wall if they choose.
Combination: If this jutsu is cast as a Combination jutsu
with 2 or more casters increase the damage by 1d8.
Any creature who assists in casting this jutsu as a
combination jutsu increases this Jutsu's defensive abilities
based on the highest Charisma Modifier within the group of
casters. (+0-1: No Change, +2-3: Increase the walls Hit points
by 15. +4-5: Increase the walls Hit points by 45).

34
LIGHTNING RELEASE: LIGHTNING LILY LIGHTNING RELEASE: RAGING STORM
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 feet Range: 60 feet
Duration: Instant Duration: Concentration, Up to 1 Minute
Components: HS, CM Components: HS, CM
Cost: 11 Chakra Cost: 13 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu
Description: You manifest your Lightning release until Description: You manifest your Lightning release until
you create a floating flower made of Lightning. This its covering the body of an ally. Select one willing
flower sparkles and sparks harmlessly for but a moment creature you can see within range. The target creature is
before it detonates. engulfed in a raging torrent of lightning. For this
Select a space you can within range for the flower to duration, Jutsu the creature casts deals additional
manifest. All creatures within 60 feet of the flower must lightning damage equal to 3d8, once per turn. They gain
succeed a Dexterity and Wisdom Saving throw. Resistance to Earth Damage, Vulnerability to Wind
On a failed Dexterity saving throw they take 5d8 Damage, a +20 bonus to their speed, and advantage on
Lightning damage and gain 2 ranks of the shocked Dexterity saving throws.
condition for the next minute. Additionally, Concentration checks they make are
On a successful Dexterity save they gain 1 rank of the made at advantage as you assist in managing their
shocked condition until the beginning of their next turn. chakra flow.
On a failed Wisdom Saving throw they are blinded by At Higher Ranks: For each rank you cast this jutsu
the flash of white light until the end of their next turn. above B-Rank, increase the cost of this jutsu by 3 and the
On a successful Wisdom save no further effects. number of targets this jutsu can affect by +1.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the LIGHTNING RELEASE: REVENGE
damage by 1d8. Classification: Ninjutsu
Rank: B-Rank
LIGHTNING RELEASE: PENANCE Casting Time: 1 Reaction, which you take when you take
Classification: Ninjutsu damage.
Rank: B-Rank Range: Touch
Casting Time: 1 Action Duration: Instant
Range: Touch Components: HS, CM
Duration: Instant Cost: Special
Components: HS, CM Keywords: Lightning Release, Ninjutsu
Cost: 14 Chakra Description: You conjure your lightning release chakra
Keywords: Lightning Release, Ninjutsu, Medical and disperse it so much so that it feels like your chakra
Description: You conjure your lightning release chakra has vanished entirely. This jutsu cannot trigger against
to amplify and bring out, the last spark of willpower psychic or chakra reduction.
from within a fallen creature. When you take damage, until the end of the current
A Creature you touch who has been dead no longer turn you build up lightning release chakra in magnitudes
than 1 minute has their essence touched. Make a Ninshou greater than the damage you took. You must keep track
Check vs DC (15 + 1 for every round the target has been of all damage taken until the end of the current turn. If
dead.) On a success, they awake, gaining 1 Hit points and your hit points are reduced to 0 while this jutsu is active,
a number of temporary hit points equal to 6d10. These it still triggers.
temporary hit points last for 1 minute. When the creature At the end of the current turn, or when you reach 0 hit
runs out of temporary hit points granted by this jutsu, points while this jutsu is active, you discharge all of the
they fall unconscious for 24 hours, unable to awaken by built-up Lightning Release chakra onto a single creature.
any means. A creature can be revived by this jutsu no Select One creature within Range who you can see.
more than once per full rest. Make a Melee Ninjutsu attack. On a hit, you attempt to
So long as a creature have temporary hit points as a deal lightning damage equal to twice the damage you’ve
result of this jutsu, they gain a bonus to their Strength, taken. For every 2 points of lightning damage you deal,
Dexterity and Constitution saving throws equal to your you spend 1 chakra. If your chakra would reach 0 before
Ninjutsu Ability Modifier, their Strength, Dexterity, and you could deal all of the potential damage, you instead
Intelligence ability scores are increased to 20, and any deal as much damage as your chakra allows.
damage they deal is instead Lightning Damage that
cannot be resisted.

35
LIGHTNING RELEASE: TENACIOUS JOLTS LIGHTNING RELEASE: KINGMAKER
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 feet Range: Self (120-foot Radius)
Duration: Concentration, Up to 1 minute Duration: 10 Minutes
Components: HS, CM Components: HS, CM, CS
Cost: 11 Chakra Cost: Special (110 Chakra)
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu, Fuinjutsu,
Description: You conjure your lightning release chakra Combination
forming a jolt of lightning that you use to strike a Description: You manifest your Lightning release until
creature within range. you create a Chakra seal made of pure lightning. You
Make a ranged ninjutsu attack. On a hit you deal 5d10 mark yourself and each willing creature of your choice
Lightning damage. The target must succeed a within range with this seal. For the duration creatures
Constitution saving throw. On a failed save for the with this seal gain the following;
duration, the affected creature becomes shocked and • Immunity to Earth Damage
Dazed. • Vulnerability to Wind Damage
At Higher Ranks: For each rank you cast this jutsu • All Damage they deal is Lightning damage that cannot
above B-Rank, increase the cost of this jutsu by 3 and the
be resisted.
damage by 1d10. • Advantage on Dexterity saving throws

A-RANK:
• A +2 Bonus to Strength, Wisdom and Intelligence
Saving throws.
• Once each turn when they deal lighting damage,
LIGHTNING RELEASE: CRACKLE affected creatures make a Constitution saving throw
Classification: Ninjutsu
being shocked until the end of their next turn on a
Rank: A-Rank
failed save.
Casting Time: 1 Action • Once each turn, when they deal lightning damage,
Range: Touch
they deal an additional 2d6 Lightning damage.
Duration: Concentration, Up to 1 minute • Once each turn, when they make an attack roll, they
Components: HS, CM
roll an additional 1d6 adding the result to the roll.
Cost: 16 Chakra • At the beginning of each of their turns, they gain 10
Keywords: Lightning Release, Ninjutsu, Medical
temporary hit points.
Description: You manifest your Lightning release until
it’s a storm your holding in your hands. This jutsu cannot be ended early, and at the end of this
You supercharge a willing creature you touch tripling jutsu’s duration an affected creature cannot cast jutsu
their heart rate, blood flow, nerve reactions and with the Lightning Release Keyword, their speed is
cognitive functions. reduced by 10, they cannot gain advantage on checks or
When cast the target regains 20 Hit points and gains saving throws, and they cannot maintain concentration
8d12 Temporary Hit points for 1 minute. on jutsu until they complete a long rest.
While concentrating on this jutsu, the target creatures Combination: If this jutsu is cast as a Combination jutsu
movement speed is increased by 25 feet, they gain an with 2 or more casters reduce the cost by -2.
additional Reaction, Advantage on Dexterity, Wisdom & Any creature who assists in casting this jutsu as a
Intelligence Ability Checks and Saving throws, and the combination jutsu increases this Jutsu's offensive abilities
first melee attack they make each turn, is at advantage. based on the highest Charisma Modifier within the group of
At the end of this jutsu’s duration the target creatures casters. (+0-1: No Change, +2-3: Increase the number of
body reels from the shock of being overworked times all effects can happen each turn to three times per
becoming Stunned for 1d4 of their turns. turn. +4-5: Increase the number of times all effects can
happen each turn to an unlimited number of times each
LIGHTNING RELEASE: KEEN STORM turn.).
Classification: Ninjutsu
Rank: A-Rank LIGHTNING RELEASE: STORM BREAKER
Casting Time: 1 Action Classification: Ninjutsu
Range: Touch Rank: A-Rank
Duration: Concentration, Up to 1 minute Casting Time: 1 Full Turn Action
Components: HS, CM, CS Range: Self (1 Mile radius)
Cost: 20 Chakra Duration: Concentration, Up to 1 minute.
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Components: HS, CM
Description: You manifest your Lightning release until Cost: 20 Chakra
you can condense the sparks into a small but obscenely Keywords: Lightning Release, Ninjutsu
powerful sparks. This jutsu’s cost cannot be reduced. Description: As a part of the requirements to cast this
A weapon without the two-handed property you touch jutsu, there must be storm clouds above both you and
for the duration scores a critical hit on a melee weapon your target.
attack roll of 18~20. Deals Lightning Damage, and has its You use Lightning Release chakra to manipulate the
damage die set to a d12. If the weapon is used to target a wrath of nature causing it to collapse on top of a creature
shocked creature the weapon can score a critical hit on a within range. You cause the storm clouds to fall down to
roll of 16~20 instead. ground level. All creatures within range has their vision
Additionally, if this weapon scores a critical hit you obscured, being unable to see farther than 5 feet in front
reroll all 1’s and 2’s, taking the second result. of them. Creatures with Chakra sight have their vision
obstructed by the massive volumes of chakra within the

36
radius being unable to discern friend from foe or LIGHTNING RELEASE: STAR BREAKER
creatures chakra further than 5 feet from them. Classification: Ninjutsu
For the this jutsu’s duration Jutsu cast with the Rank: S-Rank
Lightning Release Keyword cannot be resisted and treats Casting Time: 10 Minutes
Immunity as resistance. Each time a creature would deal Range: 100 Miles
lightning damage to another creature, a follow up Duration: Instant
lightning bolt is attracted to the affected creature forcing Components: HS, CM, CS
them to make a Dexterity save, taking additional Cost: Special (138 Chakra)
lightning damage equal to half of the damage originally Keywords: Lightning Release, Ninjutsu, Fuinjutsu,
dealt on a failed save or half as much on a successful Combination
save. Description: You manifest your Lightning release chakra
Additionally, while within this massive storm cloud infusing it into hundreds of chakra seals for the casting
creatures other than you, treat its area as difficult terrain time.
as powerful winds push against them and you have You and all casters designate a single target you can
advantage on Dexterity (Stealth) Checks. see within range. Upon casting the jutsu you fire a
massive beam of compressed Lighting Release chakra on
S-RANK: the target.
All casters make a ranged ninjutsu attack targeting the
LIGHTNING RELEASE: RAILGUN same target taking the highest result.
Classification: Ninjutsu On a hit, you deal 50d12 Lightning Damage. All
Rank: S-Rank Creatures, objects and Structures within 1 mile must
Casting Time: 1 Action succeed a Dexterity saving throw at disadvantage, taking
Range: Self (500 Foot Line) 50d8 lightning damage on a failed save and half as much
Duration: Instant on a successful save. Structures and Objects take double
Components: HS, CM, NT (A Small Metallic object such damage.
as a Coin, Shuriken or something similar which is Combination: If this jutsu is cast as a Combination jutsu
destroyed when this jutsu is cast) with 2 or more casters reduce the cost by -2.
Cost: 35 Chakra Any creature who assists in casting this jutsu as a
Keywords: Lightning Release, Ninjutsu combination jutsu increases this Jutsu's offensive abilities
Description: You manifest your Lightning release chakra based on the highest Charisma Modifier within the group of
infusing it into the metallic object so much so that casters. (+0-1: No Change, +2: Increase damage by 5d12 and
electricity radiates up to 60 feet off of it and glows white. 5d8. +3: Increase damage by 10d12 and 10d8. +4: Increase
Electronic tools and appliances begin to overload and damage by 15d12 and 15d8. +5: Increase damage by 25d12
short-circuit. and 25d8.).
You then create a circular barrel made of Lightning
release chakra to stabilize the metallic object as you
launch it through the barrel causing unrivaled
destruction to anything in its path.
All Creatures, objects and structures in a 15-foot wide,
500-foot line must succeed a Dexterity saving throw. A
shocked creature makes their saving throw at
disadvantage.
On a failed a creature takes lightning damage equal to
12d10, is knocked prone and becomes dazed for the next
minute. If a creature is shocked, they instead take 16d10
and become stunned for the next minute. Objects and
structures take the maximum possible damage.
On a successful save, a creature takes half of 12d10. If
the creature is shocked, they instead take half of 16d10.

37
NON-ELEMENTAL BEAST IMITATING ART: DEER
Classification: Ninjutsu

D-RANK:
Rank: D-Rank
Casting Time: 1 Action
Range: 30 feet
ADVANCED TRANSFORMATION Duration: Instant
Classification: Ninjutsu Components: HS, CM, CS, NT (Empty Scroll)
Rank: D-Rank Cost: 4 Chakra
Casting Time: 1 Bonus Action Keywords: Ninjutsu, Fuinjutsu
Range: Self Description: You draw an image of a herd of deer that
Duration: Concentration, Up to 10 minutes
charge from your scroll towards your chosen target.
Components: HS, CM
Make a ranged ninjutsu attack. On a success, the target
Cost: 3 Chakra
creature takes 3d6 + Your ninjutsu ability modifier in
Keywords: Ninjutsu
Bludgeoning damage and must make a Strength saving
Description: An advanced form of the transformation
throw, being knocked prone on a failed save.
technique. When cast you transform your body into a
If this jutsu is cast targeting a prone Creature, you do
physical object such as a weapon or object of Small or
not roll disadvantage, instead rolling advantage and
Medium size. While transformed into an object you take
dealing an additional 2d6 bludgeoning damage.
on its physical properties and function as this object. If
At Higher Ranks: For each rank you cast this jutsu
transformed into a weapon you also take on its weapon
above D-Rank, increase the cost of this jutsu by 3 and
properties. Others can wield and use you as a weapon so
the damage by 1d6.
long as you maintain concentration on this jutsu. You
cannot transform into any object that separates into
multiple pieces, disconnects or has multiple moving
BEAST IMITATING ART: LIZARD
Classification: Ninjutsu
mechanical parts, such as an electric fan or a Safe. If you Rank: D-Rank
do, these additional pieces or functions do not work or Casting Time: 1 Action
cannot be moved by any means. Range: 15 feet
(For example, if you transform into a chair, you Duration: Concentration, Up to 1 minute
cannot move and others can use you as a chair unless Components: HS, CM, CS, NT (Empty Scroll)
you end concentration on this jutsu.) Cost: 4 Chakra
While transformed you cannot move or act or speak. Keywords: Ninjutsu, Fuinjutsu
You are aware of your immediate surroundings and can Description: You summon an inky lizard in a space you
hear as normal, but are unable to cast jutsu or make can see within range that can hold it. The lizard is a
attacks of any kind while transformed. construct with the following statistics;
At Higher Ranks: For each rank you cast this jutsu • AC 12, 5d6 (20) Hit points.
above D-Rank, increase the cost of this jutsu by 3. When
Cast at B-Rank you can transform into large or smaller The lizard immediately after being summoned,
objects. screeches a menacing sound to those around it. All
creatures who begin their turn within 10 feet of the
BEAST IMITATING ART: BAT lizard excluding you, must make a Wisdom saving throw.
Classification: Ninjutsu On a failed save they gain 1 rank of Fear. So long as a
Rank: D-Rank creature has ranks of fear gained as a result of this jutsu
Casting Time: 1 Action they cannot willingly approach the Lizard.
Range: 30 feet 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, CS, NT (Empty Scroll) the range of the lizards Screech by 5 feet.
Cost: 4 Chakra
Keywords: Ninjutsu, Fuinjutsu BEAST IMITATING ART: RETRIEVAL HAWK
Description: You inscribe into your scroll the image of a Classification: Ninjutsu
bat to blind you enemies. Make a ranged ninjutsu attack Rank: D-Rank
against a medium or smaller sized creature. On hit the Casting Time: 1 Action
creature becomes blinded as the bat latches onto their Range: 90 feet
face blocking vision. Duration: Concentration, up to 1 minute
As an action on the creatures turn, they can attempt to Components: HS, CM, CS, NT (Empty Scroll)
pull the bat off by making a Strength saving throw Cost: 3 Chakra
ending the blinded condition on a successful save. Keywords: Ninjutsu, Fuinjutsu
At Higher Ranks: For each rank you cast this jutsu Description: You hurriedly draw an image of a hawk to
above D-Rank, increase the cost of this jutsu by 3 and retrieve something for you. The hawk breaks out of your
this number of attacks this jutsu can make by +1. scroll and attempts to retrieve an object no more than 10
pounds and bring it to a destination of your choosing
within range.
The hawk has a fly speed of 30ft, AC of 15 and 1 hp. The
hawk must stay within 90 feet of the caster at all times
and does not require the caster's actions aside from its
initial creation. The destination of delivery can be
changed as a bonus action on the casters turn.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
hawks speed by 10 feet, the weight it can carry by 10
pounds and this jutsu’s range by 30 feet.

38
BEAST IMITATING ART: PIDGEON BEAST IMITATING ART: SNAKE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: Up to 10 Minute Casting Time: 1 Action
Range: Self Range: 60 Feet
Duration: 24 Hours Duration: Instant
Components: HS, CM, CS, NT (Empty Scroll) Components: HS, CM, CS, NT (Empty Scroll)
Cost: 3 Chakra Cost: 4 Chakra
Keywords: Ninjutsu, Fuinjutsu Keywords: Ninjutsu, Fuinjutsu
Description: You take your scroll and begin to write a Description: When you cast this jutsu you draw an image
message of any length that you can conceivably write of two snakes into your scroll infusing chakra into it
within a 10 minute or less time span. Once complete, the making it come to life. You command the pair of snakes
writings manifest into the form of a bird of your to wrap around your enemies. Target up to two creatures
description and now carry themselves. You can also cast within range. Each creature must make a Strength
this jutsu targeting a message already written of 25 saving throw. If any of the creatures are within 5 feet of
words or less. each other they each make the save at disadvantage.
The bird you create has 1 hp and an AC of 15. You then On a failed save, they are restrained by the snakes as
specify a location that you have previously visited and a they wrap around them.
recipient who matches a general description. You can A creature restrained by this jutsu, may as an action
also then give the bird a letter, scroll, tag, or similarly on their turn attempt another strength save to end this
small object to deliver to this creature. The construct condition. If affect creatures are within 5 feet of each
travels for the duration of the jutsu towards the location, other, when one creature succeeds all creatures within 5
covering no more than 50 miles per 24 hours. feet of them, restrained conditions ends.
When the bird arrives, it turns back into the message At Higher Ranks: For each rank you cast this jutsu
when provided a scroll to be placed on and delivers any above D-Rank, increase the cost of this jutsu by 3 and
packages to the creature you described. The bird will the number of targets by +1.
only release the object to the creature you specified or if
killed. The creature dissipates into non-staining ink CALLING ON TEARS TECHNIQUE
when the message is delivered or it is killed. Classification: Ninjutsu
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
Range: Self (30 Foot cone)
duration increases by 24 hours. When casting this jutsu
Duration: Instant
at B-Rank or Higher, the bird becomes large in size and
Components: HS, CM
is capable of carrying two medium size creatures on its
Cost: 5 Chakra
back.
Keywords: Ninjutsu

BEAST IMITATING ART: RATS Description: You manifest chakra around your tongue
and throat as you use it to vibrate and magnify all sound
Classification: Ninjutsu
escaping your mouth. You then release a stunning
Rank: D-Rank
Casting Time: 1 Minute scream in an attempt to incapacitate all that hear it.
Range: 1 Mile Radius All creatures in a 30-foot cone originating from you
Duration: 10 Minutes must succeed a Wisdom saving throw, being Deafened
Components: HS, CM, CS, NT (Empty Scroll) and Dazed until the end of their next turn on a failed
Cost: 5 Chakra save.
Keywords: Ninjutsu, Fuinjutsu, Sensory Additionally, any traps such as explosives, trap doors
Description: When you cast this jutsu you draw a horde or pressure plates that are within this jutsu’s range are
of rats into your scroll. After 1 minute the picture is triggered.
finished and the rats come to life scattering around. At Higher Ranks: For each rank you cast this jutsu
After a 1-minute delay, you now are aware of all above D-Rank, increase the cost of this jutsu by 3 and
creatures structures or constructs within a 1-mile radius the range by 5 feet.
as if you were there yourself as the rats travel and relay
the information back to you.
If a creature or location is hidden, and your Passive
Perception is less than its DC to find, you are unaware of
its presence.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the range by 1 mile.

39
CHAKRA BOLT • Fire: Your shield has resistance to Wind Damage,
Classification: Ninjutsu Vulnerability to Cold Damage and all creatures within
Rank: D-Rank 10 feet of you takes fire damage equal to your Ninjutsu
Casting Time: 1 Action ability modifier.
Range: 60 Feet • Water: Your shield has resistance to fire damage,
Duration: Instant vulnerability to earth damage and if this jutsu is cast
Components: HS, CM
near a sufficient source of water, reduce the cost of
Cost: 4 Chakra
this jutsu by -2.
Keywords: Ninjutsu, Clash • Lightning: Your shield has resistance to Earth
Description: You manifest a 4-inch sphere of pure
damage, vulnerability to wind damage and you gain a
chakra at a creature you can see within range. Make a
+2 to Dexterity saving throws until the beginning of
ranged ninjutsu attack. On a hit, the target takes 3d8
your next turn.
damage. If you have a nature release, this jutsu gains a
single nature release keyword that you can cast and it’s At Higher Ranks: For each rank you cast this jutsu
damage type becomes the corresponding nature releases above D-Rank, increase the cost of this jutsu by 3 and
damage type (Water = Cold). If you do not have a nature the damage reduction by 2d4.
release this jutsu instead deals Force Damage.
At Higher Ranks: For each rank you cast this jutsu DARKVISION
above D-Rank, increase the cost of this jutsu by 3 and Classification: Ninjutsu
the damage by 1d8. Additionally, you gain one of the Rank: D-Rank
Casting Time: 1 Action
following benefits based on the Damage type of this
Range: Touch
jutsu.
Duration: 8 Hours
• Earth: The target must succeed on a Strength saving Components: HS, CM
throw being Dazed on a failed Save. Cost: 5 Chakra
• Wind: The target must succeed a Strength saving Keywords: Ninjutsu, Sensory
throw being pushed back 15 feet and being knocked Description: You touch a willing creature to grant it the
prone on a failed save. ability to see in the dark. For the duration, that creature
• Fire: Each creature within a 5-foot radius sphere of has Darkvision out to a range of 60 feet.
the target creature must succeed a Dexterity saving At Higher Ranks: For each rank you cast this jutsu
throw, being burned on a failed save. above D-Rank, increase the cost of this jutsu by 3 and
• Cold: Each creature within a 5-foot radius sphere of the number of creatures you can affect with this jutsu by
the target creature must succeed a Constitution saving +1.
throw, being chilled on a failed save.
• Lightning: The target must succeed a Constitution ELEMENTAL INFUSION
saving throw, being shocked until the end of their next Classification: Ninjutsu
turn. Rank: D-Rank

Casting Time: 1 Action
Force: The target must succeed a Dexterity saving
Range: Touch
throw being Stunned until the end of their next turn
Duration: Concentration, Up to 1 minute
on a failed save. Components: HS, CM, W (Any)
Cost: 5 Chakra
CHAKRA SHIELD Keywords: Ninjutsu, Bukijutsu
Classification: Ninjutsu
Description: As a requirement to casting this jutsu, you
Rank: D-Rank
must have access to at least one nature release.
Casting Time: 1 Reaction, which you take when you take
damage. You coat your weapon in Nature Release Chakra
Range: Self befitting your chosen element, enhancing its lethality.
Duration: Instant For this jutsu’s duration, your weapon deals the
Components: HS, CM damage associated with the nature release you’ve
Cost: 5 Chakra infused into it (Water = Cold). This cannot be changed
Keywords: Ninjutsu, Clash once cast. The weapon gains a +1 bonus to attack and
Description: You manifest a swirling barrier of chakra damage rolls if it doesn’t already. This bonus also
around you protecting you from the triggering attack. applies to taijutsu attacks made with the chosen weapon
Roll 4d4, reducing the damage done to you, by the result. if used as a component, if it doesn’t already.
If you have a nature release, this jutsu gains a single At Higher Ranks: For each rank you cast this jutsu
nature release keyword that you can cast, and additional above D-Rank, increase the cost of this jutsu by 3. If cast
effects base on the Nature release. Your shield gains one a B-Rank the bonus becomes a +2. If cast at S-Rank, the
of the following benefits based on the chosen nature bonus becomes a +3.
release. If you do not have a nature release this shields
damage reduction die becomes a d6.
• Earth: Your Shield has resistance to Cold Damage,
Vulnerability to Lightning Damage and once cast
leaves behind an Earthen construct that can provide
three quarters cover.
• Wind: Your Shield has resistance to Lightning
Damage, vulnerability to Fire Damage and once cast all
creatures of your choice within 5 feet of you must
succeed a Dexterity saving throw gaining 2 ranks of
bleeding on a failed save.

40
HEALING AURA HONEY BEE TECHNIQUE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Bonus Action
Range: 60 feet Range: 60 feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM, CS
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Fuinjutsu
Description: You mold Medical chakra into a web as you Description: You summon a large swarm of bees that
spread it affecting multiple creatures healing their swarm and sting a single target that you can see within
wounds from a distance. range.
Select a number of creatures equal to half of your Make a ranged ninjutsu attack. On a hit, you deal 2d6
proficiency bonus within range. They heal a number of Poison damage and the target must succeed a
hit points equal to 2d6. This jutsu has no effect on Constitution saving throw. On a failed save the targets
undead or constructs. joints begin to seize up for the next minute.
At Higher Ranks: For each rank you cast this jutsu At the beginning of the target creatures turn they roll
above D-Rank, increase the cost of this jutsu by 3, the 1d12. On a roll of 1 or 2 the pain keeps them from moving
number of creatures you can target by +1 and the amount Stunning them until the end of their turn. The target
of healing by 1d6. remakes the constitution save at the end of each of their
turns ending this on a success.
HOLLOW STARS An Antidote Kit, or a Jutsu or effect that ends the
Classification: Ninjutsu poison condition can also end this condition.
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above D-Rank, increase the cost of this jutsu by 3, the
Range: 120 feet damage by 1d6 and the number of targets by +1.
Duration: Instant
Components: HS, CM, CS
Cost: 5 Chakra
INK CLONE
Classification: Ninjutsu
Keywords: Ninjutsu, Fuinjutsu Rank: D-Rank
Description: You force your palms together before Casting Time: 1 Action
pointing them towards the sky, shooting our four bursts Range: 90 feet
of chakra that take the shape of small stars before falling Duration: 1 Minute
to the ground in four different spaces of your choice Components: HS, CM, CS, NT (Vial of Ink)
within range, dealing damage to objects, creatures and Cost: 4 Chakra
structures occupying the space. Keywords: Ninjutsu, Fuinjutsu
Objects, creatures and structures in the selected Description: You infuse chakra into the ink as you then
spaces each take 1d4+1 damage. If you have a nature infuse a chakra seal into it. You conjure a clone of
release, this jutsu gains a single nature release keyword yourself made of ink. They look, sound and act as your
that you can cast and it’s damage type becomes the describe. The cost of these clones cannot be reduced
corresponding nature releases damage type (Water = below half.
Cold). If you do not have a nature release this jutsu An Ink clone has 1 Hit point and can be no farther than
instead deals Force Damage. A creature can only ever be 90 feet from you. It can walk, talk and interact with
affected by the following elemental effects twice per things but it cannot declare an attack. This clone acts at
casting. the end of your turn. As a bonus action you can
• Earth: You create a 10-foot cube of difficult terrain, command the clone to attack. When you do it pretends to
weave hand seals to cast a jutsu targeting a single
centering on each space selected. This space remains
creature within 60 feet of it.
difficult terrain until cleared.
• The target creature makes a Wisdom (Insight) Check
Wind: Each creature within 5 feet of the selected space
vs your Ninjutsu Save DC. On a failure, they become
makes a strength saving throw. On a failed save they
distracted by the clones antics. A creature distracted in
are thrown back 5 feet from the target space and
this manner grants the next attack targeting it
falling prone.

advantage and they are treated as surprised against this
Fire: each creature within 5 feet of the selected space
attack.
takes damage equal to the damage dealt to the target
space.
• Cold: Each creature within a 10-foot radius sphere of
the target space must succeed a Constitution saving
throw, being chilled on a failed save.
• Lightning: If two or more selected spaces are within 15
feet of each other, lightning arcs between them in a
straight line so long as there are no obstructions.
Creatures in the Arcs path must succeed a Constitution
saving throw, being shocked until the end of their next
turn.
• Force: Creatures occupying select spaces are dazed
until the beginning of their next turn.

At Higher Ranks: For each rank you cast this jutsu


above D-Rank, increase the cost of this jutsu by 3 and
the number of stars made by +1.

41
NECROSIS SEALING ART: BLOCK
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you make when you or a
Range: Touch willing creature you can see are targeted or would make a
Duration: Instant saving throw against a jutsu with the Fuinjutsu keyword
Components: HS, CM Range: 60 feet
Cost: 4 Chakra Duration: 1 Round
Keywords: Ninjutsu, Medical Components: HS, CM, CS
Description: You infused Medical Chakra on your hands Cost: 5 Chakra
as you putrefy it. Make a melee ninjutsu attack against a Keywords: Ninjutsu, Fuinjutsu
creature you can reach. On a hit, the target takes 2d12 Description: You infuse chakra into a chakra seal as you
Poison damage. Plants take double damage. Undead take attempt to mark yourself with the seal of protection.
half damage. When you or a willing creature would be the target of,
Additionally, the creature must succeed a Constitution or would make a saving throw or ability check against,
saving throw. On a failed save they gain 2 ranks of any jutsu with the Fuinjutsu keyword you enact a
Envenomed. defensive ward meant to protect, granting the following
At Higher Ranks: For each rank you cast this jutsu benefits until the beginning of your next turn.;
above D-Rank, increase the cost of this jutsu by 3 and • They gain a bonus to your AC equal to your Ninjutsu
the damage by 1d12. Ability Modifier against jutsu with the Fuinjutsu
Keyword.
POISON STINGER • When they would make a saving throw or ability check
Classification: Ninjutsu vs a jutsu with the Fuinjutsu Keyword, they instead
Rank: D-Rank
may use half of your Intelligence (Ninshou) skill
Casting Time: 1 Action
bonus.
Range: 60 feet

SEALING ART: FRACTURE


Duration: Instant
Components: HS, CM, W (any thrown)
Cost: 4 Chakra Classification: Ninjutsu
Rank: D-Rank
Keywords: Ninjutsu, Medical
Casting Time: 1 Action
Description: You infused Medical Chakra on a thrown
Range: 60 feet
weapon as you putrefy it. Make a ranged ninjutsu attack Duration: Instant
against a creature within range. On a hit, the target takes Components: HS, CM, CS
2d6 Poison damage and must succeed a Constitution Cost: 4 Chakra
saving throw. On a failed save they are poisoned for 1 Keywords: Ninjutsu, Fuinjutsu
minute. Description: You infuse chakra into a chakra seal as you
At Higher Ranks: For each rank you cast this jutsu attempt to mark a person with the seal of descension and
above D-Rank, increase the cost of this jutsu by 3 and then shatter it causing a fracture in their internal
the damage by 1d6. balance of Yin and Yang. A creature you can see within
range, must succeed a Charisma saving throw. On a
SEALING ART: BIND failed save the target creature takes 3d8 Force damage
Classification: Ninjutsu and is unable to Mold chakra until the end of their next
Rank: D-Rank
turn.
Casting Time: 1 Action
A creature unable to mold chakra does not
Range: 60 feet
Duration: Concentration, Up to 1 minute immediately lose concentration, they instead make their
Components: HS, CM, CS Concentration check at disadvantage.
Cost: 5 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Ninjutsu, Fuinjutsu above D-Rank, increase the cost of this jutsu by 3 and
Description: You infuse chakra into a chakra seal as you the damage by 1d8.
attempt to mark a person with the seal of binding. A
creature within range, must succeed a Charisma saving
throw. On a failed save the target creature is Restrained
unable to move or form handseals for the duration.
A creature restrained by this jutsu remakes their save
at the end of each of their turns.
Another creature within 5 of the target may attempt to
release them by making an Intelligence (Ninshou) check
vs your Ninjutsu save DC, breaking the seal on a success.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the number of targets by +1.

42
SEALING ART: LOCK SEXY TECHNIQUE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet Range: Self (15-foot Radius Sphere)
Duration: Concentration, Up to 1 minute Duration: Concentration, Up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: 3 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Fuinjutsu Keywords: Ninjutsu
Description: You infuse chakra into a chakra seal as you Description: You transform into a figure of absolute
attempt to mark an object with a seal of objection. You beauty. Be it a male or female, your transformations
must select either an unattended object or a creature you beauty is unmatched. Your figure, curves, muscles, and
can see within range who is holding an item. If an complexion are picture perfect.
unattended item it is instantly bound to the surface it is When you cast this jutsu you must choose between
currently resting on. If a creature holding an object, that either a male or female transformation. When you do,
creature must succeed a Strength saving throw. On a creatures who are attracted to the chosen gender who
failed save the object the target is holding is sealed and can see you within range, must succeed a Charisma
bound to the nearest surface within range; be it the floor, saving throw.
a wall, or ceiling. On a failed save the target is charmed by you. A
For the jutsu’s duration the item remains bound to creature charmed as a result of this jutsu is more than
that surface unable to be moved by any means. willing to do almost anything (within reason and their
A creature within 5 feet of the sealed object may power) for your attention and affection for the duration.
attempt to remove the seal by making an Intelligence If a creature is currently engaged in combat, they
(Ninshou) check vs your Ninjutsu save DC. On a make the save at advantage and if a creature takes
successful save they break the seal freeing the item. damage while charmed by this jutsu the charmed
At Higher Ranks: For each rank you cast this jutsu condition immediately ends.
above D-Rank, increase the cost of this jutsu by 3 and If this jutsu’s duration expires, you may as a free
the range by 30 feet. action recast this jutsu to maintain this effect.
At Higher Ranks: For each rank you cast this jutsu
SEALING ART: REVERBERATE above D-Rank, increase the cost of this jutsu by 3 and
Classification: Ninjutsu the radius by 5 feet.
Rank: D-Rank
Casting Time: 1 Action
Range: Touch
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS, W (Any)
Cost: 5 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
mark a non-chakra enhanced weapon you touch with a
seal of veneration.
For the duration, this weapons damage die is doubled
and the weapon now deals chakra enhanced damage. If
the weapon already rolls more than one die when it deals
damage, you instead increase the damage die by one
step. (d4>d6>d8>d10>d12)
This weapon cannot be targeted with another jutsu or
effect that would change its damage type, die, add
additional damage die, or augment it further by any
means. If it is the target of such a jutsu or effect, it
shatters.
If this weapon scores a critical hit the seal shatters and
you reroll any 1’s taking the second result. This jutsu
then immediately ends.

43
C-RANK:
BEAST IMITATING ART: BEAR
Classification: Ninjutsu
Rank: C-Rank
Medium Construct, unaligned
Casting Time: 1 Action
Range: Self Armor Class 12 + Your Ninjutsu Ability Modifier
Duration: Concentration, Up to 1 minute Hit Points 45 (5d10 + 15)
Components: HS, CM, CS, NT (Empty Scroll) Speed 35 ft.
Cost: 7 Chakra
Keywords: Ninjutsu, Fuinjutsu STR DEX CON INT WIS CHA
Description: You draw a picture of a bear. Infusing 19 (+4) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
chakra into it as it exits your scroll and standing next to
you. Condition Immunities Charmed, Chilled, Exhaustion, frightened,
You summon a construct Ink bear. The construct bear paralyzed, poisoned.
has the following Statistics; Senses Darkvision 30 ft., passive Perception 10
You may command the Ink Bear as a bonus action on
your turn. The Ink bear may take an appropriate reaction Immutable Form. The Ink Bear is immune to any Jutsu or effect that
if able. would alter its form.
The Ink Bear uses your Ninjutsu Attack bonus for all of Inky Weapons. The Ink Bears attacks are chakra enhanced.
its attacks.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the Multiattack. The Ink Bear can attack twice with their claws.
Ink Bears Hit points by 2d10+6.
Claw. Melee Weapon Attack: +X to hit, reach 5 ft., one creature. Hit: 1d12
BEAST IMITATING ART: LION + 4 Slashing damage.
Classification: Ninjutsu Body Block. The Ink Bear as a reaction may interpose an attack
Rank: C-Rank targeting an allied creature within 30 feet of it. When it does, the
Casting Time: 1 Action triggering attack is treated as if it was targeting the Ink Bear.
Range: Self
Charge! (Recharge 11-12): The Ink Bear dashes 70 feet in a straight line.
Duration: Concentration, Up to 1 minute
All creatures in its path must succeed a Strength Saving throw vs the
Components: HS, CM, CS, NT (Empty Scroll)
summoners Ninjutsu Save DC. On a failed save, they take 3d6
Cost: 9 Chakra
bludgeoning damage, are knocked prone and Dazed until the end of
Keywords: Ninjutsu, Fuinjutsu
Description: You draw a picture of a lion. Infusing their next turn.
chakra into it as it exits your scroll and standing next to
you.
You summon a construct Ink Lion. The construct Lion
has the following Statistics;
You may command the Ink Lion as a bonus action on
your turn. The Ink Lion may take an appropriate bonus
action if able.
The Ink Lion uses your Ninjutsu Attack bonus for all of Medium Construct, unaligned
its attacks.
At Higher Ranks: For each rank you cast this jutsu Armor Class 12 + Your Ninjutsu Ability Modifier
above C-Rank, increase the cost of this jutsu by 3 and the Hit Points 30 (5d8 + 5)
Ink Lions Hit points by 2d8+2. Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 12 (+1) 1 (-5) 10 (+0) 1 (-5)

Condition Immunities Charmed, Chilled, Exhaustion, frightened, paralyzed,


poisoned.
Senses Darkvision 30 ft., passive Perception 10

Immutable Form. The Ink Lion is immune to any Jutsu or effect that
would alter its form.
Inky Weapons. The Ink Lions attacks are chakra enhanced.

Multiattack. The Ink Lion can attack twice with their claws.
Claw. Melee Weapon Attack: +X to hit, reach 5 ft., one creature. Hit: 2d8 + 4
Slashing damage.
Maul (Recharge 5-6). The Ink Lion as a bonus action, may enter a
pouncing stance targeting a creature within 15 feet of it. When it does,
it leaps to maul the target creature. Until the end of this turn, its Claw
attacks against the target creature are made at advantage.

44
CHAKRA SPHERE A creature restrained by this jutsu takes 3d6 bludgeoning
Classification: Ninjutsu damage at the beginning of each of its turns.
Rank: C-Rank A creature restrained by this jutsu can use its action to
Casting Time: 1 Action make a Strength (Athletics) or Dexterity (Acrobatics)
Range: 60 feet. check (it’s choice) vs your Ninjutsu save DC. On a
Duration: Concentration, Up to 1 minute success, it free’s itself.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 8 Chakra above C-Rank, increase the cost of this jutsu by 3 the
Keywords: Ninjutsu damage by 1d6 and the cube size by 5ft.
Description: You create a 5-foot diameter floating
sphere of dense chakra in an unoccupied space you can CLONE ART: ASSAULT
see within range. Classification: Ninjutsu
As a bonus action on your turn, you can command the Rank: C-Rank
sphere to move up to 30 feet and make a single melee Casting Time: 1 Action
ninjutsu attack against a creature within 5 feet of it. On a Range: Self
success, the target takes 2d6 damage. Duration: Instant
If you have a nature release, this jutsu gains a single Components: HS, CM
nature release keyword that you can cast and it’s damage Cost: 9 Chakra
type becomes the corresponding nature releases damage Keywords: Ninjutsu
type (Water = Cold). If you do not have a nature release Description: As a part of the requirements to cast this
this jutsu instead deals Force Damage. jutsu, you must have at least 1 clone active from any
Jutsu cast with “Clone” in its name, in which the clone
• Earth: As an action on your turn or when the jutsu
may perform an attack of any type.
ends, you can cause one or more spheres to explode.
You and all clones who you have not commanded
Each creature within a 15-foot radius sphere centered
converge on a single target. You and all of your clones
on the spheres space must make a Dexterity saving
cast the same jutsu of C-Rank or Lower at no additional
throw. On a failed save the creature takes 4d6 earth
cost, that requires either; Both an action and an attack
damage and is restrained until the end of their next
roll or, both an action and requires creatures to make a
turn or half as much damage and no additional effects
saving throw.
on a successful save.
When you do, you gain a bonus to either your attack,
• Wind: Each creature hit by a sphere must succeed a
damage or Save DC depending on how many clones you
Strength saving throw being dazed on a failed save.
have active at the time of casting this jutsu. If the Jutsu
• Fire: Each creature who begins their turns within 5
cast would require multiple attack rolls or saving
feet of the sphere must succeed a Constitution saving
throws, you only apply the bonuses to the initial Save DC
throw, being burned on a failed save.
or first attack or damage rolls.
• Cold: Your sphere can move through allied spaces.
• Attack Roll(s)
When it does, roll its damage die, granting the
creature(s) who’s space it moved through temporary o +1 Clones: +1 to attack rolls or +2d4 damage rolls.
hit points equal to the result. A creature can only gain o +3 Clones: +3 to attack rolls or +4d4 damage rolls.
temporary hit points this way once per turn. o +5 Clones: +5 to attack rolls or +8d4 damage rolls.
• Lightning: Each creature hit by a sphere must succeed o +10 Clones: +10 to attack rolls or +12d4 damage
a Constitution saving throw, being shocked until the rolls.
end of their next turn on a failed save. o +20 Clones: +15 to attacks rolls or +18d4 damage
• Force: The damage die becomes a d8. rolls
• Saving Throw(s)
At Higher Ranks: For each rank you cast this jutsu o +1 Clones: +1 to save DC or +2d4 damage rolls.
above C-Rank, increase the cost of this jutsu by 3 the o +3 Clones: +2 to save DC or +4d4 damage rolls.
damage by 1d6 and the number of spheres created by +1. o +5 Clones: +3 to save DC or +8d4 damage rolls.
You can control each sphere with the same action, and o +10 Clones: +5 to save DC or +12d4 damage rolls.
controlling them independently. Additionally, you can o +20 Clones: +10 to save DC or +18d4 damage rolls.
change the Nature Release and corresponding Damage
type to one you currently know. You cannot remove a At Higher Ranks: For each rank you cast this jutsu
Nature release from this jutsu if it already has one. above C-Rank, increase the cost of this jutsu by 3 the
rank of the jutsu you are able to cast to the
CHAKRA TENTACLES corresponding Rank.
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 90 feet.
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 9 Chakra
Keywords: Ninjutsu
Description: You create squirming tentacles of chakra
that fill a 20-foot cube on a surface that you can see
within range.
When a creature enters the affected area for the first
time or starts its turn there, they must succeed a
Dexterity saving throw. On a failed save they take 3d6
bludgeoning damage and are restrained for the duration.

45
CLONE ART: MISDIRECT At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above C-Rank, increase the cost of this jutsu by 3 the
Rank: C-Rank number of creatures you can target by +1.
Casting Time: 1 Bonus Action
Range: Self HIDING IN SHADOW TECHNIQUE
Duration: Concentration, Up to 1 minute Classification: Ninjutsu
Components: HS, CM Rank: C-Rank
Cost: 9 Chakra Casting Time: 1 Action
Keywords: Ninjutsu Range: 15 feet
Description: As a part of the requirements to cast this Duration: 10 Minutes
jutsu, you must have at least 1 clone active from any Components: HS, CM
Jutsu cast with “Clone” in its name, in which the clone Cost: 6 Chakra
may perform an attack or cast a jutsu of any type. Keywords: Ninjutsu
You and all clones within 30 feet of you, that you Description: As a part of the requirements to cast and
control, begin to quickly move between each other, maintain this jutsu a creature or object within range
causing immediate confusion to any creature looking to must be casting a shadow.
affect you with any attack or jutsu. This jutsu cannot be You select a creature, structure or objects shadow
ended early as a result of a failed concentration check. within range. Stealthily slipping inside of it, and gaining
For the duration, this jutsu provides you either a total concealment for this jutsu’s duration.
bonus to AC or to Saving throws. If you succeed on a For the duration of this jutsu, you can see and hear
saving throw while this jutsu is active, you ignore its from the shadow but cannot act, speak, or move. When
effects until the beginning of your next turn. the creatures shadow moves, you move along with it.
Additionally, you are always treated as being partially You may end this jutsu early as a bonus action
obscured and can attempt to make a Dexterity (Stealth) expelling yourself from the shadow appearing in the
check for the duration of this jutsu. If you are concealed closest space near the target that can hold you.
while this jutsu is active, attacks you make have an If the target would lose their shadow by any means,
increased critical threat range. this jutsu immediately ends as you appear in the closes
Each time a jutsu is cast or attack is made, that would space near the target that can hold you.
affect you and it misses due to the bonus to your AC or
your Saving throws, one clone is randomly destroyed. MEDICAL AURA
Classification: Ninjutsu
• Attack Roll(s)
Rank: C-Rank
o +1 Clones: +1 to AC. Casting Time: 1 Action
o +3 Clones: +2 to AC. Range: Self (30-foot radius sphere)
o +5 Clones: +3 to AC. Duration: Concentration, up to 1 minute
o +10 Clones: +5 to AC. Components: HS, CM
o +20 Clones: +10 to AC. Cost: 8 Chakra
• Saving Throw(s) Keywords: Ninjutsu, Medical
o +1 Clones: +1 to saving throws. Description: Life preserving Medical Chakra radiates
o +3 Clones: +2 to saving throws. from you in an aura with a 30-foot radius. Until this
o +5 Clones: +3 to saving throws. jutsu ends, the aura moves with you, centered on you.
o +10 Clones: +5 to saving throws. Each non-hostile creature in the aura, (including you)
o +20 Clones: +10 to saving throws. has resistance to necrotic damage and becomes immune
• Critical Threat Range while concealed to the bleeding condition.
o +1 Clones: None. A creature’s hit point maximum while within the aura
o +3 Clones: 19~20. cannot be reduced by hostile effects.
o +5 Clones: 18~20. Additionally, creatures roll at advantage when making
o +10 Clones: 17~20. saving throws to resist the Burned, Chilled, and Shocked
o +20 Clones: 16~20. Conditions.
Lastly, a non-hostile, living creature regains 1 hit
HAIR BINDING TECHNIQUE point when it starts its turn in the aura with 0 hit points.
Classification: Ninjutsu A creature can only regain hit points this way a number
Rank: C-Rank of times equal to its Constitution modifier per long rest
Casting Time: 1 Bonus Action (Min 1.)
Range: 30 feet
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 6 Chakra
Keywords: Ninjutsu
Description: Using chakra, you activate the roots of your
hair, and begin to manipulate it freely. Because of the
malleability of this hair, the user can attempt to grapple
creatures completely restraining them. Select up to 2
creatures within range. Make a melee ninjutsu attack
against each creature. On a hit, the target is grappled and
restrained by you.
Creatures grappled and restrained by this jutsu cannot
make handsigns. At the end of a restrained creatures
turn, they make a Strength saving throw, escaping on a
success.

46
PLAY DEAD SEALING ART: AURA OF PURITY
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: Self (30-foot radius sphere)
Duration: 1 Hour Duration: Instant
Components: HS, CM Components: HS, CM, CS
Cost: 6 Chakra Cost: 9 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Fuinjutsu, Medical
Description: You touch a willing creature putting it into Description: You infuse chakra into a chakra seal as you
a cataleptic state that is indistinguishable from death. attempt to mark yourself with the seal of virtutis.
For the jutsu’s duration, or until you use an action to You release a potent wave of medical release chakra.
touch the target and dismiss this jutsu, the target All creatures within range who are currently; Berserk,
appears dead to all outward inspection and to jutsu used Blinded, Charmed, Dazed, Deafened, Poisoned, or Feared
to determine the targets status. The target is blinded and as a result of a jutsu of equal rank or lower, has all stacks
incapacitated, and its speed drops to 0. The target has (if any) of their condition removed, cleansing them.
resistance to all damage except psychic damage. If the At Higher Ranks: For each rank you cast this jutsu
target is diseased or poisoned when you case this jutsu, above C-Rank, increase the cost of this jutsu by 3. Listed
or becomes diseased or poisoned while under this Jutsu's conditions inflicted by jutsu of equal rank or lower are
effect, the disease and poison have no effect until this removed.
jutsu ends.
SEALING ART: CHAKRA DISPEL
REFRACTION OF LIGHT TECHNIQUE Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 30 feet
Range: Touch Duration: Instant
Duration: Concentration, up to 1 Hour Components: HS, CM, CS
Components: HS, CM Cost: 9 Chakra
Cost: 8 Chakra Keywords: Ninjutsu, Fuinjutsu
Keywords: Ninjutsu Description: You infuse chakra into a chakra seal as you
Description: You touch a willing creature creating a thin attempt to end a jutsu with the seal of finis.
layer of chakra that reflects light particles preventing Choose any creature, object, or chakra-based effect
them from hitting the creature, functionally granting it you can see as you mark it with your chakra seal. You
invisibility. then attempt to end any jutsu currently affecting it of a
Anything the target is wearing or carrying is invisible Rank less than the Rank this jutsu was cast at.
as long as it is on the target’s person. The jutsu ends for If the Jutsu is of a rank equal to or higher than the rank
a target that attacks or casts a jutsu. of this jutsu, you instead must make an ability check,
At Higher Ranks: For each rank you cast this jutsu using your Ninjutsu Ability Modifier. The DC equals (12
above C-Rank, increase the cost of this jutsu by 3 the +the rank of the Jutsu, D-Rank: 1, C-Rank: 2, B-Rank: 3,
number of creatures you can touch by +1 A-Rank: 4, S-Rank: 5).

SEALING ART: AURA OF LIFE SEALING ART: CIRCLE OF DEFIANCE


Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-foot radius sphere) Range: Self (30-foot radius sphere)
Duration: Concentration, up to 1 Minute Duration: Concentration, Up to 1 minute
Components: HS, CM, CS Components: HS, CM, CS
Cost: 7 Chakra Cost: 8 Chakra
Keywords: Ninjutsu, Fuinjutsu, Medical Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you Description: You infuse chakra into a chakra seal as you
attempt to mark yourself with the seal of forgiveness. attempt to end a jutsu with the seal of resistance.
For this jutsu’s duration, anytime you or a non- For this jutsu’s duration, as a bonus action you may
hostile creature in this jutsu’s radius would take damage select one willing creature within range. That creature
from a hostile creature, they immediately regain 10 Hit gains Temporary hit points equal to 2d8 + Your Ninjutsu
points. This jutsu immediately ends after 50 Hit points ability Modifier, until the end of their next turn.
have been healed. 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 the
above C-Rank, increase the cost of this jutsu by 3 and the amount of temporary hit points by 1d8 and the number
maximum amount of hit points this jutsu can heal by of creatures you can target by +1.
+20.

47
SEALING ART: CURSE SEALING ART: MOBILITY RESTRICTION
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take when you are the
Range: Touch target of, or would make a saving throw against, a Taijutsu or
Duration: Concentration, Up to 10 minutes Bukijutsu.
Components: HS, CM, CS Range: 30 feet
Cost: 8 Chakra Duration: Instant
Keywords: Ninjutsu, Fuinjutsu Components: HS, CM, CS
Description: You infuse chakra into a chakra seal as you Cost: 9 Chakra
attempt to mark a creature you can touch with the seal of Keywords: Ninjutsu, Fuinjutsu
pestilence. You do not need to spend chakra to maintain Description: You infuse chakra into a chakra seal as you
Concentration on this jutsu. attempt to mark a creature you can see with the seal of
You touch a creature, and that creature must succeed patience.
on a Charisma saving throw or become cursed for the A creature who you can see within range, who cast a
duration of the jutsu. When you cast this jutsu, choose Taijutsu or Bukijutsu, that would target you or force you
the nature of the curse from the following options: to make a saving throw must first succeed a Charisma
saving throw. (You decide this at the time of casting and
• Choose one Ability Score. While cursed, the target has
it cannot be changed later.)
disadvantage on ability checks and saving throws
On a failed save the target creatures movement is
made with that ability score.
hampered reducing their movement speed to 0 until the
• While cursed, the target has disadvantage on attack
beginning of their next turn.
rolls against you.
• While cursed, the target must make a Wisdom saving
throw at the start of each of its turns. If it fails, it
wastes its action that turn doing nothing.
• While the target is cursed, your attacks and jutsu deal
an extra 1d8 necrotic damage to the target.
• At the DM’s option, you may choose an alternative
curse effect, but it should be no more powerful than
those described above. The DM has final say on such a
curses effect.

Any Ninjutsu of equal rank or higher cast with the


Fuinjutsu keyword may be used in an attempt to end this
jutsu’s effects. When attempted, the caster spends the
jutsu’s chakra cost and makes an Ability Check using its
Ninjutsu Ability Modifier vs a DC (15 + The Rank of this
jutsu, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). On a
failed check, that creature is unable to use the same jutsu
to end this jutsu’s effects for 24 hours.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
number of curse effects a creature is affected by +1. If
casted at B-Rank or above this jutsu no longer requires
concentration. When cast at B-Rank, this jutsu has a
Duration of 8 Hours. If cast at A-Rank, this jutsu has a
duration of 24 hours. If Cast at S-Rank This jutsu has a
duration of Permanent (Until Dispelled.)

48
SEALING ART: INANIMATE PUPPET When you cast this jutsu select one creature or
Classification: Ninjutsu location that you have seen or can clearly describe. When
Rank: C-Rank you do for the duration of this jutsu, you know the
Casting Time: 1 Hour General direction of this creature or location so long as it
Range: Touch is within your Jutsu’s radius. This seal does not give you
Duration: Instant. absolute knowledge on the creatures or locations,
Components: HS, CM, CS
coordinates, but only what direction they are in relation
Cost: 10 Chakra to you.
Keywords: Ninjutsu, Fuinjutsu At Higher Ranks: For each rank you cast this jutsu
Description: You infuse chakra into a chakra seal as you
above C-Rank, increase the cost of this jutsu by 3 and the
attempt to mark an object you can see with the seal of radius of this jutsu by 1 Mile.
false life.
This jutsu creates false life. A creature from
nothingness. A servant formed from the world around
you. Choose a pile of rocks, dried bones, leaves, wood or
any other inanimate objects that you can reach while Medium Construct, unaligned
casting this jutsu. Temporarily reduce your Maximum
Armor Class 13 + The Rank of the Jutsu. (Natural Armor)
Chakra by 10 for each puppet you create. You cannot
Hit Points 20 + 10 for each rank above C-Rank.
reduce the cost of this jutsu by more than half. For each
Speed 30 ft.
puppet that dies, or you lose control of, you increase
your maximum chakra by 10, up to your original
STR DEX CON INT WIS CHA
maximum.
18 (+4) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
You place a seal on the objects as they conjoin to form
a mimicry of life, raising a construct creature. The
creature becomes a construct with the following Damage Immunities Necrotic, Poison
statistics (When a feature or ability asks for Rank of Damage Resistances Bludgeoning
jutsu use the following; C-Rank: 2, B-Rank: 3, A-Rank: 4, Damage Vulnerabilities Lightning
S-Rank: 5) Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
On each of your turns, you can use a bonus action to poisoned.
mentally command any creature you’ve created with this Senses passive Perception 10
jutsu if the creature is within 60 feet of you. You can
control up to 4 Creatures at a time this way. (if you Unnatural Fortitude. The Inanimate Puppet makes constitution
control multiple creatures, you can command any or all saving throws at advantage.
of them at the same time, issuing the same command to
each one). You decide what action the creature will take
and where it will move during its next turn, or you can Multiattack. The Inanimate Puppet can attack a number of times equal to
issue a general command, such as to guard a particular the jutsu’s rank with their slam attack.
chamber or corridor. If you issue no commands, the Slam. Melee Weapon Attack: + (5 + The Rank of the jutsu) to hit, reach 5
creature only defends itself against hostile creatures. ft., one creature. Hit: 1d8 + 4 Bludgeoning damage.
Once given an order, the creature continues to follow it SMASH (Recharge 11-12): The Inanimate Puppet slams the ground. All
until its task is complete. creatures within 10 feet of it must succeed a DC (12 + The Rank of the
The creature is under your control for 24 hours, after Jutsu.) Dexterity Saving throw. On a failed save, they take 3d8
which it stops obeying any command you’ve given it. To bludgeoning damage, are knocked prone and Dazed until the end of
maintain the control of the creature for another 24 their next turn.
hours, you must cast this jutsu on the creature again
before the current 24-hour period ends. The use of the
jutsu reasserts your control over up to four creatures you
have animated with this spell, rather than animating a TRANSFER OF LIFE
new one. Recasting the jutsu in this way on an already Classification: Ninjutsu
summoned construct does not reduce your maximum Rank: C-Rank
chakra a second time. Casting Time: 1 Full Turn Action
At Higher Ranks: For each rank you cast this jutsu Range: Touch
Duration: Instant
above C-Rank, increase the cost of this jutsu by 3 and the
Components: HS, CM, CS
number hit points your construct has by 10.
Cost: Special

SEALING ART: MARK OF FINDING Keywords: Ninjutsu, Medical, Fuinjutsu


Description: You sacrifice your life for another. Select
Classification: Ninjutsu
Rank: C-Rank one creature who has been dead for no longer than 10
Casting Time: 1 Minute Minutes whom you can reach. This jutsu cannot be used
Range: Self (1 Mile Radius) by Clones, Constructs or Undead.
Duration: Concentration, Up to 1 Hour When you do, you begin transferring all of your life
Components: HS, CM, CS energy into them. The creature regains all of its hit
Cost: 9 Chakra points equal to your current hit points. A creature
Keywords: Ninjutsu, Fuinjutsu, Sensory revived as a result of this jutsu has all ranks of
Description: You infuse chakra into a chakra seal as you Exhaustion removed from them.
attempt to mark yourself with the seal of clairvoyance. Reduce your Maximum hit points to 0, which cannot
You do not need to spend chakra to maintain be increased by any means.
Concentration on this jutsu.

49
B-RANK:
ACIDIC BLADE
Classification: Ninjutsu
Rank: B-Rank
Large Construct, unaligned
Casting Time: 1 Bonus Action
Range: Touch Armor Class 13 + Your Ninjutsu Ability Modifier
Duration: Concentration, Up to 1 minute Hit Points 76 (8d10 + 32)
Components: HS, CM, W (Any) Speed 45 ft.
Cost: 11 Chakra
Keywords: Ninjutsu, Medical STR DEX CON INT WIS CHA
Description: You draw out chakra and coat it over a 18 (+4) 18 (+4) 18 (+4) 1 (-5) 10 (+0) 1 (-5)
weapon you can reach. When you do, for the duration,
when a successful attack is made with the weapon, it Condition Immunities Charmed, Chilled, Exhaustion, frightened, paralyzed,
deals an additional 3d6 acid damage. poisoned.
Creatures who take acid damage as a result of this Senses Darkvision 30 ft., passive Perception 10
jutsu, make a constitution saving throw. On a failed save,
they gain one rank of the Corroded Condition. A creature Immutable Form. The Ink Tiger is immune to any Jutsu or effect that
can gain up to 2 ranks of Corroded as a result of this would alter its form.
jutsu per turn. Inky Weapons. The Ink Tiger attacks are chakra enhanced.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
damage by 1d6. Multiattack. The Ink Tiger can attack twice with their claws.

BEAST IMITATING ART: TIGER Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 3d6 +
4 Slashing damage. A creature who takes damage from this attack
Classification: Ninjutsu
Rank: B-Rank must succeed a DC 16 Constitution saving throw, gaining 2 ranks of the
Casting Time: 1 Action bleeding condition.
Range: Self Roar (Recharge 5-6). The Ink Tiger as a bonus action, may roar. All
Duration: Concentration, Up to 1 minute creatures of your choice within 20 feet of it must succeed a DC 16
Components: HS, CM, CS, NT (Empty Scroll)
Charisma saving throw. On a failed save, they gain 3 ranks of Fear for
Cost: 14 Chakra the duration. At the end of a frightened creatures turn, they remake the
Keywords: Ninjutsu, Fuinjutsu Charisma save to end the Fear condition.
Description: You draw a picture of a Tiger. Infusing
chakra into it as it exits your scroll and standing next to
you.
You summon a construct Ink Tiger. The construct
Tiger has the following Statistics; BESTIAL ART: LYCANTHROPE
You may command the Ink Tiger as a bonus action on Classification: Ninjutsu
Rank: B-Rank
your turn. The Ink Tiger may take an appropriate bonus
Casting Time: 1 Action
action if able.
Range: Self
At Higher Ranks: For each rank you cast this jutsu Duration: Concentration, Up to 1 minute
above B-Rank, increase the cost of this jutsu by 3 and the Components: HS, CM, CS
Ink Tiger Hit points by 2d10. Cost: 14 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
attempt to mark yourself with the seal of wolves.
Your voice, figure, and temperament becomes bestial
in nature. You grow fur of any color of your choice
covering your arms, and your hands become large claws
with iron like nails.
For this jutsu’s duration, you gain the following
benefits;
• Your Strength becomes 19 if it is not already 19 o
higher. If it is 19 or higher already, you instead
increase your Strength Score by +2.
• Your unarmed damage now deal 2d12 + Strength
Modifier Slashing Damage.
• You gain a +20 bonus to movement speed.
• Attacks of Opportunity you make are at advantage.
• When you make an unarmed attack, you can make two
attacks instead of one, if you cannot already. If you
can, then you instead make one additional unarmed
attack

50
CLONE ART: COMBINATION CLONE ART: OVERWHELM
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: 60 feet
Duration: Instant. Duration: Concentration, Up to 1 minute.
Components: HS, CM Components: HS, CM
Cost: 12 Chakra Cost: 14 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu
Description: As a part of the requirements to cast this Description: As a part of the requirements to cast this
jutsu, you must have at least 1 clone active from any jutsu, you must have at least 1 clone active from any
Jutsu cast with “Clone” in its name, in which the clone Jutsu cast with “Clone” in its name, in which the clone
may perform an attack of any type. may perform an attack of any type.
All clones who you have not commanded converge on All clones who you have not commanded converge on
a willing creature other than yourself, within range a hostile creature within range.
providing it aid in casting a single jutsu or making a All clones immediately move to the closest space they
single attack. can occupy next to the creature following them and
All clones immediately move to the closest space they hindering their activities. This jutsu does not cost chakra
can occupy next to the creature following them and to maintain concentration.
allowing them to move through any space they occupy The next time this creature or creature within 15 feet
when asked by that creature. of the target would cast a jutsu or make an attack, for the
The next time this creature would cast a jutsu or make duration, your clones do all they can to impede them,
an attack, before the end of its next turn, your clones do from body blocking, getting in the way, to attacking
all they can to aid them, from assisting in molding them while they perform the action.
chakra, providing distractions, or even protecting them Select one of the following penalties to grant the
from being hit by body blocking. creature(s); Penalty to attack rolls or AC depending on
Select one of the following bonuses to grant the how many clones you have active at the time of casting
creature; Bonus to attack, damage, Save DC or jutsu cost this jutsu. This choice cannot be changed after casting.
depending on how many clones you have active at the The select creature(s) must succeed a Wisdom Saving
time of casting this jutsu. This choice cannot be changed throw. On a failed save being impeded by your clones
after casting. until the start of their next turn. The affected creature
If the Jutsu the creature cast would require multiple repeats this saving throw at the end of each of their
attack rolls or saving throws, they only apply the turns for the duration.
bonuses to the initial Save DC or first attack or damage If the Jutsu the creature cast would require multiple
rolls. attack rolls or saving throws, the penalty applies to all
• Attack Roll(s) attack rolls.
Each time a jutsu is cast or attack is made, that misses
o +1 Clones: +1 to attack rolls or +2d4 damage rolls.
due to the penalty, one clone is randomly destroyed.
o +3 Clones: +3 to attack rolls or +3d4 damage rolls.
o +5 Clones: +5 to attack rolls or +5d4 damage rolls. • Attack Roll(s)
o +10 Clones: +10 to attack rolls or +10d4 damage o +1 Clones: -1 to attack rolls
rolls. o +3 Clones: -3 to attack rolls
o +20 Clones: +15 to attacks rolls or +14d4 damage o +5 Clones: -5 to attack rolls
rolls o +10 Clones: -10 to attack rolls
• Saving Throw(s) o +20 Clones: -15 to attacks rolls
o +1 Clones: +1 to save DC or +2d4 damage rolls. • Armor Class Penalty
o +3 Clones: +2 to save DC or +3d4 damage rolls. o +1 Clones: -1 to AC.
o +5 Clones: +3 to save DC or +5d4 damage rolls. o +3 Clones: -2 to AC.
o +10 Clones: +5 to save DC or +10d4 damage rolls. o +5 Clones: -3 to AC.
o +20 Clones: +10 to save DC or +14d4 damage rolls. o +10 Clones: -5 to AC.
• Cost Reduction o +20 Clones: -10 to AC.
o +1 Clones: -1 to Jutsu Cost (Min 1).
o +3 Clones: -2 to Jutsu Cost (Min 1).
o +5 Clones: -3 to Jutsu Cost (Min 1).
o +10 Clones: -4 to Jutsu Cost (Min 1).
o +20 Clones: -5 to Jutsu Cost (Min 1).

51
CLONE ART: SUPPORT • Flesh Rot. The creature’s flesh decays. The creature
Classification: Ninjutsu has disadvantage on Charisma checks and
Rank: B-Rank vulnerability to all damage.
Casting Time: 1 Reaction, which you take when you see a • Mindfire. The creature’s mind becomes feverish. The
creature who would take damage, or make a saving throw creature has disadvantage on Intelligence checks and
from a jutsu that you can see. Intelligence saving throws, and the creature becomes
Range: 60 feet
Berserked for the duration.
Duration: Concentration, Up to 1 minute.
• Seizure. The creature is overcome with shaking. The
Components: HS, CM
creature has disadvantage on Dexterity checks,
Cost: 11 Chakra
Dexterity saving throws, and attack rolls that use
Keywords: Ninjutsu
Dexterity.
Description: As a part of the requirements to cast this
• Slimy Doom. The creature begins to bleed
jutsu, you must have at least 1 clone active from any
uncontrollably. The creature has disadvantage on
Jutsu cast with “Clone” in its name, in which the clone
Constitution checks and Constitution saving throws.
may perform an attack of any type.
In addition, whenever the creature takes damage, it is
All clones who you have not commanded converge on
stunned until the end of its next turn.
an allied creature within range.

CURSE OF THE PREY


All clones immediately move to the closest space they
can occupy next to the creature following them and
Classification: Ninjutsu
protecting them. This jutsu does not cost chakra to
Rank: B-Rank
maintain concentration. Casting Time: 1 Action
This creature gains a bonus to their AC and Saving Range: Touch
throws. Select one of the following bonuses to grant the Duration: Concentration, Up to 1 minute
creature(s); Bonus to their AC and Saving throws Components: HS, CM, CS
depending on how many clones you have active at the Cost: 14 Chakra
time of casting this jutsu. Keywords: Ninjutsu, Fuinjutsu
Each time a jutsu is cast or attack is made, that misses Description: You attempt to impose the qualities of a
due to the bonus, one clone is randomly destroyed. Your single weak bestial creature. Select one creature within
clones are unable to grant any bonuses against Genjutsu. your reach. The target must succeed a Constitution
• Armor Class/Saving throw Bonus saving throw. On a failed save, they gain one of the
o +1 Clones: +1 to AC & Saving throws. following bestial qualities.
o +3 Clones: +2 to AC & Saving throws. Swallows Endurance: The creatures bones begin to feel
o +5 Clones: +3 to AC & Saving throws. hollow and brittle as their heart begins to beat furiously
o +10 Clones: +5 to AC & Saving throws. as their blood begins to thin. For the duration, they have
o +20 Clones: +10 to AC & Saving throws. a -3 penalty on all constitution saving throw and ability
checks. Additionally, they cannot take the Dash Action
CONTAGION and cannot gain additional speed by any means.
Classification: Ninjutsu Mites Strength: The creatures muscles begin to grow
Rank: B-Rank weak and unable to carry weight. They gain a -4 Penalty
Casting Time: 1 Action to their Strength ability score and disadvantage on
Range: Touch Strength saving throws and attacks made with strength.
Duration: 1 Week Sloth’s Grace: The creatures reflexes are shot as they
Components: HS, CM become unable to move gracefully or even carry
Cost: 12 Chakra themselves correctly. They gain a -4 penalty to their
Keywords: Ninjutsu, Medical Dexterity ability score and disadvantage on Dexterity
Description: You infuse putrefied Medical Chakra onto saving throws and ability checks. They also take double
your hand as you become able to inflict disease from damage from falling, and they spend their full
touch alone. Make a Melee ninjutsu attack against a movement trying to stand from Prone.
creature within your reach. On a hit the target is Rhinoceros Splendor: The creatures vision, auditory
poisoned. perception and sense of smell becomes dull and weak as
At the end of each of the poisoned creatures turns, the they gain a -4 Penalty to their Wisdom ability score and
target must make a Constitution saving throw. If the disadvantage on Wisdom ability checks. Their visual
target succeeds on three of these saves, it is no longer range is cut in half and they cannot hear things more
poisoned and the jutsu ends. If the targets fails three of than 30 feet away from them.
these saves, the target is no longer poisoned, but choose Turkey’s Cunning: The creatures ability to think
one of the diseases below. The target is subjected to the through complex matters and concepts becomes
chosen disease for the Jutsu’s duration. muddled. They find it hard to remember simple
Since this jutsu induces a natural disease in its target, handsigns, colors and even their left from their right.
any effect that removes a disease or otherwise They gain a -4 Penalty to their intelligence ability score
ameliorates a diseases effects apply to it. and disadvantage on intelligence saving throws and
• Blinding Sickness. Pain grips the creature’s mind, and ability checks. They cannot concentrate on more than 1
its eyes turn milky white. The creature has Jutsu, and the Base Concentration check DC becomes 17.
disadvantage on Wisdom checks and Wisdom saving
throws and is blinded.
• Filth Fever. A raging fever sweeps through the
creature’s body. The creature has disadvantage on
Strength checks, Strength saving throws, and attack
rolls that use Strength.

52
DEAD HEARTBEAT TECHNIQUE RECONSTRUCTIVE HAND
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Day Casting Time: 1 Action
Range: Touch Range: Touch
Duration: Special Duration: Instant
Components: HS, CM, CS Components: HS, CM
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Ninjutsu, Medical, Fuinjutsu Keywords: Ninjutsu, Medical
Description: When casting this jutsu, you must have Description: You coat your hand in cell manipulating
fully intact corpse of a humanoid creature. You perform Medical chakra. You can attempt to manipulate the
a type of surgery designed to induce a false heartbeat. At cellular integrity of a creatures cells.
the conclusion of this jutsu’s casting, the corpse begins As an action on your turn, you can touch a willing
to move at your behest. You must stay within 90 feet of creature you can reach. When you do, you can jumpstart
the corpse while facilitating its temporary revival. their cellular regenerative process. The creature regains
All wounds, and damage the corpse had prior to this hit points equal to 3d8 + Your ninjutsu ability Modifier.
jutsu’s casting remains. The corpse you use this on only Afterwards, for the next minute, the creature regains 5
retains their memories. They can regain their hit points at the beginning of each of their turns.
personalities if you instead extend this jutsu’s casting Alternatively, as an action you can attempt to touch a
time to 1 Week. hostile creature you can reach. Make a melee ninjutsu
The corpse cannot disobey you, and must not act in attack. On a successful hit, they take 5d10 Necrotic
any way that would bring you harm. The corpse has 1 Hit Damage and become compromised. A compromised
points and calculates its AC as normal. It cannot cast creature must make a constitution saving throw at the
jutsu, or use features by any means. The corpse remains beginning of each of their turns for the next minute. Any
active until you dismiss this jutsu as a bonus action or jutsu or affect that would remove conditions can end the
begin concentrating on any other jutsu or feature. A compromised condition on a creature.
corpse can only be temporarily be brought back this way A compromised creature who succeeds three saving
once ever using this jutsu. throws first, ends this condition. A compromised
creature who fails three saving throws first, has their
LION MANE: HUNTING PREDATOR cells begin to fail and rupture. They permanently gain
Classification: Ninjutsu one rank of Exhaustion and the weakened, and dazed
Rank: B-Rank conditions. A creature who gains these conditions this
Casting Time: 1 Bonus Action way can have them removed only be a casting of;
Range: Self
Restorative at A-Rank, Regenerate, Medical Aura and
Duration: Concentration, Up to 1 minute
remain within the Aura for no less than 1 week straight,
Components: HS, CM
Medical Release: Heal or Reconstructive Hand on them
Cost: 11 Chakra
no less than 3 times in an 8-hour period.
Keywords: Ninjutsu
Description: You activate the roots of your hair causing
your hair to grow at a heightened rate and granting you
SEALING ART: CIRCLE OF AUTHORITY
Classification: Ninjutsu
full control over your hairs movements. Rank: B-Rank
For the duration of this jutsu you gain additional Casting Time: 1 Action
actions which you can take using your hair. For this Range: Self (30-foot radius sphere)
jutsu’s duration, when you would cast Needle Jizo, you Duration: Concentration, up to 1 Minute
may reduce Needle Jizo’s Cost by -5 or Lion Mane: Needle Components: HS, CM, CS
Hell, reducing its cost by -10. (Both Jutsu to a minimum Cost: 13 Chakra
of 1) Keywords: Ninjutsu, Fuinjutsu, Medical
Description: You infuse chakra into a chakra seal as you
1 Action.
• Attack: You command your hair to lash out attacking a attempt to mark yourself with the seal of domination.
You then exude a 30-foot radius sphere of authority that
creature you can see within 90 feet of you. Make a
other creatures must abide by. This radius follows you.
melee ninjutsu attack. On a success you deal 3d10
For this jutsu’s duration, anytime a hostile creature in
piercing and 3d10 bludgeoning damage as your hair
this jutsu’s radius would make a saving throw against a
sharpens and slams into them.
• Wrap: You command your hair to lash out grabbing a jutsu you or an allied creature cast, they immediately
take a -3 Penalty to their roll.
creature you can see within 90 feet of you. Make a
At Higher Ranks: For each rank you cast this jutsu
melee ninjutsu attack. On a success, you grapple and
above B-Rank, increase the cost of this jutsu by 3 and the
restrain them. A grappled creature makes a Strength
radius by 5 feet.
(Athletics) or Dexterity (Acrobatics) check vs your
Ninjutsu save DC to escape. On a failed check, they
remain grappled and restrained by your hair. You can
then move the grappled creature anywhere within 90
feet of you as if you were dragging them.
• Crush and Tear: You command your hair to crush and
tear into a creature currently grappled by it. A creature
grappled by your hair takes 12d6 slashing damage as it
attempts to tear them apart. A grappled creature
immediately gets to attempt their checks to escape
after taking damage as a result of this action.

53
SEALING ART: COMMUNE chakra gate which takes you back to the material plane
Classification: Ninjutsu from the exact location you entered to your room from
Rank: B-Rank originally.
Casting Time: 1 Action
Range: Self SEALING ART: DIVINATION TECHNIQUE
Duration: 1 Minute Classification: Ninjutsu
Components: HS, CM, CS Rank: B-Rank
Cost: 12 Chakra Casting Time: 1 Action
Keywords: Ninjutsu, Fuinjutsu Range: Self
Description: You infuse chakra into a chakra seal as you Duration: Instant
attempt to mark yourself with the seal of relation. Components: HS, CM, CS
You reach out into the void. Calling upon the spirit of a Cost: 14 Chakra
single deceased spirit, with whom you have a connection Keywords: Ninjutsu, Fuinjutsu
with, be it ancestral, legacy, ideals, historical, or Description: You infuse chakra into a chakra seal as you
antagonistic. The DM allow other forms of relation as attempt to peer through the fabric of time, diving future
well. You summon the spirit to the material plane and events with the seal of perception.
ask it three questions that can be answered with a yes or You must ask a single question concerning a specific
no. You must ask your questions before the jutsu ends. goal, event or activity to occur within 7 days. The DM
You the most correct answer possible from to the spirits offers as truthful a reply as possible. The reply might be
knowledge. a short phrase, a cryptic rhyme or an omen. You hear the
The spirit is not omniscient, so you may receive aforementioned in your own voice as if you are speaking
unclear or uncertain answers, if a question lies beyond to a future version of yourself.
the spirits knowledge. In a case where a one-word This jutsu doesn’t take into account any possible
answer could be misleading or contrary to the spirits circumstances that might change the outcome, such as
interests, the DM may offer a short phrase as an answer the casting of certain jutsu, or the loss or gain of a
instead. companion.
A spirit cannot be summoned this way more than once You cannot peer into the future this way more than
per month. once per week.

SEALING ART: DIMENSIONAL POCKET


Classification: Ninjutsu
Rank: B-Rank
Casting Time: 1 Month
Range: Self
Duration: Permanent
Components: HS, CM, CS
Cost: 14 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
attempt to tear open a rift in the fabric of reality,
marking out a small space in the void for yourself with
the seal of distortion.
As a part of the casting of this jutsu, you must mark a
representative space no larger than a 20-foot cube with
chakra seals, doing this dictates the exact size of your
pocket dimension.
If this jutsu casting time is interrupted, the jutsu ends
and you must restart the process from scratch.
After successfully casting this jutsu, you create a room
in the void, unable to accessed without jutsu that can
traverse through dimensions or teleport ignoring space
all together.
This room is one of your design and can look however
you describe it. While inside this dimension, you are no
longer on the material plane. You are unaware of what’s
going on, on the material plane. You cannot
communicate with or locate people on the material
plane. If you exit your room, stepping into the void, you
are instantly shunted to a random location on the
material plane. This can be anywhere from another
country, to the bottom of the ocean, or even 10,000 feet
in the sky.
This room produces no sound and cannot be found by
normal means. You can freely access your room, by
spending 10 minutes weaving handseals and
materializing a gate which takes you directly to this
room. The room has 4 walls, and can only ever be 1 floor.
It has a single door, which cannot be locked by normal
means, which leads to a short bridge feeding into a

54
A-RANK:
BEAST IMITATING ART: ONI TWINS
Classification: Ninjutsu Large Construct, unaligned
Rank: A-Rank
Casting Time: 1 Action Armor Class 15 + Your Ninjutsu Ability Modifier
Range: Self Hit Points 113 (5d12 + 78)
Duration: Concentration, Up to 1 minute
Speed 45 ft.
Components: HS, CM, CS, NT (Empty Scroll)
Cost: 20 Chakra
STR DEX CON INT WIS CHA
Keywords: Ninjutsu, Fuinjutsu
24 (+7) 14 (+2) 22 (+6) 1 (-5) 10 (+0) 1 (-5)
Description: You draw a picture of two Oni, Demons of
your description. Infusing chakra into it as it exits your
Condition Immunities Charmed, Chilled, Exhaustion, frightened, paralyzed,
scroll and standing next to you.
poisoned.
You summon two construct Ink Oni’s. The Ink Oni’s
Senses Darkvision 30 ft., passive Perception 10
has the following Statistics;
You may command both Ink Oni’s as a bonus action on
Immutable Form. The Ink Oni is immune to any Jutsu or effect that
your turn. Each Ink Oni may be commanded to perform
would alter its form.
different actions. The Ink Oni’s may take an appropriate
bonus actions or reactions if able. Inky Weapons. The Ink Oni attacks are chakra enhanced.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and the
number of Oni’s you summon by +1. Guard. The Ink Oni can, as a reaction raise its guard protecting all creatures
within 5 feet of it. Until the beginning of your next turn, all attacks that
BESTIAL ART: PREDATOR would target a creature within 5 feet of the Oni, instead targets the Oni.
Classification: Ninjutsu
Rank: A-Rank
Casting Time: 1 Action Multiattack. The Ink Oni can attack twice with their Mauls.
Range: Self
Maul. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit:
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS 2d10 + 7 Bludgeoning damage. A creature who takes damage from
Cost: 18 Chakra this attack twice must succeed a DC 19 Constitution saving throw,
Keywords: Ninjutsu, Fuinjutsu being dazed until the end of their next turn.
Description: You infuse chakra into a chakra seal as you Twin Oni Slam (Recharge 11-12). The Ink Oni as an action, may withhold
attempt to mark yourself with the seal of Predation. You its action. If both Ink Oni withhold their action, on the following turn,
cannot reduce the cost of this jutsu by any means. you may command them to perform a Twin Oni Slam on a creature
Your eyes become beast like with your iris looking they are both within 10 feet of. One Oni of your choice makes 3 Maul
more feline than human. Your muscles grow stronger attacks at advantage. Each successful hit increases the damage by
and leaner, as you encompass a wolves physicality. Your 1d10. Once used, both Oni must recharge to be able to perform this
senses grow sharper as you can tell the exact distribution attack.
of water in the air if you so choose. Oni Focus (Recharge 7-8). The Oni, as a bonus action may focus. Until
For this jutsu’s duration, you gain the following the end of your turn, the Oni’s next Maul attack scores a critical hit on
benefits; a roll of 19 or 20.
• Your Strength, Dexterity and Wisdom becomes 19 if it
is not already 19 or higher. If a score is 19 or higher
already, you instead increase it by +2.
• You gain a +5 to Acrobatics, Athletics, Stealth and
Perception checks.
• You cannot be seen with Chakra sight.
• You gain a bonus to movement speed equal to 10 times
your Strength Modifier.
• Your jump distance and height are doubled.
• When Attacking a creature who has not yet acted in
combat, who has not seen you, or who are surprised,
you score a critical hit on a roll of 16 or higher.
• When you make an unarmed attacks, you can instead
use a Claw attack. Your claw attacks deal 3d6 + Str +
Dex Slashing or Piercing damage, your choice. You
cannot use Claw attacks as a part of Taijutsu or
Bukijutsu.
• Attacks of Opportunity you make are at advantage.
• When you make an unarmed attack, you can make two
attacks instead of one, if you cannot already. If you
can, then you instead make one additional unarmed
attack

55
CASUALTY PUPPET removed unless a targeted by a Jutsu that removed
Classification: Ninjutsu Conditions casted at S-Rank. If it succeeds three
Rank: A-Rank times, it no longer needs to make constitution saves,
Casting Time: 1 Minute whichever comes first.
Range: Touch • Cold: On a failed save, a creature is also chilled.
Duration: 10 Minutes Additionally, for the next minute, it must make
Components: HS, CM, CS
Constitution saving throws at the beginning of each of
Cost: 20 Chakra
its turns. If it fails to save three times, it becomes
Keywords: Ninjutsu, Medical, Fuinjutsu
petrified in ice, unable to be restored unless a targeted
Description: As a part of the casting of this jutsu, you
by a Jutsu that removed Conditions casted at S-Rank.
must have a creature who has been dead no longer than
If it succeeds three times, it no longer needs to make
10 minutes available to you. You place a chakra seal onto
constitution saves, whichever comes first.
the corpses body. When you do you perform a ritual • Lightning: On a failed save, a creature is also shocked
absorbing its memories fully into the seal, then placing
for the next minute. Additionally, for the next minute,
the chakra seal on yourself.
it must make Constitution saving throws at the
For this jutsu’s duration, you gain access to all of the
beginning of each of its turns. If it fails to save three
memories and Jutsu without the Hijutsu Keyword, that
times, it permanently gains 3 ranks of shocked, unable
the creature knew. While you have the chakra seal
to be healed unless a targeted by a Jutsu that removed
attached to you, you cannot end this jutsu early.
Conditions casted at S-Rank. If it succeeds three
Your mind begins to feel hazy and clouded. At the
times, it no longer needs to make constitution saves,
beginning of each of your turns while in combat, or
whichever comes first.
every minute while not in combat. You must succeed a • Force: The damage increases by 6d6.
Wisdom saving throw vs a DC (Original Creatures Level +
Their Proficiency Bonus). On a failed save, you act as
FISSION TECHNIQUE
they would until the end of their turn. Classification: Ninjutsu
Rank: A-Rank
EXCELLENT CHAKRA SPEARS Casting Time: 1 Action
Classification: Ninjutsu Range: Self
Rank: A-Rank Duration: 1 Minute
Casting Time: 1 Action Components: CM
Range: Self (60-foot cone) Cost: 20 Chakra
Duration: Instant Keywords: Ninjutsu
Components: HS, CM
Description: The Fission Technique is a highly advanced
Cost: 20 Chakra
ninjutsu which allows you to split your own body into
Keywords: Ninjutsu
two identical — yet entirely independent — duplicates
Description: You create eight spears of highly condensed
of yourself. You cannot reduce the cost of this jutsu by
chakra that you then launch simultaneously. All
any means.
creatures in a 60-foot cone originating from you, must
Unlike clone techniques that only appear to be similar,
make a Dexterity Saving throw, taking 10d6 damage on a
the ability is instead a physical separation and so does
failed save or half as much on a successful one.
not require hand seals to activate, making it faster in
If you have a nature release, this jutsu gains a single
comparison as a result.
nature release keyword that you can cast and it’s damage
You may make an exact copy of yourself, you cut your
type becomes the corresponding nature releases damage
current and maximum hit and chakra points in half and
type (Water = Cold). If you do not have a nature release
your clone gains that much, this clone is an exact copy of
this jutsu instead deals Force Damage.
yourself being able to use your Class and Clan features &
• Earth: On a failed save, a creature is also dazed until jutsu.
the end of its next turn. Additionally, for the next If you have an expendable feature such as combo
minute, it must make Constitution saving throws at points or superiority die the clone gains half the amount
the beginning of each of its turns. If it fails to save you had when you casted this jutsu. The clone acts at the
three times, it becomes petrified, unable to be restored end of your turn.
unless a targeted by a Jutsu that removed Conditions At the end of this jutsu’s duration you fuse back
casted at S-Rank. If it succeeds three times, it no together, regaining any hit and chakra points the clone
longer needs to make constitution saves, whichever had, restoring your maximum hit and chakra points back
comes first. to normal, and gaining any conditions, poisons or
• Wind: On a failed save, a creature is also weakened diseases the clone may have had.
until the end of its next turn. Additionally, for the next If the clones body is destroyed, not whole,
minute, it must make Constitution saving throws at transformed (such as petrified) or not on the same plane
the beginning of each of its turns. If it fails to save of existence before refusing back together with you, you
three times, it becomes permanently Dazed, unable to do not regain any hit or chakra points and your
be healed unless a targeted by a Jutsu that removed maximum hit and chakra points are permanently cut in
Conditions casted at S-Rank. If it succeeds three half. If you can find your clones body and recast this
times, it no longer needs to make constitution saves, jutsu while touching it, you refuse with it as normal.
whichever comes first.
• Fire: On a failed save, a creature is also burned.
Additionally, for the next minute, it must make
Constitution saving throws at the beginning of each of
its turns. If it fails to save three times, it becomes
permanently vulnerable to fire damage, unable to gain
resistance or immunity. This effect is unable to be

56
HAREM TECHNIQUE TOUCH OF DEATH
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60 feet) Range: Touch
Duration: Concentration, Up to 1 Minute Duration: Instant
Components: HS, CM Components: CM
Cost: 20 Chakra Cost: 20 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu
Description: As a part of casting this jutsu, you must Description: You come close and begin to touch a willing
know either the Shadow Clone Technique or the Multi- creature you can reach. This touch can be in the form of a
Shadow Clone Technique and the Sexy Technique. grab, kiss, or hug. When you do, you immediately
You quickly combine the casting of one of the become aware of all Nature affinities the creature has if
aforementioned Shadow Clone techniques and the sexy any.
technique, you must have at least 1 clone active from any The target creature must succeed a Constitution
Jutsu cast with “Clone” in its name, in which the clone saving throw. On a failed save, you begin to suck the
may perform an attack of any type. All clones who you chakra directly from them reducing their current chakra
have not commanded converge onto you as your begin to by 12d6 and half as much on a success. You regain chakra
transform in unison. points equal to the amount lost. If you reduce a creatures
You and each of your clones transforms into beauty chakra to 0 as a result of this jutsu and still have left over
unmatched, be it a male or female and move up to 60 chakra that would be drained, you instead begin to
feet towards a single creature you can see within range instead drain their life force. A creature reduces to 0
ending your movement within 5 feet. chakra instead takes any remaining result as double
When you cast this jutsu you must choose between damage.
either a male or female transformation. When you do, If you cast this jutsu on a creature who has 0 chakra,
the select creature, if they are attracted to the chosen you instead roll 12d10, reducing their hit points by the
gender, must succeed a Charisma saving throw. result or half as much on a success. You regain chakra
On a failed save the target is charmed, grappled, and points equal to the amount lost.
restrained by you. If a creature is currently engaged in If you attempt to cast this jutsu on an unwilling
combat, they make the save at advantage and if a creature, you make a melee ninjutsu attack. On a hit, you
creature takes damage or are affected by a hostile then attempt to drain their chakra as normal.
creatures jutsu while charmed by this jutsu the charmed Additionally, if you reduce a creatures Hit points to 0
condition immediately ends. as a result of this jutsu, you are temporarily able to steal
A creature remakes this save at the end of each of their their nature release from them, if they have any.
turns. On a success, ending the charmed condition. Until you complete a long rest, you randomly gain one
A creature charmed by this jutsu also have the of the target creatures nature release and one random
following additional conditions affecting them. Once a jutsu of C-Rank or lower, that requires that nature
creature is no longer charmed, they also immediately release that they knew. You cannot learn additional jutsu
end whatever other condition they may have had as a of the stolen nature release unless you already have the
result of this jutsu based on the number of clones you chosen nature affinity. If you would gain another nature
currently have active. These affects are cumulative. release as a result of this jutsu, you instead replace the
• Harem Effects previous nature release and jutsu known.

SEALING ART: TETHERED ESSENCE


o +1 Clones: Disadvantage on their Strength Saving
throws.
Classification: Ninjutsu
o +3 Clones: Disadvantage on their Wisdom Saving
Rank: A-Rank
throws. Casting Time: 1 Action
o +5 Clones: If in combat, target creature makes Range: 60 Feet
their save without advantage. Duration: 1 Hour
o +10 Clones: Stunned. Components: HS, CM, CS
o +20 Clones: Paralyzed. Cost: 20 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
attempt to mark two creatures (excluding yourself) with
the seal of mirrors.
Select two creature you can see within range. Each
creature must succeed a Charisma Saving throw. They
make this save at disadvantage if they are within 30 feet
of each other. Either creature can willingly fail the save.
If either creature saves, the jutsu has no effect. If both
saves fail, the creatures are linked for the duration,
regardless of the distance between them. When damage
is dealt to one of them, the same damage is dealt to the
other one. If hit points are restored to one of them, the
same number of hit points are restored to the other one.
If either of the tethered creatures is reduced to 0 hit
points, the jutsu ends on both. If the jutsu ends on one
creature, it ends on both.

57
SEALING ART: WILT S-RANK:
Classification: Ninjutsu
Rank: A-Rank MEDICAL RELEASE: HEAL
Casting Time: 1 Action Classification: Ninjutsu
Range: Self (45-Foot cube) Rank: S-Rank
Duration: Instant Casting Time: 1 Action
Components: HS, CM, CS Range: 60 Feet
Cost: 20 Chakra Duration: Instant
Keywords: Ninjutsu, Fuinjutsu Components: HS, CM
Description: You infuse chakra into a chakra seal as you Cost: 50 Chakra
attempt to mark all creatures within range with the seal Keywords: Ninjutsu, Medical
of extraction. Description: You manifest and release a torrent of
You draw the life force of all creatures of your choice Medical chakra that flows out from you into injured
within range, that you can see. Each creature in the area creatures of your choice. You cannot reduce the cost of
must make a Charisma Saving throw. Construct and this jutsu by any means. You restore up to 500 hit points,
undead aren’t affected. Plants, Celestials, and Demons divided as you choose among any number of creatures
make this saving throw at disadvantage. that you can see within range. Creatures healed by this
A creature takes 10d8 Necrotic Damage and are jutsu are also cured of all diseases and any effect that
marked with the seal of extraction for the next minute, inflicts conditions, regardless of the effects restriction
or half as much damage and no additional effects on a or limitation. This jutsu has no effect on undead or
successful save. constructs. Once cast, this jutsu cannot be cast again
A creature marked with the seal of extraction takes 5 until you complete a Full Rest.
additional Necrotic damage each time they would take
damage from any source for the duration. Plants, MEDICAL RELEASE: IMPENDING END
Celestials, and Demons instead take 10 additional Classification: Ninjutsu
Necrotic damage each time they would take damage Rank: S-Rank
from any source for the duration. Casting Time: 1 Action
A creature marked with the seal of extraction can as an Range: 40 Feet
action attempt to remove the seal by making an Duration: Instant
Components: HS, CM
Intelligence (Ninshou) check vs your Ninjutsu save DC,
Cost: 55 Chakra
removing it early on a success. Plants, Celestials, and
Keywords: Ninjutsu, Medical
Demons make this ability check at disadvantage.
Description: You manifest and release a torrent of putrid
SHINING STARS, SOARING STRIKE Medical chakra that flows out from you into creatures of
Classification: Ninjutsu your choice. You cannot reduce the cost of this jutsu by
Rank: A-Rank any means. Creatures with 80 Hit points or less within
Casting Time: 1 Action range die as their heart stops, their blood thins, and
Range: 120 feet their cells forget the functions they normally are tasked
Duration: Concentration, Up to 1 minute with.
Components: HS, CM, CS Creatures who have between 81 and 100 Hit points, can
Cost: 20 Chakra feel their body begin to suffer from necrosis as they
Keywords: Ninjutsu, Fuinjutsu attempt to resist. These creatures make a Constitution
Description: As a part of the requirements to cast this saving throw. On a failed save, they become crippled by
jutsu, you must know the Hollow Stars jutsu. You form the pain. A creature crippled by the pain, speed can never
two tiny objects in the shape of stars, in unoccupied be higher than 10, they have disadvantage on all rolls
spaces, that you can see within range. Each object has 45 using Strength or Dexterity, and if they attempt to cast a
Hit points and an AC equal to your Ninjutsu save DC. At jutsu of any type they must succeed a Constitution
the end of each of your turns, each object casts Hollow saving throw vs your Ninjutsu Save DC, on a failed save,
Stars at C-Rank as if you cast them, targeting they take 8d8 necrotic damage that ignores Temporary
appropriate locations within range of your choice. Hit points, Resistance and Immunity as their chakra
If these objects are destroyed, this jutsu immediately network is attacked by the necrosis, temporarily
ends. reducing their Maximum chakra by the result as well. A
At Higher Ranks: For each rank you cast this jutsu crippled creature is crippled permanently, or until they
above A-Rank, increase the cost of this jutsu by 3 and the have a Jutsu that removes conditions casted on them a
number of star shaped objects made by +1. S-Rank.

58
speak freely but cannot willingly act in a way counter to
any action you provide it. The construct has half as many
SEALING ART: GATE OF THE AFTERLIFE hit points it had in life, can cast jutsu and use clan
Classification: Ninjutsu features it had in life using your chakra instead.
Rank: S-Rank A construct summoned this way can only remain
Casting Time: 1 Year summoned for 1 minute before being pulled back into the
Range: 10 Feet
coffin at the end of the duration to be saved for later use.
Duration: Permanent
A construct that is killed while summoned does not
Components: HS, CM
return to the coffin, instead relinquishing the soul that
Cost: Special (138 Chakra)
was bound to it.
Keywords: Ninjutsu, Fuinjutsu, Combination
Description: You and all casters infuse chakra into
chakra seals as you attempt to tear open the gates of hell
SEALING ART: VOID
Classification: Ninjutsu
with the seal of the ever after. Rank: S-Rank
For 8 Hours a day, for 1 Year, you and no less than 10 Casting Time: 1 Action
Casters, work together adding, reinforcing and Range: 1000 feet
manifesting chakra seals designed to open a portal to the Duration: Concentration, Up to 1 Minute
afterlife. If this casting is interrupted by having chakra Components: HS, CM, CS
seals destroyed or a caster dying, the jutsu fails having to Cost: 23 Chakra
be recast from scratch. Keywords: Ninjutsu, Fuinjutsu
Once completed, this jutsu creates a 2-way portal to Description: You infuse chakra into chakra seals as you
the afterlife. Living creatures who pass through this gate attempt to tear into the underworld with the seal of the
into the world of the afterlife can remain there for no emptiness.
longer than a number of hours, equal to their level. If You select a 30-foot radius sphere within range,
they remain any longer their material bodies creating a sphere of emptiness, where the material plane
disintegrate as only their souls remain, unable to cross and the space inside the sphere are of different
back over onto the material plan as a living creature ever dimensional make ups. For the jutsu’s duration, the
again. sphere and any place within 100 feet of it are difficult
A Spirit who finds this gateway, can cross over into the terrain, and non-Chakra enhanced objects fully inside
material plane and can possess any creature of equal or the sphere are shunted to the space in-between
lower level than they were in life. If the creature dimensions if they aren’t being worn or carried.
attempts to possess a creature of lower level than it, then When the sphere appears and at the start of each of
it completely dominates their mind and body, kicking your turns, until the jutsu ends, unsecured objects
out their spirit. The spirit has access to all features, jutsu within 100 feet of the sphere are pulled towards the
and abilities they had access to in life and any jutsu, spheres center, ending in an unoccupied space as close
features and abilities the original body had access too. to the center as possible.
The spirit that was kick out of that body is sucked into A creature that starts its turn within 100 feet of the
the afterlife, taking the place of that escaped Spirit. sphere must succeed a Strength saving throw or be
If the creature attempts to possess a creature of equal pulled straight towards the spheres center, ending in an
or higher level than it, then the target of possession unoccupied space as close as possible to the center. A
makes a Charisma save vs the Level + Proficiency of the creature that enters the sphere for the first time on a
creature. On a success, they resist. On a failure, their turn or starts its turn there takes 10d10 force damage
spirits are kicked out of their body. and is restrained until it is no longer in the sphere. If the
sphere is in the air, the restrained creature hovers inside
SEALING ART: IMPURE WORLD the sphere. A creature can use its action to make a
DESTRUCTION strength saving throw against your Ninjutsu save DC,
Classification: Ninjutsu ending this restrained condition on itself or another
Rank: S-Rank creature in the sphere that it can reach. A creature who is
Casting Time: 1 Full Turn Action reduced to 0 hit points by this jutsu is shunted into the
Range: 30 foot space in-between dimensions where they drift forever
Duration: Instant
frozen in time, along with any items it was wearing or
Components: HS, CM, CS
carrying.
Cost: 45 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into chakra seals as you
attempt to tear into the underworld with the seal of the
consecration.
You summon a coffin to act as a gateway to the
underworld. The coffin springs open, as shadow tendril
like hands launch forward piercing the body a creature
you can see within range. Make a ranged Ninjutsu attack.
On a hit, you deal 18d10 necrotic damage.
If this jutsu reduces a creature to 0 Hit points, their
soul is torn from their body as it is sealed within the
coffin.
Moving forward, until there is not a soul bound to the
coffin, whenever you would cast this jutsu, you instead
summon an undead construct of the creature you
originally killed using this jutsu. The construct acts at
the end of your turn, and follows your command. It can

59
NEW GENJUTSU DETECT ILLUSIONS
Classification: Genjutsu
Rank: D-Rank

D-RANK: Casting Time: 1 Action


Range: Self (10-foot Radius)
Duration: 10 Minutes
CLOAK OF SHADOWS Components: HS, CM
Classification: Genjutsu Cost: 5 Chakra
Rank: D-Rank Keywords: Genjutsu, Visual
Casting Time: 1 Action
Description: For the duration, you can sense the
Range: Touch
presence of Genjutsu of D-Rank or Lower within 10 feet
Duration: Concentration, Up to 1 minute
Components: HS, CM of you. If you sense Genjutsu in this way, you can use
Cost: 4 Chakra your action to see a faint aura around any visible
Keywords: Genjutsu, Visual, Unaware creature or object in the area that is affected by a
Description: You cloak a willing creature you touch in Genjutsu.
illusionary darkness, granting it a +10 to Dexterity Additionally, if a Genjutsu affects an area, the affected
(Stealth) checks against creatures that rely on sight. area with glow with this aura instead of any individual
Additionally, if cast in Dim Light or Darkness, creatures or objects.
creatures attempting to make a Wisdom (Illusions) This jutsu cannot penetrate through barrier, walls or
check to see through this genjutsu, makes their check at surfaces and does not provide insight on the Rank or
disadvantage. number of Genjutsu affecting a creature.
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. If cast above D-Rank, increase the cost of this jutsu by 3 and
at C-Rank, the duration increases to up to 10 minutes the rank of Genjutsu you can detect.

DISTANT WORDS
and no longer costs chakra to maintain concentration. If
cast at A-Rank, this jutsu’s duration becomes 1 Hour and
Classification: Genjutsu
no longer requires concentration.
Rank: D-Rank

COLOR SPRAY
Casting Time: 1 Minute
Range: 30 feet
Classification: Genjutsu Duration: Until Dispelled
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action
Cost: 5 Chakra
Range: Self (15-foot cone)
Keywords: Genjutsu, Auditory
Duration: Instant
Components: HS, CM Description: You implant a message within an object in
Cost: 5 Chakra range, a message that is uttered when a trigger condition
Keywords: Genjutsu, Visual is met. Choose an object that you can see and that isn’t
Description: You manifest a dazzling array of flashing, being worn or carried by another creature. Then speak
colored lights, that spring forth from your hand. Roll the message, which must be 25 words or less, though it
6d10, the total is how many hit points of creatures this can be delivered over as long as 10 minutes. Finally,
jutsu can effect. Creatures in a 15-foot cone, originating determine the circumstance that will trigger the jutsu to
from you are affected in ascending order of their current deliver your message.
hit points (ignoring unconscious creatures). When that circumstance occurs, a disembodied voice
Starting with the creature that has the lowest current can be heard originating from the object and recites the
hit points, each creature affected by this jutsu believes it message in your voice and at the same volume you
is blinded. spoke.
Subtract each creature’s hit points from the total When you cast this jutsu, you can have the jutsu end
before moving on to the creature with the next lowest hit after it delivers its message, or it can remain and repeats
points. A creature’s hit points must be equal to or less its message whenever the trigger occurs.
than the remaining total for the creature to be affected. The triggering circumstance can be as general or as
A blinded creature makes an Intelligence Saving throw detailed as you like, though it must be based on visual or
at the beginning of each of its turns, realizing it is not audible conditions that occur within 30 feet of the object.
blinded on a successful save. For example, you could instruct the illusion to speak
At Higher Ranks: For each rank you cast this jutsu when any creature moves within 30 feet of the object or
above D-Rank, increase the cost of this jutsu by 3 and when a silver bell rings within 30 feet of it.
roll and additional 2d10.

60
ENVIRONMENTAL AFFINITY LIGHT BLINDNESS
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 60 Feet
Duration: Special Duration: Concentration, Up to 1 Minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Visual
Description: The environment seems to shift and swirl Description: You target a creature you can see in range
around you. For this jutsu’s duration, creatures looking at and attempt to switch its brains perception of light. The
you see the natural terrain moving at your beck and call target creature must succeed an Intelligence Save. On a
giving them pause. failed save, they treat Bright Light as total darkness for
If cast while you are not in combat, this jutsu lasts for 1 the duration.
hour. For that duration, you make your next initiative roll If this jutsu is cast on a creature who is not benefiting
at advantage. from Bright Light prior to this jutsu’s casting, this jutsu
If cast while in combat, this jutsu’s duration becomes gains the Unaware Keyword for the duration.
Concentration, Up to 1 Minute, and creatures that target
you with an attack or jutsu treat you as if you are in half NIP AT THE HEELS
cover. Classification: Genjutsu
If the terrain is not natural and instead industrial such as Rank: D-Rank
a concrete hallway, steel floors, or anything similar, a Casting Time: 1 Action
Range: 90 Feet
creature makes a Wisdom (Illusions) check vs your
Duration: Concentration, Up to 1 Minute
Genjutsu Save DC at advantage, gaining immunity to this
Components: HS, CM
jutsu for the duration.
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu above
Keywords: Genjutsu, Visual, Unaware
D-Rank, increase the cost of this jutsu by 3. When casted at
Description: You slam your hands onto the ground
B-Rank this jutsu no longer requires concentration.
creating an illusory puff of smoke as a pack of wild dogs

GLAMOR TONGUE that look aggressive rush in and nip at one creature you
can see within range, which must make an Intelligence
Classification: Genjutsu
saving throw. On a failed save, the target has
Rank: D-Rank
Casting Time: 1 Action disadvantage on ability checks and attack rolls for the
Range: Touch duration as it is distracted by the dogs.
Duration: Concentration, up to 10 Minutes At the end of each of its turns, the target remakes its
Components: HS, CM saving throw, ending the effect on itself on a successful
Cost: 5 Chakra save.
Keywords: Genjutsu, Auditory A target that is at least 10 feet off the ground (in a tree,
Description: A willing creature you touch is enhanced with flying, and so forth) or has any senses, features or active
a Genjutsu that makes the words they speak seem more jutsu that would give it a bonus to its Wisdom
interesting, attractive or compelling. (Perception) by any means, has advantage on the saving
For the duration an affected creature has advantage on throw.
all charisma-based checks using skills to talk with another At Higher Ranks: For each rank you cast this jutsu
creature. above D-Rank, increase the cost of this jutsu by 3 and
When a creature who finds them even slightly attractive the number of creatures you can target by +1.
hears them speak, that creature must succeed a Charisma
Saving throw. On a failed save that creature gains 1 rank of PAINFUL VISION
charmed against them for the duration. Classification: Genjutsu
Rank: D-Rank
ILLUSORY SCRIPT Casting Time: 1 Action
Classification: Genjutsu Range: 60 Feet
Rank: D-Rank Duration: Concentration, Up to 1 Minute
Casting Time: 1 Action Components: HS, CM
Range: Touch Cost: 5 Chakra
Duration: Permanent Keywords: Genjutsu, Visual, Tactile
Components: HS, CM, CS Description: You target one creature you can see within
Cost: 3 Chakra range as you begin to intensify their sensitivity to light.
Keywords: Genjutsu, Fuinjutsu, Visual The target creature must succeed a Wisdom saving
Description: You take a Chakra Seal and write upon it as throw. On a failed save, at the beginning of each turn
you imbue your chakra into the parchment. they begin in bright light they take 2d8 + your genjutsu
For the duration, you and any creatures you designate ability modifier in psychic damage. If they are in dim
when you cast the jutsu, can see the writing as it should be. light, they instead take 2d6 + your genjutsu ability
To all others, the writing appears as if it were written in an modifier.
unknown or foreign script that is unintelligible. At the end of each of the affected creatures turns they
Alternatively, you can cause the writing to appear to be remake the saving throw, ending this jutsu on a success.
an entirely different message, written in a different hand At Higher Ranks: For each rank you cast this jutsu
and language, though the language must be one you know. above D-Rank, increase the cost of this jutsu by 3, the
Should the jutsu be dispelled, the original script and damage by 1d8 or 1d6, and the number of creatures you
the illusion both disappear. A creature with chakra sight can target by +1.
or truesight can read the hidden message.

61
PAINFUL VOICE SANCTUARY
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self (30-Foot Cone) Range: 30 Feet
Duration: Instant Duration: 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Auditory, Tactile Keywords: Genjutsu, Visual, Unaware
Description: You cup your hands and scream through Description: You weave chakra creating a hazy ward of
the opening on the other end. All creatures that can hear illusions protecting a creature within range against
you in a 30-foot cone originating from you must succeed attack.
a Wisdom Saving throw. On a failed they take 3d6 Until this jutsu ends, any creature who targets the
psychic damage or no damage on a successful save. warded creature with an attack or a jutsu must first
At Higher Ranks: For each rank you cast this jutsu succeed a Wisdom saving throw. On a failed save, the
above D-Rank, increase the cost of this jutsu by 3, the creature must choose a new target or lose the attack or
damage by 1d6 and the range by 5 feet. jutsu. This ward does not protect against area effects,
such as a Fire Release: Fireball or any similar jutsu.
PHANTOM LIGHT If the warded creature makes an attack or casts a jutsu
Classification: Genjutsu that affects a creature, this jutsu ends.
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above D-Rank, increase the cost of this jutsu by 3, the
Range: Touch number of creatures you target with this jutsu by +1.
Duration: 1 Hour
Components: HS, CM
Cost: 3 Chakra
SEALING ART: DELUSIONS
Classification: Genjutsu
Keywords: Genjutsu, Visual Rank: D-Rank
Description: You touch a single object that measure less Casting Time: 1 Action
than 10 feet in every dimension. Until this Jutsu ends, Range: 60 Feet
you and up to 3 other creatures can see Bright light Duration: Concentration, Up to 1 minute
originating from that object in a 20-foot radius, and dim Components: HS, CM, CS
light for another 20 feet. Cost: 5 Chakra
The light can be colored as you like. Only you and the Keywords: Genjutsu, Visual, Fuinjutsu
selected creatures can gain benefit from this artificial Description: You infuse chakra into chakra seals as you
light source. You can use your bonus action to dismiss attempt to mark a creature you can see in range with the
this jutsu. seal of the desires.
At Higher Ranks: For each rank you cast this jutsu The target creature must succeed a Charisma Saving
above D-Rank, increase the cost of this jutsu by 3, the throw. On a failed save, the target is marked with the
number of objects you can affect with this jutsu by +1. seal of desires as they begin to see flashes and visions of
the things they want most in life causing them to freeze
PUPPETS OF DARKNESS in place, focusing on the things before them.
Classification: Genjutsu For the duration, a creature who is marked with this
Rank: D-Rank seal, at the beginning of each of their turns remake the
Casting Time: 1 Action saving throw, being stunned until the end of their turn
Range: 60 Feet on a failed save. On a successful save, they resist the
Duration: Concentration, Up to 1 minute
seals effects, ending this jutsu.
Components: HS, CM
Another creature who can touch the affected target,
Cost: 5 Chakra
can attempt an Wisdom (Illusions) check vs your
Keywords: Genjutsu, Visual, Tactile
Genjutsu save DC to forcefully end this jutsu on you.
Description: You weave chakra creating animated
At Higher Ranks: For each rank you cast this jutsu
illusions of a creatures shadow within range, causing it
above D-Rank, increase the cost of this jutsu by 3. If Cast
to attack.
at B-Rank, increase the number of creatures you target
As a bonus action, when you cast this jutsu or as a
with this jutsu to 2. If Cast at S-Rank, increase the
bonus action on subsequent turns, while you maintain
number of creatures you target with this jutsu to 3.
concentration, command the shadow to attack. Make a
Melee Genjutsu attack against a target creature. On a hit,
you deal 2d10 psychic damage and they must succeed an
Intelligence saving throw, being dazed until the start of
your next turn on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
number of creatures you target with this jutsu by +1.

62
SEALING ART: SWEET DREAMS SILENT IMAGE
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet Range: 60 feet
Duration: Concentration, Up to 1 minute Duration: Concentration, up to 10 minutes
Components: HS, CM, CS Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Visual, Fuinjutsu Keywords: Genjutsu, Visual, Unaware
Description: You infuse chakra into chakra seals as you Description: You create the image of an object, a
attempt to mark a willing creature you can see in range creature, or some other visible phenomenon that is no
with the seal of the rest. larger than a 15-foot cube. The image appears at a spot
For the duration, as a bonus action you can force the within range and lasts for the duration. The image is
creature to experience a hyper accelerated sleep pattern. purely visual; it isn’t accompanied by sound, smell, or
The target creature gains some of the benefit of a short other sensory effects.
rest allowing them to spend hit die to recover hit points. You can use your action to cause the image to move to
The affected creature does not regain any features or any spot within range. As the image changes location,
resources that would reset or be recovered on a short you can alter its appearance so that its movements
rest. appear natural for the image. For example, if you create
At Higher Ranks: For each rank you cast this jutsu an image of a creature and move it, you can alter the
above D-Rank, increase the cost of this jutsu by 3, the image so that it appears to be walking.
number of creatures you target with this jutsu by +1. Physical interaction with the image reveals it to be an
illusion, because things can pass through it, causing the
SEMBLANCE OF DREAD Genjutsu to immediately end.
Classification: Genjutsu
Rank: D-Rank SILHOUETTE
Casting Time: 1 Action Classification: Genjutsu
Range: Self (20-foot radius) Rank: D-Rank
Duration: Concentration, Up to 1 minute Casting Time: 1 Action
Components: HS, CM Range: 100 feet
Cost: 4 Chakra Duration: Concentration, up to 10 minutes
Keywords: Genjutsu, Visual Components: HS, CM
Description: You morph your visage into that of a Cost: 3 Chakra
faceless monstrosity known as Nyarlathotep. This visage Keywords: Genjutsu, Visual, Unaware
can be of your own description as this monstrosity has Description: You create a shadow play against a screen
no known singular description. or wall. The surface can encompass up to 100 square feet
For the duration, any creature within 20 feet of you and does not have a singular point of origin, instead
becomes unable to willingly move closer to you unless it making use of all the shadows that mundane objects and
makes a successful Wisdom saving throw at the start of structures give off.
its turn. Constructs and undead are immune to this The number of creatures that can see the shadow play
effect. equals your Genjutsu ability modifier. The shadowy
Additionally, you gain advantage on saving throws to figures make no sound but they can dance, run, move,
resist the fear condition. kiss, fight, and so forth. Most of the figures you can
At Higher Ranks: For each rank you cast this jutsu creature are based on creatures you may have seen
above D-Rank, increase the cost of this jutsu by 3 and before.
the radius by 5 feet.
SOFT SPOKEN SONG
SHADOW BITE Classification: Genjutsu
Classification: Genjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 30 feet
Range: 60 feet Duration: Concentration, up to 10 minutes
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 5 Chakra
Cost: 4 Chakra Keywords: Genjutsu, Auditory
Keywords: Genjutsu, Visual, Tactile Description: You begin to hum a tune or speak a phrase
Description: You create a single momentary needle of of your choice. When you do, all willing creatures within
darkness that erupts upwards from a creatures shadow 30 feet of you begin to feel revitalized by your melody.
that you can see within range. For the duration, you do not spend chakra to maintain
Make a ranged Genjutsu attack. On a hit you deal this jutsu, instead you must spend a bonus action on
psychic damage equal to 3d6 + Your Genjutsu ability subsequent turns to maintain it.
modifier and reducing their speed by 10 until the start of Creatures who begin their turns within range, gain
your next turn. advantage on Saving throws to resist Genjutsu with the
A creature who’s speed is reduced in this way cannot Auditory Keyword, regardless of any other keywords the
benefit from additional speed for the duration of their Jutsu may have.
speed reduction. Additionally, Genjutsu with the Auditory and Unaware
At Higher Ranks: For each rank you cast this jutsu Keywords, lose the unaware keyword when affecting
above D-Rank, increase the cost of this jutsu by 3, the creatures benefiting from this jutsu.
number of creatures you can target by +1, the damage by
1d6 and the speed reduction by -5.

63
SONG OF THE ANCIENTS Genjutsu Save DC. On a success, they become immune to
Classification: Genjutsu this genjutsu’s effects for the next hour.
Rank: D-Rank
Casting Time: 1 Action VIPERS GRIP
Range: self (20-foot radius) Classification: Genjutsu
Duration: Concentration, up to 10 minutes Rank: D-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 5 Chakra Range: Self (30-foot radius)
Keywords: Genjutsu, Auditory, Tactile Duration: 1 Minute
Description: You begin to hum or sing an erratic tune in Components: HS, CM, NT (Poison Kit)
an unintelligible language designed to send those who Cost: 5 Chakra
hear it into a short bout of madness. When you do, all Keywords: Genjutsu, Visual, Inhale, Unaware
creatures within a 20-foot radius of you begin to Description: You release an odorless poison into the air
experience bouts of madness. spending 1 charge of your Poison Kit and affecting
For the duration, you do not spend chakra to maintain creatures within 30 feet of you who inhale it. Creatures
this jutsu, instead you must spend a bonus action on within range, must succeed a Constitution saving throw.
subsequent turns to maintain it. On a failed save, they become envenomed and begin to
Creatures who begin their turns within range must see glimpses of snakes and other reptilian beasts
succeed an intelligence saving throw. On a failed save converging on them for the next minute.
they become Dazed and gain 1 rank of Fear, with both For the duration, at the beginning of an envenomed
conditions lasting until the end of their next turn. A creatures turn, they make a Wisdom saving throw. On a
creature who has gained fear as a result of this jutsu failed save, the reptiles wrap around their legs grappling
cannot willingly move closer to you. If a creature gains a and restraining them until the beginning of their next
rank of fear as a result of this jutsu on their turn, they do turn.
not lose any ranks of fear at the end of their turn. If an Envenomed creature is cured of the envenomed
A creature who has 4 or more ranks of fear as a result condition, this jutsu immediately ends.
of this jutsu begins to have the madness eat at them,
taking 1d4+1 psychic damage for each rank of fear they C-RANK:
have at the beginning of their next turns.
At Higher Ranks: For each rank you cast this jutsu ABHORRENT APPARITION
above D-Rank, increase the cost of this jutsu by 3 and the Classification: Genjutsu
radius by 5. Rank: C-Rank
Casting Time: 1 Action
STARTLE Range: 90 feet
Duration: Concentration, up to 1 minute.
Classification: Genjutsu
Components: HS, CM
Rank: D-Rank
Casting Time: 1 Action Cost: 7 Chakra
Range: 90 feet Keywords: Genjutsu, Visual, Tactile, Unaware
Duration: Instant Description: You weave a collection of handseals
Components: HS, CM conjuring a large incomprehensible monstrosity known
Cost: 4 Chakra as Mh'ithrha that hovers above you.
Keywords: Genjutsu, Visual Select a number of creatures that you can see and that
Description: You weave together an image designed to can see you within range, equal to your proficiency
startle and scare a creature but for a moment. bonus. Each selected creature can see this monstrosity as
Select one creature you can see withing range, target its visage and design goes against all things rational and
must succeed a Charisma saving throw, being startled or sane. The selected creature must succeed an Intelligence
spooked on a failed save. A startled or spooked character saving throw. On a failed save they take 4d6 psychic
immediately ends concentration on one jutsu it is damage and gain 2 ranks of fear against you for the
concentrating on with the highest cost. duration. A creature remakes the Intelligence Save at the
At Higher Ranks: For each rank you cast this jutsu end of each of their turns removing 1 rank of fear on a
above D-Rank, increase the cost of this jutsu by 3 and the success.
number of creatures you can target by +1. A creature who has at least one rank of fear at the
beginning of each of your turns, who are within range,
UNGLAMOROUS FACE must succeed an Intelligence saving throw, taking
Classification: Genjutsu psychic damage equal to 1d4 + Your genjutsu ability
Rank: D-Rank modifier on a failed save or half as much on a successful
Casting Time: 1 Action save. Affected creatures take an additional 1d4 for each
Range: Touch additional rank of fear beyond the first.
Duration: 10 Minutes
Components: HS, CM
Cost: 5 Chakra
Keywords: Genjutsu, Visual
Description: A willing creature you touch, has its face
twisted until it becomes as mundane as possible. So
much so that they become absolutely un-unique and
incapable of standing out.
For the duration, they become unrecognizable and
become unable to be pointed out in a crowd. A creature
attempting to see through this illusion must succeed a
Wisdom (Insight) or Wisdom (Illusions) check vs your

64
CIRCULAR MOVEMENT holding. This illusionary weapon floats within 5 feet of
Classification: Genjutsu you hovering spinning and circling around you, while
Rank: C-Rank mimicking your attacks.
Casting Time: 1 Action As an action, you may spend one of your illusionary
Range: 120 feet weapons to slam into a creature within range. Make a
Duration: 1 minute. Ranged Genjutsu attack targeting a creature up to 60 feet
Components: HS, CM, NT (Poison Kit)
away. On a hit you deal 1d8 + Your genjutsu ability
Cost: 6 Chakra modifier.
Keywords: Genjutsu, Auditory, Inhale, Unaware When you are hit by a melee attack that exceeds your
Description: You release an odorless poison into the air
AC by 3 or less, one of your illusory weapons parries the
that you then manipulate to affect up to two creatures attack, preventing you from taking damage and
you can see within range.
destroying the illusory weapon.
Each of the selected creatures must succeed a
When you are hit by a melee attack that exceeds your
Constitution saving throw. On a failed save, they become AC by 5 or less, you take half damage from the triggering
poisoned. attack, and one illusory weapon is destroyed.
A creature poisoned as a result of this jutsu is both
If you make a genjutsu attack that scores a hit, while
unaware they are poisoned and also cannot willingly
this jutsu is active, one of your illusory weapons also
move further than 30 feet from their current position, strike the target dealing psychic damage equal to 1d8.
regardless of the direction they move in. When a creature
If you make a melee attack that scores a critical hit
attempts to move further than 30 feet from their current
while this jutsu is active, your illusory weapons also
position, they instead spend their remaining movement strike the target dealing psychic damage equal to 1d8 for
walking backwards, moving back to their starting
every illusory weapon that is still active + your Genjutsu
position. A creature moving backwards is unaware they
ability modifier.
are moving backwards, instead believing they are still This jutsu ends when its duration expires, your chakra
moving forwards and the distance between them and the reaches 0, you end concentration on it willingly, lose
location they are attempting to move to is growing
concentration on it normally, or when all illusory
infinitely for the duration. weapons are destroyed.
If a creature poisoned as a result of this jutsu is cured
An attacker must be able to see you, in order to see the
of the poisoned condition, this jutsu also ends on them
illusory weapons to be affected by this jutsu. This jutsu
immediately. has no effect if you are invisible, hidden, in total

CLOSING IN
darkness or if the attacker is blinded.
At Higher Ranks: For each rank you cast this jutsu
Classification: Genjutsu
above C-Rank, increase the cost of this jutsu by 3 and the
Rank: C-Rank
Casting Time: 1 Action number of illusory weapons you summon by +1.
Range: 60 feet
Duration: Concentration, Up to 1 minute. DARK DEMENTING
Components: HS, CM Classification: Genjutsu
Cost: 6 Chakra Rank: C-Rank
Casting Time: 1 Action
Keywords: Genjutsu, Visual, Tactile, Unaware
Range: 120 feet
Description: Select one creature you can see within
Duration: 1 minute.
range. The target must succeed on an Intelligence saving
Components: HS, CM, NT (Poison Kit)
throw, which it makes at disadvantage if it’s an enclosed
Cost: 9 Chakra
space.
Keywords: Genjutsu, Visual, Inhale, Unaware
On a failed save, the creature see’s the world is closing
Description: You cast a dark shadow over a target
in on them and threatening to crush it. Even in open or creatures thoughts by manipulating the particles of a
clear terrain, the creature feels as though it is sinking
special drug concoction.
into a pit or that the land is rising around it.
Select one creature you can see within range to send
A creature under the affects of this genjutsu has this odorless gaseous drug to affect. The creature must
disadvantage on ability checks and ranged attacks rolls. succeed a Wisdom saving throw. On a failed save, they
At the beginning of each of its turns, it remakes the
begin to see a shadow out of the corner of their eyes for
saving throw, taking 2d6 psychic damage on a failed the duration, always there, always just out of sight.
save and reducing its movement speed by 10 until the For this jutsu’s duration this creature gains 1 rank of
end of their turn. On a successful save, this jutsu ends.
fear at the end of each of its turns that it begins in a
At Higher Ranks: For each rank you cast this jutsu
space that is not brightly lit. It will avoid Dim light and
above C-Rank, increase the cost of this jutsu by 3, the darkness at all costs and the creatures mind rationalizes
number of creatures you can target by +1 and the damage
this fear on its own.
by 1d6.
While this creature has ranks of fear, it will not attack

DANCING BLADES
a creature or into a space that is in Dim light or total
darkness.
Classification: Genjutsu
If a creature is unable to find or move into bright light
Rank: C-Rank
Casting Time: 1 Action it must attempt to create a source on its own if able
Range: Self (Casting a jutsu that produces light, torch, lantern etc.)
Duration: Concentration, Up to 1 minute. If a creature affected by this jutsu takes damage, they
Components: HS, CM, W (Any) repeat the saving throw, ending this effect on them on a
Cost: 8 Chakra successful save.
Keywords: Genjutsu, Visual, Tactile
Description: When you cast Dancing blades, you create
1d4 Illusionary copies of a weapon you are currently

65
FALSE PAIN FOG OF WAR
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet Range: 90 feet (30-foot cube)
Duration: Concentration, Up to 1 minute. Duration: Concentration, Up to 1 minute.
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 7 Chakra
Keywords: Genjutsu, Medical, Auditory, Tactile Keywords: Genjutsu, Visual, Unaware
Description: You speak words of reinforcement. Select Description: You cloud the minds of your opponents,
up to two willing creatures other than yourself that you hindering their perception of the environment around
can see within range. them, veiling reality with twisted illusions.
Each of the selected creatures pain receptors becomes All creatures within a 30-foot cube, centered on a
dulled and numb, becoming unable to feel the pain or point you can see within range must succeed a Wisdom
sickness they felt prior. For this jutsu’s duration, all saving throw. On a failed save they fall under this
damage they would take is delayed, until this jutsu ends. genjutsu’s influence for the duration. A creature who is
They record all damage they would normally take over under this genjutsu’s influence remains under its
the course of the encounter as normal. influence until the jutsu ends or they end this jutsu’s
Additionally, they ignore the effects of the Weakened, effects on themselves.
Dazed, Incapacitated, and poisoned conditions for this Creatures under this jutsu’s influence have
jutsu’s duration. If any of the aforementioned conditions disadvantage on Wisdom (Perception) checks made to
duration would last beyond this jutsu’s duration, they locate enemies.
begin suffering the effects of that condition as normal. Additionally, if an affected creature makes an attack
At the end of this jutsu’s duration, affected creatures against a creature that has at least one other creature
take psychic damage equal to the total delayed damage adjacent to it-friend or foe- the affected creature must
they have recorded at once. This damage ignores roll a d20. On a roll of 11 or higher, its attack is applied to
resistance and immunity. the adjacent creature instead. (Randomly decide the new
target if there are more than one adjacent creature) and
FALSE VISIONS deals damage as normal if it hits.
Classification: Genjutsu At the beginning of an affected creatures turn, they
Rank: C-Rank make a wisdom saving throw. On a successful save, the
Casting Time: 1 Action creature is unhindered by this jutsu until the beginning
Range: 90 feet of their next turn.
Duration: Concentration, Up to 1 minute.
Components: HS, CM
Cost: 7 Chakra
ILLUSORY BAMBOOZLEMENT
Classification: Genjutsu
Keywords: Genjutsu, Visual, Unaware Rank: C-Rank
Description: You begin to create false visions that a Casting Time: 1 Action
creature will see regardless of what is really happening. Range: Touch
Select one creature that you can see within range. The Duration: Permanent
target creature must succeed an Intelligence saving Components: HS, CM, CS
throw falling under this genjutsu’s influence on a failed Cost: 8 Chakra
save. Keywords: Genjutsu, Fuinjutsu, Visual, Unaware
A creature under this genjutsu’s influence only can see Description: You create the illusion of a trap upon an
what you show them and are counted as being blinded object you touch, such as a door, a chest, or a 5-foot
for the purpose of combat. As a bonus action you can square area of floor. A creature specifically looking for
describe what the affected creature will see other traps that examines the object must make a Wisdom
creatures do on their respective turns. This can be saving throw. On a successful save the jutsu ends and the
anywhere from attempting to cast a jutsu, attempt to creature realizes the trap was not real.
attack them, go in another direction, attempt to hide or On a failed save, the creature believes the object
anything they would be able to see. When they take contains a trap. If the creature then tries to disarm or
damage, the damage is dealt as normal, and they remake otherwise interact with the trap in order to set it off, it
the saving throw ending this jutsu on a success. must make a Dexterity (Sleight of hand) check vs your
At Higher Ranks: For each rank you cast this jutsu Genjutsu save DC. On a successful check, it creates a
above C-Rank, increase the cost of this jutsu by 3 and the feedback dealing 2d10 psychic damage, and they realize
number of creatures you can target by +1. that the trap was only an illusion, immediately ending
this jutsu.
On a failed check, the creature takes 5d10 psychic
damage and is stunned for 1 round, believing that it
accidentally set off the trap and was injured by it. The
illusion then resets as if the trap can trigger multiple
times.

66
ILLUSORY MISDIRECTION saving throw, their ranks of fear instead immediately
Classification: Genjutsu becomes 5 for the duration.
Rank: C-Rank A creature who has any number of fear ranks as a
Casting Time: 1 Action result of this jutsu cannot gain additional ranks of fear
Range: 60 feet from other sources.
Duration: Concentration, Up to 1 minute Additionally, affected creature remake their Charisma
Components: HS, CM
saving throw at the end of each of their turns. On a
Cost: 7 Chakra successful save they remove all ranks of fear and ends
Keywords: Genjutsu, Visual, Unaware this jutsu’s effects on themselves.
Description: You conjure a beautiful illusory creature of
Alternatively, when you lose concentration on this
your description. All creatures who aren’t blinded within jutsu, the affected creature immediately loses all ranks
30 feet of the conjured illusion must succeed a Charisma
of fear.
saving throw. On a failed save they become charmed by
At Higher Ranks: For each rank you cast this jutsu
the illusory creature for the duration. above C-Rank, increase the cost of this jutsu by 3 and the
As a bonus action, on your turn, you can reveal that number of creatures you can target by +1.
the creature you created, is actually not what the
charmed creatures believed it to be, while still having the OUTFLANK
same beautiful features as when you created them. Classification: Genjutsu
Affected creatures must succeed a Charisma saving Rank: C-Rank
throw. On a failed save, they are in shock from the Casting Time: 1 Action
realization of the creature turning into something else Range: 60 feet
entirely, as they become dazed for 1d4 rounds. On a Duration: Concentration, Up to 1 Minute
success they steel themselves, ending the charmed Components: HS, CM
condition. Cost: 9 Chakra
Regardless, when you reveal the illusory creatures Keywords: Genjutsu, Visual, Tactile, Unaware
true nature, regardless if affected creatures pass or fail, Description: Select one creature you can see within
this jutsu immediately ends. range. For the duration, when you make a genjutsu
attack against the creature, an illusory double of you
INNOCUOUS ASPECT attempts the same attack.
Classification: Genjutsu When you make a Genjutsu attack of any type
Rank: C-Rank targeting the select creature for the duration, your
Casting Time: 1 Action illusory double attacks with the same attack from a
Range: Self (20-foot radius) different angle. Make a second Genjutsu attack against
Duration: Concentration, Up to 10 minute the creature with the same bonuses to your attack (if
Components: HS, CM
any), if your initial attack misses.
Cost: 6 Chakra On a successful hit, they take half damage and suffer
Keywords: Genjutsu, Visual any additional effects as normal.
Description: You create an area of false visions that
Additionally, as a reaction when an allied creature
encompasses all willing creature in a 20-foot radius performs an attack targeting the same creature, you can
centered on you, of your choice. You do not need to create an illusory double of your allied creature
spend chakra to maintain concentration on this jutsu.
performing the same attack. The attacking allied
You and each affected creature takes on the
creature makes their attack at advantage.
appearance of a harmless creature or object of your
At Higher Ranks: For each rank you cast this jutsu
choice. Each image is identical and only appearance is
above C-Rank, increase the cost of this jutsu by 3 and the
affected. Sound, movement or physical inspection can
number of creatures you can target by +1.
reveal that this is a genjutsu.
A creature that uses its action to study the image PHANTOM DRAGON
visually can determine that it is an illusion with a Classification: Genjutsu
successful Wisdom (Illusions) check vs your Genjutsu Rank: C-Rank
save DC. If a creature discerns the illusion for what it is, Casting Time: 1 Action
that creature sees through the image. Range: Touch
Duration: Concentration, Up to 1 Minute
NIGHT TERRORS Components: HS, CM
Classification: Genjutsu Cost: 7 Chakra
Rank: C-Rank Keywords: Genjutsu, Visual, Auditory, Tactile
Casting Time: 1 Action Description: You touch one willing creature within
Range: 90 feet range. All creatures of your choice who can see them
Duration: Concentration, Up to 1 Minute within 120 feet, see your ally as they transform into
Components: HS, CM dragon of your description of large size.
Cost: 9 Chakra
While looking at this illusion, observers make a
Keywords: Genjutsu, Visual, Auditory Wisdom saving throw to see through it. On a failed save,
Description: You amplify the fear that lurks in the heart they see your ally as a large dragon for the duration.
of all creatures. As apart of casting this jutsu, you must
When you ally attempts to attack or cast a jutsu of any
target one creature who currently has at least 1 rank of
type, the illusory dragon looks as if it is performing the
fear. The target creature must succeed a Charisma saving jutsu itself, be it breathing fire, performing an
throw. On a failed save, any genjutsu currently affecting
aggressive martial attack or creating illusions using its
them, that would inflict, or has inflicted the fear
draconic aura.
condition immediately ends. When your affected ally deals damage to a creature,
The target creatures current ranks of fear double. If who sees them as an illusory dragon, they deal an
they have 3 or more ranks when they fail this jutsu’s

67
additional 3d10 psychic damage to affected creatures, modifier if it doesn’t already add your Genjutsu ability
once per turn. modifier to the damage rolls.
Alternatively, as an action on their turn, the affected 32 Chakra: You gain all previous chakra cost effects. In
ally can perform a ferocious roar. All creatures within addition, genjutsu you cast while within 250 feet of your
120 feet excluding you and other creatures who have flower, does not require you to spend chakra to maintain
seen through this genjutsu must succeed a Charisma concentration for up to 10 minute. Additionally, any
saving throw. On a failed save they gain 1 rank of fear for genjutsu you cast with a duration of concentration, up to
the next minute against the illusory dragon. A creature 1 minute, instead becomes 10 minutes, while within 250
who has ranks of fear as a result of this jutsu can spend feet of your flower. After 10 minutes, or after the flower
their action to remake the charisma save removing all is destroyed, this jutsu ends.
ranks of fear they have on a success.
SHADOW MONSTERS
POISON LOTUS FIELD Classification: Genjutsu
Classification: Genjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 10 Minutes Range: 120 Feet
Range: Special Duration: Concentration, Up to 1 Minute
Duration: Special Components: HS, CM
Components: HS, CM, NT (Poison Kit & Any Poisonous Cost: 6 Chakra
Flower) Keywords: Genjutsu, Visual
Cost: Special Description: Select one creature you can see within
Keywords: Genjutsu, Visual, Auditory, Inhale, Tactile, range. The select creature must succeed a Wisdom
Unaware Saving throw. On a failed save, a creature becomes
Description: As a part of casting this jutsu, you must berserk seeing all of its allies become shadowy monsters
have fertile soil which can facilitate a flowers growth. in a horrific fashion of your description.
You take your poisonous flower and infuse a dose of An affected creature makes an Intelligence saving
poisonous chemicals into the flower itself before you throw at the end of their turns ignoring berserks effect
plant the flower into the soil and infuse your chakra into to automatically fail intelligence saves if they deal
it giving it life and influencing the potency of the poison damage to one of their allies. On a success, they end the
this jutsu produces. berserk condition.
If this flower, before or after being planted is killed or At Higher Ranks: For each rank you cast this jutsu
destroyed, this jutsu immediately ends, requiring you to above C-Rank, increase the cost of this jutsu by 3 and the
recast it. The flowers look like a sacred lotus with purple number of creatures you can target by +1.
petals. Creatures looking for this flower, if they are
proficient in Nature, Medicine, or Survival they may SLEEP OF THE DEEP
make any of the aforementioned ability checks vs your Classification: Genjutsu
Genjutsu Save DC being able to find it on a success. If the Rank: C-Rank
creature is not proficient, they instead make a Wisdom Casting Time: 1 Action
Range: 60 Foot Radius
(perception) check with a -5 penalty, to their check. If
Duration: 8 Hours
your flower is in a bed of other sacred lotuses, regardless
Components: HS, CM
if they are proficient or not, they take a -5 Penalty to
Cost: 6 Chakra
their check. The flower has 1 Hit point and an AC of 5.
Keywords: Genjutsu, Visual
At the conclusion of casting this jutsu you can infuse
Description: Your chakra creeps into the dreams of
different volumes of chakra into the soil and roots
others, haunting and terrifying them. Choose any
facilitating different effects.
number of sleeping creatures that you are aware of
8 Chakra: This flower grows, producing purple flower
within range. Creatures that do not need to sleep, cannot
buds in the shape of a sacred lotus flower. As an action,
be targeted.
for the next minute, while you are within 90 feet of this
The creature must succeed on a wisdom saving throw.
flower, the flower blooms releasing a potent poisonous,
On a failed save it garners no benefits from any form of
but odorless gas. All creatures within 60 feet of the
rest for the duration and when it awakens from any rest
flower of your choice must succeed a Constitution saving
it may take, it gains one level of exhaustion and gains 1
throw at the beginning of each of their turns. On a failed
rank of fear for as long as it has any ranks of exhaustion
save they become poisoned. A creature poisoned as a
granted by this jutsu.
result of this jutsu who would make a saving throw or
A creature can only ever gain 3 ranks of exhaustion as
ability check as the result of, or against a Genjutsu you
a result of this jutsu.
cast, must roll an additional 1d4, reducing their saving
At Higher Ranks: For each rank you cast this jutsu
throw or ability check by the result. Additionally, the
above C-Rank, increase the cost of this jutsu by 3 and the
poisoned creature treats all Genjutsu you cast as if it has
number of creatures you can target by +1.
the unaware keyword. After 1 minute or after the flower
is destroyed, this jutsu ends.
16 Chakra: You gain all previous chakra costs effects.
In addition, you can activate this jutsu while you are
within 120 feet of the flower and it affects all creatures
within 90 feet of it.
24 Chakra: You gain all previous chakra costs effects.
In addition, affected creatures instead rolls 2d4,
reducing their saving throw or ability check by the result
and any psychic damage they would take deals additional
psychic damage equal to twice your Genjutsu ability

68
SONG OF COURAGE All allied creatures of your choice within range gains a
Classification: Genjutsu number of temporary hit points equal 1d4+ your
Rank: C-Rank Genjutsu Ability Modifier at the beginning of each of
Casting Time: 1 Action your turns.
Range: self (30-foot radius) Temporary Hit points gained as a result of this jutsu
Duration: Concentration, up to 10 minutes remain for up to 1 minute after this jutsu ends.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 9 Chakra above C-Rank, increase the cost of this jutsu by 3 and the
Keywords: Genjutsu, Auditory radius by 5.
Description: You begin to hum or sing an inspirational
tune designed to make those who hear it believe they can TRUE LIGHT
achieve anything. All creatures of your choice within Classification: Genjutsu
range begins to experience this refreshing delusion. Rank: C-Rank
For the duration, you do not spend chakra to maintain Casting Time: 1 Action
this jutsu, instead you must spend a bonus action on Range: self (30-foot radius)
subsequent turns to maintain it. Duration: Concentration, Up to 1 minutes
Creatures who begin their turns within range gain Components: HS, CM
immunity to the fear condition until the beginning of Cost: 9 Chakra
their next turn. Additionally, creatures who have to Keywords: Genjutsu, Visual, Tactile
make saving throws against a jutsu a hostile creature has Description: Your body releases a golden radiance that
cast, cannot make the saving throw at disadvantage. spreads out from you, providing bright light up to 30 feet
Finally, the affected creature ignores any penalties to away. Any creature or object in the area of bright light
their rolls as a result of a hostile creatures jutsu or that are invisible, transformed, or hidden as a result of a
effects. Genjutsu of C-Rank or Lower, they are immediately
At Higher Ranks: For each rank you cast this jutsu revealed. Likewise, any genjutsu with the Visual keyword
above C-Rank, increase the cost of this jutsu by 3 and the of C-Rank or lower within 30 feet of you becomes feeble
radius by 5. and transparent as their illusory nature becomes
obvious.
SONG OF PAIN A creature who’s genjutsu would be revealed to be an
Classification: Genjutsu illusion may as a reaction make a Wisdom (Illusions)
Rank: C-Rank check at disadvantage vs your Genjutsu save DC. On a
Casting Time: 1 Action success, their Genjutsu retains is shape and form
Range: self (30-foot radius) without revealing its true nature.
Duration: Concentration, up to 10 minutes A hostile creature attempting to cast a genjutsu of C-
Components: HS, CM
Rank or lower that has the visual keyword, while within
Cost: 9 Chakra the bright light, must succeed a Wisdom saving throw.
Keywords: Genjutsu, Auditory, Tactile On a failed save, any creature who would make a saving
Description: You begin to hum or sing a tune of pain and
throw as a result of their genjutsu, makes their saving
suffering designed to make those who hear it experience throw at advantage.
bouts of pain that they can only wish would end. At Higher Ranks: For each rank you cast this jutsu
For the duration, you do not spend chakra to maintain
above C-Rank, increase the cost of this jutsu by 3 and the
this jutsu, instead you must spend a bonus action on
rank of jutsu this jutsu affects to a rank equal to the rank
subsequent turns to maintain it.
you cast this jutsu at.
Creatures who begin their turns within range who
attempts to cast a jutsu with the Mobility (M) keyword,
must succeed an Intelligence Saving throw. On a failed
save, if they experience extreme muscle pain in parts of
the body you see them attempting to utilize, causing
them to lose the jutsu attempted.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
radius by 5.

SONG OF RESPITE
Classification: Genjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: self (30-foot radius)
Duration: Concentration, Up to 10 minutes
Components: HS, CM
Cost: 9 Chakra
Keywords: Genjutsu, Medical, Auditory, Tactile
Description: You begin to hum or sing a tune of
restoration and healing designed to make those who
hear it feel as if their wounds are closing and being
mended.
For the duration, you do not spend chakra to maintain
this jutsu, instead you must spend a bonus action on
subsequent turns to maintain it.

69
B-RANK: DARK LOTUS FIELD
Classification: Genjutsu
CHAOTIC WORLD Rank: B-Rank
Classification: Genjutsu Casting Time: 1 Hour
Rank: B-Rank Range: Special
Duration: Special
Casting Time: 1 Action
Range: 60 feet Components: HS, CM, NT (Poison Kit & Any Poisonous
Duration: Concentration, up to 1 minute. Flower)
Components: HS, CM, NT (Poison Kit) Cost: Special
Cost: 14 Chakra Keywords: Genjutsu, Visual, Auditory, Inhale, Tactile,
Keywords: Genjutsu, Visual, Auditory, Inhale, Unaware Unaware
Description: You throw a handful of colorful dust into Description: As a part of casting this jutsu, you must
the air while saying a litany of disjointed phrases. A have fertile soil which can facilitate a flowers growth.
moment later, a 25-foot cube centered on a point you You take your poisonous flower and infuse a dose of
can see within range fills with multicolored light, poisonous chemicals into the flower itself before you
cacophonous sound, and overpowering scents and other plant the flower into the soil and infuse your chakra into
confusing sensory information. it giving it life and influencing the potency of the poison
The effect is dizzying and overwhelming. A creature this jutsu produces.
who begins its turn while within the cube, must make a If this flower, before or after being planted is killed or
successful Intelligence saving throw or become blinded, destroyed, this jutsu immediately ends, requiring you to
deafened, and fall prone. recast it. The flowers look like a sacred lotus with black
An affected creature cannot stand up or recover from petals. Creatures looking for this flower, if they are
any single condition granted by this jutsu, while within proficient in Nature, Medicine, or Survival they may
the area. However, all conditions automatically end if a make any of the aforementioned ability checks vs your
creature leaves this jutsu’s area or this jutsu ends. Genjutsu Save DC being able to find it on a success. If the
An affected creature who succeeds the Intelligence creature is not proficient, they instead make a Wisdom
saving throw at the beginning of their turn, gains (perception) check with a -5 penalty, to their check. If
immunity to this jutsu until the end of their turn. your flower is in a bed of other sacred lotuses, regardless
At Higher Ranks: For each rank you cast this jutsu if they are proficient or not, they take a -5 Penalty to
above B-Rank increase the cost of this jutsu by 3, the their check. The flower has 10 Hit point and an AC of 15.
range of this jutsu by 15 feet, and the size of the cube by 5 At the conclusion of casting this jutsu you can infuse
feet. different volumes of chakra into the soil and roots
facilitating different effects.
COMMAND OF THE FOUND 11 Chakra: This flower grows, producing black flower
Classification: Genjutsu buds in the shape of a sacred lotus flower. As an action,
Rank: B-Rank for 10 minutes, while you are within 100 feet of this
Casting Time: 1 Action flower, the flower blooms releasing a black poisonous,
Range: 90 feet but odorless cloud. All creatures within 60 feet of the
Duration: 10 Minutes flower of your choice must succeed a Constitution saving
Components: HS, CM
throw at the beginning of each of their turns. On a failed
Cost: 14 Chakra
save they become envenomed for the next hour. A
Keywords: Genjutsu, Auditory, Unaware
creature envenomed as a result of this jutsu takes a -2
Description: You issue a single command, no longer
penalty to their attack and damage rolls, saving throws,
than 25 words, directed at a single creature whom you
ability checks. Additionally, the poisoned creature treats
can see who’s name you include in your command. If the
all Genjutsu you cast as if it has the unaware keyword.
creature can hear you, they must succeed a Charisma
After 10 minutes or after the flower is destroyed, this
saving throw. On a failed save, they become charmed by
jutsu ends.
you and must attempt to complete whatever command
22 Chakra: You gain all previous chakra costs effects.
you issued to them by any means necessary for the
In addition, you can activate this jutsu while you are
duration.
within 250 feet of the flower and it affects all creatures
Their mind rationalizes the command as being
of your choice within 120 feet of it.
beneficial to both themselves and for you, seeing it as
33 Chakra: You gain all previous chakra costs effects.
mutually beneficial. At the end of this jutsu’s duration,
In addition, affected creatures instead have a -5 penalty
they lose any will or drive to complete the task.
to their attack and damage rolls, and any psychic
If you command a creature to enter hazardous terrain,
damage they would take deals additional psychic damage
or to injure itself, it remakes its charisma saving throw
equal to twice your Genjutsu ability modifier. If any
each time it takes damage or suffer any effects fall under
psychic damage you deal, adds your Genjutsu ability
any conditions, immediately ending this jutsu on a
modifier, this jutsu’s damage is in addition to it.
success, or completing the task as commanded. Once
44 Chakra: You gain all previous chakra cost effects. In
completed, this jutsu then immediately ends.
addition, genjutsu you cast while within 250 feet of your
At Higher Ranks: For each rank you cast this jutsu
flower, does not require you to spend chakra to maintain
above B-Rank increase the cost of this jutsu by 3 and the
concentration for up to 1 Hour. Additionally, any
number of creature you can target with this jutsu by +1.
genjutsu you cast that requires concentration, instead
has its duration become 1 hour, while within 250 feet of
your flower so long as your flower is still alive. After 1
hour, or after the flower is destroyed, this jutsu ends.

70
DETRIMENTAL ENVIRONMENT On a failed Intelligence saving throw, they lose all
Classification: Genjutsu memory of the past 24 hours, for the next hour as it
Rank: B-Rank becomes a haze. This memory is still there, but clouded
Casting Time: 1 Action and hazy. If they attempt to remember, they must
Range: 90 feet (60-foot cube) succeed an Intelligence save throw at disadvantage.
Duration: Concentration, 10 Minutes At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM
above B-Rank increase the cost of this jutsu by 3. When
Cost: 11 Chakra you cast this jutsu at A-Rank, on a failed save, their
Keywords: Genjutsu, Visual, Auditory, Unaware memory is permanently clouded over by this jutsu until
Description: You create an illusory hostile environment
Dispelled.
designed to act detrimental to creatures of your choice. You
do not need to spend chakra to maintain concentration on KEEN THOUGHTS
this jutsu. Classification: Genjutsu
Select a space you can see within range. The Rank: B-Rank
environment in a 60-foot cube centered on this point Casting Time: 1 Action
begins to move and act seemingly on its own. When a Range: Touch
creature begins its turn in the space, or enters the space for Duration: 1 Minute
the first time it must make a Wisdom saving throw. On a Components: HS, CM, CS
failed save, they see and hear the environment begin to Cost: 14 Chakra
turn on them, grappling and holding them in place. Their Keywords: Genjutsu, Fuinjutsu
movement speed is reduced to 0 and they lose the ability to Description: You touch a creature within reach who you
move one of their hands, leaving only 1 free. can see. For the duration you increase their focus and
enhance their mental efficiency.
ENCROACHING DARKNESS For the duration target creature scores a critical hit on
Classification: Genjutsu a roll of 19 or 20 with Genjutsu attacks.
Rank: B-Rank Additionally, when you score a critical hit on a
Casting Time: 1 Action creature with a genjutsu attack, add 1 additional damage
Range: 150 feet (60-foot radius sphere) die to the damage roll.
Duration: Concentration, Up to 1 Hour At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM above B-Rank increase the cost of this jutsu by 3 and the
Cost: 13 Chakra
critical threat range by +1. If this jutsu is Cast at A-Rank,
Keywords: Genjutsu, Visual
the next genjutsu you cast with a Concentration of up to
Description: You cause menacing shadows to invade an 1 minute, its duration instead becomes 1 Minute. If this
area, centered on a point you can see within range. jutsu is cast at S-Rank, when you score a critical hit with
Creatures become unable to see Bright or dim light as it
a genjutsu attack, you instead add 3 additional damage
seems to vanish before their eyes. Any jutsu or effect of C- die to the roll.
Rank or lower that would create light, does not produce
visible light for creatures within range to see. LABYRINTHINE HOWL
Yourself and up to 3 creatures of your choice are immune Classification: Genjutsu
to this jutsu’s effects and are treated as if being concealed Rank: B-Rank
by darkness against creatures who are under this jutsu’s Casting Time: 1 Action
effects. Range: Self (60 feet)
A creature can, on their turn as an Action, make a Duration: 1 Round
Wisdom saving throw. On a successful save, they can see Components: HS, CM
through the darkness until the beginning of their next Cost: 14 Chakra
turn. Keywords: Genjutsu, Auditory, Tactile, Unaware.
If a jutsu of B-Rank or higher is cast within this jutsu’s Description: You let loose the howl of a ravenous beast,
area of effect that produces light, this jutsu immediately causing each hostile creature within range that can hear
ends. you to make a Wisdom saving throw. On a failed save, a
creature believes it has been moved into a labyrinth and
FORGET ME NOT is under attack by a savage beast of your description.
Classification: Genjutsu An affected creature on its turn must decide to face the
Rank: B-Rank beast head on or defend itself from the beast. A creature
Casting Time: 1 Action that faces the beast takes 8d6 psychic damage and this
Range: Touch jutsu ends. A creature that defends itself from the beast
Duration: Special falls prone and is stunned until the beginning of its next
Components: HS, CM, NT (Poison Kit or Poisonous Flower)
turn.
Cost: 11 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Genjutsu, Inhale, Unaware above B-Rank increase the cost of this jutsu by 3 and the
Description: You infuse chakra into a poisonous flower
damage by 2d6.
that you are holding. When you release the flower, all
creatures except yourself within 5 feet of the flower are hit
with a powerfully potent, yet odorless plume of poisonous
pollen laced with your chakra. Creatures within range must
succeed a Constitution and Intelligence saving throw, in
that order.
On a Failed Constitution saving throw, the affected
creature becomes poisoned for 1 hour (This cannot become
envenomed) and a creature poisoned by this jutsu makes
the next saving throw at disadvantage.

71
MADDENING SHADOWS any source, now have the opposite. (Advantage becomes
Classification: Genjutsu Disadvantage, and Disadvantage becomes Advantage.).
Rank: B-Rank Additionally, creatures who fail, who begin their turn
Casting Time: 1 Action within range who have penalties to their attack rolls,
Range: 150 feet (60-foot radius sphere) ability checks, or Saving throws now instead lose those
Duration: Concentration, up to 1 minute penalties, and gain bonuses equal to the penalty lost.
Components: HS, CM
Alternatively, if a creature who fails begins their turn
Cost: 14 Chakra within range who have bonuses to their attack rolls,
Keywords: Genjutsu, Visual, Auditory, Tactile ability checks, or saving throws now instead lose those
Description: Illusory Darkness spreads from a point you
bonuses and gain penalties equal to the bonus lost.
choose within range to fill a 60-foot radius sphere until
this jutsu ends. SONG OF RETREAT
A creature with Darkvision or Chakra Sight can’t see Classification: Genjutsu
through this darkness. Shrieks, gibbering, and Rank: B-Rank
maddening laughter can be heard within the darkness. Casting Time: 1 Action
Whenever a creature starts its turn in the sphere, it must Range: self (45-foot radius)
make a Charisma Saving throw, taking 6d8 psychic Duration: Concentration, up to 10 minutes
damage on a failed save or half as much on a successful Components: HS, CM
one. Cost: 11 Chakra
A creature who’s HP is reduced to 0 as a result of this Keywords: Genjutsu, Auditory
jutsu has its HP instead reduced to 1, as they are Description: You begin to hum or sing a tune of
permanently set to 5 ranks of fear until they take 52 avoidance designed to make those who hear it want to
Weeks of Downtime to recuperate or have a Jutsu of B- run. All creatures of your choice within range begins to
Rank or higher that can remove Fear cast on them. experience this anxiousness to escape.
At Higher Ranks: For each rank you cast this jutsu For the duration, you do not spend chakra to maintain
above B-Rank increase the cost of this jutsu by 3 and the this jutsu, instead you must spend a bonus action on
damage by 1d8. subsequent turns to maintain it.
Creatures whom you selected, who begin their turns
REQUEST OF THE DAMNED within range fall under the following effects if they are
Classification: Genjutsu allied or hostile to you when you cast this jutsu;
Rank: B-Rank Hostile: If you select a hostile creature to experience
Casting Time: 1 Action this feeling, they must succeed a Wisdom saving throw.
Range: 90 feet On a failed save, they must spend their turn doing
Duration: Concentration, Up to 1 minute. everything they can to move away from the closest
Components: HS, CM
hostile creature near it.
Cost: 14 Chakra Allied: If you select an Allied Creature to experience
Keywords: Genjutsu, Auditory this feeling, they gain the benefits of the Dash and
Description: You issue a single command, no longer
Disengage action when attempting to move away from a
than 25 words, directed at a single creature whom you hostile creature. Additionally, they cannot have their
can see who’s name you include in your command. If the movement impeded as a result of difficult terrain, and
creature can hear you, they must succeed a Charisma
they do not trigger attacks of opportunity. A creature
saving throw. On a failed save, they enter a berserk rage
loses the benefits of this jutsu and cannot gain them
but being unable to see you and they take 2d6 Psychic
until the end of their next turn if they attempt to cast a
damage at the end of each of their turns for the duration.
jutsu that deals damage or declare an attack of any kind.
An affected creature remakes their saving throw at the
end of each of their turns ending this jutsu and their SONG OF WAR
berserk condition on a success. Classification: Genjutsu
At Higher Ranks: For each rank you cast this jutsu Rank: B-Rank
above B-Rank increase the cost of this jutsu by 3 and the Casting Time: 1 Action
number of creature you can target with this jutsu by +1. Range: self (45-foot radius)
Duration: Concentration, up to 10 minutes
SONG OF REVERSAL Components: HS, CM
Classification: Genjutsu Cost: 14 Chakra
Rank: B-Rank Keywords: Genjutsu, Auditory
Casting Time: 1 Action Description: You begin to hum or sing a tune of battle
Range: self (45-foot radius) designed to make those who hear it want to engage in
Duration: Concentration, up to 10 minutes endless conflict. All allied creatures of your choice within
Components: HS, CM range begins to experience this lust for battle.
Cost: 14 Chakra For the duration, you do not spend chakra to maintain
Keywords: Genjutsu, Auditory
this jutsu, instead you must spend a bonus action on
Description: You begin to hum or sing a tune of defeat subsequent turns to maintain it.
designed to make those who hear it believe they cannot Select Creature(s) gain the following until the
achieve anything. All creatures of your choice within
beginning of your next turn.
range begins to experience this delusion of despair.
• +5 Bonus to Ninshou, Illusions, and Martial Arts
For the duration, you do not spend chakra to maintain
this jutsu, instead you must spend a bonus action on Ability checks.
• +3 Bonus to Initiative Count. If This would put your
subsequent turns to maintain it.
Creatures who begin their turns within range must initiative score above another creature, move up 1 step
succeed a Charisma saving throw. Creatures who fail the in the turn order.
saving throw, who have advantage or disadvantage from • +2 Bonus to Attack & Damage rolls & Saving throws.

72
UNLIMITED FOCUS A-RANK:
Classification: Genjutsu
Rank: B-Rank BLACK SUNSHINE
Casting Time: 1 Action Classification: Genjutsu
Range: Touch Rank: A-Rank
Duration: Concentration, up to 1 minute Casting Time: 1 Action
Components: HS, CM Range: Self (60-foot radius)
Cost: 12 Chakra Duration: Concentration, up to 1 minute.
Keywords: Genjutsu, Visual, Auditory Components: HS, CM, NT (A Gem, Jewel, or crystalline
Description: You touch a willing creature who you can object that can fit in the palm of your hand)
see. You impart upon them a focusing genjutsu designed Cost: 20 Chakra
to enhance their perception and reactionary abilities. Keywords: Genjutsu, Visual
For the duration, affected creature gains the Description: You hold up a jewel or other crystalline
following; object as it disappears, leaving behind a sphere of
• Can concentrate on up to 3 Ninjutsu or Genjutsu at pulsing purple chakra.
once. The orb radiates an ominous purple light that affects
• Adds 1d8 to any Constitution (Chakra Control) ability all creatures within a 60-foot radius centered on you,
check they make that moves with you.
• They gain an additional Bonus action. All creatures of your choice within range who begin
• When they would make an Intelligence or Charisma their turn within this jutsu’s radius must succeed a
Saving throw vs a Genjutsu, they roll an additional 1d4 Wisdom saving throw. On a failed save you become
adding the result to their saving throw. invisible to them for the duration.
Additionally, Creatures you designate become
WORD OF THE LOST invisible at the same time you do to the same creatures
Classification: Genjutsu who fail their wisdom saving throw if they’re within 60
Rank: B-Rank feet of you and if light from the orb can reach the space
Casting Time: 1 Action they occupy. An invisible creature casts a faint purple
Range: 90 feet shadow. A creature attempting to find these faint
Duration: Concentration, Up to 1 minute. shadows can as an action make a Wisdom (Perception)
Components: HS, CM check vs your Genjutsu save DC. On a success they can
Cost: 14 Chakra see and track the shadows allowing them to target them,
Keywords: Genjutsu, Auditory, Unaware making attacks at disadvantage vs invisible creatures.
Description: You utter a few words of destitution A creature repeats their saving throw at the end of
directed at a single creature whom you can see who’s each of their turns becoming immune to their jutsu until
name you include in your statement. If the creature can the end of their next turn.
hear you, they fall under the effects of this jutsu as they At Higher Ranks: For each rank you cast this jutsu
suffer a series of mental flashes and fractured memories above A-Rank increase the cost of this jutsu by 3 and the
for this jutsu’s duration. radius of this jutsu by 15.
At the beginning of an affected creatures turn they
make an Intelligence saving throw. On a failure, the DEVIL SIGHT
creature suffers a number of fracture’s based on the Classification: Genjutsu
severity of their failure. Rank: A-Rank
• Failed by 1~4: They gain 1 Fracture. Casting Time: 1 Action
Range: Touch
• Failed by 5~9: They gain 2 Fractures.
Duration: 1 Minute
• Failed by 10~14: They gain 3 Fractures.
Components: HS, CM
• Failed by 15+: They gain 4 Fractures.
Cost: 19 Chakra
A creature suffers a number of effects based on the Keywords: Genjutsu, Visual
number of fractures they have. Description: You touch a willing creature who you can
see. You impart upon them eyes of absolute authority.
• A creature with 2 or more fractures cannot cast jutsu
Affected creature gains 60 Feet of Dark Vision that see’s
of A-Rank or Higher. This limitation grows in severity
through all forms of Chakra based Darkness.
for every 2 Fractures a creature has. (4 Fractures; B-
Additionally, creatures who gain Darkvision as a result
Rank or Higher, 6 Fractures; C-Rank or Higher, 8
of this jutsu gain truesight against Genjutsu of A-Rank
Fractures; D-Rank or Higher.)
or lower.
• A creature with 3 or more fractures cannot maintain
If this jutsu is cast again, while currently affecting
concentration on more than one jutsu at a time.
another creature, it ends on that other creature
• A creature with 5 or more fractures cannot recognize
immediately.
their allies and views all creatures as hostile.
• A creature with 7 or more fractures doubles the cost of
all jutsu they cast.
• A creature with 9 or more fractures lose the ability to
cast jutsu with the Hand Sign (HS) component.
• A creature with 10 or more fractures instead
permanently retain all fractures and becomes a mental
vegetable moving forward. They can attempt to make
an Intelligence saving throw once every 30 Days. On a
success they reduce the number of fractures they have
by -3.

73
DEVILS AMBITION At Higher Ranks: For each rank you cast this jutsu
Classification: Genjutsu above A-Rank increase the cost of this jutsu by 3 and the
Rank: A-Rank damage by 1d6.
Casting Time: 1 Action
Range: 30 Feet KEEN FOCUS
Duration: 1 Minute Classification: Genjutsu
Components: HS, CM, NT (Poison Kit) Rank: A-Rank
Cost: 18 Chakra Casting Time: 1 Action
Keywords: Genjutsu, Inhale Range: Touch
Description: You take a venomous concoction of Duration: 1 Minute
different steroids and performance enhancers and Components: HS, CM, CS
release it into the air, manipulating it to affect and Cost: 20 Chakra
enhance up to 2 willing creatures you can see within Keywords: Genjutsu, Fuinjutsu
range. Description: You touch a creature within reach who you
Affected creature gain the following benefits for the can see. For the duration you maximize their focus and
duration; enhance their mental efficiency.
For the duration target creature increase their critical
• Strength, Dexterity, and Intelligence Check results can
threat range by +1.
never be lower than their Character Level.
Also, when affected creatures score a critical hit on a
• Wisdom and Charisma Checks gain a +5 Bonus.
creature, they increase their damage die by 1 step.
• Ninjutsu and Genjutsu attack rolls gain a +3 Bonus.
(D4>D6>D8>D10>D12)
• They gain resistance against all Genjutsu with the
Additionally, the first time an affected creature would
Auditory Keyword.
fall to 0 hit points, they instead fall to 1 hit point. This
• If they miss an attack roll against the last creature that
jutsu then immediately ends.
dealt damage to them, they may reroll the missed
At Higher Ranks: For each rank you cast this jutsu
attack once per turn.
above A-Rank increase the cost of this jutsu by 3 and the
At the conclusion of this jutsu, affected creatures critical threat range by +1. If this jutsu is Cast at S-Rank,
become poisoned for 10 minutes, which cannot be If the next jutsu the affected creature cast that scores a
removed by any means. critical hit, they instead add 2 additional damage die to
the roll.
DEVILS ASSAULTS
Classification: Genjutsu LACKLUSTER THOUGHTS
Rank: A-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: A-Rank
Range: 120 Feet Casting Time: 1 Action
Duration: Instant Range: 90 Feet
Components: HS, CM Duration: Concentration, Up to 1 minute
Cost: 18 Chakra Components: HS, CM, CS
Keywords: Genjutsu, Visual, Auditory, Tactile Cost: 20 Chakra
Description: You speak words of aggression and pain Keywords: Genjutsu, Auditory, Fuinjutsu
against one creature that can hear you within range. Description: You speak unfocused words and statements
Affected creature begins to see illusionary duplicates of of indecision into a chakra seal before you then attempt
you as they make a barrage of martial attacks against to implant them into the mind of a creature you can see
them. Make 3 Ranged Genjutsu attacks dealing psychic within range.
damage equal to 2d12 + Your genjutsu ability Modifier on Select creature within range must succeed an
a successful hit. Intelligence Save at the beginning of each of their turns.
If you successfully score at least two genjutsu attacks On a failed save, they instead spend their turn doing
using this jutsu, the next genjutsu attack you make completely unproductive activities such as drawing in
against the same creature is at advantage and you reroll the sand fixing the straps on their armor, counting their
1’s and 2’s for damage, taking the second result, even if kunai and shuriken or verbally planning out scenario’s
it is a 1 or a 2. in elaborate 10 step plans.
At Higher Ranks: For each rank you cast this jutsu If a creature succeeds their Intelligence Save by 10 or
above A-Rank increase the cost of this jutsu by 3 and the more, this jutsu immediately ends on them and they
number of genjutsu attacks by +2. become immune to this genjutsu for 1 hour.
At Higher Ranks: For each rank you cast this jutsu
DEVILS FEARS above A-Rank increase the cost of this jutsu by 3 and the
Classification: Genjutsu number of creatures this jutsu can target by +1.
Rank: A-Rank
Casting Time: 1 Action
Range: Self (90 Feet)
Duration: Instant
Components: HS, CM
Cost: 16 Chakra
Keywords: Genjutsu, Auditory, Tactile
Description: You speak words of fear and anguish,
against all creature who are experiencing bouts of fear.
All creatures within range who have at least 1 rank of
fear, must succeed a Charisma saving throw. On a failed
save they take 3d6 psychic damage for each rank of fear
they have.

74
UNLIMITED PAIN WILL BREAKER
Classification: Genjutsu Classification: Genjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet Range: 120 Feet
Duration: Concentration, Up to 1 minute Duration: Concentration, Up to 1 minute
Components: HS, CM, CS Components: HS, CM, CS
Cost: 18 Chakra Cost: 20 Chakra
Keywords: Genjutsu, Tactile, Fuinjutsu Keywords: Genjutsu, Fuinjutsu, Auditory, Tactile
Description: You target a creature and maximize their Description: You target creature(s) and attempt to break
nervous systems sensitivity to pain. their will by planting seeds of doubt and despair deep
One creature you can see within range must succeed into their mind. This jutsu’s cost cannot be reduced by
an Intelligence saving throw. On a failed save, for the any means.
duration, each time a creature takes damage, they take Select one creature you can see within range. The
an additional 3d8 psychic damage. target must succeed either an Intelligence, Wisdom or
Additionally, whenever a creature deals damage to the Charisma save at the beginning of each of their turns
affected creature they reroll 1’s and 2’s, taking the (Your choice, this cannot be changed once selected).
second result. On a failed save, the targe creature reduces the chosen
If this jutsu is cast on a creature who is currently Ability score by 1d4 for the duration. A creature who’s
under the effects of the Doubled Pain is targeted with ability score is reduced to 0 by this jutsu takes psychic
this jutsu, they make their saving throw at disadvantage damage equal to 14d8 + Your genjutsu ability modifier,
and if they fail the saving throw, you lose concentration this jutsu then immediately ends.
on the doubled pain genjutsu and this jutsu instead deals A creature within 5 feet of the affected creature use its
an additional 4d8 psychic damage, and you reduce the action to make a Wisdom (Illusions) check vs your
concentration cost of this jutsu by half for the duration. Genjutsu Save DC. On a success, they tear the break this
If a creature is targeted by the Unrelenting Pain genjutsu’s hold on the affected creature immediately
genjutsu while under the effects of this genjutsu, they ending this jutsu.
make their saving throw at disadvantage. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above A-Rank increase the cost of this jutsu by 3 and the
above A-Rank increase the cost of this jutsu by 3 and the number of creatures this jutsu can target by +2.
number of creatures this jutsu can target by +1.
S-RANK:
UNLIMITED PLEASURE
Classification: Genjutsu EAGLE’S EYE
Rank: A-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: S-Rank
Range: 90 Feet Casting Time: 1 Action
Duration: Concentration, Up to 1 minute Range: Self (60-foot radius)
Components: HS, CM, CS Duration: 10 Minutes
Cost: 18 Chakra Components: HS, CM
Keywords: Genjutsu, Medical, Tactile Cost: 30 Chakra
Description: You target willing creature(s) and Keywords: Genjutsu, Visual
maximize their nervous systems sensitivity to pleasure Description: You impart the visual prowess of the eagle-
and recouperation. eyed kings of the sky.
Three creature(s) you can see within range who would Yourself and all creatures of your choice within range
gain temporary hit points as a result of a Genjutsu, also gains the following benefits;
regains a number of hit points equal to the number of • 120 Feet of Chakra Sight.
temporary hit points gained. • 90 Feet of Dark Vision.
If the Genjutsu cast that gains temporary hit points • 60 feet of blind sight.
has the Medical keyword, increase the die rolled by 1 step • 30 Feet of True Sight.
and reroll all 1’s and 2’s, taking the second result. • The range of ranged attacks are doubled.
(D4>D6>D8>D10>D12)
At Higher Ranks: For each rank you cast this jutsu
above A-Rank increase the cost of this jutsu by 3 and the
number of creatures this jutsu can target by +2.

75
LIONS PRESENCE RABBITS FRENZY
Classification: Genjutsu Classification: Genjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60-foot radius) Range: Self (60-foot radius)
Duration: 10 Minutes Duration: Concentration, Up to 1 Minute
Components: HS, CM Components: HS, CM
Cost: 30 Chakra Cost: 30 Chakra
Keywords: Genjutsu, Auditory Keywords: Genjutsu, Visual, Tactile
Description: You exude the courage of the infallible Description: You create an illusory mirage of angry,
kings of the jungle. ferocious, man-eating rabbits with glowing red eyes that
All hostile creatures within range must succeed a follow you and attack all creatures of your choice within
charisma saving throw. On a failed save, for the duration range.
they gain the following while within range of you; As an action on each of your turns, you can make a
• Affected creatures cannot score critical hits. melee genjutsu attack against up to 4 creatures you can
• Affected creatures have a -5 penalty to attack rolls and see within range. On a hit, the swarm of rabbits attack
the creature biting and tearing into them, ripping pieces
ability checks.
• Affected creatures cannot maintain concentration on from their flesh and ferociously holding them down. You
deal psychic damage equal to 27d4 and the target
more than 1 Jutsu.
• Affected creature loses resistance and immunity to the
creature must succeed a Charisma saving throw.
On a failed save they gain 3 ranks of fear against you
Fear condition.
• Affected creature becomes vulnerable to psychic
for 1 minute and are restrained until the end of their next
turn.
damage.
If you make a melee genjutsu attack against a
MAZE restrained creature using this jutsu, you reroll all 1’s,
Classification: Genjutsu taking the second result.
Rank: S-Rank
Casting Time: 1 Action WOLVES COMPANIONSHIP
Range: 60 feet Classification: Genjutsu
Duration: Concentration, 10 Minutes Rank: S-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 28 Chakra Range: Self (60-foot radius)
Keywords: Genjutsu, Visual Duration: 10 Minutes
Components: HS, CM, NT (Poison Kit or Wolf’s Bane
Description: You select up to 4 creatures you can see
Flower)
within range. Each creature must succeed a Wisdom
Cost: 40 Chakra
saving throw. On a failed save you banish the minds of
Keywords: Genjutsu, Visual, Inhale, Tactile
the creature into a labyrinth of your design. The target
Description: You create an illusory mirage of wolves that
mentally remains there for the duration or until it
follow you as a pack and aid or hinder any creature of
escapes the maze.
your choice when commanded.
A mentally trapped creature falls prone and is
Roll four d20’s, recording the results. For this jutsu’s
physically paralyzed, but mentally active.
duration, whenever a creature rolls a d20 as a part of
On each of its turns it can do one of the following vs
their action, you can replace their d20’s result with the
your Genjutsu save DC in an attempt to escape. They can
result of one of your d20’s.
only make one of the following ability checks if they are
Additionally, you can spend any one of your d20
proficient. If they are not proficient in any of the
results to instead grant any creature of your choice
following, they instead make a flat Intelligence Check vs
advantage on any single d20 roll they make.
your Genjutsu save DC to escape. A creature does not add
Or, you can spend two of your d20 results, to instead
expertise or any feature that doubles their proficiency
impose disadvantage on up to 4 creatures of your choice
bonus for these checks;
on the next d20 roll they make.
• Intelligence (Investigation) check. On a successful Or, you can spend three of your d20 results, to instead
check, it finds the exit immediately ending this Jutsu's treat the next d20 roll by one creature of your choice as a
effects upon them. critical hit, regardless of their d20 result.
• Wisdom (Insight) check. On a successful check, at the Or, you can spend four of your d20 results, to instead
beginning of its next turn, it remakes its wisdom make one creature of your choice treat all rolls they
saving throw at advantage, ending this Jutsu's effects make until the end of their next turn count as a Natural 1.
upon them on a success. Finally, as an action on your turn you can spend 20
chakra, to grant yourself another four d20’s for this
jutsu, which also extends this jutsu’s duration by 5
minutes.

76
NEW TAIJUTSU DEEP DIVE
Classification: Taijutsu
Rank: D-Rank

D-RANK: Casting Time: 1 Bonus Action


Range: 5 feet
Duration: Instant
1000 YEARS OF DEATH Components: M
Classification: Taijutsu Cost: 5 Chakra
Rank: D-Rank Keywords: Taijutsu
Casting Time: 1 Bonus Action
Description: You attempt to body slam a creature into the
Range: 5 feet
furthest surface from you.
Duration: Instant
Components: M Make a grapple check against a creature you can reach.
Cost: 3 Chakra On a success, you immediately dash with them moving up
Keywords: Taijutsu to your full movement towards the furthest surface you can
Description: As a part of casting this jutsu you must be reach (such as a wall). If there are no other surfaces near
hidden from the target. you, you instead slam them into the ground. Regardless of
You quickly move behind the target as you take your where you slam them, they take bludgeoning damage equal
extended fingers and uncomfortably strike your opponent to your unarmed damage.
in an attempt to humiliate them. If you and the target creature are standing on Water or
Make a melee taijutsu attack. On a hit the target must completely submerged when this jutsu is cast, you make
succeed a constitution saving throw. On a failed save they your grapple check at advantage. On a success, you instead
quickly recoil leaping 15 feet in a straight line causing them dive straight down up to twice your movement speed to the
to be taken aback. Until the end of the creatures next turn bottom of the body of water slamming them into the body
the next melee attack against the target is at advantage. of waters floor dealing bludgeoning damage equal to twice
your unarmed damage.
CERBERUS STRIKE This jutsu can be used if you are already grappling a
Classification: Taijutsu creature, instead attempting to slam the creature
Rank: D-Rank immediately without any additional checks.
Casting Time: 1 Action When you successfully slam a creature using this
Range: 5 feet jutsu, your grapple ends.
Duration: Instant
Components: M DEMON FIST
Cost: 4 Chakra Classification: Taijutsu
Keywords: Taijutsu Rank: D-Rank
Description: You quickly strike out at up to 3 different Casting Time: 1 Action
targets you can see within range. Range: 30 Feet
Make a single melee taijutsu attack against up to 3 Duration: Instant
targets. On a hit you deal your unarmed damage and the Components: M
next melee taijutsu attack that targets any affected Cost: 3 Chakra
creature gains a bonus 1d4 to the attack roll. Keywords: Taijutsu
Additionally, you cannot be targeted by an attack of Description: Perform a powerful uppercut with enough
opportunity by any affected creature until the end of the force to generate a shockwave that runs along the ground
current turn. that can deal concussive damage.
Make a Ranged Taijutsu attack against a creature you can
CYCLONE SURGE see within range who is currently standing on the same
Classification: Taijutsu surface as you. On a hit, you deal your unarmed damage +
Rank: D-Rank 2d6.
Casting Time: 1 Action If you score a critical hit using this jutsu, you instead
Range: Self (5-feet) deal your unarmed damage + 5d6 and knock the target
Duration: Instant creature prone.
Components: M At Higher Ranks: For each rank you cast this jutsu
Cost: 4 Chakra above D-Rank increase the activation cost of this jutsu
Keywords: Taijutsu, Combo by 3 and the damage by 1d6.
Description: You leap into the air, while performing a
spinning strike, hitting and knocking all creatures into the
air with you.
You leap 15 feet into the air striking all creatures within
range. All creatures of your choice within range, must
succeed a Dexterity saving throw. On a failed save, they
take your unarmed damage and are thrown 15 feet into the
air, becoming airborne until the end of the current turn.
Creatures who become airborne as a result of this jutsu
cannot take falling damage as a result of this jutsu.
Until the end of your turn, you or an allied creature can
target one affected creature with a Taijutsu Finisher
regardless of range, once per turn, using either an Action,
Bonus action or Reaction, ignoring its listed casting time.

77
DEMPSEY ROLL If the creature you target with this jutsu is also the
Classification: Taijutsu target for your Dragon Fist Stances bonus to AC feature,
Rank: D-Rank you instead deal your unarmed damage + 2d8 and push
Casting Time: 1 Reaction, which you take when a creature hits the target back 20 feet, if the target would hit a solid
you with a melee attack or when a creature misses you with a surface as a result of this push. They take 1d6
melee attack. bludgeoning damage for every 10 feet that they were
Range: 5 Feet
unable to be moved.
Duration: 1 Round
At Higher Ranks: For each rank you cast this jutsu
Components: M
above D-Rank increase the cost of this jutsu by 3, the
Cost: Special
damage by 1d6 or 1d8 and the push distance by 10 feet.
Keywords: Taijutsu
Description: You take a boxers stance, when you are
confronted by a melee attack from a creature within 5
DRAW!
Classification: Taijutsu
feet of you. Rank: D-Rank
Until the beginning of your next turn, each melee Casting Time: 1 bonus action or 1 Reaction, which you take
attack that targets you, you can spend 4 chakra. When when a creature targets you for an attack.
you do, you attempt to duck and weave granting yourself Range: Self
a +2 Bonus to your AC against the triggering creature Duration: Instant
and then immediately make one unarmed attack in Components: M
response to the triggering melee attack. Cost: 4 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Taijutsu
above D-Rank increase the activation cost of this jutsu Description: You quickly dash backwards creating
by 3, the bonus to AC by +1. distance between yourself and another creature.
As a bonus action you quickly dash backwards 10 feet
DRAGGING FULL ROTATION as your body ends its movement in a prepared position
Classification: Taijutsu to exert more force than before. If you cast a taijutsu
Rank: D-Rank using your action that would move you any number of
Casting Time: 1 Reaction, which you take when a creature feet as apart of casting that jutsu, the jutsu cast deals an
misses you with a melee attack. additional damage die worth of damage if it deals
Range: 5 Feet damage, and you can instead move an additional 20 feet
Duration: Instant
as apart of that jutsu’s casting.
Components: M
Alternatively, as a reaction when you are targeted by
Cost: 4 Chakra
an attack, you can dash backwards 5 feet in an attempt to
Keywords: Taijutsu
escape the attacks range, when you do, if the triggering
Description: When a creature within 5 feet of you misses
creatures attack would miss you as a result of you no
you with a melee attack, you quickly reach out grabbing
longer being in the same space or them not being able to
them before they can make any further action, using
target you because you are no longer in range you then
their momentum against them, dragging them 10 feet
immediately move up to 20 feet towards the triggering
with you in any direction of your choice, before throwing
creature, making an unarmed attack, on a hit you deal
them a number of feet equal to 5 x your Strength
twice your unarmed damage.
modifier (Min 1.).
A creature who’s movement is interrupted by a solid
surface (such as a tree or wall) takes bludgeoning
ERRATIC COMBO
Classification: Taijutsu
damage equal to 1d6 for every 10 feet you would have Rank: D-Rank
thrown them. Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu Range: 5 Feet
above D-Rank increase the cost of this jutsu by 3 and the Duration: Instant
distance you throw an affected creature by 10 Components: M
feet. Cost: 5 Chakra
Keywords: Taijutsu
DRAGON PALM STRIKE Description: As a requirement to activate this jutsu,
Classification: Taijutsu you must currently be in the Drunken Fist Stance.
Rank: D-Rank You sway in and out of combat, dancing around your
Casting Time: 1 Action opponent in a drunken stupor throwing them off.
Range: Touch Make three melee taijutsu attacks against a creature
Duration: Instant
you can reach. On a hit, you deal your unarmed damage +
Components: M
1d4.
Cost: 5 Chakra
Each time you successfully hit a creature using this
Keywords: Taijutsu
jutsu, you increase your AC by +1 until the beginning of
Description: As a requirement to
your next turn.
activate this jutsu, you must
At Higher Ranks: For each rank you cast this jutsu
currently be in the Dragon Fist Stance.
above D-Rank increase the cost of this jutsu by 3 and the
You perform a myriad of distracting
number of attacks you make by +1.
movements before collecting your
chakra into your palm for a single
powerful thrust, striking a creatures core
and knocking them away.
Make a single melee taijutsu attack against a
creature you can reach. On a hit, you deal your
unarmed damage + 2d6 and push the target back 10 feet.

78
FALLING DRAGON HAMMER
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 30 Feet Range: 5 feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Taijutsu, Finisher Keywords: Taijutsu, Finisher
Description: As part of the activation of this jutsu, the Description: As part of the activation of this jutsu, you
target creature must be airborne or falling. must be targeting a creature who can be targeted by a
You leap upwards following an airborne or falling taijutsu with the Finisher keyword regardless of the
target. You curl your body into a ball as you spin faster range.
and faster before you find yourself above the target. You You bring your hands together, interlocking your
uncurl yourself as your perform a spinning drop kick, fingers until your hands resemble a single bludgeoning
sending the target creature crashing down, landing device.
prone. Make a single melee Taijutsu attack. On a hit, you deal
Make a melee taijutsu attack against the airborne or 4d6 bludgeoning damage and the target must succeed a
falling creature. On a hit, you deal 3d6 bludgeoning Constitution saving throw. On a failed save, they are
damage sending them crashing down into the ground. A incapacitated until the beginning of their next turn.
creature who was 20 or more feet off the ground before If this jutsu is used as a Finisher, you instead deal your
this jutsu was cast takes an additional 1d6 damage for unarmed damage + 4d10 bludgeoning damage, and the
every 20 feet they fall. target must succeed a Constitution saving throw, being
If this jutsu is used as a Finisher, you instead make a stunned until the beginning of their next turn on a failed
melee taijutsu attack against the airborne or falling save.
creature. On a hit, you deal 3d8 bludgeoning damage, At Higher Ranks: For each rank you cast this jutsu
sending them crashing down into the ground, prone. You above D-Rank increase the cost of this jutsu by 3 and the
then come falling after them at great speeds, making a damage by 1d6 or 1d10
second melee taijutsu attack, slamming both of your feet
into this prone creatures stomach. On a hit, you deal 3d8 HEAT UP
bludgeoning damage, and the creature is Dazed until the Classification: Taijutsu
end of their next turn. Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Bonus Action
Range: Self
above D-Rank increase the cost of this jutsu by 3 and
Duration: 1 Round
your attacks damage by 1d6 or 1d8.
Components: CM, M

FEATHER COMBO Cost: 5 Chakra


Keywords: Taijutsu
Classification: Taijutsu
Description: You release a surge of chakra throughout
Rank: D-Rank
Casting Time: 1 Action or 1 Reaction, which you take when you your body, activating your bodies adrenaline production
are falling or airborne. and kicking it into high gear for single swift moment
Range: 5 feet while also increasing your bodies sensitivity to pain. You
Duration: Instant cannot reduce the cost of this jutsu by any means.
Components: M The next taijutsu you cast, that requires an attack roll
Cost: 5 Chakra increases its damage die by 1 Step until the end of your
Keywords: Taijutsu turn. (D4>D6>D8>D10>D12)
Description: As part of the activation of this jutsu, you Additionally, until the beginning of your next turn,
must be airborne or falling. you gain vulnerability to the next instance of
You perform an aerial 3 attack combo, Bludgeoning, Piercing or Slashing
striking out against a creature within damage from a hostile creature.
range. Make up to 3 melee taijutsu attacks At Higher Ranks: For each rank
targeting a single creature, or a single you cast this jutsu above D-Rank
melee taijutsu attack targeting up to three increase the cost of this jutsu by
creatures. 3. If this jutsu is cast a C-Rank
On a hit, you deal your unarmed increase damage die by 2 Steps.
damage. If you strike the same creature If this jutsu is Cast at B-Rank or
at least two times, you use the higher, you reroll all 1’s, 2’s and
momentum of the second strike to 3’s taking the second result. If
propel yourself up to 20 feet in any this jutsu is cast at A-Rank or higher,
direction of your choice and land in a the next taijutsu you cast that requires an
space that can hold you suffering no attack roll ignores resistance & immunity. If
falling damage. this jutsu is cast at S-Rank, this Jutsu's
If you strike the same creature at least duration becomes 1 Minute, and counts for all
three times, your last attack deals an taijutsu attacks.
additional 3d8 bludgeoning damage.
At Higher Ranks: For each rank you cast
this jutsu above D-Rank increase the cost of
this jutsu by 3 and the number of attacks by +1.

79
HOWLING KNUCKLE At Higher Ranks: For each rank you cast this jutsu
Classification: Taijutsu above D-Rank increase the cost of this jutsu by 3 and the
Rank: D-Rank damage by 1d6.
Casting Time: 1 Bonus Action
Range: Self LEAPING STRIKE
Duration: Concentration, Up to 1 Minute Classification: Taijutsu
Components: M Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Taijutsu Range: 15 Feet
Description: As a requirement to activate this jutsu, you Duration: Concentration, Up to 1 Minute
must currently be in the Wolf Fist Stance. You do not spend Components: M
chakra to maintain concentration on this jutsu. Cost: 3 Chakra
You begin to exhibit the ferocious power of wolves as you Keywords: Taijutsu
become a one-person wolf pack. For the duration, you may Description: As a requirement to activate this jutsu, you
perform the Wolf Fang Fist as an Action. must currently be in the Frog Fist Stance. You do not need
Additionally, you instead roll your unarmed damage die, to spend chakra to maintain concentration on this jutsu.
if it is larger than a d6. You enter a leaping stance prepared to support your
At Higher Ranks: For each rank you cast this jutsu above team for the duration.
D-Rank increase the cost of this jutsu by 3. If cast at C-Rank As a reaction, until the beginning of your next turn,
or Higher, you instead roll a d8. If you cast at B-Rank, you when an allied creature within range would attempt to
instead roll a D10. If cast at A-Rank, you instead make a make a melee weapon or taijutsu attack against a
number of attacks equal half of your attack bonus. creature within 30 feet of them before the end of their
turn, you stomp the ground knocking them into the air
IRON KNUCKLE as you leap and jut your feet out, kicking their feet and
Classification: Taijutsu launching them towards their target at Mach speeds,
Rank: D-Rank moving them up to 30 feet in a straight line. They choose
Casting Time: 1 Action where they want to end their movement.
Range: 5 Feet They add your unarmed damage die to their attack
Duration: Instant bonus. If they successfully score a hit, they deal
Components: M additional damage equal to your unarmed attack bonus.
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Taijutsu
above D-Rank increase the cost of this jutsu by 3 and the
Description: As a requirement to activate this jutsu, you number of allied creatures you can support with your
must currently be in the Iron Fist Stance. reaction by +1.
You perform a single high-powered strike with full
intention to cause harm. MIRAGE BLITZ
Make a single melee taijutsu attack. On a hit, you deal Classification: Taijutsu
your unarmed damage and force the target to make a Rank: D-Rank
Strength saving throw. On a failed save, you knock them Casting Time: Special
back a number of feet equal to 10 x your ability modifier. If Range: Self (5-feet)
they strike a solid surface that’s less than 5 feet thick, they Duration: Special
tear through it if they have at least 10 or more feet Components: M
remaining to be knocked back, taking 5d6 bludgeoning Cost: 5 Chakra
damage. Keywords: Taijutsu
At Higher Ranks: For each rank you cast this jutsu above Description: You perform a special spinning dodge
D-Rank increase the cost of this jutsu by 3 and the distance designed to give you a slight upper hand on your next
you knock the creature back on a failed save by +10 feet. strike. Depending on when this jutsu is used in a fight,
you get different benefits.
LEAF UPPERCUT If used as an Action, you enter a readying stance. The
Classification: Taijutsu first attack made targeting you until the beginning of
Rank: D-Rank your next turn is made at a -2 penalty as you leap back
Casting Time: 1 Action and react with a single strike, making a melee taijutsu
Range: 5 Feet attack against a creature you can see within range,
Duration: Instant dealing your unarmed damage on a hit.
Components: M If used as a Bonus action, it must be used immediately
Cost: 4 Chakra after scoring a successful hit with a melee attack using
Keywords: Taijutsu, Combo
your Action. You perform a spinning waltz that allows
Description: You perform a single backflip kick or rising you to follow up with a powerful strike, make a melee
uppercut with enough force to crack the ground taijutsu attack against the same creature. On a hit, you
underneath you.
deal your unarmed damage + 1d6 forcing the target to
Make a single melee taijutsu attack. On a hit, you knock make a Constitution saving throw. On a failed save they
the creature 30 feet into the air dealing your unarmed are knocked prone.
damage + 3d6.
Taijutsu with “Leaf” in its name with a casting time of 1
Action of equal rank or lower can be cast a bonus action.
Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range, once
per turn, using either an Action or Bonus action, ignoring
its listed casting time.

80
NOBLE IMPACT you count each space of theirs you move through as if it’s a
Classification: Taijutsu separate creature for the purpose of this jutsu.
Rank: D-Rank The result of the 1d4+1 are the total number of
Casting Time: 1 Action creatures you can target as you move through their
Range: Touch space. Make two taijutsu attacks against each of the
Duration: Instant selected creatures, dealing your unarmed damage + 1d4.
Components: M
If you hit a creature with two or more attacks, they must
Cost: 5 Chakra succeed a Dexterity saving throw. On a failed save they
Keywords: Taijutsu are knocked prone.
Description: You move in to strike your opponent by
At Higher Ranks: For each rank you cast this jutsu
taking a regal series of attacks. above D-Rank increase the cost of this jutsu by 3 and the
Make four taijutsu attacks against a single creature
number of creatures you can target by +1.
within range. On a hit you deal 1d4 + your Taijutsu ability
modifier. ROYAL GUARD
If you successfully score 4 hits against the creature, it Classification: Taijutsu
must succeed a Constitution saving throw. On a failed Rank: D-Rank
save it becomes dazed for 1d4 rounds. Casting Time: 1 Reaction, which you take when you
At Higher Ranks: For each rank you cast this jutsu would be the target of a melee or ranged attack (from a
above D-Rank increase the cost of this jutsu by 3 and the Ninjutsu, Taijutsu, or Bukijutsu) or take damage.
number of attacks made by +1. Range: Self
Duration: 1 Round
PRIDEFUL ASSAULT Components: CM, M
Classification: Taijutsu
Cost: Special
Rank: D-Rank
Keywords: Taijutsu
Casting Time: 1 Action
Description: You quickly mold your chakra, creating
Range: Touch
Duration: Instant multiple layers of armor from it and raising your guard
Components: M to nullify an attack at the exact moment it would hit you.
Cost: 5 Chakra As a reaction, when you would be the target of a melee
Keywords: Taijutsu or ranged attack from a Ninjutsu, Taijutsu or Bukijutsu
Description: As a requirement to activate this jutsu, you or take damage from those same sources, you nullify the
must currently be in the Lion Fist Stance. This jutsu’s attack or jutsu by meeting it with an equal amount of
attacks count as Unarmed Attacks for the Lion Fist chakra.
Stance’s Bonus action effect. Until the start of your next turn, each time you would
You enter a prideful stance showing your overwhelming take damage, you can spend chakra equal to the damage
superiority and power. taken, reducing the damage to 0 and gaining immunity
Make two taijutsu attacks against up to two creatures to the attack or jutsu’s effects until the end of the
within range. On a hit you deal your unarmed damage + current turn. If an effect does not deal damage or cost
1d4. If you cast this jutsu while gaining the benefits of chakra, this jutsu does not prevent its effects. If an
your Lion Fist Stance’s bonus action effect you instead deal attack does not deal damage, but does have an effect, you
your unarmed damage + 1d6. can spend chakra equal to twice the chakra cost of the
If you cast this jutsu while adjacent to 2 or more hostile attack, if the attack does not have a chakra cost, then can
creatures, you gain a +2 bonus to damage rolls for every negate the attacks effect by spending 10 chakra per
additional creature after the first. attack.
At Higher Ranks: For each rank you cast this jutsu You can activate this Jutsu's effects a
above D-Rank increase the cost of this jutsu by 3, the number of times equal to your taijutsu ability
number of creatures you make two taijutsu attacks modifier.
against by +1, and the bonus damage to rolls by +1.

RABBIT FURY
Classification: Taijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Touch
Duration: Instant
Components: M
Cost: 5 Chakra
Keywords: Taijutsu
Description: As a requirement to activate this jutsu, you
must currently be in the Rabbit Fist Stance.
You enter a blitzing stance showing your overwhelming
speed and agility as you bounce between spaces attacking
creatures you pass by with each movement.
Roll 1d4+1 and select a space you can see that can hold
you, within your movement range as you quickly dash,
leap, and move in as straight a line as possible
moving through all creatures spaces, even hostile
creatures, ending your movement in the select space.
If you move through a large, or larger creatures space,

81
SERPENT FANG DOUBLE For each step you magnify this jutsu by, you increase
Classification: Taijutsu your unarmed damage by 1 damage die and increase the
Rank: D-Rank damage by 2d4.
Casting Time: 1 Action If this jutsu is used as a Finisher, you instead deal your
Range: Touch unarmed damage + 4d4 on a hit, and for each step you
Duration: Instant magnify this jutsu by, you increase your unarmed damage
Components: M
by 2 damage die and increase the bonus damage by 4d4.
Cost: 5 Chakra At Higher Ranks: For each rank you cast this jutsu above
Keywords: Taijutsu D-Rank increase the chakra spent activating this jutsu’s
Description: As a requirement to activate this jutsu, you must
initial & additional effect by 3 and the damage die of this
currently be in the Serpent Fist Stance. jutsu by 1 step (D4>D6>D8>D10>D12).
You enter a low striking stance showing your
overwhelming focus and precision as you disable your SWITCH KICK
opponent with surgical accuracy. Classification: Taijutsu
Make two taijutsu attacks against a single creature within Rank: D-Rank
range dealing your unarmed damage and forcing the target to Casting Time: 1 Action
make a Constitution saving throw. On a failed save, they Range: Touch
become weakened until the end of their next turn. Duration: Instant
Additionally, if the target creature is also the target of your Components: M
Serpent Fist Stance’s bonus action effect, the target gains a -2 Cost: 4 Chakra
penalty to their Constitution saving throw and you can make Keywords: Taijutsu, Combo
two additional taijutsu attacks against them. On at least 2 or Description: You leap and perform a swift double kick in an
more successful hits, the penalty to their attack rolls also attempt to support your team by queuing up a powerful
affects their damage rolls until the end of their next turn. finisher.
At Higher Ranks: For each rank you cast this jutsu above As apart of casting this jutsu, you must have either a
D-Rank increase the cost of this jutsu by 3 and the number of Bonus Action or reaction available to use. Make two
creatures you can target by +1. taijutsu attacks against a creature within range dealing
your unarmed damage die on a hit.
SILENT MOVEMENT If you score at least two successful hits with this jutsu,
Classification: Taijutsu you must spend either your bonus action or reaction. When
Rank: D-Rank you do, you grant your ally an additional reaction which
Casting Time: 1 Action they can only use to cast a Taijutsu with the Finisher
Range: Self Keyword that has a casting time of 1 action.
Duration: Concentration, Up to 1 minute Until the end of your turn, you can target one affected
Components: M
creature with a Taijutsu Finisher regardless of range, once
Cost: 4 Chakra per turn, using either an Action or Bonus action, ignoring
Keywords: Taijutsu its listed casting time.
Description: As a requirement to activate this jutsu, you must
Alternatively, until the end of your turn, an allied
currently be in the Silent Fist Stance. creature within 30 feet of you, can target one affected
You enter a neutral stance, designed to exemplify silence creature with a Taijutsu Finisher regardless of range, once
and emptiness throwing most creatures off of being able to
per turn, using a Reaction.
predict your actions. You do not spend chakra to maintain
concentration on this jutsu. SWALLOW DANCE
For the duration creatures cannot make reactions to your Classification: Taijutsu
movement, unarmed attacks made with your bonus actions Rank: D-Rank
or any reaction you take. Casting Time: 1 Action
Range: Self (10-Foot Cone)
STRAIGHT IMPACT Duration: Instant
Classification: Taijutsu Components: M
Rank: D-Rank Cost: C Chakra
Casting Time: 1 Action Keywords: Taijutsu, Combo
Range: Touch Description: You perform a powerful wide sweeping
Duration: Special roundhouse kick, lifting both yourself and all creatures you
Components: M
strike.
Cost: Special All creatures in a 10-foot cone originating from you
Keywords: Taijutsu, Finisher must succeed a Dexterity saving throw. On a failed save
Description: You take a readied stance preparing your fist or
they take your unarmed damage + 1d8 and are launched
foot for a single powerful strike. 15 feet into the air until the end of the current turn,
When you activate this jutsu, you can spend 5 chakra falling prone.
coating your fist in this chakra. You learn to be able to
Until the end of your turn, you can target one affected
commit additional actions to make this attack stronger. creature with a Taijutsu Finisher regardless of range,
You can spend your bonus action and an additional 5 once per turn, using either an Action or Bonus action,
Chakra to magnify this jutsu by 1 step.
ignoring its listed casting time.
You can spend your reaction and an additional 5 chakra to
At Higher Ranks: For each rank you cast this jutsu above
magnify this jutsu by 1 step. D-Rank increase the cost of this jutsu by 3 and the damage by
You can inflict the stunned condition on yourself at the end
1d8.
of your turn until the end of your next turn to magnify this
jutsu by 1 step.
Make a single fiery taijutsu attack. On a hit, you deal
your unarmed damage + 2d4 on a hit.

82
WEBBED GRAPPLE BEAST
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 10 Feet Range: Self (15-foot Cone)
Duration: Concentration, Up to 1 Minute Duration: Instant
Components: M, W (Battle Wire) Components: M
Cost: 4 Chakra Cost: 9 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As a requirement to activate this jutsu, you must Description: You perform a powerful spinning movement
currently be in the Spider Fist Stance. You do not need to spend before you end it with a swift motion which converts all of
chakra to maintain concentration on this jutsu. that momentum into the shape of a lion head that erupts
You enter a skittering stance, designed to catch creatures from your hands made of force.
who are unprepared and restrain them. All creatures within a 15-foot cone, originating from
You swing your battle wire in an attempt to grapple and you must succeed a Strength saving throw. On a failed
restrain a creature. Make a single taijutsu attack against a save they take your unarmed damage + 3d8, are Dazed
creature within range. On a hit you grapple and restrain the and knocked prone, or half as much on a successful save.
creature. At the beginning of each of its turn, it can make a A creature who fails this saving throw by 10 or more
Strength (Athletics) or Strength saving throw. On a successful and are gaining the benefits of Temporary hit points lose
save they end this jutsu’s effect on them. all temporary hit points.
Melee attacks against a creature restrained by this jutsu At Higher Ranks: For each rank you cast this jutsu
deal additional slashing damage equal to half of your above C-Rank increase the cost of this jutsu by 3 and the
Taijutsu save DC once per turn as your wires dig deep into damage by 1d8.
the flesh of your creature.
At Higher Ranks: For each rank you cast this jutsu above BREAK SPIRAL
D-Rank increase the cost of this jutsu by 3 and the number Classification: Taijutsu
of creatures you can target by +1. Rank: C-Rank
Casting Time: 1 Action
WISE TURTLE Range: Self (5-foot radius)
Duration: Instant
Classification: Taijutsu
Components: M
Rank: D-Rank
Casting Time: 1 Action Cost: 7 Chakra
Range: Self Keywords: Taijutsu
Duration: Concentration, up to 1 minute Description: You leap onto your back on the ground as
Components: M your perform a series of spinning kicks resembling a
Cost: 5 Chakra spinning top, striking all creatures around you.
Keywords: Taijutsu All creatures within 5 feet of you must succeed a
Description: You focus chakra throughout your muscles Dexterity saving throw. On a failed save they take are
enhancing your physical Strength and Cunning. For the buffeted by a series of spinning kicks. Based on the
duration, your Strength and Wisdom ability scores becomes severity of their failure, they take enhanced damage and
16 if they are lower than 16. Your lifting strength is doubled effects. On a successful save, they take half of your
and you gain a +5 to your passive perception. unarmed damage + 2d6 and suffer no additional effects.

C-RANK:
• Failed by 1~4: Bludgeoning damage equal to your
unarmed damage + 2d6 and are knocked prone.
• Failed by 5~9: Bludgeoning damage equal to your
10-COUNT unarmed damage + 4d6, are knocked prone and dazed
Classification: Taijutsu until the beginning of their next turn.
Rank: C-Rank • Failed by 10~14: Bludgeoning damage equal to your
Casting Time: 1 Action
unarmed damage + 6d6, are knocked prone, dazed until
Range: Touch
Duration: Instant the end of their next turn, and until the end of your
Components: M turn, you can target one affected creature with a
Cost: 8 Chakra Taijutsu Finisher regardless of range, once per turn,
Keywords: Taijutsu, Combo using either an Action or Bonus action, ignoring its
Description: You dash forward to perform a series of rapid listed casting time.
but light strikes designed to get your blood flowing. • Failed by 15+: Bludgeoning damage equal to your

Make a number of taijutsu attacks equal to your taijutsu unarmed damage + 8d6, are knocked prone, dazed until
ability modifier, dealing 1d4 bludgeoning damage. the end of their next turn, until the end of your turn,
If you successfully hit a creature with at least 3 of these you can target one affected creature with a Taijutsu
taijutsu attacks, the next taijutsu you cast before the end of Finisher regardless of range, once per turn, using either
your turn gains a +5 bonus to attack and damage rolls. an Action or Bonus action, ignoring its listed casting
Until the end of your turn, you can target one affected time and you gain an additional action which can only
creature with a Taijutsu Finisher regardless of range, once be used to cast a Taijutsu with the Finisher Keyword
per turn, using either an Action or Bonus action, ignoring and without the Bukijutsu Keyword.
its listed casting time. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above C- above C-Rank increase the cost of this jutsu by 3 and the
Rank increase the cost of this jutsu by 3. If cast at B Rank or radius of this jutsu by 5 feet.
higher, increase the number of attacks you make by +1. If cast
at A-Rank or higher, increase the damage by 1d4. If cast at S-
Rank or higher, this jutsu’s cast time becomes a bonus action.

83
BURNING FIRE: DRUM per turn, using either an Action or Bonus action, ignoring
Classification: Taijutsu its listed casting time.
Rank: C-Rank Alternatively, when you or an allied creature within 5
Casting Time: 1 Reaction, which you take when a feet of you would be the target of a ranged Ninjutsu,
creature within 5 feet of you makes a melee attack Taijutsu or Weapon attack, you can leap into the air and
targeting you or an ally perform a powerful sweeping kick, in an attempt to strike
Range: Touch the incoming attack, completely shattering or deflecting it.
Duration: 1 Minute Make a contested check using your melee taijutsu attack vs
Components: M the attacking creatures attack roll. On a success, you are
Cost: 6 Chakra able to completely divert the attack, knocking it away into
Keywords: Taijutsu a harmless direction.
Description: You reach your hand out and attempt beat At Higher Ranks: For each rank you cast this jutsu above
the left lung of a hostile creature attempting to strike C-Rank increase the cost of this jutsu by 3 and the damage
you or an allied creature by 1d8. If cast at B-Rank Rank, if used as a Reaction, on a
Make a melee taijutsu attack against the triggering successful contested check you are able to redirect it
creature. On a hit, their lung inflates, and begins to swell. towards another creature within 30 feet of you, using the
For the next minute, when the affected creature casts a result of your check as the attack roll.
Jutsu with the Mobility (M) component, they take 1d6
necrotic damage, which cannot be resisted or reduced by COMBAT CLONE
any means, ignoring temporary hit points (if any), as Classification: Taijutsu
their lung swells more. Rank: C-Rank
A creature who would trigger this Jutsu's damaging Casting Time: 1 Action
effect 5 or more times while under its effects has their Range: 30 feet
lung rupture, dealing 10d6 necrotic damage, which Duration: Concentration, Up to 1 minute.
cannot be resisted or reduced by any means, ignoring Components: M
temporary hit points (if any) and they gain 2 ranks of Cost: 9 Chakra
Exhaustion for the next 24 hours, this jutsu then Keywords: Taijutsu
immediately ends. Description: You take notice of another creatures fighting
A creature can spend their action to make a style, and begin to adjust your muscle memory to copy a
Constitution Saving throw to end this jutsu’s effects on creatures movements almost identically. This jutsu’s cost
them. Alternatively, a creature can end this effect with cannot be reduced by any means. Make a Martial Arts check
any Jutsu with the Medical Keyword, that removes targeting a creature you can see within range, using your
conditions of C-Rank or lower. Taijutsu ability modifier vs a DC (10 + Targets Level). On a
At Higher Ranks: For each rank you cast this jutsu success, you imitate their physical movements granting you
above C-Rank increase the cost of this jutsu by 3 and the the following benefits;
number of creatures you can target by +1. If cast at B Rank • Your unarmed damage die becomes equal to the creatures
or higher, increase the damage by 1d6. If cast at A-Rank unarmed or natural weapon damage die.
or higher, when a creature triggers this jutsu’s effects 5 or • If the target has the Multiattack trait, you can make a
more times, they instead take 15d6 Necrotic Damage. If number of unarmed attacks equal to the number of
cast at S-Rank or higher, creatures who would make the attacks they can make using their multiattack feature,
Constitution saving throw to end this jutsu’s effects, they with your Attack Action.
suffer a -5 penalty. • If the target is gaining the benefits of a Taijutsu Stance,
you gain that stances benefits as if you knew it.
COLLIER SHOOT
Classification: Taijutsu ELEMENTANIA
Rank: C-Rank Classification: Taijutsu
Casting Time: 1 Action, 1 Reaction, which you take when Rank: C-Rank
you or another creature within 5 feet of you becomes the Casting Time: 1 Action
target of a ranged Ninjutsu, Taijutsu, or weapon attack Range: 5 feet
Range: 5 Feet Duration: Instant.
Duration: Instant Components: CM, M
Components: M Cost: 9 Chakra
Cost: 7 Chakra Keywords: Taijutsu, Finisher
Keywords: Taijutsu, Combo Description: As a part of casting this jutsu, you can only
Description: You leap off the ground no more than 5 feet target a creature whom you can target with a Finisher as a
and perform a powerful roundhouse kick targeting a result of a Jutsu cast with the Combo keyword.
creatures neck as you attempt to drag them into the You bob and weave in and out of a creatures combat
ground. Make a melee taijutsu attack. On a hit, you deal range, building up momentum, preparing yourself for a
your unarmed damage + 2d8 and the target must succeed a massive strike that takes the shape and visage of a roaring
Strength saving throw. On a failed save, the target is elemental storm.
knocked prone and is embedded into the ground as you Make a melee taijutsu attack, dealing your unarmed
kick them no more than 2 feet into the ground. A creature damage + 3d12. Your attack gains the following benefits
embedded into the ground is counted as Grappled and based on the elemental affinity you wished to imitate (Pick
restrained by the ground itself, and must succeed a one when you cast this jutsu)
Strength (Athletics) check vs your Taijutsu save DC to pull
• Earth: The ground and earth around you shakes and
themselves from the ground.
upheaves. All creatures within 10 feet of the original
Until the end of your turn, you can target one affected
target must succeed a Dexterity saving throw, taking 3d8
creature with a Taijutsu Finisher regardless of range, once
bludgeoning damage from the erupting earth.

84
• Wind: The wind whips and whistles as you forcefully FRICTION
move it out of your way. The target must succeed a Classification: Taijutsu
Strength saving throw, being thrown back 15 x your Rank: C-Rank
Taijutsu ability modifier, feet on a failed save. If the target Casting Time: 1 Action
would hit a solid surface as a result of this knock back. Range: 5 feet
They take 2d6 bludgeoning damage for every 15 feet that Duration: Instant.
they were unable to be moved. Components: M
• Fire: Your attack creates such wind resistance that your Cost: 9 Chakra
striking limb ignites into flame on impact. Your attack Keywords: Taijutsu, Finisher
instead deals Fire damage and the target must succeed a Description: You move into finish off your enemy with a
Constitution saving throw, gaining 1 rank of the burned powerful debilitating strike.
condition on a failed save. Make a melee taijutsu attack. On a hit you deal your
• Water: Your attack becomes graceful, like flowing water, unarmed damage and the target must succeed a
allowing you to strike far more effectively. Reroll all 1’s Constitution saving throw. On a failed save the target is
and 2’s, taking the second result. stricken with a crippling affliction causing them to be
• Lightning: Your attack is swift, decisive and powerful, unable to take the Dash, Dodge, Disengage, Help or
like lightning. When your attack hits the target, creatures Ready Action for the next minute.
up to 300 feet away can hear an audible boom erupt from If this jutsu is used as a Finisher, on a failed saving
the point of impact. All creatures, excluding you, within throw the target instead cannot take the Dash Dodge,
30 of the target creature must succeed a Constitution Disengage, Help, Ready, Use an Object, Read the Enemy,
saving throw, being Dazed until the end of the next turn. Grappling or Shoving actions for the next 10 minutes.
Regardless, a creature can make spend an action to
FLOWING WATER: NO BEAT make a Constitution saving throw to end this effect
Classification: Taijutsu early.
Rank: C-Rank
Casting Time: 1 Action HEAVY JOLT
Range: 5 feet Classification: Taijutsu
Duration: Instant. Rank: C-Rank
Components: CM, M Casting Time: 1 Action
Cost: 8 Chakra Range: 5 feet
Keywords: Taijutsu, Finisher Duration: Instant.
Description: You move with grace and ruthlessness of a Components: M
raging tide, slipping past an enemies weak points and Cost: 7 Chakra
washing them away as smoothly as running water. Keywords: Taijutsu
Make two melee taijutsu attacks against a single Description: You take a low stance as you place all of
creature. On a hit your attacks do not deal damage, your weight into your primary leg, before you perform a
instead, at the conclusion of your attacks, the target powerful sweeping kick, cracking their air from the
must succeed a Constitution saving throw. For every weight of it.
attack that successfully hit after the first, the target All creatures within 5 feet of your of your choice must
suffers a -1 penalty to their saving throw. succeed a Dexterity saving throw. On a failed save,
On a failed save, the target suffers 1 Rank of creatures take your unarmed damage + 4d8 and are
exhaustion until the end of their next turn. Dazed until the end of their next turn.
If this jutsu is used as a Finisher, you instead make On a successful save they take half damage and no
three taijutsu attacks, and for every attack that further effects.
successfully hit after the first, the target suffers a -2 If at least one creature fails the saving throw, you can
penalty to their saving throw. Additionally, on a failed choose to knock that creature back 30 feet. If you do, you
save the target suffers 1 rank of exhaustion until the end immediately move up to 25 feet, following after them.
of their next turn. If they would gain another rank of Your movement does not provoke attacks of
exhaustion as a result of a Jutsu, they instead gain +1 opportunity, but your targets movement does.
more rank for the duration they have a rank of At Higher Ranks: For each rank you cast this jutsu
exhaustion granted by this jutsu. above C-Rank increase the cost of this jutsu by 3 and the
Regardless, a creature who has gained ranks of damage by 1d8.
exhaustion as a result of this jutsu can spend an action to
make a Constitution saving throw. On a successful save,
they remove all ranks of exhaustion. (This saving throw
cannot be made at disadvantage.)
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and the
number of attacks you make by +1.

85
JOLTING LIGHTNING: STRUM LATE DEATH
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take when you or an
Range: Touch allied creature within 5 feet of you would fall to 0 hit
Duration: 1 Minute points.
Components: CM, M Range: 5 feet
Cost: 9 Chakra Duration: Instant.
Keywords: Taijutsu, Medical Components: CM, M
Description: You can see tension in the muscles and Cost: 9 Chakra
body of your friends and can release that tension with a Keywords: Taijutsu, Medical
single pressure point press. This jutsu cannot have its Description: You delay the death of a friend, by any
cost reduced by any means. means necessary. When a creature within 5 feet of you
Select one willing creature other than you, who you falls to 0 hit points you strike a series of pressure points
can reach as you press a pressure point on their back. in a desperate attempt to save them, if only for a
When you do you release a buildup of pooled chakra moment. The target remains at 0 hit points, but stays
within them. Affected creature can spend up to two conscious until the end of their next turn, after which
chakra die, regaining a number of chakra points equal to they fall unconscious failing 2 death saving throws.
the result. At Higher Ranks: For each rank you cast this jutsu
Additionally, for the duration the affected creature above C-Rank increase the cost of this jutsu by 3. If this
gains an additional use of any 1 class feature with a use jutsu is cast at B-Rank, the creatures instead fails 1 death
limitation or 1 additional spendable resource. If this saving throw. If this jutsu is cast at A-Rank, the
additional resource isn’t spent by the end of the duration creatures instead fails 0 death saving throws. If this
it is lost. (Ex. Actualization Die, Hunter Exploit, Brave jutsu is cast at S-Rank, the creature remains at 1 Hit
Order, Preserve or Take Life, Chakra Recovery or Superiority point.
Die etc.) A creature can only benefit from this effect of
this jutsu once per short rest. LEAF SKY BREAKER
At Higher Ranks: For each rank you cast this jutsu Classification: Taijutsu
above C-Rank increase the cost of this jutsu by 3. If this Rank: C-Rank
jutsu is cast at B-Rank or higher, you can target up to Casting Time: 1 Reaction, which you take when you or an
two creatures, instead of one. If this jutsu is Cast at A- allied creature within 10 feet of you would take damage
Rank or higher, affected creatures instead regain 2 from a melee attack from a creature within range.
additional class features uses/resources. Range: 15 feet
Duration: Instant.
LAGGING Components: M
Classification: Taijutsu Cost: 9 Chakra
Rank: C-Rank Keywords: Taijutsu, Combo
Casting Time: 1 Action Description: When you or an allied creature within 10 feet of
Range: 5 feet you would take damage from a melee attack. You twist your
Duration: Instant. body in away that builds momentum and kinetic energy,
Components: M before you kick skyward creating a powerful updraft meant
Cost: 8 Chakra to create a barrier of air and force between the triggering
Keywords: Taijutsu creature and its target.
Description: You open your hand and angle your fingers You create a wall of air and pure force. The triggering
until your hand looks more like a claw as you attempt to creature must succeed a Strength Saving throw. On a failed
slam your hand into the joints of your enemies to delay save they are thrown 30 feet upwards. Taking damage as if
their actions. they fell at the end of the current turn.
Make a melee taijutsu attack. On a hit, you deal your You grant one ally within 15 feet of you an additional
unarmed damage and the target must succeed a Strength reaction which they can only use to cast a Taijutsu with the
saving throw. On a failed save, until the end of their next Finisher Keyword that has a casting time of 1 action
turn, If the affected creature attempts any activity that Until the end of the current turn, an allied creature within
requires an action they must roll a d20. On a roll of 11 or 15 feet of you, can target the triggering creature with a
more, their action is delayed until their next turn, in Taijutsu Finisher regardless of range, once per turn, using a
which they spend their next action to complete this Reaction.
original activity. Regardless of the result, this jutsu then
immediately ends.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3. If this
jutsu is cast at B-Rank, reduce the die roll result to 9 or
higher to delay the action. If this jutsu is cast at A-Rank,
reduce the die roll result to 7 or higher to delay the
action. If this jutsu is cast at S-Rank, reduce the die roll
result to 5 or higher.

86
LIMIT RELEASE jutsu at B-Rank if you win the clash check you instead deal 5
Classification: Taijutsu times your unarmed damage. If you Cast this jutsu at A-
Rank: C-Rank Rank, if you win the clash check, you instead deal 7 times
Casting Time: 1 Action your unarmed damage. If you cast this jutsu at S-Rank, if
Range: Touch you win the clash check, you instead deal 9 times your
Duration: 1 Round unarmed damage.
Components: CM, M
Cost: Special RAKSHASA’S PALM
Keywords: Taijutsu, Medical Classification: Taijutsu
Description: You press the pressure points of a willing Rank: C-Rank
creature you can reach. When you do, you inject a mass of Casting Time: 1 Action
chakra into them. Spend a number of chakra die up to a max Range: 5 Feet
of an amount equal to twice your proficiency bonus. The Duration: Instant
target must spend an equal number of chakra die, if they are Components: CM, M
unable this jutsu immediately ends. Cost: 9 Chakra
Once both you and the target spend chakra die, depending Keywords: Taijutsu, Finisher
on the amount of chakra die spent between the both of you, Description: You build up chakra into the palm of your
the target gains different Limiter releasing effects. hand, until each time you flex your fingers the air crackles
with thunderous booms.
• 2 Chakra Die: The target rolls spent chakra die, dealing
Make a melee taijutsu attack against a creature you can
additional damage equal to the amount rolled, on the first
see within range, on a hit you deal your unarmed damage +
attack they make on their next turn. They are then
4d6 and the target must succeed a Constitution saving
overcome by lethargy as they gain 2 ranks of the
throw being stunned on a failed save until the end of their
Weakened condition until the end of your next turn.
next turn.
• 4 Chakra Die: The target rolls spent chakra die, adding
If this jutsu is used as a Finisher, you must double the
half the result to their next attack roll and the full result
chakra cost of this jutsu, and it cannot be affected by cost
to the damage of the same attack they make on their turn.
reduction by any means. Make a melee taijutsu attack. On a
They are then overcome by lethargy as they gain 2 ranks
hit, you deal 4d6 times your taijutsu ability modifier in
of Weakened condition until the end of your next turn.
bludgeoning damage. If a structure is erected, summoned,
• 8 Chakra Die: The target gains 1 Additional action on their
or moved in between you and the target of this attack,
turn. At the end of their turn, they become stunned until
record your original damage rolled as a result of this jutsu.
the beginning of their following turn.
Roll 4d6 times your proficiency bonus. The result of this roll
• 16 Chakra Die: The target gains 1 Additional Action on
is how much damage you deal to the interposing structure,
their turn and can use their Bonus action to complete an
before applying your original attacks damage.
activity that requires 1 Action. At the end of their turn,
At Higher Ranks: For each rank you cast this jutsu above
they become stunned for 1d4 rounds.
C-Rank increase the cost of this jutsu by 3 and the damage
• 32 Chakra Die: The target gains 1 Additional action on
by 1d6.
their turn and can use their Bonus Action and Reaction
to complete an activity that requires 1 Action. At the RISING FALCON
end of their turn, they become stunned for 1 Minute. Classification: Taijutsu
This cannot be removed by any means. Rank: C-Rank
Casting Time: 1 Reaction, which you take when you are
RAKSHASA’S SOLE falling at least 10 or more feet.
Classification: Taijutsu
Range: 5 Feet
Rank: C-Rank
Duration: Instant
Casting Time: 1 Action
Components: CM, M
Range: 5 Feet
Cost: 7 Chakra
Duration: Concentration, Up to 1 minute.
Keywords: Taijutsu
Components: CM, M
Description: You kick the air or another falling creature
Cost: 9 Chakra
with enough force to propel your entire body.
Keywords: Taijutsu
If you choose to kick the air, you propel yourself up to 30
Description: You build up chakra into the sole of your feet,
feet in any direction. This movement cannot provoke
until each step you take crushes the ground you walk on.
attacks of opportunities and if you would end this
You cannot lose concentration on this jutsu as a result of
movement within 5 feet of a hostile creature you can
damage or failing a Chakra Control check. perform a powerful sweeping kick by making a single melee
For the duration, each space you move through counts
Taijutsu attack, dealing your unarmed damage + 4d6.
as difficult terrain for all creatures with a Dexterity
If you choose to kick another creature, make a single
ability score lower than your Strength Ability Score +5. melee taijutsu attack. On a hit, you deal your unarmed
Additionally, you gain a special reaction which you can
damage +4d6, and propel yourself up to 30 feet in any
take when you would make a Strength or Dexterity
direction. This movement cannot provoke attacks of
saving throw from a Ninjutsu or Taijutsu cast that has
opportunity and if you would end this movement within 5
the shape of a Sphere, Cylinder, Cone or Line. When you
feet of a hostile creature, you can perform a power sweeping
take this reaction, you perform a round house kick,
kick by making another melee taijutsu attack targeting this
striking the Jutsu initiating a Clash.
creature, dealing your unarmed damage + 4d6.
You make this Clash check at advantage and can reroll
At Higher Ranks: For each rank you cast this jutsu above
1’s and 2’s. If you win the clash check, you deal damage
C-Rank increase the cost of this jutsu by 3 and the number
equal to 3 times your Unarmed Damage.
of times you can propel yourself by striking a creature by +1.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank increase the cost of this jutsu by 3. If you cast this

87
ROYAL FLUSH SCATTERING WAVE
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: Special Casting Time: 1 Action
Range: 5 Feet Range: Self (30-foot radius)
Duration: Concentration, Up to 1 minute Duration: Instant
Components: CM, M Components: CM, M
Cost: Special Cost: 8 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As a part of casting this jutsu you must Description: You inject your fist or foot with a surge of
currently be gaining the benefit of Royal Guard. After you chakra that you use to strike the ground, creating a
reduce damage you take to 0, as a result of Royal Guard, you shockwave of force.
can end its effects, replacing them with this jutsu’s effects. All creatures within 30 feet of you must succeed a
You cannot gain the benefit of Royal Guard while you Strength saving throw. On a failed save they take your
are gaining this jutsu’s effects. At the end of your next unarmed damage + 3d8 and are pushed back to the edge
turn, this jutsu then ends. You do not need to spend of this jutsu’s radius, into a space that can hold them.
chakra to maintain concentration of this jutsu. At Higher Ranks: For each rank you cast this jutsu
• You gain a number of temporary hit points equal to the above C-Rank increase the cost of this jutsu by 3 and this
jutsu’s radius by +5 feet. If this jutsu is cast at B-Rank or
damage you reduced for this jutsu’s duration.
• Your movement speed is increased by a number of feet higher, all creatures of your choice within 5 feet of you
become immune to this jutsu’s effects.
equal to the amount of damage you reduced, rounded

SEIKUKEN
to the nearest 5 for this jutsu’s duration.
• Your next Strength or Dexterity ability check gains a
Classification: Taijutsu
bonus equal to the damage reduced. Once used you
Rank: C-Rank
cannot gain this effect until this jutsu’s next casting.
Casting Time: 1 Action
• The next time you would deal damage with a Taijutsu
Range: Self
attack, you can choose to end this jutsu, dealing
Duration: Concentration, Special
damage equal to the amount of damage you originally
Components: M
reduced.
Cost: 8 Chakra

SAFETY RELEASE Keywords: Taijutsu


Description: As a part of casting this jutsu, you must
Classification: Taijutsu
currently be under the effects of any Taijutsu Stance, or
Rank: C-Rank
Stance granted by Clan Features such as the Gentle Fist
Casting Time: 1 Action
Stance or the Shikotsumyaku Stance. If you are not benefiting
Range: Touch
from any of these stances, this jutsu immediately ends.
Duration: 1 minute.
You stand calm and still, emptying your mind. You begin
Components: CM, M
to control the entire radius within your arm’s length,
Cost: 8 Chakra
creating a metaphorical, spherical shield around you.
Keywords: Taijutsu, Medical
You do not need to spend chakra to maintain this jutsu,
Description: An alternative version of the Body Pathway
instead you cannot gain the benefit of a Bonus action, by
Derangement. You, instead of mixing up a creatures brain
any means.
signals, you temporarily increase their efficiency.
For the duration of this jutsu creatures who begin their
Select one creature, other than yourself that you can
turn within 5 feet of you and would make a melee attack
see and touch. The targets body experiences no direct
targeting you suffer a penalty to their attack and damage
changes, but their central nervous system carries signals
rolls equal to your proficiency bonus.
significantly faster than previously gaining the
Additionally, when you would begin your turn within 5
following benefits;
feet of a hostile creature and make a melee attack targeting
• The creatures speed is increased by half of their that creature, you add 1d10 to both your attack and damage
current speed, rounded down to the nearest 5. rolls.
• +1 Bonus to AC. Finally, creatures who would move to a space within 5
• +1d4 bonus to Dexterity Ability checks and Saving feet of you and make a melee attack targeting you, you can
throws. as a reaction disrupt them, rolling 2d4, reducing their roll
• So long as you can take an Action, you cannot lose the by the result.
ability to or be prevented from making a Bonus Action
or Reaction, so long as an activity fits the abilities
reactions triggering requirements.

Only 1 Creature can benefit from this jutsu at a time. If


you cast this jutsu targeting another creature, the
previous creature loses its benefits.
Additionally, if the creature ever falls under the
Shocked condition, this jutsu, immediately ends.

88
TWIN HEAVENLY SWALLOW WHIRLWIND SNAP
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: Self (15-foot Cone)
Duration: Instant Duration: 1 Round
Components: M Components: M
Cost: Special (32 Chakra) Cost: 7 Chakra
Keywords: Taijutsu, Combination Keywords: Taijutsu
Description: This jutsu can only be cast if you have one Description: You perform a reverse round house kick. All
other caster. creatures in a 15-foot cone originating from you must
You and the second caster perform a series of well- succeed a Strength saving throw. On a failed save they take
orchestrated strikes in sequence with one another back your unarmed damage + 4d6 and are pulled up to 10 feet
and forth with you performing the final strike. closer to you into a space that can hold them and are Dazed
Each caster makes 2 melee taijutsu attacks against the until the beginning of their turns, or half as much on a
target creature, dealing their unarmed damage + 2d8 on successful save.
a hit. If both casters successfully hit the target with 2 or At Higher Ranks: For each rank you cast this jutsu
more melee taijutsu attacks, then both casters make one above C-Rank increase the cost of this jutsu by 3, the
more melee taijutsu attack. If both final attacks are damage by 1d6 and the cone size by +5 feet.
successful, the target takes both casters unarmed
damage + 6d8 and are launched 20 away, landing prone. B-RANK:
Combination: When this jutsu is cast, it gains
additional effects based on who has the highest ASAKUJAKU: MORNING PEACOCK
Charisma modifier between both casters. Classification: Taijutsu
• +0-1: No Change. Rank: B-Rank
Casting Time: 1 Action
• +2-3: Both casters makes 1 additional melee taijutsu
Range: 5 feet
attack. Duration: Instant
• +4-5: Both casters makes 2 additional melee taijutsu Components: M
attacks. Cost: 14 Chakra
Keywords: Taijutsu, Finisher
WELTER MOVE Description: This jutsu can only be cast as a Taijutsu
Classification: Taijutsu Finisher targeting an airborne or falling creature. As a part
Rank: C-Rank of casting this jutsu, you must be gaining the benefits of
Casting Time: Special either the Fifth Heavenly Breath: Respire or the 5th Gate of
Range: Self Limit of the 8 Inner Gates class feature.
Duration: 1 Round You leap into the air in a distinctive stance and begin
Components: M punching the enemy repeatedly, so quickly in fact that
Cost: 6 Chakra they are set ablaze by the sheer speed and friction which
Keywords: Taijutsu in turn, creates a peacock-like fan of flames around the
Description: As a part of casting this jutsu, you must target.
currently be under the effects of any Taijutsu Stance, or Make a number of melee taijutsu attacks equal to your
Stance granted by Clan Features such as the Gentle Fist Proficiency bonus dealing your unarmed damage on the
Stance or the Shikotsumyaku Stance. If you are not benefiting first hit, then each successful hit after the first, increase
from any of these stances, this jutsu immediately ends. your unarmed damage die by +1, but you do not add your
When you would move 10 feet before making a melee ability modifier to the damage dealt. If you Score at least
attack, you can activate this jutsu, granting yourself a +1 5 hits this way, at the conclusion of this jutsu, the target
bonus to AC, a +1 Bonus your attack rolls, a +1 bonus to is slammed back into the ground, taking falling damage
Dexterity Saving throws, and a +1d4 bonus to your melee as if they had fallen 50 feet and have to make a
damage rolls, until the beginning of your next turn. Constitution saving throw, being stunned for 1d4 rounds
You can activate this jutsu no more than three times on a failed save.
per turn. Each time you activate this jutsu, you must At Higher Ranks: For each rank you cast this jutsu
move 10 feet and perform a melee attack targeting either above B-Rank increase the cost of this jutsu by 3. If this
the same or another creature. jutsu is cast at A-Rank, you make a number of additional
Creatures who’s attack result would be equal to your attacks equal to half of your taijutsu ability modifier. If
AC counts as a miss for the duration. If you would this jutsu is cast at S-Rank, you make a number of
succeed a Dexterity saving throw while gaining the additional attacks equal to your taijutsu ability modifier.
benefit of this jutsu you take no damage and suffer no
effects while benefiting from this jutsu,
Finally, the first time you would be hit by an attack
while gaining the benefit of this jutsu, you lose its
benefits.

89
BREAKER FIST FORCE WAVE
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: Self (30-foot cone)
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 12 Chakra Cost: Special (49 Chakra)
Keywords: Taijutsu Keywords: Taijutsu, Combination
Description: You perform a full power strike, putting all Description: This jutsu can only be cast if you have one
of your weight and momentum behind this strike. other caster who is within 15 feet of you. The second
If this jutsu is cast targeting a creature who is gaining caster as a part of their reaction, moves to a space within
the benefit of the Dodge action, you do not make the 5 feet of you that they can occupy.
attack at disadvantage. You and the second caster perform a cross strike
If this jutsu is cast targeting a creature who is gaining switching places with each other while creating a
the benefits of Temporary hit points, Damage Reduction shockwave of force that that expands outward. All
or Resistance, you ignore them for this attacks and creatures in a 30-foot cone originating from both casters
damage rolls. in the same direction, must succeed a constitution
Make a melee taijutsu attack dealing your unarmed saving throw vs whichever of the two casters has the
damage + 7d8. higher Taijutsu save DC.
At Higher Ranks: For each rank you cast this jutsu Depending on the severity of the failure, the creature
above B-Rank increase the cost of this jutsu by 3 and the takes an escalating amount of damage and suffers
damage by 1d8. additional penalties.

DRAGON BREAK
• Failed by 1~4: Bludgeoning damage equal to both
casters unarmed damage + 5d6 and are knocked prone.
Classification: Taijutsu
• Failed by 5~9: Bludgeoning damage equal to both
Rank: B-Rank
Casting Time: 1 Action casters unarmed damage + 6d6, are knocked prone and
Range: 5 feet dazed until the beginning of their next turn.
Duration: Instant • Failed by 10~14: Bludgeoning damage equal to both
Components: M casters unarmed damage + 8d6, are knocked prone and
Cost: 14 Chakra dazed until the end of their next turn.
Keywords: Taijutsu, Finisher • Failed by 15+: Bludgeoning damage equal to both
Description: This jutsu can only be cast as a Taijutsu casters unarmed damage + 10d6, are knocked prone,
Finisher. As a part of casting this jutsu, you must currently dazed until the end of their next turn, and are knocked
be under the effects of the Dragon Stance. back 30 feet. If their movement would be stopped by a
You interlock your hands and perform a powerful solid surface less than 5 feet thick, they take an
strike to the targets core while both hands are imitating additional 2d6 bludgeoning damage and are forced
the bottom and top half of a dragons maw. through it. If their movement would be stopped by a
Make two melee taijutsu attacks, dealing your solid surface 5 feet or more thick, then they take
unarmed damage + 3d8. For each successful hit the damage as if they fell 5 times their distance they had
target must succeed a Strength saving throw. On each remaining to move, rounded up.
failed save, the target creature suffers a 1d4 penalty to
Combination: When this jutsu is cast, it gains
their melee attacks, and ability checks that use Strength
additional effects based on who has the highest
or Dexterity until the end of your next turn.
Charisma modifier between both casters.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank increase the cost of this jutsu by 3 and the • +0-1: No Change.

number of attacks by +1. • +2-3: Affected creatures suffer a -2 penalty to their


saving throw.
DRAGON CRUSH • +4-5: Affected creatures suffer a 1d4+1 penalty to their
Classification: Taijutsu saving throw.
Rank: B-Rank
Casting Time: 1 Action
Range: 5 feet
Duration: Instant
Components: M
Cost: 10 Chakra
Keywords: Taijutsu
Description: As a part of casting this jutsu, you must
target a creature who is Dazed, Prone, Stunned or
Paralyzed.
Make a melee taijutsu attack, dealing your unarmed
damage + 5d10 and forcing the creature to make a
Constitution saving throw. On a failed save, their
condition persists, extending the duration of it by 1
round.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank increase the cost of this jutsu by 3 and the
damage by 1d10.

90
FULL HOUSE HUNTER’S FEAST
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action or Reaction, which you only take Casting Time: 1 Bonus Action
while airborne, falling, or jumping at minimum 30 feet. Range: 60 feet
Range: 30 feet Duration: Concentration, up to 1 minute
Duration: Instant Components: M
Components: M Cost: 12 Chakra
Cost: 14 Chakra Keywords: Taijutsu
Keywords: Taijutsu, Finisher Description: You hone in on your adversaries physical
Description: While falling you change trajectory to instead form, looking for ways to strike them in their vital points.
come down diagonally against a creature within range. You do not need to spend chakra to maintain
You come down aggressively with the force of a falling concentration on this jutsu.
star. Move up to 30 feet towards a creature you can see Make a Strength or Dexterity (Martial Arts) check vs a
within range, ending your movement within 5 feet of the DC 10 + the targets level. On a success, you find weak
target. Make a melee taijutsu attack dealing your unarmed points in their form. This jutsu does not work against
damage + 5d8. inorganic creatures such as constructs.
If this jutsu is used as a Finisher, you instead deal your For the duration, while you can see the creature, each
unarmed damage + 7d8 and all creatures within 10 feet of time you deal damage with an unarmed or melee taijutsu
the target must succeed a Strength saving throw as the force attack, while unarmed, you deal an additional 2d8
of your kick cracks the air and creates an unprecedented necrotic damage which cannot be resisted or reduced by
shockwave. On a failed save the creatures are thrown 10 feet any means, as you strike their vital points.
away into a pace that can hold them. Additionally, you cannot suffer penalties to your
attack roll as a result of a trait, feature or jutsu cast by
GLIMMER DRAGON the target creature.
Classification: Taijutsu If the target would ever leave your line of sight this
Rank: B-Rank jutsu immediately ends.
Casting Time: 1 Reaction, which you would only take when a
creature would score a critical hit against you.
Range: Self
KING’S FANG
Classification: Taijutsu
Duration: 1 Round
Rank: B-Rank
Components: M
Casting Time: 1 Action
Cost: 14 Chakra
Range: 5 feet
Keywords: Taijutsu Duration: Instant
Description: As apart of casting this jutsu, you must Components: M
currently be under the effects of any Taijutsu Stance, or Cost: 11 Chakra
Stance granted by clan features such as the Gentle Fist Stance Keywords: Taijutsu
or the Shikotsumyaku Stance. If you are not benefiting from Description: As a part of casting this jutsu, you must
any of these stances, this jutsu immediately ends. currently be under the effects of the Lion Stance. This
When you would be hit by a critical hit, you reinforce your jutsu attacks count as unarmed attacks for the Lion Fist
body with muscle, blood and chakra, cushioning the impact, Stance’s bonus action effect.
turning the critical hit into a normal one. You ferociously attack a creature with the aggression
If another creature would score a critical hit against you and passion of a lion king.
before the beginning of your next turn, you can spend 5 Make three melee taijutsu attacks targeting a creature
chakra to turn that into a normal hit. you can see within range, dealing your unarmed damage
+ 2d10. If you are gaining the benefit of the Lion Fist
TRIPLE DOUBLE Stance’s bonus action effect, you instead deal an
Classification: Taijutsu additional 1d10 instead of 1d4.
Rank: B-Rank
On each successfully hit, the target must succeed a
Casting Time: 1 Action
constitution saving throw. On a failed save they gain the
Range: 5 feet
Duration: Instant Dazed condition, 1 rank of the slowed and weakened
Components: M conditions until the end of your next turn.
Cost: 14 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Taijutsu, Combo above B-Rank increase the cost of this jutsu by 3, the
Description: You support your allies by breaking your number of attacks by +1 and the number of rounds a
mutual enemies defenses, setting them up for a brutal creature suffers a condition inflicted by this jutsu by +1.
finisher.
Make a single melee taijutsu attack against a creature
within range. On a hit, you deal your unarmed damage and
the target cannot take reactions against Taijutsu or
Bukijutsu cast targeting them.
You grant two allies within 15 feet of you an additional
reaction, which they can only use to cast a Taijutsu or
Bukijutsu with the Finisher keyword that has a casting time
of 1 Action.
Until the end of the current turn, up to two allied
creatures within 15 feet of you, can target the triggering
creature with a Taijutsu or Bukijutsu Finisher regardless of
range, one per turn each, using a reaction.

91
LEAF EARTH CRUSH The affected area behind the original target creatures
Classification: Taijutsu becomes difficult terrain as the ground shatters and
Rank: B-Rank collapses from your kick.
Casting Time: 1 Action If this jutsu is used as a Finisher, the damage die
Range: Self (45-Foot Cone) becomes a d12.
Duration: Instant At Higher Ranks: For each rank you cast this jutsu
Components: CM, M
above B-Rank increase the cost of this jutsu by 3, the
Cost: 13 Chakra damage by 1d8 or 1d12.
Keywords: Taijutsu, Combo
Description: You slam your feet into the ground with the ROYAL REVENGE
Passion of Youth TM, fragmenting and shattering the Classification: Taijutsu
earth. Rank: B-Rank
All creature in a 45-foot cone originating from you Casting Time: Special
must succeed a dexterity saving throw to dodge and Range: 5 feet
avoid the spears of stone, metal or whatever materials Duration: Instant
the ground is made of. On a failed save, creatures take Components: M
6d8 piercing damage and are knocked 25 feet into the Cost: Special
air, becoming airborne until the end of the current turn. Keywords: Taijutsu
The affected area becomes difficult terrain until Description: As a part of casting this jutsu, you must
cleared or restored. currently be under the effects of the Royal Guard Taijutsu.
Until the end of your turn, you can target one affected You release the pent-up kinetic energy you’ve
creature with a Taijutsu Finisher regardless of range, absorbed into a single potent blow with unwasted
once per turn, using either an Action or Bonus action, movements.
ignoring its listed casting time. Make a single melee taijutsu attack, targeting a
creature you can see within range. On a hit, you deal
PACK AGGRESSION bludgeoning damage equal to 1.5 times the amount of
Classification: Taijutsu damage you’ve reduced to 0, as a result of Royal Guard.
Rank: B-Rank Regardless of a hit or miss, immediately after the melee
Casting Time: 1 Action taijutsu attack made as a result of this jutsu, Royal Guard
Range: 5 feet immediately ends.
Duration: Instant
Components: M
STAR SHOWER
Cost: 14 Chakra Classification: Taijutsu
Keywords: Taijutsu, Finisher Rank: B-Rank
Description: As a part of casting this jutsu, you must Casting Time: 1 Action, which you can only take while
currently be under the effects of the Wolf’s Stance. airborne, falling, or jumping at minimum 30 feet.
You ferociously attack a creature with the aggression Range: 60 feet (20-foot cube)
and ferocity of a pack of wolves. Duration: Instant
Make two melee taijutsu attacks targeting a creature Components: M
you can see within range dealing your unarmed damage Cost: 13 Chakra
+ 2d6. Keywords: Taijutsu
On each successful hit, increase your next attacks Description: While falling you strike the air, creating
critical threat range by +1 for this jutsu’s duration. pockets of force that strike like bullets, pelting the
If this jutsu is used as a Finisher, you instead make ground.
four melee taijutsu attacks and your critical threat range Select a space you can see. All creatures in a 20-foot
maximum becomes 15 for the duration. cube originating from this space must succeed a
At Higher Ranks: For each rank you cast this jutsu dexterity saving throw taking 8d6 bludgeoning damage
above B-Rank increase the cost of this jutsu by 3, the and being dazed on a failed save for 1 minute or half as
number of attacks by +1. much on a success.
A dazed creature remakes their saving throw at the
RABBIT BOSS STOMP end of each of their turns, ending the dazed condition on
Classification: Taijutsu a success.
Rank: B-Rank The area affected by this jutsu becomes cracked and
Casting Time: 1 Action riddled with fist sized craters and imprints becoming
Range: 5 feet difficult terrain.
Duration: Instant At Higher Ranks: For each rank you cast this jutsu
Components: M above B-Rank increase the cost of this jutsu by 3 and the
Cost: 14 Chakra size of the cube by 5-feet.
Keywords: Taijutsu, Finisher
Description: As a part of casting this jutsu, you must
currently be under the effects of the Rabbit Fist Stance.
You kick with the force of 10,000 rabbits stomping
someone or something to death.
Make one melee taijutsu attacks targeting a creature
you can see within range dealing your unarmed damage
+ 6d8 and all creatures in a 30-foot cone originating
from the target creature must succeed a Strength saving
throw suffering the residual shockwave taking 6d8
bludgeoning damage on a failed save or half as much on
a success.

92
STEEL Select one willing creature other than you, who you
Classification: Taijutsu can reach as you press their bodies joints into place with
Rank: B-Rank firm but gentle motions. When you do release a buildup
Casting Time: 1 Action of tension and stress within them. Affected creatures
Range: Self experience a bliss of resistance free movement for the
Duration: Special duration granting them a bonus +10 to movement speed,
Components: CM, M
+1 to AC, Strength and Dexterity saving throws, and +2
Cost: 14 Chakra to Athletics and Acrobatics ability checks.
Keywords: Taijutsu Additionally, for the duration the affected creature
Description: You release chakra throughout your body,
gains an additional use of any 1 clan feature with a use
enhancing your physicality temporarily. This self limitation or 1 additional spendable resource. If this
enhancement reinforces your hands and feet allowing you
additional resource isn’t spent by the end of the duration
to break previously inconceivable structures and
it is lost. (Ex. Speed Dice, Sharingan use limit etc.) A
materials with strikes alone. creature can only benefit from this jutsu once per long
Roll 1d4+1. The result is the number of rounds you rest.
gain the benefit of this jutsu. (Excluding the turn, you
Finally, if this creature is ever under the effects of the
activate this)
weakened condition, this jutsu immediately ends.
While gaining the benefits of this jutsu, you gain a 1d6 At Higher Ranks: For each rank you cast this jutsu
bonus to attack and damage rolls and deal double
above B-Rank increase the cost of this jutsu by 3. If this
damage to objects, structures and constructs.
jutsu is cast at A-Rank or higher, you can target up to
Additionally, you reduce bludgeoning, piercing and two creatures, instead of one. If this jutsu is cast at S-
slashing damage from weapon, taijutsu and bukijutsu
Rank or higher, affected creatures instead regain 2
attacks and saving throws by 2d6 for the same duration.
additional clan feature uses/resources, instead of one.

STEEL KNUCKLE TWIN FRONT LOTUS


Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank
Rank: B-Rank
Casting Time: 1 Action
Casting Time: 1 Action
Range: 5 Feet
Range: 5 Feet
Duration: Instant Duration: Instant
Components: M
Components: M, W (Battle Wire)
Cost: 12 Chakra
Cost: Special (49 Chakra)
Keywords: Taijutsu Keywords: Taijutsu, Combination, Finisher
Description: As a requirement to activate this jutsu, you Description: This jutsu can only be cast if you have one
must currently be in the Iron Fist Stance.
other caster who is within 15 feet of you. The second
You perform a series of high-powered strikes with full caster as a part of their reaction moves to a space within 5
intention to cause harm, break bones and crush your feet of you that they can occupy.
enemies.
As part of the requirements of this jutsu, both you and
Make a two melee taijutsu attacks. On a hit, you deal the second caster must have at least the First Heavenly
your unarmed damage + 2d12 and force the target to Breath: Inhale or any of the Heavenly Breaths thereafter
make a Strength saving throw. On a failed save, you
active or any of the 8 Inner Gates class feature active the
knock them back a number of feed equal to 15 x your
target must be airborne or falling.
ability modifier.
You and the second caster leap into action grabbing
If you knock a creature away from you with any attack
and wrapping the target in you and the second casters
granted by this jutsu, you gain bonus movement speed
battle wire as you begin to spin creating a 3-person drill
up to the number of feet you knocked the target away, creating dust trails as the three of you come crashing
which you can only use to move to a space within 5 feet
down into the ground with the force of a meteor.
of the target that can hold you.
Each caster makes a melee taijutsu attack each dealing
If they strike a solid surface that’s less than 5 feet their unarmed damage + 5d8.
thick, they tear through it if they have at least 10 or more If this jutsu is used as a Finisher, you both instead
feet remaining to be knocked back, taking 6d6
make a melee taijutsu attack against the target, dealing
bludgeoning damage for each surface they go through. the attacking creatures unarmed damage + 5d12.
At Higher Ranks: For each rank you cast this jutsu Additionally, all creatures within 30 feet of the target
above B-Rank increase the cost of this jutsu by 3, the
must succeed a Strength saving throw, being knocked
number of attacks you make by +1.
back 20 feet from the force and falling prone.

STILL EARTH: REVERB


Combination: When this jutsu is cast, it gains
additional effects based on who has the highest
Classification: Taijutsu
Charisma modifier between both casters.
Rank: B-Rank
Casting Time: 1 Action • +0-1: No Change.
Range: Touch • +2-3: Affected creatures must succeed a constitution
Duration: 10 Minutes saving throw vs whichever of the two casters has the
Components: CM, M higher taijutsu save DC, becoming stunned for 1d4
Cost: 14 Chakra rounds on a failed save.
Keywords: Taijutsu, Medical • +4-5: Affected creatures must succeed a constitution
Description: You can see stiffness in the joints of your saving throw vs whichever of the two casters has the
friends and can release that tension with a single join higher taijutsu save DC, becoming paralyzed for 1
adjustment. This jutsu cannot have its cost reduced by any minute on a failed save.
means.

93
UNPREDICTABLE BLOWS COMBO BREAK
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take when you
Range: 5 Feet would take damage or fail a saving throw against a
Duration: Instant jutsu with the Combo keyword or a jutsu that allows a
Components: M
taijutsu or bukijutsu to target you with a jutsu with the
Cost: 12 Chakra
Finisher keyword regardless of range.
Keywords: Taijutsu
Range: Self
Description: As a requirement to activate this jutsu, you
Duration: Instant
must currently be in the Drunken Fist Stance.
Components: M
You sway in and out of combat, dancing around your
Cost: 20 Chakra
opponent in a drunken stupor throwing them off, while
Keywords: Taijutsu, Finisher
also making it difficult to pint you down into any single
Description: This jutsu can be cast even if you cannot
space.
normally gain the benefits of a reaction.
While you are engaged with at least 2 hostile
You raise your defenses in preparation of being the
creatures, make one melee taijutsu attack against each
target of a Finisher. You treat all jutsu with the Finisher
hostile creature you are currently engaged with. On a hit
keyword as if it was not cast as a Finisher until the end of
you deal your unarmed damage + 3d8.
the current turn.
Each time you successfully hit a creature using this
jutsu, you increase your AC by +1 until the beginning of
your next turn, and that creature cannot make an
DEATH BLOSSOM
Classification: Taijutsu
opportunity attack against you until the beginning of
Rank: A-Rank
their next turn. Casting Time: 1 Action
Additionally, you gain a +1 bonus to saving throws and Range: 5 feet
ability checks (Max +5) made to resist being dazed,
Duration: Instant
knocked prone, stunned or paralyzed and a +5 bonus to Components: M
movement speed until the end of the current turn. Cost: 20 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Taijutsu, Finisher
above B-Rank increase the cost of this jutsu by 3 and the Description: You strike downed creature in the chest, in
damage by 1d8. an attempt to stop their beating heart with a single

A-RANK:
strike. This jutsu can only be used against a creature who
is dazed or prone and who is not a construct.
Make a melee taijutsu attack. On a hit, the target must
AMPHIBIOUS GOUT succeed a constitution saving throw. On a failed save,
Classification: Taijutsu they take your unarmed damage die + 10d6 in necrotic
Rank: A-Rank damage which cannot be reduced by any means or half as
Casting Time: 1 Bonus action much on a success.
Range: Self (15-feet) If this jutsu is used as a Finisher, on a failed save, the
Duration: 1 Round target instead takes your unarmed damage die + 10d8 in
Components: M necrotic damage and suffers 10 ranks of the bleeding
Cost: 15 Chakra condition, which occurs internally. While bleeding in
Keywords: Taijutsu this way, these ranks of bleeding are reduced by 1 at the
Description: As a requirement to activate this jutsu, you end of the affected creatures turns. They cannot end the
must currently be in the Frog Fist Stance. bleeding condition using a medicine check, instead these
You enter a highly mobile stance designed to allow you ranks of bleeding can be removed as per usual with a
to assist all allies in martial combat. jutsu with the medical keyword that removes the
Until the beginning of your next turn, allied creatures bleeding condition being cast at A-Rank or higher.
(including yourself) who would attempt to make a melee If a creature has its hit points reduced to 0 as a result
taijutsu attack targeting a creature while both creatures of this jutsu or bleeding cause by this jutsu, their heart
are within 15 feet of you, you may add your unarmed explodes.
damage die to their attack and damage rolls, as you
support them and yourself, by bouncing around in the
15-foot radius supporting each strike and reinforcing
each hit with one of your own.
Additionally, until the beginning of your next turn,
hostile creatures who would attempt to make a melee or
range attack targeting any allied creatures (including
yourself) within 15 feet of you, reduces any damage they
do by twice your unarmed damage.

94
DRACONIC DRIVE LANDSLIDE
Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 15 feet Range: Special
Duration: Instant Duration: Special
Components: CM, M Components: M
Cost: 18 Chakra Cost: 20 Chakra
Keywords: Taijutsu, Finisher Keywords: Taijutsu
Description: As a part of the requirements of this jutsu Description: As apart of the requires to cast this jutsu,
you must have at least the Third Heavenly Breath: Breathe you must currently be standing on an incline or slope
or any Heavenly Breaths thereafter active or at least the style terrain.
3rd Gate of Life of the 8 Inner Gates Taijutsu Specialist You take a solid stance and stomp the ground sending
class feature active. out light but effective shockwaves throughout the
You leap backwards into the sky as you release chakra surrounding terrain. All delicate structures,
from your spine creating jets of chakra that keep you in environment, creatures and materials excluding you,
the air before propelling you downward towards a within 120 feet, that is not anchored into the ground at
creature you can see in range. Make a melee taijutsu least 1 to 5 feet deep or holding on to something that is
attack dealing your unarmed damage +6d6. Regardless anchored into the ground, begin to aggressively slide
of a hit or miss, you create a shockwave originating from down the incline or slope.
the same space of the original target emanating out in a Once cast, this inclined or slopped surface counts as
20-foot radius sphere. All creatures in this radius, difficult terrain. All stone, must, snow, trees, debris,
excluding you, must succeed a dexterity saving throw. structures and creatures that begin to slide down this
On a failed save they take 6d6 bludgeoning damage and incline or slope must succeed a dexterity saving throw at
becoming dazed for 1 minute or half as much damage on the beginning of each of their turns to avoid being struck
a successful save. by other falling debris sliding down the slope with them.
Things falling or sliding down this slope or incline do
HEAVEN KILLER not stop falling or sliding until the reach solid, flat
Classification: Taijutsu ground. All objects, environment, structures and
Rank: A-Rank constructs fall 60 feet per round, while creatures fall 45
Casting Time: 1 Action feet per round.
Range: 90 feet Creatures who fail their saving throws are struck with
Duration: Instant a solid surface or object, structure or creature sliding as
Components: CM, M a result of this jutsu and suffer 4d6 bludgeoning damage
Cost: Special (70 Chakra) per object, structure or creature within 5 feet of them
Keywords: Taijutsu, Finisher while sliding.
Description: This jutsu can only be cast as a taijutsu A creature can spend their reaction on another
Finisher. creatures turn to attempt a Strength (Athletics) check to
This jutsu can only be cast if you have one other caster slow their decent by half (round down) at the beginning
who is within 15 feet of you. The second caster as a part of of their next turn.
their reaction moves to a space within 5 feet of you that A creature no longer standing on the inclined or
they can occupy. sloped surface at the beginning of their turn does not
Both casters leap in to strike the target creature using need to make any athletics checks or saving throws due
each other as leverage while juggling the target in between to this jutsu.
their strikes. Make a combined number of melee taijutsu This landslides duration is entirely DM’s discretion
attacks equal to the caster with the highest proficiency based on the total height of the actual incline or slope
bonus, with each caster attacking one after the other with and the volume of things that fall in its totality. This
no caster attacking twice in a row. On a hit, the attacker jutsu can stripe a large section of a mountain side or
deals their unarmed damage +2d6. begin a city threatening avalanche on a snowcapped
If all attacks made were successful, both casters make mountain.
one final melee taijutsu attack, but only the attack with the
highest result is counted. Based on the degree of success
over the target AC, this attack deals increased damage.
• Succeeds by 1~4: Both casters unarmed damage + 4d6.
• Succeeds by 5~9: Both casters unarmed damage + 5d6.
• Succeeds by 10~14: Both casters unarmed damage + 6d6.
• Succeeds by 15+: Both casters unarmed damage + 7d6.

Combination: When this jutsu is cast, it gains


additional effects based on who has the highest
Charisma modifier between both casters.
• +0-1: No Change.
• +2-3: Increase damage die by one step
(D6>D8>D10>D12).
• +4-5: Increase damage die by two steps
(D6>D8>D10>D12).

95
PHANTOM MOBILITY SAVAGE ROAR
Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: M
Components: M
Cost: 15 Chakra
Cost: Special (70 Chakra)
Keywords: Taijutsu
Keywords: Taijutsu, Combination
Description: As a requirement to activate this jutsu, you
Description: This jutsu can only be cast if you have one
must currently be in the Silent Fist Stance.
other caster who is within 15 feet of you. The second
While you are benefiting from this stance, you do not
caster as a part of their reaction moves to a space within 5
need to spend chakra to maintain concentration.
feet of you that they can occupy.
If you cast this jutsu while you are currently gaining
You and the second caster perform a symbiotic
the benefits of the Silent Movement taijutsu, reduce this
fighting stance, roaring and working in consistent
jutsu’s cost by half (rounded down), and you
tandem, never acting independently. For the duration of
immediately end concentration on the Silent Movement
this jutsu, you do not need to spend chakra to maintain
taijutsu, while still retaining its benefits for this jutsu’s
concentration on this jutsu.
duration.
When you or the second caster would spend their
While you are gaining this jutsu’s benefits; You can
action or bonus action to cast a taijutsu, both casters of
move through a creatures space while suffering no
this jutsu perform the same jutsu, gaining its benefits
movement penalties and requiring nor ability checks.
simultaneously, so long as both casters could cast it. (Ex.
When you take the dash action, you can do so as a bonus
A caster who cannot cast a specific Hijutsu cannot cast the
action and ignore difficult terrain. When water or wall
same jutsu as another caster who can cast that Hijutsu)
walking, you move at your full speed and finally,
When a jutsu is cast in this fashion both casters do not
unarmed attacks you make deal half their damage to
need to know the jutsu, but must be able to fulfill the
creatures of your choice who are adjacent to your attacks
conditions of the jutsu cast to gain its benefits. If they
original target.
cannot this jutsu (Savage Roar) immediately ends.

REAL IMPACT Regardless of the taijutsu cast, if it would normally


force the other caster to make a saving throw, they are
Classification: Taijutsu
immune to its offensive effects.
Rank: A-Rank
Combination: When this jutsu is cast, it gains
Casting Time: 1 Action
additional effects based on who has the highest
Range: 5 Feet
Charisma modifier between both casters.
Duration: Instant
Components: CM, M • +0-1: No Change.
Cost: 20 Chakra • +2-3: Both casters gain a +2 bonus to their taijutsu
Keywords: Taijutsu, Finisher attack rolls.
Description: As a requirement to cast this jutsu, you can • +4-5: Both casters gain a 1d4+1 bonus to their taijutsu
only target creatures who are both Dazed and Slowed. attack rolls and a +1 bonus to their taijutsu save DC.
This jutsu can only be cast as a Finisher.
You reel back preparing to perform a rising uppercut SEIDOU GOITSU
with enough chakra to distort the area around you from Classification: Taijutsu
the force of your attack alone. Rank: A-Rank
Make a melee taijutsu attack, on a hit you deal your Casting Time: 1 Action
unarmed damage + 13d8 and all creatures, including the Range: Self
original target who are adjacent to you must succeed a Duration: Special
strength saving throw. On a failed save they are thrown Components: M
30 feet into the air, becoming airborne. Cost: 20 Chakra
All other creatures excluding your original target, Keywords: Taijutsu
until the end of the current turn, can be targeted by your Description: An advanced and dangerous technique
allied within 30 feet of you with a taijutsu or bukijutsu that’s a part of an ancient martial arts made by
Finisher regardless of range, once per turn, using their combining the opposing chakra of Yin and Yang. This
reaction, ignoring its listed casting time. jutsu works by having your Yin chakra first becomes
If you score a critical hit with this jutsu, you instead focused inward, while your Yang chakra explodes
deal the maximum possible damage, instead of doubling outward resulting in an explosive boost in the user’s
your damage die. physical abilities.
At the beginning of each of your turns, you can choose
to attempt to maintain this jutsu or end it. If you attempt
to maintain it, make a Strength or Dexterity (Martial
arts) check vs a DC 10. On a success, you maintain this
jutsu. Each time after the first, when you make this jutsu
while this jutsu is active, increase the DC by +2. On a
failed check this jutsu immediately ends. If you end this
jutsu instead of attempting to maintain it, this jutsu
ends with no further effect.

96
While gaining the benefits of this jutsu, unarmed TENEBROUS CLAW
attacks and taijutsu attacks you make are all made at Classification: Taijutsu
advantage. Additionally, you deal bonus damage equal to Rank: A-Rank
your level, twice per turn, with unarmed and taijutsu Casting Time: 1 Action
attacks. Range: 5 Feet
If this jutsu ends as a result of failing the check to Duration: Instant
maintain it, you gain a number of ranks of the Weakened Components: M
condition, for a number of minutes equal to the number Cost: 18 Chakra
of rounds this jutsu remained active. Keywords: Taijutsu, Finisher
Description: You perform a series of blows with enough
SUPREME PACIFICATION speed, strength, and striking power to generate sparks of
Classification: Taijutsu electricity with each blow.
Rank: A-Rank Make three melee taijutsu attacks against one creature
Casting Time: 1 Action you can see within range, dealing your unarmed damage
Range: 5 Feet + 7d8.
Duration: Special If this jutsu is used as a Finisher, you instead make
Components: M four taijutsu attacks. Additionally, each successful hit
Cost: 18 Chakra forced a creature to make a Constitution saving throw,
Keywords: Taijutsu being Dazed for 1 minute on a failed save. Each time a
Description: An advanced pacification technique meant creature fails this saving throw, the duration for the
to completely remove a creature from combat or precent dazed condition increases in severity.
them from entering combat all together.
• 1 Failure: 1 Minute.
As a part of the activation of this jutsu, you must
• 2 Failures: 10 Minutes
target a single creature putting all of your focus upon
• 3 Failures: 1 Hour
them. Make a single melee taijutsu attack. On a hit, you
• 4 Failures: 1 Day
immediately grapple and restrain the target. The target
can spend their reaction to make an opposed Strength
(Athletics) check to break free immediately ending this
jutsu, remaining grappled and restrained on a failed
check.
On an affected creatures turn; they must spend an
action to attempt to escape by making a Strength saving
throw.
While a creature is grappled and restrained this way,
they cannot form handseals, perform the help action, or
make any Strength of Dexterity ability checks.
Additionally, they cannot speak or make verbal
sounds as you have their mouth covered as well.
After 5 rounds, a creature restrained in this way,
must begin to make constitution saving throws at
beginning of each of their turns. On a failed save,
they fall unconscious.
While you are grappling a creature in this way, your
movement speed is reduced by half, you cannot take the
dash action, you cannot form handseals, and you cannot
concentrate on ninjutsu or genjutsu.

97
TRUE RAKSHASA’S PALM VIOLENT LEAF ADAMANTINE-STRENGTH
Classification: Taijutsu WHIRLWIND
Rank: A-Rank Classification: Taijutsu
Casting Time: 1 Action Rank: A-Rank
Range: Self Casting Time: Special
Duration: Concentration, up to 1 minute Range: 5 Feet
Components: CM, M Duration: Instant
Cost: 20 Chakra Components: CM, M
Keywords: Taijutsu Cost: 18 Chakra
Description: As a part of casting this jutsu, you must Keywords: Taijutsu
currently have both Rakshasa’s Palm and Rakshasa’s Sole Description: As a part of casting this jutsu, you must
on your known jutsu list. currently have at least the Fourth Heavenly Breath:
You combine both techniques forming a perfect fusion Wheeze or any of the Heavenly Breaths thereafter active
of both, managing a balance. For the duration of this or at least the 3rd Gate of Life from the 8 Inner Gates
jutsu, you cannot lose concentration of this jutsu as a Taijutsu Specialist, Passionate Youth class feature active.
result of Damage or failing a concentration check. When you first enter any of the listed breathes or inner
While you are gaining the benefits of this jutsu, you gates you may activate this jutsu once. When you do, you
cannot cast or maintain concentration on Rakshasa’s may immediately move up to 30 feet towards any hostile
Palm or Rakshasa’s Sole. creature you can see. If you end your movement within 5
You gain the following benefits for the duration; feet of the them, you can immediately make a single
• Unarmed attacks you make deal an additional 4d6 powerful roundhouse kick.
Damage on a hit. Make a melee taijutsu attack. On a hit you deal 6 times
• When you score a successful hit with an unarmed your unarmed damage and the target must succeed a
attack, once per turn, you may force a target to make a strength saving throw. On a failed save they are thrown
constitution saving throw, being stunned on a failed back a number of feet equal to your strength modifier
save, until the end of their next turn. times 20. If they strike a solid surface that’s less than 5
• Taijutsu attacks that would deal unarmed damage, feet thick, they tear through it if they have at least 10 or
deal an additional 4d6 damage once, per taijutsu cast, more feet remaining to be knocked back, taking 6d6
while benefiting from this jutsu. bludgeoning damage for each surface they go through.

WANDERING ARACHNID
• You deal the maximum possible damage to structures
and constructs.
Classification: Taijutsu
• Each space you move through counts as difficult
Rank: A-Rank
terrain for all creatures with a dexterity ability score
Casting Time: 1 Bonus action
lower than your strength ability score.
Range: Special
• As a reaction, which you can take when you would
Duration: Concentration, up to 10 minutes
make a Strength or Dexterity saving throw from a
Components: M
ninjutsu or taijutsu cast that has the shape of a sphere,
Cost: 16 Chakra
cylinder, cone, or line, you can perform a round house
Keywords: Taijutsu
kick, striking the jutsu while also initiating a clash.
Description: As a requirement to activate this jutsu, you
o When you would make a Strength (Martial arts)
must currently be in the Spider Fist Stance.
check for the clash, you make it at advantage and
You enter a highly mobile stance designed to allow you
reroll 1’s and 2’s.
to capture as many enemies in your web as possible at
o If you with a clash using this reaction, you deal 6
the same time. You do not need to spend chakra to
times your unarmed damage to the triggering
maintain concentration on this jutsu.
creature, regardless of their distance away from
When you would deal damage to a creature with an
you as your kick creates a massive shockwave.
unarmed, taijutsu, or bukijutsu while this jutsu is active,
At Higher Ranks: For each rank you cast this jutsu above you immediately grapple the target(s) with your battle
B-Rank increase the cost of this jutsu by 3 and the wire. You can grapple a number of creatures this way
damage by 1d6. If you cast this jutsu at S-Rank, when equal to your proficiency bonus at a time, using the same
you win a clash check with this jutsu’s reaction, you deal battle wire.
11 times your unarmed damage. Additionally, creatures who are grappled in this way
take slashing damage equal to Xd4 at the beginning of
each of their turns, where X = the number of creatures
grappled by you, using your battle wire.

98
S-RANK: Immediately after all creatures in the same area must
succeed a Strength saving throw. Creatures who failed their
BLACK NERIUM constitution saving throw makes this saving throw at
Classification: Taijutsu disadvantage. On a failed strength saving throw, creatures
Rank: S-Rank are thrown 120 feet in a random direction taking 10d8
Casting Time: 1 Action bludgeoning damage as they strike the ground or a solid
Range: 5 Feet surface. On a successful save, they take half damage and
Duration: 1 minute are instead thrown only 60 feet in a random direction.
Components: CM, M
Cost: 30 Chakra DREADNAUGHT GUARD
Classification: Taijutsu
Keywords: Taijutsu, Medical
Description: You attempt to press a point on the base of a Rank: S-Rank
Casting Time: 1 Action
hostile creatures neck. When you do, you reverse their bodies
Range: Self
blood flow completely throwing their heart off and causing
blood vessels to explode. Duration: Special
Components: CM, M
Make a melee taijutsu attack. On a hit, the target must
Cost: 35 Chakra
make a Constitution saving throw at the beginning of
each of their turns for the next minute. Keywords: Taijutsu
Description: As a part of casting this jutsu, you must
Each time they would fail their saving throw, they
currently have both the Royal Guard and Royal Revenge
suffer a -1 penalty to their Strength, Dexterity and
Constitution ability checks, attack rolls and saving Taijutsu on your known jutsu list.
You take everything learned from both of the
throws for the duration and suffer 5d6 necrotic damage
which cannot be reduced or resisted by any means. aforementioned jutsu and apply it to yourself in the most
A creature who would fail all 10 saving throws, dies. As literal fashion. You generate a hazy, but dense aura of
every blood vessel in their body collapses. chakra around yourself designed to protect you from
A creature who is targeted with a Jutsu with the basically all forms of damage.
medical keyword that would end conditions or restore For the duration this jutsu adjusts your physicality in the
hit points cast at S-Rank, has this jutsu’s effect following ways. Once you use this jutsu, you cannot gain its
immediately end. benefits until you complete a long or full rest.
• Your speed is reduced by half.
BLUE ROSE • You cannot cast or maintain Ninjutsu or Genjutsu.
Classification: Taijutsu • You gain a number of temporary hit points equal to 10
Rank: S-Rank times your Taijutsu save DC.
Casting Time: 1 Action o This jutsu lasts for 10 minutes or until the
Range: Self temporary hit points granted by this jutsu is reduced
Duration: 1 minute to 0.
Components: CM, M • When you spend your reaction to activate the Royal
Cost: Special (30 Chakra) Guard jutsu, you do not spend chakra, you instead reduce
Keywords: Taijutsu the damage you would take to 0, and then reduce the
Description: You enter a state of absolute passion and number of temporary hit points you have by 10.
ambition. As a part of the activation of this jutsu you cannot • When you activate the Royal Revenge jutsu, you instead
concentrate on any Ninjutsu or Genjutsu for the duration of reduce your current temporary hit points to 0, and the
this jutsu. target takes bludgeoning damage equal to twice the
You can take a bonus action a number of times equal number of temporary hit points you had remaining on a
to your taijutsu ability modifier per round. successful hit.

CRIMSON SKIES
Classification: Taijutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self (45-foot cylinder)
Duration: Instant
Components: CM, M
Cost: 28 Chakra
Keywords: Taijutsu
Description: You punch skyward with enough force to
ignite the air around you, sparking flames and cinder to
erupt around you. This creates an updraft of flames made
by pure kinetic friction. This in turn turns the sky red for
any creature who is within 1 mile of you.
This sudden shift in atmospheric pressure creates a
sudden shift in air pressure creating a massive cyclone that
lasts for but a moment.
All creatures (excluding you) within 45 feet of you must
succeed a Constitution saving throw. On a failed save, they
take 10d8 fire damage from the spark of flames or half as
much on a success

99
FINAL FURY NIGHT GUY
Classification: Taijutsu Classification: Taijutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: Special
Duration: Instant Duration: Instant
Components: CM, M Components: CM, M
Cost: Special (88 Chakra) Cost: Special (1 Chakra)
Keywords: Taijutsu, Combination Keywords: Taijutsu
Description: This jutsu can only be cast if you have one Description: As a part of casting this jutsu, you must
other caster who is within 15 feet of you. The second currently have at least the Seventh Heavenly Breath: Exhale or
caster as a part of their reaction moves to a space within 5 the 8th Gate of Death from the 8 Inner Gates Taijutsu Specialist,
feet of you that they can occupy. Passionate Youth class feature active.
You and the second caster perform a joint combined You begin to emit an enormous amount of red steam,
series of strikes attacking vital points across a targets known as the ‘Steam of Blood’, and your chakra manifests
body. into a red burning beast of your description around your
Each caster make three melee taijutsu attacks, dealing body. You then shout an activation word of your choice,
their unarmed damage + 5d8 on a hit. If both casters before dashing forward with such force that space in front of
successfully hit their target with all of their attacks the your becomes distorted.
target must succeed a constitution saving throw vs the You may select any creature or space you can see or within
Taijutsu save DC of the caster with the highest DC. On a 120 feet of you. You move in as straight a line as possible. You
failed save the target gains 5 stacks of the Weakened move through all structures, environmental obstructions and
condition for the next 24 hours. anything similar as if you could phase through them. You
Combination: When this jutsu is cast, it gains ignore summoned constructs structures created by Jutsu,
additional effects based on who has the highest features or traits.
Charisma modifier between both casters. Additionally, the target cannot gain the benefits of any
• +0-1: No Change. Reaction they use until the beginning of their next turn.
• +2-3: Both casters gain a +2 bonus to their taijutsu You then kick, with the force required to distort time and
space. Make a melee taijutsu attack, at advantage, rerolling
attack rolls.
• +4-5: Both casters gain a +2 bonus to their taijutsu any result that’s less than 8 on the die. On a hit, you deal Xd12
+ 100 bludgeoning damage, where X = the casters level +
attack rolls, +1d4 bonus to damage rolls and a +1
Proficiency + Taijutsu ability modifier.
bonus to their taijutsu save DC.
If this would reduce a creatures hit points to 0, they are
HELL ON EARTH atomized, becoming unable to be revived by any means.
Classification: Taijutsu At the conclusion of this attack, all of the blood in the users
Rank: S-Rank body is boiled out of them, forcing the end of their Heavenly
Casting Time: 1 Action breaths and/or 8 Inner Gates, they then begin to turn to ash,
Range: Self (60-foot sphere) crumbling into dust over the course of the next minute.
Duration: Instant
Components: CM, M SSSTYLISH COMPLIMENTS
Classification: Taijutsu
Cost: 35 Chakra
Rank: S-Rank
Keywords: Taijutsu, Finisher
Casting Time: 1 Action
Description: As a requirement of casting this jutsu you
Range: Self
must target a prone creature. This jutsu can only be cast
Duration: Special, up to 1 minute
as a Finisher
Components: CM, M
You raise you hand to the sky, beckoning the heavens
Cost: Special (30 Chakra)
and projecting your essence of self into you hand. You
Keywords: Taijutsu
then attempt to create a direct fissure through the prone
Description: You begin to perform a series of extremely
target into the underworld with a single blow. When you
disrespectful movements designed to not only show how
strike the target, you also create a 60-foot radius sphere
absolutely amazing you are, but how woefully unprepared
of destruction powered by your essence alone.
your enemies are to deal with someone of your caliber.
Make a single melee taijutsu attack. On a hit, you deal
While you are under the effects of this jutsu you gain the
10d12 +80 bludgeoning damage.
following;
Regardless of a hit or miss, all creatures, excluding
you, in range must succeed a dexterity saving throw • For the next minute, each time you would score two
taking 10d8 + 80 bludgeoning damage on a failed save, successful hits on a creature you gain a +1 bonus to your
or half as much on a success. AC and all saving throws until the beginning of your next
After using this jutsu, you cannot use it again until you turn.
complete a rest. If you attempt to use this jutsu a second • For the duration, you cannot suffer penalties to your AC,
time before you complete a rest, you must also spend 5 attack rolls or saving throws.
Hit dice in addition to the chakra cost. • When you would succeed a saving throw that would
inflict a condition or deal damage, you instead suffer no
effects or damage.
• When a creature would miss you with an attack, you may
take the attack action making an unarmed or weapon
attack targeting the triggering creature.
• The first time you would take damage, or suffer any hostile
creatures effect, this jutsu immediately ends.

100
THE LAST WALTZ
Classification: Taijutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self (5 feet)
Duration: Concentration, up to 1 minute
Components: M
Cost: 26 Chakra
Keywords: Taijutsu
Description: You can only cast this jutsu while you are
adjacent to at least one hostile creature. The hostile
creature(s) you are adjacent to must make a contested
Strength or Dexterity (Martial Arts) check vs your Strength or
Dexterity (Martial Arts) check. If the adjacent creatures fail the
contested check, for the duration, when they would move
away from you, even if they would disengage, you may move
up to your movement speed to become adjacent to them again.
(This does not spend any movement if you move on another
creatures turn.) When you do, you may take the attack action
targeting them with an unarmed or weapon attack.
On a hit, they cannot target any other creature with a
melee or ranged attack except for you until the end of the
current turn.
Additionally, when you would take the attack action,
you can take additional attack actions targeting different
adjacent creatures.

WHITE LILY
Classification: Taijutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Touch
Duration: 1 minute
Components: CM, M
Cost: Special (25 Chakra)
Keywords: Taijutsu, Medical
Description: You press a point on the base of a willing allies
spine. When you do, you release their bodies limited
synapse response time, enhancing it, allowing an
allied creature to move at the speed of
thought.
For the duration, the target can take
either a bonus action or reaction a number
of times equal to your taijutsu ability
modifier (Your choice).
After one minute their body slows down,
becoming weakened for 1 hour.
You cannot target yourself with this jutsu.
If a creature benefiting from this jutsu gains 2
or more ranks of Shocked, they become
paralyzed until the end of their next turn.
A creature cannot gain the benefits of this
jutsu more than once per rest.

101
NEW BUKIJUTSU BLUNT TIP
Classification: Bukijutsu
Rank: D-Rank

D-RANK: Casting Time: 1 Action


Range: Weapon Range
Duration: Instant
1-STRIKE SLASH Components: W (Ranged Piercing or Slashing), M
Classification: Bukijutsu Cost: 4 Chakra
Rank: D-Rank Keywords: Bukijutsu
Casting Time: 1 Action
Description: You ready your weapon before you bludgeon
Range: Weapon Range
the sharp edges with your chakra and aim for your targets
Duration: Instant
Components: W (Melee Slashing), M core striking at the center of their chest.
Cost: 4 Chakra Make a ranged taijutsu attack using your weapon,
Keywords: Bukijutsu dealing your weapons damage + 3d4 but as bludgeoning
Description: You perform a wide arcing slash with your damage. On a hit, the target must succeed a constitution
weapon, slicing into them with little wasted movement. saving throw. On a failed save, the target is Dazed and if
Make a melee taijutsu attack using your weapon, they would make a concentration check to maintain a
dealing your weapons damage + 2d6. On a hit, the target Genjutsu or Ninjutsu, they roll an additional 1d8,
must also succeed a constitution saving throw gaining 2 reducing their check by the result.
ranks of bleeding on a failed save. 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 the
above D-Rank increase the cost of this jutsu by 3 and the damage by 2d4.

BREATH OF BEASTS: FANG


stacks of bleeding by +1.

2-POINT PENETRATE Classification: Bukijutsu


Rank: D-Rank
Classification: Bukijutsu
Casting Time: 1 Action
Rank: D-Rank
Range: Weapons Range
Casting Time: 1 Action
Duration: Instant
Range: Weapon Range
Components: W (Any melee), M
Duration: Instant
Components: W (Melee Piercing), M Cost: 5 Chakra
Cost: 4 Chakra Keywords: Bukijutsu, Combo
Keywords: Bukijutsu Description: You begin to collect and manifest chakra until
Description: You perform a double strike attacking at your it laces the striking portion of your weapon. The chakra
opponent’s shoulders or legs in an attempt to destabilize begins to manifest in the form of any beast of your choice
them. Make two melee taijutsu attacks using your weapon, in any color that can be seen plainly by others.
dealing your weapons damage + 2d4. On each hit, the You begin to swing wildly and unpredictably, fueled by
target must also succeed a constitution saving throw instinct and primal urges. Make two melee taijutsu
gaining 1 rank of Slowed until the end of their next turn on attacks, dealing your weapons damage + 2d4. If you hit
a failed save. with at least two attacks, the target creature becomes
At Higher Ranks: For each rank you cast this jutsu stunned until the end of your current turn.
above D-Rank increase the cost of this jutsu by 3 and the Until the end of your turn, you can target one affected
damage by 1d4. creature with a Bukijutsu Finisher regardless of range,
once per turn, using either an Action or Bonus action,
3-LATERAL BLOW ignoring its listed casting time.
Classification: Bukijutsu 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 the
Casting Time: 1 Action damage by 1d4. If this jutsu is cast at C-Rank or higher,
Range: Weapon Range increase the number of attacks by +1. If this jutsu is cast
Duration: Instant at B-Rank or higher, if you cast a Bukijutsu with the
Components: W (Melee Bludgeoning), M Finisher keyword in the same turn as this jutsu was cast,
Cost: 4 Chakra increase its critical threat range by +1.
Keywords: Bukijutsu
Description: You perform a triple strike attacking your
opponent’s joints in an attempt to disarm and disable
them. Make three melee taijutsu attacks using your
weapon, dealing your weapons damage +1d6. On each hit,
the target must also succeed a constitution saving throw
dropping any weapon they have as it is then knocked 10
feet away from them, and being dazed until the end of their
next turn.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
damage by 1d6.

102
BREATH OF EARTH: BIPOLAR BREATH OF ROSES: PLUME
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take when you take
Range: Weapon Range damage, excluding from a Genjutsu.
Duration: Instant Range: Self (5 Feet)
Components: W (Any melee), M Duration: Instant
Cost: 5 Chakra Components: W (Any melee), M
Keywords: Bukijutsu, Earth Release Cost: 5 Chakra
Description: You begin to collect and manifest earth Keywords: Bukijutsu, Medical
release chakra until it laces the striking portion of your Description: You begin to collect and manifest medical
weapon. The earth release chakra begins to magnify the chakra until it laces the striking portion of your weapon.
weight and striking power of your attacks allowing you The medical chakra begins to cause your weapon to glow
crush anything in your path is little difficulty. You spin with a soft pink hue.
with such power that basically anyone standing in your When you would take damage you begin to make a
way becomes a memory. series of rotating strikes to deflect as much damage as
Make a single melee taijutsu attack against one possible. Reduce the damage you would take by your
creature you can see within range, this jutsu cannot weapons damage + 2d8.
score a critical hit. On a hit, you deal your weapons Additionally, all hostile creatures adjacent to you must
damage + 3d8 earth damage. succeed a dexterity saving throw, taking poison damage
If your attack is 10 or higher than the AC of your equal the amount of damage you reduced as a result of
target, make a second melee taijutsu attack against the this jutsu or half as much on a successful save.
same creature at disadvantage, dealing your weapons At Higher Ranks: For each rank you cast this jutsu
damage + 3d6 earth damage. above D-Rank increase the cost of this jutsu by 3 and the
If the second attack is 5 or higher than the AC of your damage reduced by 1d8. If this jutsu is cast at C-Rank or
target, make a third attack against the same creature at higher, increase the range hostile creature can take
disadvantage, dealing your weapons damage + 3d4 earth damage from this jutsu to 10 feet. If this jutsu is cast at
damage. B-Rank or higher, increase the damage reduction die
At Higher Ranks: For each rank you cast this jutsu size to a d8. If this jutsu is cast at S-Rank, creatures who
above D-Rank increase the cost of this jutsu by 3 and the fail their saving throw as a result of this jutsu takes triple
damage by 1d8, 1d6 and 1d4 respectively. If this jutsu is damage, and creatures of succeed their saving throw
cast at B-Rank or higher, the second attack of this jutsu instead would take full damage instead of half.
is made without disadvantage. If this jutsu is cast at A-
Rank or higher, the third attack of this jutsu is made BREATH OF THUNDER: FLASH
without disadvantage. If this jutsu is cast at S-Rank, this Classification: Bukijutsu
jutsu can score a critical hit. Rank: D-Rank
Casting Time: 1 Action
Range: Special

BREATH OF FLAME: UNKNOWING Duration: Instant


Components: W (Any melee), M
Classification: Bukijutsu
Cost: 5 Chakra
Rank: D-Rank
Keywords: Bukijutsu, Lightning Release
Casting Time: 1 Action
Range: Special Description: You begin to collect and manifest lightning
Duration: Instant release chakra until it laces the striking portion of your
Components: W (Any melee), M weapon. The lightning release chakra begins to collect and
Cost: 5 Chakra spark off of your weapon with violent jolts. You prepare for
Keywords: Bukijutsu, Fire Release a single powerful strike.
Description: You begin to collect and manifest fire release Select a creature you can see that you could reach
chakra until it laces the striking portion of your weapon. using your full movement. Move into a space adjacent to
The fire release chakra begins to transform into gouts of the target creature within your movement range. You
flame that erupt off of your weapon with a glorious move with such speed that it does not provoke attacks of
flickering. You then dash towards your target and perform opportunities and the target cannot gain the benefits of a
a single powerful swipe attempting to decapitate them in reaction against this jutsu’s casting.
one strike. Make a single melee taijutsu attack against the target
Select a creature you can see that you could reach creature. On a hit, you deal your weapons damage + 3d6
using your full movement. Move into a space adjacent to lightning damage.
the target creature within your movement range. At Higher Ranks: For each rank you cast this jutsu
Make a single melee taijutsu attack against one above D-Rank increase the cost of this jutsu by 3 and the
creature you can see. On a hit, you deal your weapons damage by 1d6. If this jutsu is cast at C-Rank, you can
damage + 5d4 fire damage. This attack scores a critical select a second creature within 30 feet of your original
hit on a roll of 19 or 20 of the d20. target and move into a space adjacent to them making a
At Higher Ranks: For each rank you cast this jutsu second attack. If this jutsu is cast at B-Rank, select a
above D-Rank increase the cost of this jutsu by 3 and the third creature within 30 feet of the second target and
damage by 1d4. If this jutsu is cast at C-Rank, this jutsu move into a space adjacent to them making a third
scores a critical hit on a roll of 18, 19 or 20. If this jutsu is attack. If this jutsu is cast at A-Rank or higher, select a
cast at A-Rank or higher, this jutsu scores a critical hit fourth creature within 30 feet of the third target and
on a roll of 17-20. If this jutsu is cast at S-Rank, when move into a space adjacent to them making a fourth
you score a critical hit with this jutsu, you instead attack. If this jutsu is cast at S-Rank, increase the
quadruple the fire damage of this jutsu. damage die of the lightning damage die to a d8.

103
BREATH OF WATER: SURFACE CHAKRA TOUCHED AMMUNITION
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus action
Range: Weapons range Range: Touch
Duration: Instant Duration: Concentration, up to 1 minute
Components: W (Any melee), M Components: W (Any Ammunition), M
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Bukijutsu, Water Release Keywords: Bukijutsu
Description: You begin to collect and manifest water Description: You lace all of your ammunition with chakra,
release chakra until it laces the striking portion of your enhancing both its lethality and efficiency.
weapon. The water release chakra begins to transform into For the duration, whenever you would deal damage with
streams of water, capable of being seen and felt as you then the affected weapon with the ammunition property, you
move to strike with a powerful concentrated attack. add an additional 1d4 damage of the weapons time.
Make a single melee taijutsu attack against one Additionally, when you would roll your ammunition die,
creature you can see. On a hit, you deal your weapons roll an additional ammunition die, taking the higher result.
damage + 1d10 cold damage and the target must succeed At Higher Ranks: For each rank you cast this jutsu above
a constitution saving throw being dazed until the end of D-Rank increase the cost of this jutsu by 3. If this jutsu is
their next turn on a failed save. cast at C-Rank, increase the damage to 2d4. If this jutsu is
At Higher Ranks: For each rank you cast this jutsu cast at A-Rank or higher, increase the damage to 3d4.
above D-Rank increase the cost of this jutsu by 3 and the
damage by 2d10. If this jutsu is cast at C-Rank or higher, CRIPPLING STRIKE
the target of your attack is prone or weakened, you gain Classification: Bukijutsu
a +1 bonus to hit. If this jutsu is cast at B-Rank or higher, Rank: D-Rank
your attack cannot be made at disadvantage and ignores Casting Time: 1 Action
any penalties as a result of another creatures jutsu, traits Range: Weapons Range
Duration: Instant
or features. If this jutsu is cast at A-Rank or higher, it
Components: W (Any), M
gains the Combo keyword and Until the end of your turn,
Cost: 5 Chakra
you can target one affected creature with a Bukijutsu
Keywords: Bukijutsu
Finisher regardless of range, once per turn, using either
Description: You focus your weapons attack on crippling
an Action or Bonus action, ignoring its listed casting
your enemy, to make them far less effective than they are
time.
currently.

BREATH OF WIND: CUTTER Make a melee or ranged taijutsu attack based on the
weapon used for this jutsu, dealing your weapons damage.
Classification: Bukijutsu
On a hit, the target must succeed a Strength saving throw.
Rank: D-Rank
Casting Time: 1 Action On a failed save they are Dazed and weakened until the end
Range: Weapon Range of their next turn, and are also knocked prone.
Duration: Instant Additionally, if you score a critical hit with this jutsu,
Components: W (Any melee), M they make their saving throw at disadvantage.
Cost: 5 Chakra At Higher Ranks: For each rank you cast this jutsu above
Keywords: Bukijutsu, Wind Release D-Rank increase the cost of this jutsu by 3 and the weapon
Description: You begin to collect and manifest wind release damage die by 1.
chakra until it laces the striking portion of your weapon.
The wind release chakra begins to spiral around the users DANCE PERFORMANCE: NEUTRAL STANCE
weapon creating whipping torrents of wind. You use this Classification: Bukijutsu
enhanced field of wind to propel you towards your enemy. Rank: D-Rank
Make a three melee taijutsu attack against one Casting Time: 1 Bonus action
Range: Self
creature you can see within range. On a hit, you deal your
Duration: 1 Round
weapons damage + 2d6 wind damage, but you do not add
Components: W (Any Melee), M
your ability modifier to your weapons damage.
Cost: 4 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Bukijutsu
above D-Rank increase the cost of this jutsu by 3 and the
Description: You draw your weapon, taking on a light
number of attacks by +1. If this jutsu is cast at C-Rank or
stance, like that of a dancer's. For the duration of this
higher, increase the wind damage of this jutsu by 1d6. If
jutsu, any Bukijutsu you cast with Dance Performance in its
this jutsu is cast at B-Rank or higher, increase the wind
name has an increased critical threat range. Increase the
damage of this jutsu by an additional 1d6. If this jutsu is
critical threat range of taijutsu attack rolls of the
cast at S-Rank, this jutsu adds your ability modifier to all
aforementioned jutsu by +1.
your weapons damage.
If the jutsu instead forces a saving throw, a creature that
rolls a 1 or 2 on the d20 for their save takes double damage
if they fail.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost of this jutsu by 3. If this jutsu is
cast at C-Rank, increase the critical threat range by +1. If
this jutsu is cast at A-Rank, increase the critical threat
range by +2 and if the creature would roll a 5 or lower on
the d20 for the saving throw, they take double damage.

104
DANCING FOOL’S DANCE DRAGON FLY DASH
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons Range Range: 60 feet
Duration: Instant Duration: Instant
Components: W (Melee, Reach), M Components: W (Any), M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You swing your weapon in a wide arc striking Description: You launch your weapon towards an allied
all creatures in the arc. creature you can see in range, ordering them to strike with
Make a melee taijutsu attack. All creatures of your it in your place.
choice, within your weapons range originating from you Select one willing creature you can see in range and
become the target of this attack, comparing your attack you throw your chosen weapon to them. Until the end of
result to their AC as if you attacked each one the current turn, the weapon thrown retains all bonuses
individually. On a hit, you deal your weapons damage + and effects as if you were wielding it.
2d4 and each creature must succeed a Dexterity saving The target creature can spend their reaction to make
throw. On a failed save they are knocked prone. one melee taijutsu attack, targeting a creature in their
At Higher Ranks: For each rank you cast this jutsu range, dealing the weapons damage + your ability
above D-Rank increase the cost of this jutsu by 3 and the modifier.
damage by 2d4. As apart of the same reaction, the allied creature can
choose to throw your weapon back to you.
DEVILS GAMBIT At Higher Ranks: For each rank you cast this jutsu
Classification: Bukijutsu above D-Rank increase the cost of this jutsu by 3 and the
Rank: D-Rank number of attacks they make by +1.
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 Round
ENHANCED BLOCKING
Classification: Bukijutsu
Components: W (any melee), M
Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Bukijutsu Range: Self
Description: You take a bet fit for a devil. At the cost of Duration: Concentration, up to 1 minute
enhancing your weapons lethality and accuracy you throw Components: W (Melee, Blocking), M
caution to the wind. Cost: 4 Chakra
Until the beginning of your next turn, the first melee Keywords: Bukijutsu
weapon or bukijutsu attacks you make is at advantage Description: You brace your weapon and enter a more
and you increase your weapons damage die by 1. guarded stance. You cannot lose concentration of this jutsu
But in exchange for this bet, all creatures first attack as a result of damage.
made targeting you is at advantage. For the duration, while you are wielding a weapon
At Higher Ranks: For each rank you cast this jutsu with the blocking property, you gain an additional +1
above D-Rank increase the cost of this jutsu by 3. If this bonus to AC.
jutsu is cast at B-Rank, increase your weapons damage Additionally, any bonuses to AC you have as a result of
die by 3. If this weapon is cast at S-Rank, increase your the blocking property or weapon seals, you add that
weapons damage die by 5. bonus to the first Strength or Dexterity saving throw you
would make each round.
DOUBLE SHOT Also, for the duration of this jutsu, you can spend your
Classification: Bukijutsu reaction when you would take damage, to reduce the
Rank: D-Rank damage you take by twice your weapons damage die.
Casting Time: 1 Bonus Action At Higher Ranks: For each rank you cast this jutsu
Range: Self
above D-Rank increase the cost of this jutsu by 3 and the
Duration: 1 Round
damage you reduce by 1 weapon damage die.
Components: W (Any ranged), M
Cost: 4 Chakra
Keywords: Bukijutsu
Description: You prep two separate attacks to go off in a
single attack.
Before the end of your current turn, the next time you
would make a ranged weapon attack, you make an
additional one as apart of the same action. Additionally,
this additional attack benefits from any effects that
would normally only affect the first or one weapon
attack.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3. If this
jutsu is cast at B-Rank, increase the number of
additional attacks to two. If this jutsu is cast at S-Rank,
increase the number of additional attacks to three.

105
FLYING SWALLOW: SPINNING TOP HIDDEN WEAPON
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Weapon Range Range: Weapon Range
Duration: Instant Duration: Instant
Components: W (Melee, Light), M Components: W (Any Hidden), M
Cost: 5 Chakra Cost: 3 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: As a part of the activation of this jutsu, you Description: You are able to quickly draw and stow your
must have a weapon in both hands that meet this weapon in such a fashion that it’s almost impossible to
bukijutsu’s component requirements. track or react to.
You spin like a top striking all creatures in your Until the end of the next turn the first time you would
immediate vicinity. All creatures within your weapons make a weapon or taijutsu attack using a weapon that
range, must succeed a Dexterity saving throw. On a fits this jutsu’s component requirement, you make such
failed save they take your weapons damage + 3d6 or half an attack at advantage, with an +1 bonus to the attacks
as much on a success. critical threat range.
Depending on the damage type of the chosen weapons Once you deal damage to a creature with a weapon
creatures who fail their saving throws suffer additional that’s gaining the benefit of this jutsu, as a part of the
effects. same action used to attack, you can make a Dexterity
• Bludgeoning: Affected creatures are knocked prone. (Sleight of Hand) check vs the targets Passive
• Piercing: Affected creatures gain 2 ranks of Weakened perception. On a success, you are able to hide the weapon
before they are able to realize what they were attacked
until the end of their next turn.
• Slashing: Affected creatures gain 1 rank of the with. If you fail the check, weapons you use cannot gain
the benefit of this jutsu while targeting that creature
bleeding condition.
until you complete a rest of any type.
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 the above D-Rank increase the cost of this jutsu by 3. If this
damage by 1d6. jutsu is cast at B-Rank, increase the critical threat range
bonus to +2. If this jutsu is cast at S-Rank, increase the
FLYING SWALLOW: STRAIGHT LINE critical threat range bonus to +3.
Classification: Bukijutsu
Rank: D-Rank KUNAI ASSAULT
Casting Time: 1 Action Classification: Bukijutsu
Range: Self (30-foot line) Rank: D-Rank
Duration: Instant Casting Time: 1 Action
Components: W (Melee, Light), M Range: Self (30-foot cone)
Cost: 4 Chakra Duration: Instant
Keywords: Bukijutsu Components: W (Kunai, Shuriken or Senbon), M
Description: As a part of the activation of this jutsu, you Cost: 4 Chakra
must have a weapon in both hands that meet this Keywords: Bukijutsu
bukijutsu’s component requirements. Description: You spend a full ammunition die to overwhelm
You dash in a straight line, up to 30 feet, moving your enemy with a wall of shuriken, kunai or Senbon.
through any hostile creatures space you come across. All creatures in a 30-foot cone originating from you, must
Make two melee taijutsu attacks. All creatures, of your succeed a Dexterity saving throw. On a failed save, they take
choice, whose space you passed through as a result of Xd4 damage of your chosen weapons type, where X equals
this jutsu count as targets for these two melee taijutsu the size of the die spent. (D4=4, D6=6, D8=8, D10=10, etc.)
attacks, comparing their results to each creatures AC. At Higher Ranks: For each rank you cast this jutsu above
On a hit, you deal either of your weapons damage + D-Rank increase the cost of this jutsu by 3 and the damage
2d6 and the damaged creatures must succeed a die by 1 step. (D4>D6>D8>D10>D12)
constitution saving throw, being knocked prone on a
failed save, or no further effects on a success. MANIPULATED TOOLS: BLADE RAIN
At Higher Ranks: For each rank you cast this jutsu Classification: Bukijutsu
above D-Rank increase the cost of this jutsu by 3 and the Rank: D-Rank
damage by 1d6. Casting Time: 1 Action
Range: 60 feet (15-foot radius sphere)
Duration: Instant
Components: W (Weapon Scroll), M
Cost: 4 Chakra
Keywords: Bukijutsu
Description: You unravel your weapon scroll in the air, and
reflexively summon forth a series of swords, knives and
spears that rain down bombarding a space you can see
within range.
All creatures in a 15-foot radius sphere originating from a
point you can see within range, must succeed a Dexterity
saving throw. On a failed save, they take 3d6 + your taijutsu
ability modifier in piercing damage or half as much on a
success.

106
Additionally, the affected area becomes difficult terrain MONKEY KINGS WEIGHT
until after creature moves through it. The first time a Classification: Bukijutsu
creature would walk through any affected space would take Rank: D-Rank
1d4 damage from the scattered bladed weaponry left behind Casting Time: 1 Action
protruding from the ground. Range: Self
At Higher Ranks: For each rank you cast this jutsu above Duration: Concentration, up to 1 minute.
Components: W (Melee Bludgeoning), M
D-Rank increase the cost of this jutsu by 3 and the damage
Cost: 5 Chakra
by 1d6.
Keywords: Bukijutsu
MONKEY KINGS 10,000 HAIRS Description: You fill your weapon with enough chakra to
Classification: Bukijutsu multiply its weight well over 10 times its normal weight. You
Rank: D-Rank cannot lose concentration on this jutsu as a result of
Casting Time: 1 Action damage.
Range: Self For the duration of this jutsu, you multiply the weight of
Duration: Concentration, up to 10 minute your bludgeoning weapon just before impact, while
Components: W (Melee Bludgeoning), M resetting its weight back to normal after impact. Each time
Cost: 5 Chakra you would deal damage with a weapon under the effects of
Keywords: Bukijutsu this jutsu, increase its damage die by 1 step.
Description: You bathe your weapon in chakra until the (D4>D6>D8>D10>D12)
chakra around it forms and shapes itself to resemble the At Higher Ranks: For each rank you cast this jutsu
famed Ruyi Jingu Bang. A legendary staff used by the fabled above D-Rank increase the cost of this jutsu by 3. If this
monkey king, Son Wukong. You cannot lose concentration jutsu is cast at B-Rank, increase the damage die by 2
as a result of damage. steps. If this jutsu is cast at S-Rank, increase the damage
For the duration, when you would take the attack action die by 3 steps.
with your weapon, you can choose to give it the Reach X
property, where X equals your taijutsu ability modifier and MULTIPOINT STRIKE
once per turn when you would deal damage with the Classification: Bukijutsu
weapon, you deal bonus bludgeoning damage equal to 1d6. Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above D-Rank increase the cost of this jutsu by 3. If this Range: Weapon Range
jutsu is cast at B-Rank, increase the bonus damage to Duration: Instant.
Components: W (Any Multiattack), M
2d6. If this jutsu is cast at S-Rank, increase the bonus
Cost: 5 Chakra
damage to 3d6.
Keywords: Bukijutsu
MONKEY KINGS TAIL Description: You lash out with a flurry of attacks meant to
Classification: Bukijutsu completely overwhelm your enemy in the blink of an eye.
Rank: D-Rank You make a series of pinpoint strikes and multiple parts
Casting Time: 1 Action of your targets body. Make four melee taijutsu attacks,
Range: Weapons Range dealing your weapons damage + 1d4. You do not add your
Duration: Instant ability modifier to your weapons damage using this jutsu.
Components: W (Melee Bludgeoning), M If you successfully hit at least three times using this jutsu,
Cost: 5 Chakra if the next jutsu you cast before the end of your next turn is
Keywords: Bukijutsu, Combo this one, you increase the bonus damage die by 1 step
Description: You swing your weapon around your body (D4>D6>D8>D10>D12)
before locking it behind your back using both of your hands At Higher Ranks: For each rank you cast this jutsu
and performing a sideways spin, slamming it into all above D-Rank increase the cost of this jutsu by 3. If this
creatures in front of you. jutsu is cast at B-Rank, increase the number of attacks
Make a melee taijutsu attack against a creature you can by +2. If this jutsu is cast at S-Rank, increase the number
see within range dealing your weapons damage + 2d8 and of attacks by +3.
forcing the target to make a constitution saving throw being
dazed on a failed save until the end of their next turn.
Additionally, depending on how long your weapon is it
may reach beyond striking one creature and instead striking
multiple creatures in a 5-foot-wide line, with the length of
it being determined by however many ranks of Reach it has.
For every rank of Reach your weapon has, it extends 5 feet in
a straight line. All creatures, excluding your original target,
who is in this extended range, must succeed a Dexterity
saving throw, taking your weapons damage on a failed save
or no damage on a success.
Until the end of your turn, you can target one affected
creature with a Bukijutsu Finisher regardless of range,
once per turn, using either an Action or Bonus action,
ignoring its listed casting time.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
damage by 1d8.

107
NOBUNAGA’S COURAGE RANGE EXTENDER
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus action
Range: Self (30-foot radius sphere) Range: Self
Duration: 1 Minute Duration: Concentration, up to 1 Minute
Components: W (Any Two-Handed), M Components: W (Any Range), M
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You unleash a monstrous roar, filled with Description: You focus chakra into your iris’s, increasing
contempt and rage, while wielding your two-handed your perceptive range, and allowing you to work with a
weapon. This fills you with such animosity and anger that much farther range.
you become far more courageous and begin to imitate the For the duration, the first time you would make a
look of the famed warrior, Oda Nobunaga causing great fear ranged taijutsu or weapon attack per turn, you double
to your enemies and instilling great honor in your allies. the range of the attack.
All allies who are within range that can hear you, the
first time that they would gain any ranks of the following SCATTER BLOW
conditions for the next minute; Charmed, Daze, Fear. Classification: Bukijutsu
They do not, instead becoming immune to the jutsu, Rank: D-Rank
feature, trait or effect that affected them, until the end of Casting Time: 1 Action
Range: Self (30-foot cone)
that turn.
Duration: Instant
All hostile creatures who are within range that can hear
Components: W (Any bow), M
you, must succeed a Charisma saving throw. On a failed
Cost: 4 Chakra
save, the first time they would take damage from any
Keywords: Bukijutsu
weapon attacks you make using your Two-handed weapon,
Description: You knock multiple arrows or bolts into your
they gain 1 rank of any of the following (Your choice), for
weapon and fire them in a wide burst like volley.
the next minute, or until they spend an Action to remake
All creatures in a 30-foot cone originating from you,
their saving throw to end this effect on them;
must make a Dexterity saving throw. On a failed save you
• Dazed deal your weapons damage + 2d8, or half as much on a
• Fear success.
• Weakened When you roll your weapons ammunition die, roll
twice, taking the lower result.
PINNING SHOT At Higher Ranks: For each rank you cast this jutsu
Classification: Bukijutsu above D-Rank increase the cost of this jutsu by 3 and the
Rank: D-Rank damage by 1d8 and the cone size by 5 feet. If this jutsu is
Casting Time: 1 Action cast at S-Rank, this jutsu’s cone size becomes half of the
Range: Weapon Range
casters, chosen weapons maximum range.
Duration: Special

SOUL MARK
Components: W (Any Ranged), M
Cost: 5 Chakra
Classification: Bukijutsu
Keywords: Bukijutsu
Rank: D-Rank
Description: You make a series of ranged attacks designed Casting Time: 1 Action
to pin your enemy in place in a way of your choosing. Range: 120 Feet
Make a ranged taijutsu attack, using your weapon of Duration: 1 minute
choice dealing your weapons damage + 1d10 and forcing Components: W (Any Range), M
the target creature to make a Strength saving throw, Cost: 4 Chakra
being restrained on a failed save. Keywords: Bukijutsu
A creature restrained in this way, or another creature Description: You fire off every receptor in your mind and
within 5 feet of the restrained creature can spend an eyes locking onto one creature you can see within range.
action to make a Strength (Athletics) check vs your save For the duration, select one creature to soul mark. The
DC, ending this condition on a success. selected creature cannot benefit from three fourths, half
At Higher Ranks: For each rank you cast this jutsu or partial cover. When you would deal damage with a
above D-Rank increase the cost of this jutsu by 3 and the ranged weapon attack, you deal an additional 1d10
number of creatures you can target by +1. If this jutsu is damage of your weapons damage type.
cast at B-Rank, increase the damage by 2d10. If this jutsu A creature remains marked until it reaches 0 hit points
is cast at S-Rank, increase the damage by 4d10. or you can no longer see it. Once a creature is no longer
marked, you must recast this jutsu to soul mark them
again.
While this jutsu has a target, any time you would make
a ranged weapon attack targeting another creature not
soul marked, you reduce damage dealt by 1d6.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
number of creatures you can mark by +1.

108
SOUL MARK All creatures of your choice must make a dexterity
Classification: Bukijutsu saving throw. On a failed save they take your weapons
Rank: D-Rank damage + 3d8 earth damage and are knocked prone.
Casting Time: 1 Bonus action Until the end of your turn, you can target one affected
Range: 120 Feet creature with a Bukijutsu Finisher regardless of range,
Duration: 1 minute once per turn, using either an Action or Bonus action,
Components: W (Any Range), M
ignoring its listed casting time.
Cost: 4 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Bukijutsu above C-Rank increase the cost of this jutsu by 3 and the
Description: You fire off every receptor in your mind and
damage by 1d8.
eyes locking onto one creature you can see within range.
For the duration, select one creature to soul mark. The BREATH OF FIRE: UNDULATION
selected creature cannot benefit from three fourths, half Classification: Bukijutsu
or partial cover. When you would deal damage with a Rank: C-Rank
ranged weapon attack, you deal an additional 1d10 Casting Time: 1 Action or 1 Reaction, which you take
damage of your weapons damage type. when you would take damage from a melee attack or
A creature remains marked until it reaches 0 hit points would take damage as a result of a Strength, Dexterity
or you can no longer see it. Once a creature is no longer or Constitution saving throw.
marked, you must recast this jutsu to soul mark them Range: Self (10 feet)
again. Duration: Instant
While this jutsu has a target, any time you would make Components: W (Any Melee), M
a ranged weapon attack targeting another creature not Cost: 8 Chakra
soul marked, you reduce damage dealt by 1d6. Keywords: Bukijutsu, Fire Release
At Higher Ranks: For each rank you cast this jutsu Description: You begin to collect and manifest fire release
above D-Rank increase the cost of this jutsu by 3 and the chakra until it laces the striking portion of your weapon.
number of creatures you can mark by +1. The fire release chakra begins to transform into gouts of

C-RANK:
flame that erupt off of your weapon with a glorious
flickering. You then choose to either spin your weapon in a
circular fashion, either striking multiple enemies at once
AUGMENTED LETHALITY or blocking and deflecting incoming hostile and harmful
Classification: Bukijutsu attacks and effects depending on the action used to cast
Rank: C-Rank this jutsu.
Casting Time: 1 Bonus action
Range: Self Action: You spin striking all creatures within range
Duration: 1 minute attempting to decapitate them. All creatures of your
Components: W (Any Deadly), M choice must succeed a dexterity saving throw.
Cost: 6 Chakra Depending on the severity of their failure they suffer
Keywords: Bukijutsu additional effects. On a successful save, they take half
Description: You focus on the lethality of your chosen of the following damage; Weapons damage + 4d6 fire
weapon and attempt to enhance how deadly it can truly be damage.
while in your hands.
• Failed by 1~4: Weapon Damage + 4d6 fire damage.
For the duration, weapons you have with the Deadly
• Failed by 5~9: Weapon Damage + 6d6 fire damage
trait, instead adds two additional damage die on a
and 1 rank of burned.
critical hit.
• Failed by 10~14: Weapon Damage + 8d6 fire damage
At Higher Ranks: For each rank you cast this jutsu
and 2 ranks of burned.
above C-Rank increase the cost of this jutsu by 3 and the
• Failed by 15+: Weapon Damage + 8d6 fire damage
number of additional damage die added on a critical hit
and 3 ranks of burned.
by +1.
Reaction: You and all creatures of your choice within
BREATH OF EARTH: SMASH range reduce incoming damage by your weapon
Classification: Bukijutsu damage + 4d6.
Rank: C-Rank
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: Self (10 feet) above C-Rank increase the cost of this jutsu by 3 and the
Duration: Instant damage reduced by 1d6.
Components: W (Any Melee, Heavy), M
Cost: 7 Chakra
Keywords: Bukijutsu, Combo, Earth Release
Description: You begin to collect and manifest earth
release chakra until it laces the striking portion of your
weapon. The earth release chakra begins to magnify the
weight and striking power of your attacks allowing you
crush anything in your path is little difficulty. You fool
your opponent(s) into thinking you are striking and
suddenly shift your attack into another angle.
You and all creatures within range must make
opposing Strength or Dexterity (Martial arts) checks. If
the result of your check is higher than another creatures,
you weapon damage is doubled for this jutsu.

109
BREATH OF MIST: HAZE Make one melee taijutsu attacks using your weapon,
Classification: Bukijutsu dealing your weapons damage + 5d6 cold damage.
Rank: C-Rank If this jutsu is used as a Finisher, you instead deal your
Casting Time: 1 Action weapons damage + 8d6 cold damage and the target must
Range: Self (15 feet) succeed a constitution saving throw, being Dazed for 1
Duration: Concentration, up to 1 minute. minute on a failed save. A creature Dazed in this way,
Components: W (Any), M remakes their saving throw at the end of each of their
Cost: 9 Chakra turns, ending the Dazed condition on a failed save.
Keywords: Bukijutsu, Medical At Higher Ranks: For each rank you cast this jutsu
Description: You begin to collect and manifest chakra until above C-Rank increase the cost of this jutsu by 3 and the
it radiate off of your weapon similar to that of a mist. The damage by 1d6.
chakra begins to take the same consistency as a thick haze
that makes it difficult to see through. BREATH OF WIND: CLAWS
You generate this haze centered on you that expands Classification: Bukijutsu
outward up to 15 feet and goes around corners. This haze Rank: C-Rank
follows you and cannot be blown away by strong winds. Casting Time: 1 Action
Hostile creatures cannot see through this haze and you Range: Weapons Range
are treated as being fully obscured visually. Creatures, Duration: Instant
creatures attacks and jutsu can still pass through this Components: W (Any Melee), M
haze, entering and/or exiting it. Cost: 9 Chakra
The first time you would make an attack or cast a jutsu Keywords: Bukijutsu, Wind Release
while concentrating or maintaining this jutsu, your Description: You begin to collect and manifest wind release
weapons critical threat range is increased by +2, and this chakra until it laces the striking portion of your weapon.
jutsu immediately ends at the conclusion of the first The wind release chakra begins to spiral around the users
attack roll made or jutsu being cast. weapon creating whipping torrents of wind. You lift your
weapon upwards towards the right, above your head and
BREATH OF THUNDER: SWARM unleashes four vertical strikes at once down on the enemy
Classification: Bukijutsu resembling claws.
Rank: C-Rank Make four melee taijutsu attacks against a creature
Casting Time: 1 Action you can see within range, with your weapon. On a hit you
Range: Weapon Range deal your weapons damage + 4d6 wind damage but you
Duration: Instant do not add your ability modifier to your weapons
Components: W (Any Melee), M damage.
Cost: 8 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Bukijutsu, Combo, Lightning Release above C-Rank increase the cost of this jutsu by 3 and the
Description: You begin to collect and manifest lightning critical threat range by +1. If this jutsu is cast at B-Rank
release chakra until it laces the striking portion of your or higher, increase the wind damage of this jutsu by 1d6.
weapon. The lightning release chakra begins to collect and If this jutsu is cast at A-Rank or higher, increase the
spark off of your weapon with violent jolts. You prepare for wind damage of this jutsu by an additional 1d6. If this
a volley of attacks as you strike multiple times, enhanced jutsu is cast at S-Rank, this jutsu adds your ability
by lightning. modifier to all your weapons damage.
Make two melee taijutsu attacks using your weapon,
dealing your weapons damage + 3d10 lightning damage.
If the target any ranks of the Shocked condition, you
make your attacks at advantage.
Until the end of your turn, you can target one affected
creature with a Bukijutsu Finisher regardless of range,
once per turn, using either an Action or Bonus action,
ignoring its listed casting time.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and the
number of attacks you make by +1.

BREATH OF WATER: WHEEL


Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: W (Any Melee), M
Cost: 8 Chakra
Keywords: Bukijutsu, Finisher, Water Release
Description: You begin to collect and manifest water
release chakra until it laces the striking portion of your
weapon. The water release chakra begins to transform into
streams of water, capable of being seen and felt as you
perform a vertical or lateral spin forward, attacking in a
circular motion.

110
SIDE MISSIONS
See below for rules & suggestions on Side missions.

RESOURCES
Each mission type has a resource requirement, typically
comprised of ryo and DT.

RESOLUTION
The Resolution portion of each mission types description
tells you how to resolve it. Many activities require an
ability check, so be sure to note the character’s relevant
ability modifiers. Follow the steps in the activity, and
determine the results.
Most downtime activities require at least a workweek
(5 days) to complete. Some activities require days, weeks
(7 days), or even months (4 weeks). A character must
spend at least 8 hours of each day engaged in the
downtime activity for that day to count toward the
activity’s completion.

COMPLICATIONS
The description of each activity includes a discussion of
complications you can throw at the characters. The
consequences of a complication might spawn entire
adventures, introduce NPCs to vex the party, or give
characters headaches and advantages in any number of
other ways. One of the most common - and recurring -
types of complications is the introduction of rivals.
Each of these sections has a table that offers possible
complications. You can use a complication from the
table, or invent your own complication.

RIVALS
Rivals are NPCs who oppose the characters and make
their presence felt whenever the characters are engaging
in downtime. A rival might be a villain you have featured
in past adventures or plan to use in the future. Rivals can
include more than just malicious entities - they might be
unaligned folk who are at odds with the characters,
whether because they have opposing goals or they
simply dislike one another. A rival might be a third party
the players inadvertently snubbed throughout their
adventures, or simply a vindictive bystander who is
convinced that the party is up to no good.
A rival’s agenda changes over time. Though the
characters engage in downtime only between
adventures, their rivals rarely rest, continuing to spin
plots and work against the characters even when the
characters are off doing something else.

CREATING A RIVAL
It’s possible for the characters to have one or more rivals
at a time, each with a separate agenda. At least one
should be a villain, while the others might not be
nefarious characters; conflicts with those rivals might be
social or political, rather than manifesting as direct
attacks.
The best rivals have a connection with their
adversaries on a personal level. Find links in the
characters’ backstories or the events of recent
adventures that explain what sparked the rival’s actions.
The best trouble to put the characters in is trouble they
created for themselves. You can find sample rival ties in
the Example Rivals table to the right.
To add the right amount of detail to a rival you want to
create, give some thought to what the NPC is trying to

111
accomplish and what resources and methods the rival JUTSU BASED FEATS (CONCEPTUAL,
can bring to bear against the characters.
NOT FINAL. JUST AN IDEA)
RIVAL GOALS
An effective rival has a clear reason for interfering with TWIN LIGHTNING SHIVER
Category: Ninjutsu
the characters’ lives. Think about what the rival wants,
Prerequisite: Must Have Lightning Release: Chidori
how and why the characters stand in the way, and how
Known, Level 12+
the conflict could be resolved. Ideally, a rival’s goal
You have learned to Split your Chidori into two separate
directly involves the characters or something they care
blades creating twin jolts of Lightning Release chakra
about.
shimmering off of your hands. While you have this Jutsu
RIVAL PLANS known, you gain the following benefits;
The foundation of a rival’s presence in the campaign is • While you are gaining the benefits of Chidori, it does
the actions the rival takes or the events that occur as a not end when you score your first successful hit,
result of that character’s goals. Each time you resolve instead ending when you score a second hit with this
one or more workweeks of downtime, pick one of the jutsu.
ways a rival’s plans might be advanced and introduce it • While you are gaining the benefits of Chidori, you can
into play. spend your bonus action to make a second melee
Think about how a rival might operate in order to Ninjutsu attack with the Chidori, if you spent your
bring specific plans to fruition, and jot down three or Action making a Melee ninjutsu attack with the
four kinds of actions the rival might undertake. Some of Chidori.
these might be alternative versions of the downtime • While you are gaining the benefits of Chidori, you can
activities, but these are more often efforts specific to choose to instead spend your Action. When you do, you
that rival. perform a series of seemingly impossible leaps off of
These actions might be a direct attack, such as an thin air, bouncing in between creatures, knocking
assassination attempt, that you can play out during a them into the air, before slamming them into the
session, or it might be a background activity that you ground. Make a single melee Ninjutsu attack against
describe as altering the campaign in some way. For all creatures of your choice within 10 feet of you. On a
instance, if the characters pursue a specific artifact, the successful hit a creature is knocked 15 feet into the air,
rival might learn of the plans and attempt to retrieve it is unable to take reactions until the end of the current
first. turn, and takes 4d10+ Your Ninjutsu ability modifier in
Lightning Damage, +1d10 Lightning Damage for each
E XAMPLE RIVALS
rank Chidori is cast above C-Rank. Creatures knocked
D20 Rival airborne by this effect, fall to the ground taking no
falling damage.
1 Tax collector who is convinced the characters are dodging fees.
o If you scored a hit with this Action against at
Politician who is concerned the characters are causing more least 2 creatures, select one of them. Make a
2
trouble than they solve. single melee Ninjutsu attack against the airborne
Faction leader who worries the characters are diminishing their creature, on a hit, you deal your Chidori’s
3 damage as if you targeting them with it.
faction’s prestige.
o If you used this effect, Your Chidori immediately
Affluent individual who blames the characters for some recent ends, and you cannot use this effect again until
4
troubles. you complete a long rest.
5 Rival adventuring party.
6 Individual who loves a scandal enough to spark one.
7 Childhood rival or member of a rival clan or faction.
8 Scorned sibling or parent.
9 Merchant who blames the characters for any business woes.
10 Newcomer out to make a mark on the world.
11 Sibling or ally of a defeated enemy.
12 Official seeking to restore a tarnished reputation.
13 Deadly foe disguised as a social rival.
14 Nefarious character seeking to subvert the party.
15 Spurned romantic interest.
16 Political opportunist seeking a scapegoat.
17 Traitorous noble looking to foment a revolution.
18 Would-be tyrant who brooks no opposition.
19 Exiled noble looking for revenge.
20 Corrupt official worried that recent misdeeds will be revealed.

112
113
2

You might also like