You are on page 1of 78

TABLE OF CONTENTS

Stalker Proficiency .............................................................9


Table of Contents............................................................... 1
Blink ......................................................................................9
Credits ................................................................................ 3 Void Strike ...........................................................................9
Genjutsu Specialist ............................................................ 1 Void Step ..............................................................................9
Beguiler ...................................................................................... 1 Spatial Displacement .........................................................9
Inspired Appearance .......................................................... 1 Wolf’s Creed ............................................................................ 10
Beguiling Presence ............................................................. 1 Superior Posture ............................................................... 10
Beyond Sight ........................................................................ 1 Shinobi Prosthetic ............................................................ 10
Twisted Casting ................................................................... 1 Posture Break .................................................................... 10
Illusory Space ...................................................................... 1 Deathblow .......................................................................... 10
Layered Reality ......................................................................... 1 Kages Die Twice ................................................................ 10
Synchronous Technique .................................................... 1 Intelligence Operative ....................................................... 1
False Security ....................................................................... 1 Azure Analyst .............................................................................1
Split Focus ............................................................................ 1 Azure Research ................................................................... 1
Concealed Unease ............................................................... 1 Azure Hypothesis ............................................................... 1
Master of Reality ................................................................ 2 Azure Lockout ..................................................................... 1
Misty Distortionist .................................................................. 2 Sapphire Insights ............................................................... 1
Enhanced Inhalant ............................................................ 2 Sapphire Theory ................................................................. 1
Physical Imitations............................................................ 2 Azure Conclusion................................................................ 1
Permeating Intoxicant ...................................................... 2 Grave Controller ....................................................................... 2
Poisoned Mists ................................................................... 3 Twisted Anatomy ............................................................... 2
Blinded By Violence ........................................................... 3 Dead Soul Technique ......................................................... 2
Time Slipper ..............................................................................3 Corpse Collector.................................................................. 2
Temporal Shift ................................................................... 3 Undead Fortitude................................................................ 2
Temporal Technique ......................................................... 3 Dark Modification .............................................................. 2
A Moment In Time ............................................................. 3 Impure Reanimation ......................................................... 3
Misread Clocks ................................................................... 3 Interrogationist........................................................................ 4
Temporal Mastery ............................................................. 3 Info Wars .............................................................................. 4
Siren ........................................................................................... 4 Capture Target .................................................................... 4
Alluring Words ................................................................... 4 Cryptic Decipher ................................................................. 4
Visceral Language .............................................................. 4 Morale Burst ........................................................................ 4
Words of Affirmation ........................................................ 4 Unerring eye ........................................................................ 4
Words of Detriment ........................................................... 4 Perfect Mind ........................................................................ 4
Words of Repentance ........................................................ 4 Precognitive .............................................................................. 5
Genjutsu Inception .................................................................. 4 Precognition ........................................................................ 5
Malleable Mirages.............................................................. 4 Momentary Pause .............................................................. 5
Hunter-Nin ........................................................................ 6 Converging Timelines ....................................................... 5
Field Medic................................................................................ 6 Expected Assault ................................................................ 5
Medical Proficiency ........................................................... 6 Day Ahead ............................................................................ 5
Medicinal Blade .................................................................. 6 Omniscient Clairvoyance .................................................. 5
Anatomical Studies ............................................................ 6 Sensory ...................................................................................... 6
Swift Resuscitation ............................................................ 6 Preternatural Awareness ..................................................6
Doctorate of Battle ............................................................. 6 Sensory Seals .......................................................................6
Trapsmith ................................................................................. 6 Squad Awareness ................................................................6
Trappers Proficiency ......................................................... 6 Situational Awareness .......................................................6
Tools of the Trade .............................................................. 6 Nothing Escapes Us............................................................6
Hidden Threats ................................................................... 7 Shadowhand ............................................................................. 7
Critical Traps ...................................................................... 7 Shadowhand Manifestation ............................................. 7
Perfect Timing .................................................................... 7 Commanding Presence ..................................................... 7
Tools of the Trade Traps ........................................................ 7 Reveal Yourself ................................................................... 7
Blade Trap ........................................................................... 7 Showing Growth ................................................................. 7
Dart Trap ............................................................................. 7 Wildcard ............................................................................... 7
Electric Trap ........................................................................ 7 Shadowhand Evolution ..................................................... 7
Flame Trap .......................................................................... 7 Shadowhand Sigils ............................................................. 8
Net Trap ............................................................................... 7 Medical-Nin ...................................................................... 9
Poison Trap ......................................................................... 7 Flesh warper ............................................................................. 9
Web Trap.............................................................................. 7 Self-Warper .........................................................................9
Venom Trap ......................................................................... 8 Warped Healer ....................................................................9
Vice Agent ................................................................................. 8 Warped Jutsu .......................................................................9
Lustful Temptation ........................................................... 8 Warped Alteration ..............................................................9
Greed’s Shell ....................................................................... 8 Master of the Flesh ............................................................9
Envious Theft ..................................................................... 8 Natural Medicine .................................................................... 11
Wrath’s Focus ..................................................................... 8 summoning Apprentice ................................................... 11
Epitome of Pride ................................................................ 8 Natural Healing ................................................................. 11
Void Hunter .............................................................................. 9 Natural Talent .................................................................... 11

1
Guardian Summoner ........................................................ 11 Teleport Savant ................................................................ 24
Protector of Nature ........................................................... 11 Burst of Speed .................................................................. 24
Shaman ..................................................................................... 12 Additional Passenger ...................................................... 24
Shaman’s Hex .................................................................... 12 Transport Support........................................................... 24
Spiritual Weapons ............................................................. 12 Transverse Defense......................................................... 24
Battle Shaman ................................................................... 12 Natural Transposition .................................................... 24
Warrior of the Hex ............................................................ 12 Warping Implosion ......................................................... 24
Master of Hexes................................................................. 12 Pathfinder Maneuvers .....................................................25
Transmuter .............................................................................. 13 Phantom Scout .......................................................................26
Transfigured Technique .................................................. 13 Superior Phantasm ......................................................... 26
Altered Strength ................................................................ 13 Phantasm’s Knowledge ................................................. 26
Reconstructed Agony ....................................................... 13 Phantom’s Touch ............................................................ 26
Rebuilt Fortitude ............................................................... 13 Phantasm’s Grip .............................................................. 26
Transmuted Self ................................................................ 13 Ghost Walk........................................................................ 26
Ghastly Leech ................................................................... 26
Ninjutsu Specialist .......................................................... 14
Ethereal Snap ................................................................... 26
Hijutsu Elitist .......................................................................... 14
Poltergeist......................................................................... 26
Hijutsu Specialization ..................................................... 14
Phantom Maneuvers........................................................ 27
Hijutsu Adept .................................................................... 14
Trickster Scout ....................................................................... 28
Deadly Tradition .............................................................. 14
Superior Trickster ........................................................... 28
Generational Greatness .................................................. 14
Void Soul Awakening ...................................................... 28
Hijutsu master .................................................................. 14
Tricksters Soul Binding .................................................. 28
Sanguine Master ..................................................................... 15
Hemomantic Specialization ........................................... 15 Heat Riser.......................................................................... 28
Willpower Surge .............................................................. 28
Lifeforce Casting ............................................................... 15
Change of Heart ............................................................... 29
Bloody Abjuration/Evocation ......................................... 15
Mastery of Self ................................................................. 29
Destructive/Restorative Ichor ........................................ 15
Trickster Maneuvers ........................................................30
Sanguine Elite .................................................................... 15
Scribe Master ...........................................................................16 Taijutsu Specialist ............................................................ 31
Fuinjutsu Specialization ................................................. 16 Ironclad .................................................................................... 31
Awakened Scroll ............................................................... 16 Ironclad .............................................................................. 31
Soul bound Scribe ............................................................ 16 Iron Combat....................................................................... 31
Realized Scroll ................................................................... 17 Iron Heart .......................................................................... 31
Fuinjutsu Sennin ............................................................... 17 Iron Will ............................................................................. 31
The Professor .......................................................................... 18 Iron Fury ............................................................................ 31
Nature Release Adept ...................................................... 18 Iron Flow ............................................................................ 31
Elemental Adept ............................................................... 18 Nin-Tai .................................................................................... 32
Duology Surge .................................................................. 18 Nature enhanced Combat ............................................... 32
Force of Nature ................................................................. 18 Elemental Combat ............................................................ 32
Soshikage (Elemental Shadow) .................................... 18 Elemental Cloak ................................................................ 32
Trace Talent .............................................................................19 Elemental Armor .............................................................. 32
Non-Elemental Specialization ...................................... 19 Elemental Recharge ......................................................... 33
Non-Elemental Adept ..................................................... 19 Wrath of nature ................................................................ 33
Limitless Casting ............................................................. 19 Righteous Fury ....................................................................... 34
Pure Chakra ....................................................................... 19 Chakra Frenzy ...................................................................34
Kiyo ..................................................................................... 19 Force of Rage .....................................................................34
Relentless Fury .................................................................34
Scout-Nin ......................................................................... 20
Unstoppable Fury .............................................................34
Arbiter Scout........................................................................... 20
Fury of the Righteous ......................................................34
Superior Arbitration ........................................................ 20
Ruin .......................................................................................... 35
Master of Arbitration ...................................................... 20
Battle Ready ....................................................................... 35
Battlefield Judication ...................................................... 20
Elemental Specialization ................................................ 35
Absolute Authority .......................................................... 20
Unrelenting Assault ......................................................... 35
Commanding Presence ................................................... 20
Push Through It ................................................................ 35
Paragon’s Presence ......................................................... 20
Deadpool ............................................................................ 35
Tireless Command ........................................................... 20
Unbreakable ...................................................................... 35
Who Decided That!? ......................................................... 20
Stancer ..................................................................................... 36
Arbiter Maneuvers ............................................................ 21
Mixed Martial Arts .......................................................... 36
Elemental Scout ..................................................................... 22
Combo Breaker................................................................. 36
Superior Elements ........................................................... 22
Muscle Memory ............................................................... 36
Elemental Knowledge ..................................................... 22
Stance Blending ............................................................... 36
Elemental Strike ............................................................... 22
Stanced Combat ............................................................... 36
Elemental Resistance ...................................................... 22
The Stancer ....................................................................... 36
Elemental power .............................................................. 22
Primordial Strike ............................................................. 22 Weapon Specialist ........................................................... 37
Elemental Superiority ..................................................... 22 Gungnir Piercer Form ........................................................... 37
Primal Storm..................................................................... 22 Gungnir Piercer Techniques .......................................... 37
Elemental Maneuvers ..................................................... 23 Gungnir Piercer Styles ..................................................... 37
Pathfinder Scout .................................................................... 24 Sigurd’s Heroism.............................................................. 37
Superior Movement ......................................................... 24 Fafnir’s Fang ..................................................................... 37

2
Ragnarök ........................................................................... 37
Obsidian Hammer Form....................................................... 38
Obsidian Hammer Techniques ...................................... 38
Obsidian Hammer Styles ................................................ 38
CREDITS
Obsidian Body ................................................................... 38
Obsidian Mind .................................................................. 38
Obsidian Soul .................................................................... 38
Phantom Blade Form ............................................................ 39
Phantom Blade Techniques ........................................... 39
Phantom Blade Styles ..................................................... 39
First Step: A Single Drop................................................. 39
Second Step: Overflowing Malice ................................. 39
Last Step: Phantasm Stance........................................... 39
Primal Weapon Form ............................................................ 40
Primal Weapon Techniques ........................................... 40
Primal Weapon Styles ..................................................... 40
Primal Blade ...................................................................... 40
Primal Power .................................................................... 40
Master of the Primal........................................................ 40
Slayer Form ............................................................................ 42
Slayer Techniques ............................................................ 42
Slayer Styles ...................................................................... 42
Stalking Predator ............................................................. 42
Quarry ................................................................................ 42
Master Slayer .................................................................... 43
Puppet Master ................................................................. 44
Character Inspirations .................................................... 44
Creating a Puppet Master ............................................... 44
Class Features ................................................................... 45
Jutsu Casting ..................................................................... 45
Puppet Specialization ..................................................... 45
Specialization upgrade ................................................... 45
Chakra Enhanced Retrofit .............................................. 45
Ability Score Improvement/Feat .................................. 45
Chakra Reconstruction ................................................... 45
Broad Knowledge ............................................................. 45
Tool Expertise ................................................................... 46
Improved Chakra Crafting ............................................. 46
Puppetry Savant ............................................................... 46
Right Tool for the Job ...................................................... 46
Peerless .............................................................................. 46
Puppet Specializations ......................................................... 46
Puppeteer .......................................................................... 46
Juggernaut ......................................................................... 48
Soul Crafter ....................................................................... 49
Puppeteer Augments ............................................................ 50
1st Level Upgrades............................................................. 50
5th Level Upgrades ............................................................ 50
9th Level Upgrades ............................................................ 51
11th Level Upgrades............................................................ 51
15th Level Upgrades .......................................................... 52
Juggernaut Augments ........................................................... 52
1st Level Upgrades ........................................................... 52
5th Level Upgrades .......................................................... 53
9th Level Upgrades .......................................................... 54
11th Level Upgrades ......................................................... 54
15th Level Upgrades .......................................................... 54
Soul Crafter Augments .................................................... 55
1st Level Upgrades ........................................................... 55
5th Level Upgrades .......................................................... 56
9th Level Upgrades .......................................................... 57
11th Level Upgrades ......................................................... 57
15th Level Upgrades......................................................... 57
Class Feats ........................................................................ 58
Archetype Class Feats ..................................................... 58
Caster Class Feats ............................................................ 59
Martial Class Feats........................................................... 61
Subclass, Class Feats ....................................................... 63

3
GENJUTSU SPECIALIST
BEGUILER
The Genjutsu Specialist who chooses to become a Beguiler LAYERED REALITY
becomes a confusing adversary, misdirecting their foes Genjutsu Specialist who pledge themselves to the art of
and changing their perceptions seemingly at a whim. Layered Reality, weave many Genjutsu and place them
upon a single person, as that person’s reality is what you
INSPIRED APPEARANCE make of it. When they think they have escaped the
illusion, that in of itself, was just another illusion.
When you choose this path at 2nd level, you gain the E-
Rank Genjutsu Transform. If you already know this
Genjutsu, you gain another E-Rank Genjutsu you qualify
SYNCHRONOUS TECHNIQUE
for. When you are under the effects of transform, you When you choose this path at 2nd level, you gain the E-
can make Charisma (Stealth) checks when you attempt Rank Genjutsu Doubt, if you already know this Genjutsu,
to hide from creatures if they did not see you cast the you gain another E-Rank Genjutsu you qualify for.
jutsu. Additionally, transform costs no chakra to cast. The Genjutsu you learn this way does not count
Genjutsu you cast with the Visual keyword, has its DC against your Jutsu known. When you would cast Doubt, a
increased by 1/3 of your Proficiency bonus rounded down creature becomes incapable of realizing you cast it upon
(Min 1.) them if neither of you are hostile towards one another at
the time of casting.
BEGUILING PRESENCE Also, if Doubt is cast on a creature currently under the
effects of a Genjutsu you cast, its range increases to 60
Also, at 2nd level when you affect a creature with a
feet, and gains a special duration, which lasts as long as
genjutsu with the Visual keyword, you vanish from their
you are currently concentrating on a Genjutsu affecting
sight. Until the end of your next turn, you become
the same creature. While a creature is under the effect of
invisible to any creature of your choice affected by your
the Doubt Genjutsu, they have disadvantage on Insight
genjutsu, as long as you aren't within 10 feet of it.
Checks made against you, and once per turn, when they
If you affect multiple creatures with the triggering
would make an Intelligence saving throw against a
genjutsu, you can become invisible to a number of
Genjutsu you cast, they reduce their result by 1d4.
creatures equal to your Genjutsu ability modifier.
Once you use this feature, you can’t do so again until
you finish a short or long rest. You gain an additional use
FALSE SECURITY
of this feature at 10th level. Also, at 2nd level, when a creature escapes a Genjutsu
you had cast upon them, they are lulled into a false sense
BEYOND SIGHT of safety.
Once per turn, when a creature would succeed on a
Starting at 6th level, your visual genjutsu is more potent
saving throw against a Genjutsu that you cast, until the
than most, even penetrating through some defenses
beginning of your next turn, other Genjutsu effects the
against it. When you cast a genjutsu with the Visual
select creature is currently under cannot be ended by
keyword, you can ignore any effect or ability that would
them, as a result of a jutsu or succeeded saving throw.
allow a creature to automatically succeed against the
genjutsu, like true sight or tremor sense.
Once you use this feature, you can't do so again until
SPLIT FOCUS
you finish a short or long rest, or until you spend 5 Beginning, at 6th level, you have learned to better
chakra to use it again. maintain and split your attention between your jutsu.
When you cast a Genjutsu with a Concentration duration,
TWISTED CASTING you may choose to not have it count against your
Concentration limit. You can only have one jutsu under
Beginning at 10th level, select one genjutsu that you
this effect at a time. You may do this twice per short rest.
know. You may, as a reaction to using the selected
Additionally, you may reduce the concentration cost to
genjutsu, spend an additional 8 chakra to make the
maintain a Genjutsu by 1. (Min 1.) If you are
genjutsu appear to originate from the location of
concentrating on 3 Genjutsu, the cost to maintain
another creature you can see within the jutsu's range.
Genjutsu is instead reduced by 2. (Min 1.)
You can change the selected genjutsu for this feature
whenever you finish a long rest.
CONCEALED UNEASE
ILLUSORY SPACE Beginning, at 10th level, you have become the ruler of
any Genjutsu you cast, and escape has become a fleeting
Starting at 14th level when a creature you can see within
dream. A creature cannot have advantage on any saving
30 feet of you makes an attack roll against you, as a
throw or ability check made against a Genjutsu you cast.
reaction, you can create a genjutsu to change their
Additionally, when you cast a genjutsu that requires
perspective of space. The attack must make a Charisma
concentration, while the target is already under the
saving throw against your Genjutsu save DC. On a failed
effects of another Genjutsu you previously cast, you may
save, the attacker is teleported to a different space they
as a reaction, spend 8 chakra to cause the target of the
could have reasonably reached during their turn,
Genjutsu to take psychic damage equal to your Genjutsu
wasting their attack. On a successful save, you cannot
Ability modifier at the start of each of its turns.
use this feature on the attacker again until you finish a
long rest.

1
MASTER OF REALITY MISTY DISTORTIONIST
Starting, at 14th level, when you use your action to cast a Genjutsu Specialist who choose to become Misty
Genjutsu that requires concentration, that affects Distortionists specialize in inhaled toxins, confusing the
creatures other than yourself, you may immediately cast mind and weakening the body through the use of
another Genjutsu that requires concentration, that poisonous inhalants. Their potent poisons even
affects creatures other than yourself, as apart of the penetrate barriers and can force even the strongest of
same action. The Genjutsu cast this way must have a minds waver.
casting time of 1 Action. An additional Genjutsu can only
be cast this way twice per long rest. ENHANCED INHALANT
Additionally, when a creature takes an action of any When you choose this path at 2nd level, you gain the E-
kind while under the effects of at least 2 Genjutsu that Rank Genjutsu Release, if you already know this
you cast, while within 30 feet of you, you may, as a Genjutsu, you gain another E-Rank Genjutsu you qualify
reaction, change the creatures perception of reality for. The Genjutsu you learn this way does not count
vastly. The creature must succeed an Intelligence Saving against your Jutsu known.
throw vs your Genjutsu Save DC. On a failed save, they When you would cast Release, it gains the NT (Poison
take 5d8 psychic damage and cannot take an Action until Kit) Component, the Inhaled Keyword, and its range
the end of this turn. A creature can only be affected by becomes Self (5-foot radius). This radius increases in
this feature once per long rest. size as your levels in this class grows., becoming a 10-
foot radius at 5th level, 15-foot radius at 11th level, and
20-foot radius at 17th level.
Also, Genjutsu you cast that have the Inhaled Keyword
increase their Genjutsu Save DC by +1. This increases to
+2 at 10th, and +3 at 19th.

PHYSICAL IMITATIONS
Also, at 2nd level, you gain proficiency with the Poison
Kit. If you already have this proficiency, instead gain
proficiency in another Kit of your choice. Once per turn,
you can spend one use/charge of your Poison kit, giving
the next Genjutsu you cast the Inhaled Keyword for its
duration.
Also, you learn to infuse a poison kit with your chakra,
spending at least 1 hour pouring your chakra into one,
which can be done during a short or long rest. After
completing this process, your poison kit use/charge
limit is replaced with a d10. Each time you would use this
poison kit, you instead roll this die. On a result of a 1 or 2,
the die size is reduced by 1 step. When you use all
use/charges of your Poison kit in this way, it is rendered
empty and unusable, until you replace or refill its
contents. Regardless, when you would purchase, find or
refill a poison kit, you must repeat the 1-hour chakra
infusion process to gain this features benefits with the
new Poison Kit. (D10> D8>D6>D4> 1 > 0)
Only 1 Poison Kit can benefit from this feature at a
time. If you infuse another Poison Kit with this feature,
the previous one’s contents loses its potency, becoming
completely unusable by any means.

PERMEATING INTOXICANT
Beginning, at 6th level, your inhalants can affects even
affect those who believe themselves to be immune,
soaking through the skin and permeating through their
defenses. Once per turn, when you cast a genjutsu with
the Inhaled Keyword on a creature who has resistance or
immunity to Poison due to a feature, ability, or jutsu,
you can ignore that resistance or immunity.

2
POISONED MISTS A MOMENT IN TIME
Beginning, at 10th level, your genjutsu initiated from Beginning, at 6th level, you learn to augment your own
substances are even more dangerous than before. When movement, mobility, and speed by altering the
you cast a Genjutsu with the Inhaled Keyword, you can movement speeds of those around you. As a bonus action
force any affected creature to make a Constitution saving you spend 1 Actualization Die. When you do you gain one
throw vs your Genjutsu save DC. On a failed save, a of the following benefits;
creature is poisoned for the duration of the Jutsu cast. A • You can take the Dash, Disengage or Hide Action as a
creature poisoned this way cannot instead be
bonus action.
envenomed. A creature poisoned this way also gains the • Roll your spent Actualization Die. Your Armor Class
Weakened Condition.
increases by an amount equal to half of the result.
You can use this feature a number of times equal to
(Concentration)
your Genjutsu ability modifier, per long rest. • You gain advantage on Saving throws made using an

BLINDED BY VIOLENCE
Ability score you are not proficient in. (Concentration)
• You can immediately cast 1 Genjutsu that has a casting
Starting, at 14th level, you can use your poisons more time of 1 Action, but does not require Concentration.
reactively, protecting yourself by creating a violent
If a benefit has (Concentration), you must concentrate
monster on the battlefield. When you are targeted by an
on it as if you were concentrating on a Jutsu, but it does
attack you can see, you can expend a use of your poison
not cost chakra to maintain.
kit to force the triggering creature to make a Wisdom
Saving throw vs your Genjutsu save DC. On a failed save,
the creature is blinded until the start of their next turn.
MISREAD CLOCKS
At the start of their next turn, they gain the berserk Beginning, at 10th level, your understanding of how the
condition. This condition lasts for 1 minute. On a mind perceives time has grown to extreme levels. When
successful save you cannot use this feature on the same you cast a Genjutsu that requires a Saving throw against
creature until you finish a long rest. a single creature, you may, as a reaction, spend 8 chakra.
When you do affected creatures cannot gain take a

TIME SLIPPER Reaction, in response to the Genjutsu’s castings or


effects. Additionally, they cannot make reactions for the
Genjutsu Specialist who choose to become a Time
Genjutsu’s duration.
Slipper, dedicate themselves to manipulating other
creatures perception of time and space. Manipulating
how they perceive a multitude of events and in which
TEMPORAL MASTERY
order their mind processes them. Beginning, at 14th level, you have learned how to further
manipulate the flow of a creatures perception of time
TEMPORAL SHIFT using Actualization Die.
When you would gain the benefit of the A Moment in
When you choose this path at 2nd level, you gain the E-
Time feature, you can instead spend 2 Actualization die
Rank Genjutsu Feather Burst, if you already know this
to gain any of the listed benefits without spending a
Genjutsu, you gain another E-Rank Genjutsu you qualify
bonus action
for. The Genjutsu you learn this way does not count
against your Jutsu known.
When you would cast Feather Burst, increase the die
used to reduce damage to a d6, and after calculating
damage, you move 5 feet in any direction without
provoking attacks of opportunity. This movement
distances increases as you gain levels in this class,
becoming 10ft at 5th level, 15ft at 11th level and 20ft at
17th level.

TEMPORAL TECHNIQUE
Also, at 2nd level, you learn how to further manipulate
other creatures perception of momentum and velocity
without even weaving handseals. You gain an additional
Malleable Mirage with the Temporal Stopwatch
Prerequisite, even if you do not have that Genjutsu
Inception. You learn an additional one at 6th, 10th, and
14th levels.

3
SIREN WORDS OF REPENTANCE
Genjutsu Specialist who choose to become a Siren Starting at 14th level, when a creature whom you can see,
dedicate themselves to changing the hearts and minds of and whom can hear you makes an attack roll against you.
their friends and adversaries alike. They specialize in As a Reaction, you create an auditory Genjutsu causing
talking their way out of situations, even ones that have the triggering creature to have thoughts of extreme self-
turned hostile with chakra infused words. harm. The attacker must succeed a Wisdom saving throw
vs your Genjutsu Save DC. On a failed save, the attacker
ALLURING WORDS attacks themselves as if they were the target of their own
attack, regardless of the attack used. On a successful save
When you choose this path at 2nd level, you gain the E-
you cannot use this feature on the attacker again until
Rank Genjutsu Affection, if you already know this
Genjutsu, you gain another E-Rank Genjutsu you qualify you finish a long rest.

GENJUTSU INCEPTION
for.
The Genjutsu you learn this way does not count
against your Jutsu known. When you would cast Starting at 3rd level, you have learned to create a
Affection, it loses the Hand Seal (HS) component conceptual basis for how to manipulate the perception of
requirements. Also, the target creature does not notice reality for anyone who stands in your way. You follow
you used a Jutsu to influence their mood. one of the following concepts of your choice.
Genjutsu, you cast with the Auditory Keyword, has its At 5th level, you gain a Malleable Mirage related to the
DC increased by 1/3 of your Proficiency bonus rounded Genjutsu Inception you selected
down (Min 1.)
HALLUCINATORY INSTRUMENT
VISCERAL LANGUAGE Your Illusions are the result of an instrument you have
an affinity for. Select an Instrument you like of your
Also, at 2nd level, you can speak a words of harm or
description and design. You can, as a bonus action, when
hostility to creatures you are influencing. As a Bonus
casting a Genjutsu with the Auditory keyword, use your
action, select one creature under the effects of a
instrument to change it range from whatever is listed, to
Genjutsu you cast, with the Auditory Keyword. For the
Self (15- Foot Cone). All creatures, excluding you, in the
duration of the Genjutsu you cast, the target takes 1d4
radius, are affected so long as they are not deafened. At
psychic damage at the start of each of their turns. This
5th level, you can change the radius to Self (15-Foot
psychic damage increases to a d6 at 6th level, d8 at 10th,
Radius Sphere). This radius increases to Self (30-Foot
and d10 at 14th levels.
Radius Sphere) or Self (30-foot cone) at 11th level.
Additionally, you can speak words of mending to
Beginning at 5 th level, you gain the Song of the End
assist creature you are influencing. As a bonus action,
Malleable Mirage.
select a one allied creature under the effects of a
Genjutsu you cast with the Auditory Keyword. They gain
1d4 temporary Hit Points at the beginning of your turn
TEMPORAL STOPWATCH
Your Illusions are the result of a stopwatch you have
for the duration of the Genjutsu cast on them. The die
made a distinct bond with. This stopwatch is mundane
increases to d6 at 6th, d8 at 10th, and d10 at 14th.
and can be in any form you choose, be it a wrist watch, a
You can use this feature a number of times equal to
circular pocket watch a necklace etc. While you are
your Genjutsu Ability Modifier per long rest.
gaining the benefits of a Genjutsu that would increase

WORDS OF AFFIRMATION
your AC, reduce incoming damage, or provide you
temporary HP by any means, the next time you would be
Beginning at 6th level, you can spend 10 minutes the target of or make a saving throw against an attack or
extending your chakra to all creatures within 10 feet of Jutsu, from a hostile creature you can both see and hear,
you, who can hear you. Affected creatures gain you may, as a reaction, spend 2 Actualization die, when
Temporary Hit Points equal to your level + your Genjutsu you do, the triggering creature must succeed an
ability Modifier, and gain advantage on the next Saving Intelligence saving throw vs your Genjutsu Save DC. On a
throw made to resist a Genjutsu. Creatures cannot failed save, they are teleported back to the space they
benefit from this feature more than once every short were in at the beginning of their turn as they realize,
rest. You can use this feature twice per long rest. they never actually moved. If the attack or Jutsu cast is
no longer within range to target you or affect you, it is
WORDS OF DETRIMENT still cast or the attack is still made affecting the closest
space to you as if there was a creature there to target.
Beginning at 10th level, a number of times equal to your
Beginning at 5 th level, you gain the Pause Malleable
Genjutsu Modifier per long rest, when you would cast a
Mirage.
Genjutsu with any Sensory Keywords, it loses all sensory

MALLEABLE MIRAGES
keywords and gains the Auditory Keyword in their place.
A Genjutsu casted this way creates a distortion in the
minds of its targets. Affected creatures must succeed a
Wisdom Saving throw vs your Genjutsu save DC being ACCELERATE
Prerequisite: Temporal Stopwatch
Weakened or Slowed on a failed save for the next Minute.
As an action, you can choose up to 3 willing creatures
A Slowed or Weakened creature repeats their Wisdom
within 15 feet. For the next minute, each of the select
Saving throw at the beginning of each of their turns to
creatures can use a bonus action to take the Dash Action.
end this effect.
Additionally, they gain advantage on the next
Dexterity saving throw they make, immediately ending
this features effect.
You can use this Malleable Mirage once per short rest.

4
DECELERATE TIME JAUNT
Prerequisite: Temporal Stopwatch Prerequisite: Temporal Stopwatch, 14th level
As an action, you can choose 1 creature within 60 feet of As an action, you can select up to 2 willing creatures
you, forcing them to make a Wisdom saving throw vs within 30 feet of you. Select creatures gain one of the
your Genjutsu save DC. On a failed save, they reduce their following benefits of your choice;
movement speed by half, cannot gain the benefits of any • Adjusted Fate (Combat): The next attack the creature
bonuses to speed, and makes the next Dexterity saving makes, it scores a critical hit on a D20 roll of 1~5, in
throw they make at disadvantage, immediately ending
addition to whatever their normal Critical threat range
this features effect.
is.
You can use this Malleable Mirage once per short rest. • Adjusted Fate (Protection): The next instance of

FAST FORWARD FATE


damage the creature takes is the minimal or lowest
possible damage possible.
Prerequisite: Temporal Stopwatch, 10th level
• Adjusted Fate (Mobility): The next time the willing
As an action, you can see a vision of a possible future as
creature moves, they instead appear to teleport to
you read the minds of an enemy. Select one creature you
their chosen location, not triggering attacks of
can see within 60 feet of you, that creature must succeed
opportunities or reactions.
a Wisdom saving throw vs your Genjutsu save DC. On a
failed save, the DM must inform you what that creature You can use this Malleable Mirage once per long rest.
will spend its next Action doing based on what it plans to
do in the moment this malleable mirage is used.
You can use this Malleable Mirage twice per long rest.

PAUSE
Prerequisite: Temporal Stopwatch
You can cast False Pain as an action at half the cost twice
per short rest. Additionally, creatures who would take
Psychic damage as a result of this jutsu ending, instead
takes half of the recorded damage.
Additionally, this jutsu’s range is increased to 60 feet
when cast using this malleable Mirage.

SONG OF THE END


Prerequisite: Hallucinatory Instrument
You can cast Ringing Bell distortion as an action at half
the cost twice per short rest, with only the Ninja Tool
(NT) and Weapon (W) components. If you cast this jutsu
while maintaining one instance of the Ringing Bell
distortion genjutsu already, the previous casting does not
end. You maintain both jutsu as if maintaining only one
Jutsu. You do not spend chakra to maintain this jutsu
cast in this way.

TIME IN A BOTTLE
Prerequisite: Temporal Stopwatch, 17th level
As an action, you can select a space you can see within 90
feet. All creatures within a 5-foot radius sphere
centering on the selected space must succeed a Wisdom
saving throw. A creature can willingly fail this saving
throw. On a failed save, you can make them perform one
of the following;
• Reverse: On the affected creatures next turn, they
repeat the last set of actions they completed,
regardless of what it was, even targeting the same
space, even if no creatures are occupying it.
• Pause: Creatures are stunned until the end of their
next turn.
• Fast Forward: Creatures immediately perform their
turn as if it was their turn in the initiative order.

You can use this Malleable Mirage once per long rest.

5
HUNTER-NIN Medicinal Savant: Creatures who regain hit points
from your Medicinal Blade Feature, also gain Temporary
Hit points equal to half of the result.

FIELD MEDIC Never Die Again: Creatures who you revive using your
Swift Resuscitations Jaws of Life feature instead regain
Some Hunters act as their team’s medic in the absence of Hit points equal to your Medicine checks Result.
a full-fledged Medical-Nin. Trained in getting their
allies up and moving with as few resources as possible,
while also using their knowledge to take down their TRAPSMITH
targets as quickly as possible. Some Hunters act treat their hunt, like a game. They set
traps, waiting for their prey to fall victim to them,
MEDICAL PROFICIENCY capturing them and going in for the kill. These Hunters
are Known as Trapsmith’s
At 3rd level, you gain proficiency in the Medicine skill,
and Medicine Kits. You can make any Medicine checks
using Intelligence instead of Wisdom. If you already have
TRAPPERS PROFICIENCY
proficiency in the Medicine skill, you can choose a At 3rd level, you gain proficiency in the Crafting &
different skill to gain proficiency in. Sleight of Hand skills, and you can make any Crafting &
Sleight of Hand checks using Intelligence instead of
MEDICINAL BLADE Wisdom. If you already have proficiency in the both
skills, you can choose two different skills to gain
Also, at 3rd level, you learn to use Medical Release proficiency in.
Technique. You gain the ability to learn Ninjutsu with Additionally, you pick up the skill of Caltrop use. As an
the Medical Keyword. action, you can select a space, you can see within 15 feet
Additionally, as a bonus action when you would use of you. You throw caltrops covering the ground equal to a
your Sneak attack Class Feature on a target, while an 5 -foot space. Any creature that enters the area of your
allied creature is within 5 feet of you. The Allied creature caltrops while they remain, are treated as if you have
regain Hit points equal to 1d6. This increases to 2d6 at marked them with your Primary Target feature while
7th, 3d6 at 11th, 4d6 at 15th and 5d6 at 19th levels. they remain within your target space. Also, the creature
You may use this feature a number of times equal to who enters the space must make a Dexterity saving
your Intelligence Modifier before a long rest. throw vs your Taijutsu save DC. On a failed save the

ANATOMICAL STUDIES
target creature takes piercing damage equal to your
Dexterity Modifier, and are counted as Surprised against
At 10th level, you can assess a foe’s anatomy with great you until the end of your next turn. Once a creature exits
insight and precision, identifying key points of your caltrops space, after being affected by them the
weakness. caltrops are scattered losing their effectiveness.
As an Action, you can make an Intelligence (Medicine) Any creature who cannot see the caltrops (if they are
check targeting a creature you can see within 90 feet vs a scattered in dense foliage, obscuring mist, etc. It
DC equal to 10 + the creatures Level. If you succeed on requires a Wisdom (Perception) check vs your Passive
this check, you know the targets current Hit points, if it Sleight of Hand (10 + Your Sleight of Hand Skill Bonus)
is affected by any diseases or poisons, and any one to find them) has disadvantage on the saving throw to
vulnerability, immunity, or Resistance it has. You may resist your caltrops.
use this feature twice per short rest. A creature aware of the caltrops and chooses to move
at half speed through the area still makes the saving
SWIFT RESUSCITATION throw at advantage.
You may use this feature to throw caltrops a number
Also, at 10th level, you learn to forcibly wrench the
of times equal to your Proficiency bonus per long rest.
vitality out of the living or even the recently dead back to
life. You can do the following;
First Aid: As an action, so long as you have a Medkit,
TOOLS OF THE TRADE
you force a target to spend two of its own hit dice as Also, at 3rd level, you learn the secrets of arranging
though it finished a short rest. Creatures can only spend precision perfect traps to catch your enemies in their
hit dice in this way twice before a long rest. Doing this most vulnerable moments. You gain proficiency with
spends one use of your Med Kit. your choice of two of the following tool kits; Demolitions
Jaws of Life: As an Action, so long as you have a Kit, Poison Kit, Trappers Kit and Weaponsmith Kit.
Medicine Kit, make a DC 25 Intelligence (Medicine) You also learn to create amazing traps with which you
check, targeting a creature who’s been dead, no more catch, debilitate, or kill your enemies based on the
than 10 minutes, whom you can see, and touch. Toolkits you are proficient in. You will find a list of the
On a success, the target returns to life with 1 hit point. Traps available to you based on your Tool kit
A creature can’t be revived again this way until it proficiencies at the end of this class section.
completes a long rest. Any creature who triggers your Trap must succeed
their saving throw listed in the traps Description vs your
DOCTORATE OF BATTLE Taijutsu or Ninjutsu Save DC (Your choice). Traps you set
can use Dexterity instead of Strength for Attack and
At 17th level, your talents at lifesaving triage and
Damage rolls and Save DC calculation. Any creature who
medicine have become effortless and legendary. You
cannot see the Traps (If they are obscured in dense
gain the following benefits;
foliage, obscuring mist, etc.)
Physician of War: You can now use Swift
Resuscitation’s features as a bonus action.

6
It requires a Wisdom (Perception) check vs your DART TRAP
Passive Sleight of Hand (10 + Your Sleight of Hand Skill
Required Toolkit: Weaponsmith Kit
Bonus) to find them) has disadvantage on this saving
Trap Setting Time: 1 Bonus Action
throw.
Activation Range: 10 Feet
A creature aware of your traps makes their saving
Activation Effect: Up to two creatures within 30 feet of
throw normally, if they trigger the trap.
the trap must succeed on a Dexterity saving throw taking
You can set a number of traps equal to your
4d6 piercing damage. Or half as much on a successful
Intelligence Modifier per short rest. A Trap has an
one.
Activation Range. This range determined the minimum
Critical Trigger: Failing creatures takes 6d6+Proficiency
distance a creature needs to be near a trap before it
Bonus piercing damage
triggers. A trap will attempt to target as many creatures

ELECTRIC TRAP
other than you as it can when it activates, preferring
close targets, but it will always target the activating
creature. By spending 1 minute setting any trap, it is Required Toolkit: Demolitions Kit
automatically hidden. Trap Setting Time: 1 Full Tum Action
Activation Range: 5 feet
HIDDEN THREATS Activation Effect: One creature within 5 feet of this trap,
must succeed a Constitution saving throw, taking 2d10
At 10th level, you learn the secrets of hiding and
lightning damage and being shocked on a failed. Or half
detecting traps of all kinds. You have advantage on
as much on a successful one
Wisdom (Perception) checks to detect hidden doors,
Critical Trigger: Failing creatures takes 4d10 +
mechanisms, and traps. Also, a creature attempting to
Proficiency Bonus Lightning damage and becomes
make an ability check to find your Traps or Caltrops,
while obscured in any way makes their checks at shocked and weakened.

FLAME TRAP
disadvantage to detect them.
Additionally, a creature who would take damage from
a trap you set, can trigger your Sneak Attack Class Required Toolkit: Demolitions Kit
Feature. You can still on use your Sneak Attack feature Trap Setting Time: 1 Full Turn Action Activation Range:
once per turn. 15 Foot cube
In addition, you also, gain the ability to completely Activation Effect: All creatures within 20 feet of the trap,
ignore the effects of your own Caltrops. must succeed a Dexterity saving throw, taking 3d6 fire
damage, and being burned on a failed save, or half as
CRITICAL TRAPS much on a successful one.
Critical Trigger: Failing creatures takes 5d8+Proficiency
Also, at 10th level, when a creature would fail your
Bonus fire damage.
caltrop or traps Saving throw by 5, your traps Critical

NET TRAP
Trigger activates and Your caltrops instead deal double
damage, reduces their movement speed to 0, and they
become slowed while they are inside your caltrops Required Toolkit: Trappers Kit
affected space. Trap Setting Time: 1 Minute Activation Range: 15 feet
Activation Effect: Up to two creatures within 30 feet of
PERFECT TIMING the trap must make a Dexterity saving throw being
restrained and prone on a failed save.
At 17th level, you learn to coordinate your strikes with
Critical Trigger: Failing creatures are restrained and
your traps perfectly. You can now use your Sneak attack
prone
feature normally and with your Hidden Threats feature

POISON TRAP
on the same tum, though you can still only use each
ability each, once per turn
Additionally, when you deal Sneak attack damage to a Required Toolkit: Poisoners Kit
creature using Hidden Threats, you gain advantage on Trap Setting Time: 1 Minute Activation Range: 5 feet
weapon attacks made against that creature until the end Activation Effect: All creatures within 20 feet of the trap,
of that turn. must succeed a Constitution saving throw, being
poisoned on a failed save.
TOOLS OF THE TRADE TRAPS Critical Trigger: Failing creatures takes 6d6 poison
damage and are poisoned

BLADE TRAP WEB TRAP


Required Toolkit: Weaponsmith Kit
Required Toolkit: Trappers Kit
Trap Setting Time: 1 Action
Trap Setting Time: 1 Action
Activation Range: 10 Feet
Activation Range: 5 Feet Activation Effect: All creatures
Activation Effect: Up to two creatures within range must
within 10 feet of the trap, must succeed a Strength
make a Dexterity saving throw. On a failed save, they
saving throw, being restrained, for 1 minute on a failed
take 2d8 slashing damage. Or half as much on a
save.
successful one.
Critical Trigger: Failing creature becomes paralyzed
Critical Trigger: Failing creatures takes 4d8 +
until the end of the triggering creature’s next turn.
Proficiency Bonus slashing damage.

7
VENOM TRAP ENVIOUS THEFT
Required Toolkit: Poisoners Kit Beginning at 10th level, when a creature within 60 feet of
Trap Setting Time: 1 Minute your casts a jutsu you are eligible to learn or cast, you
Activation Range: 5 Feet may use your reaction to try and copy it. Make a check
Activation Effect: All creatures within 20 feet of the trap, using the relevant skill (Martial Arts for Taijutsu,
must succeed a Dexterity saving throw, being corroded Ninshou for Ninjutsu, Illusions for Genjutsu) against a
on a failed save. DC 20 + the rank of the jutsu (D-Rank: 1, C-Rank: 2, B-
Critical Trigger: Failing creatures takes 6d6+Proficiency Rank: 3, A-Rank: 4, S-Rank: 5).
Bonus acid damage and are corroded. On a success, you may temporarily add the jutsu to
your known list until you complete a long rest. If you
VICE AGENT beat the DC by 5 or more, you may instead add it to your
known list permanently. You cannot benefit from
Some Hunters fall under a grey area in their dealings and
advantage or expertise on this check.
morals than most shinobi, but some choose to go even
Using this feature, you ignore any Nature release
further than that, learning to use some of Mans Cardinal
limitations you may have. You can also copy Jutsu with
Sin’s and Vices as a weapon against them. These Hunters
the Medical Keyword. This feature does not allow you to
are known as Agents of Vice, or Vice Agents for short.
learn jutsu with the Hijutsu Classification or Keyword.

LUSTFUL TEMPTATION Jutsu, you copy cannot be modified in any way.


You can only copy a number of jutsu temporarily or
When you choose this Creed at 3rdd level, you gain permanently equal to your Intelligence Modifier. If you
proficiency in the Persuasion skill. If you were already try to copy a jutsu when you already have the maximum
proficient, you instead select another Charisma based number of jutsu copied, you choose which jutsu to forget
skill to gain proficiency in. If you are proficient in all and remove it from your list. If you try to copy a jutsu
Charisma based Skills, you instead gain expertise in that are one or more ranks higher than what you are able
Persuasion. to normally learn, you have disadvantage on the check.
Additionally, you gain the Charm, Hunters Exploit if You can only use this feature twice per long rest.
you don’t already have it. This does not count against
your Hunters Exploit Maximum. WRATH’S FOCUS
You may use the Charm Hunters Exploit out of combat
Also, at 10th level, when your Primary Target deals
as an action. Doing so follows the normal rules for this
damage to you, the next time you hit them with an
exploit, except they are charmed for the next 10 minutes.
attack, you deal additional damage equal to your
This condition ends early if you or your allies damage
proficiency bonus once per turn.
the creature.
If you would use this feature when you are also dealing
At 10thh level, the duration increases to 1 Hour.
sneak attack damage, you may reroll any 1’s or 2’s rolled

GREED’S SHELL as a result of the sneak attack.

Also, at 3rd level, you can, as a bonus action, surround EPITOME OF PRIDE
your skin in a sleek metallic looking coat of chakra, that
At 17th level, you have begun to embody the very essence
is a color and design of your choice. This lasts for up to
of man’s pride. You find it hard to be bested, or
10 minutes.
challenged. All other hostile combatants deserve to be
For the duration of this chakra coat, while you are not
looked at with pity and not respect.
wearing armor, your Armor Class (AC) is calculated as
When you use your reaction for Uncanny Dodge, the
follows; 10 + Dexterity Modifier + Intelligence Modifier +
attack instead deals no damage and you gain an
Half Proficiency bonus (rounded down).
additional reaction which can only be used to do
You can spend 5 Chakra in addition to your Bonus
Uncanny dodge again. This can be done a number of
Action to gain a +1 Bonus to your AC for this features
times equal to your Dexterity modifier and can trigger no
duration. Beginning at 10th level, you can spend 10
more than once per turn.
chakra to instead gain a +2 Bonus. Finally beginning at
17th level, you can spend 15 chakra to instead gain a +3
Bonus.
While you are benefitting from this feature, your
Greedy nature takes center stage, allowing you to steal
other creatures chakra. When you successfully deal
damage using your Sneak attack, you deal Chakra
Damage to them equal to 1/3rd of your Hunter-Nin Class
Level. (Rounded up). You regain the same number of
chakra. If a creature who would take chakra damage this
way is your Primary Target, the amount drained
increases by an amount equal to your Intelligence
Modifier. You may only steal chakra using this feature
once per short rest. You can use this feature an
additional time per short rest, beginning at 7th, 11th and
15th levels.

8
VOID HUNTER • Melee Attack: Make a Dexterity (Acrobatics) Check vs
the targets Attack types Save DC (Taijutsu save for an
Some Hunters utilize Time & Space Ninjutsu, to get in
Unarmed or weapon attack). On a success you Teleport
and out of combat as easily as blinking. These Shinobi
up to your Movement speed away to an unoccupied
specialize in hit and run tactics.
space dodging the attack.

STALKER PROFICIENCY
• Ranged Attack: Make a Dexterity (Acrobatics) check vs
the targets Attack type save DC (Taijutsu save for an
At 3rd level, you gain proficiency in the Survival skill, Unarmed or weapon attack). On a success you teleport
and you can make any Survival checks using Intelligence the attack away, redirecting it to target another
instead of Wisdom. If you already have proficiency in the creature of your choice, making a Ninjutsu attack
Survival skill, you can choose a different skill to gain against the selected creature, on a success, the target
proficiency in. takes the attack as if they were the original target.
• Saving throw: Make an Intelligence (Ninjutsu) or
BLINK Dexterity (Acrobatics) check vs the targets save DC. On
a success you Collapse space shunting it away
Also, at 3rd level, you learn to use your chakra to slip
harmlessly, nullifying its effects
between points in space, teleporting short distances in
the blink of an eye. As a bonus action, you can teleport up
to half of your movement speed to an unoccupied space
you can see. If you teleport within 5 feet of a creature
marked by your Primary Target feature, you gain
advantage on the first attack roll you make against that
creature.

VOID STRIKE
At 10th level, you can strike multiple targets seemingly
at the same time. Immediately after you deal Sneak
Attack damage to a creature with a melee attack on your
turn, you can target a second creature that you can see
within 30 feet of the first creature.
Make another attack using the same attack made on
the first target. On a hit that creature takes half the
amount of damage the first creature took. You can target
a third creature within 15 feet of the second creature.
Make another attack using the same attack made on the
first and second target. On a hit that creature takes half
of the damage the second creature took.
After you succeed at least one attack against a targeted
creature using this feature, you can teleport to an
unoccupied space within 5 feet of any creature you hit.
You can use this feature a number of times
equal to your proficiency bonus, and you
regain all expended uses when you finish a
long rest.

VOID STEP
Also, at 10th level, when you take the Dash
action, you can teleport whenever you move until
the end of your turn. You can split up this
teleportation just like you can with regular movement.
If you end your movement within 5 feet of a hostile
creature, you gain the benefits of the dodge action
against that hostile creature.

SPATIAL DISPLACEMENT
At 17th level, you are able to effortlessly move between
space, even using this offensively or defensively.
As an action, you can target one creature you can see
within 60 feet of you causing space to distort around
them. The target must succeed a Dexterity saving throw,
being teleported to an unoccupied space within 5 feet of
you on a failed save. You can make a weapon attack as a
part of this action.
Whenever you would be targeted by an attack or forced
to make a Strength, Dexterity or Constitution saving
throw you may as a reaction, do one of the following;

9
WOLF’S CREED • Grappling Hook: Your arm is fitted with a long-
distance grappling kunai and rope, designed to stab
Some Hunters find that hesitation is defeat. So, they
into surfaces at a distance and draw you in close. As a
forget what hesitation means. They train their body to a
bonus action you may select a space you can see within
point where it breaks down, so they can build it back
60 feet of you, you fire your grappling hook at this
better and stronger. These Hunters are known as Wolves.
space forcefully pulling you and up to one willing
Violently efficient, Aggressively driven, and unhindered
creature within 5 feet of you to this new location.
by Fear.
Attacks of opportunity are made at disadvantage

SUPERIOR POSTURE against you. Additionally, if you end your movement


within 5 feet of a hostile creature, the next attack
At 3rd level, you have learned to patiently wait for an made triggers your Sneak attack feature regardless of
opponent to slip up and capitalize on it with unforgiving circumstance.
accuracy. You gain proficiency in the Martial Arts skill if • Mist Raven: Your arm is fitted with a special feather
you are not already. that gives you the ability to teleport in a cloud of mist.
As an action on your turn, or Reaction, to being As a bonus action, you can teleport up to 30 feet. If you
targeted by a melee attack, while you are wielding a would end your movement within 5 feet of a creature,
melee weapon with which you are proficient, you may your next attack targeting them is at advantage.
enter a parry stance until the beginning of your next At Higher Levels: At 5th level, the teleportation distance
turn. While in this stance when a creature makes a melee increased by 15 feet. It increases by an additional 10 feet at
attack targeting you, regardless of the result of their roll, 9th, 13th, and 17th level.
you immediately make a Strength (Martial Arts) or • Sabimaru: Your arm is equipped with a secret blade
Dexterity (Martial Arts) (Your choice) ability check vs coated with poison that you use to quickly poison your
their attack roll result (You cannot benefit from foes. As an action, make a taijutsu attack with this
expertise when making this ability check). blade. On a hit you deal 1d6 slashing damage and 1d6
If your Martial Arts Ability check is greater than the poison damage. The target must make a constitution
attackers attack roll, your next attack treats the saving throw. On a failed save, they gain the poisoned
triggering creatures AC as being reduced by an amount condition for 1 minute.
equal to the difference between your Martial Arts Ability At Higher Levels: At 5th level, the damage increases by
check and the attack result. 1d6 each. This increases by another 1d6 at 9th, 13th, and
If their AC is reduced by 10 or more as a result of this 17th level.
feature, your next attack against the creature triggers • Shinobi Firecracker: Your arm is equipped with a
sneak attack, regardless of the circumstances or firecracker that is made for disorienting your foes. As
conditions. a bonus action you can force every creature in front of
you within a 10-foot cube must make a Wisdom saving
SHINOBI PROSTHETIC throw. On a failed save, they become dazed and
blinded until the beginning of their next turn.
Also, at 3rd level, you have willingly chosen to replace

POSTURE BREAK
your organic arm with that of a shinobi prosthetic. An
arm made of wood, metal and other synthetic martials
that you control using your chakra, that sits in place of At 10th level, when you reduce a creature’s AC to 10 or
your original arm. This prosthetic is able to be fitted with less as a result of the Superior Posture feature, you gain
a tool that can aid you in combat. You may swap your an additional reaction which you can use to take the
tool when you complete a long rest. Using a tool attack action against the creature. Taking the attack
consumes a use of your Hunter Exploit. At 8th and 13th action in this way allows you to attack twice instead of
levels, you are able to equip an additional tool into your once.
prosthetic at a time. If a tool would require a creature to
make a Saving throw, you would use your Taijutsu Save DEATHBLOW
DC.
Also, at 10th level, when you would make a sneak attack
• Divine Abduction: Your arm is outfitted with a fan you due to the superior posture feature, your sneak attack die
can quickly pull out to gain an advantage in stealth. As increases from a d6 to a d8.
an action you cloak yourself in divine winds, giving
yourself advantage on your next stealth check. KAGES DIE TWICE
• Elemental Vent: In your arm you have equipped a
At 17th level, your sheer spirit and resolve to keep
small cannon that unleashes a blast of fire on your
fighting allows you to defy even death itself. Once per
foes. As an action you can force every creature you are
long rest, when you are killed, you stay in the initiative
facing that is within 5 feet of you must make a
order. When it would be your turn you may revive
dexterity saving throw. On a fail they take 3d6 fire
yourself with HP equal to twice your hunter-nin level
damage. If you have access to another nature release,
and gain resistance to all damage until the beginning of
you can instead blast that element dealing the
your next turn. This consumes your reaction for this turn
corresponding damage type (Water = Cold). On a
but you may still use an action and bonus action.
success they take half damage. Additionally, your next
Additionally, when you are revived this way, you
weapon attack deals an additional 1d6 of the element’s
immediately gain 3 failed death saving throws, which
damage type.
cannot be removed by any means until you complete a
At Higher Levels: At 5th level, the damage increases by
long rest.
1d6 each. This increases by another 1d6 at 9th, 13th, and
17th level.

10
INTELLIGENCE OPERATIVE
AZURE ANALYST at 17th level, you can bind up to two named features at a
time using this feature.
Some Intelligence Operatives find that knowing what
your enemies know and use is far more critical than
having any high-powered techniques of your own. They
SAPPHIRE INSIGHTS
believe that using your enemies strengths against them Starting at 9th level, you learn how to see through the
is a far less dangerous path than fighting fire with fire. tactics an enemy has prepared or acted on.
These Intelligence Operatives are known as Azure When a hostile creature would gain the benefits of a
Analyst’s named feature and they are not currently being analyzed
with your Exploit Weakness class feature, you can spend 1
AZURE RESEARCH Brave order as a reaction. When you do, you immediately
activate one named feature as if you have activated a
When you choose this Strategy at 3rd level, you learn to
Plan. A named feature activated this way affects all allies
use your incredible insight to learn your enemies skills,
until the end of your next turn.
jutsu and abilities. You gain proficiency in Insight, if you
weren’t previously. If you already proficient, you instead
gain Proficiency in another Wisdom based Skill.
SAPPHIRE THEORY
Once per turn, as an action, you can select one hostile Beginning at 13th level, when you would become aware
creature currently analyzed with Exploit Weakness. When of an Adversaries named features, you can instead
you do, make an Intelligence (Insight) Check vs a DC (8 + choose to become aware of all Jutsu of a single Category
Creatures Level.) On a success, you become aware of all that they have on their known Jutsu list; Ninjutsu,
named feature an Adversary has and their effects within Genjutsu, Taijutsu, Bukijutsu.
one of the following categories; Role Talents, Adversary When you do, you can then choose to bind a select
Trait, Clan Abilities. You can use this feature on the rank and Jutsu Category or jutsu no higher than B-Rank.
same hostile creature twice per long rest. (For example. B-Rank Taijutsu, or C-Rank Genjutsu)
Beginning at 13thh level, you can use this feature on Jutsu bound this way, cannot be cast for the duration
the same hostile creature twice per short rest. of the binding. While binding jutsu in this way, you must
maintain concentration on the binding as if
AZURE HYPOTHESIS concentrating on a jutsu of the corresponding type.
Additionally, when you bind a select rank and jutsu
Also, at 3rd level, you learn how to take the knowledge
category, you also become aware of one random jutsu of
you’ve gained and record it into a special Scroll, named
the select rank and type of the DM’s choice, unless you
the Azure Scroll. When you successfully become aware of
can name the jutsu in which you want specifically.
a creatures named feature from the Role Talents
Regardless, the jutsu named in this way is sealed into
category, as a result of your Azure Research class feature,
your Azure Scroll. A jutsu sealed into your Azure scroll
you can choose to seal one of them into your Azure
this way does not occupy any of its slots, and can be cast
Scroll. When you do, it occupies the Scroll in one of the
as if you are casting it, using your appropriate Save DC’s,
Azure Scrolls slots. You begin with one slot. You gain an
attack bonuses and ability modifiers. If you cast a Jutsu
additional Slot that you can store a named feature into at
sealed into your Azure scroll this way, you unbind the
6th, 13th and 17th levels. When you would attempt to
adversaries jutsu of the select rank and category.
seal a named feature into your Azure scroll while you
Otherwise, a jutsu bound this way vanishes from your
have all of your slots filled, select one named feature
Azure Scroll when you complete a rest of any type.
currently sealed within your Azure Scroll and replace it
with the newly sealed named feature.
When you would use your Exploit Weakness on a
AZURE CONCLUSION
friendly creature, for the duration that the creature is Beginning at 17th level, you have learned to take what
being analyzed, select one named feature you have you’ve learned and apply it with intriguing results and
sealed within your Azure Scroll. They gain the benefits potency.
of the select feature as if they had it. When you would use your Exploit Weakness feature to
target an allied creature, you can select an additional
AZURE LOCKOUT allied creature to target or when you would use your
Exploit weakness on a hostile creature, you can select an
Starting at 6th level, you learn to lock your enemies out
additional hostile creature.
of their special traits and tactics.
Also, when an allied creature would gain the benefits
While a creature is being analyzed with your Exploit
of a named feature sealed into your Azure Scroll, they
Weakness feature, and you are aware of the named
now can gain the benefit of up to two named features.
features it has access to, if you have a named feature
Finally, when you would become aware of an
sealed in your Azure Scroll that they also have, you can
Adversaries, Adversary Traits, you can choose to seal
as an action bind the named feature for the next minute.
one of the select named features from this category into
For the duration of this binding, while a creature
your Azure scroll, Adversary Traits copied this way
currently being analyzed by your Exploit Weakness has
occupy two Slots in your Azure Scroll, additionally, when
the same named feature, they cannot gain its benefits.
you would grant an allied creature the benefits of a
You can only have one named feature bound this way at a
named feature from the Adversary Trait category, you
time.
must maintain concentration on it as if you are
This binding ability increases in strength as you grow
concentrating on a jutsu.
in knowledge. Beginning at 13th level, you can bind a
single named feature that you are aware of, even if you
do not have it sealed into your Azure Scroll, and starting

1
GRAVE CONTROLLER CORPSE COLLECTOR
Some Intelligence Operatives seek mastery over each Starting at 6th level, you learn how to store artificial
creature on the battlefield. Their plans seek to corpses with you at all times. You a have a number of
manipulate the bodies of their foes using Forbidden artificial corpses sealed into your Dead Soul Scroll equal
Techniques, while also demoralizing and breaking the to 1/3 of your Intelligence Operative Level (Rounded
morale of their opponents. Down). When an Artificial Corpse is killed, you recreate it
when you gain the benefits of a long rest. You command
TWISTED ANATOMY an Artificial Corpse as a bonus action, it can perform a
movement and 1 Action
When you choose this Strategy at 3rdd level, you gain
Additionally, you gain the ability to learn Jutsu with
proficiency in both Medicine and Intimidation. If you
have proficiency in both of the aforementioned skills, the Medical Keyword, that does not restore Hit points.
you instead gain proficiency in one Wisdom or Charisma Artificial Corpses have the following Statistics;
based skill.
Additionally, you leverage your knowledge of the body
to your advantage, allowing you to use your Intelligence Medium Undead
Modifier for Medicine or Intimidation Checks.

DEAD SOUL TECHNIQUE


Armor Class 8 + Half your Intelligence Operative Level (Natural Armor)
Hit Points 15
Also, at 3rd level, you begin to walk down a dark path, Speed 30 ft.
paved in failure and regret. When a creature you are
currently analyzing with your Exploit Weakness class STR DEX CON INT WIS CHA
feature, dies within 60 feet of you, and are of a level 14 (+2) 14 (+2) 14 (+2) 1 (-5) 1 (-5) 1 (-5)
equal to or less than your Intelligence Operative Class
levels, you can use your reaction to bind their essence to Damage Immunity Psychic
yourself in the form of a blackened scroll named the Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Dead Soul Scroll. Senses passive Perception 5
While you have at least one creatures essence bound to
you in this way, as an Action you can spend 10 Chakra to Zombie. Damage you deal cannot be healed by normal means. Creatures
summon that creatures corpse within 60 feet of you for whom you bite or hit with your unarmed attack become immune to
the next minute called a Bound Corpse. While you healing for the next minute.
control a Bound Corpse as a result of this feature you can
only concentrate on one jutsu at a time. You can only
have one creatures essence bound to you in this way. You Claw. Melee Weapon Attack: +Your Ninjutsu Attack Bonus to hit, reach 5
gain additional slots for creatures essences to be bound ft., one creature. Hit: 1d6 + 5 Piercing damage.
at 9th and 17th levels.
The corpse has the following statistics;
• 5 Temporary Hit Points
UNDEAD FORTITUDE
• 10 Temporary Chakra Points
Starting at 9th level, when you summon a Bound Corpse
• Its original Physical Ability Scores (Strength,
using the Dead Soul Technique class feature, you can
Dexterity, Constitution).
spend 1 Brave Order to manipulate the bodies of foes
• Its Mental Ability Scores (Intelligence, Wisdom,
near your Bound Corpse. All creatures of your choice
Charisma) All becomes 1 (-5).
within 30 feet of your Bound Corpse must make a
• Immunity to Genjutsu, Psychic Damage, Fear and
Wisdom Saving throw vs your Ninjutsu save DC. On a
Charmed conditions.
failure, each creature gains 2 Ranks of Fear against the
Corpses summoned this way, gain one of the following Bound Corpse.
Undead Clan Ability features; Ghoul, Grim, Husk, Additionally, when the Bound corpse reaches 0
Zombie, and Blight. temporary hit points, you can spend 1 Brave order. When
Corpses summoned this way can be commanded as a you do it instead falls to 1 Hit Point, and regains
bonus action, with them having a 1 Movement and 1 Temporary HP equal to your Intelligence Operative Level
Action. Corpses do not have their original Clan or Class at the start of your next turn. You can use this feature
features (if any) and can only use jutsu you are aware once per long rest.
that they know. All corpses currently summoned this
way follow the same command and turn to dust when; DARK MODIFICATION
The cannot mold chakra, run out of hit points or chakra
Beginning at 13th level, you learn to enhance your
points. Corpses cannot be healed or regain chakra in any
Artificial and Bound corpses to better interact with your
way unless its temporary. Corpses turned to dust are
Plans. When you would complete a long rest, you can
immediately unbound from you. Jutsu your corpse casts
begin modifying a Bound corpse in your possession.
uses your Ninjutsu attack bonus or Save DC for their rolls
Make an Intelligence (Medicine) check vs a DC 20. On a
and Save DC calculation.
success, you find out what proficiencies the corpse had,
Finally, for every additional 10 Chakra you spend when
up to 3 jutsu it knew in life, and it gains two of the
summoning a corpse, increase its statistics by the
following effects the next time it is summoned;
following;
• Increased Temporary Hit Points Equal to your
• +10 Temporary Hit Points
Intelligence Operative Level.
• +10 Temporary Chakra Points
• Increased Temporary Chakra Points Equal to your
Intelligence Operative Level.

2
• It can cast one C-Rank or lower jutsu that you know.
• The corpse gains an additional attack when it makes a
melee weapon attack.
• The corpse gains a bonus action, and can benefit from
your Exploit Weakness class feature.
• Select one ability score the Corpse has. The Corpse
becomes proficient in that saving throw using your
proficiency, and that ability score is increased to 20.

IMPURE REANIMATION
Beginning at 17th level, you have learned to make your
Undead Corpses act more independently. All Bound
Corpses take their turns immediately after you, and no
long require a bonus action to command, as you learn to
command them mentally (no action required).
Additionally, when you summon a Bound Corpse using
the Dead Soul Technique Class feature, you reduce the
cost to increases its statistics by half.

3
INTERROGATIONIST UNERRING EYE
Some Intelligence Operatives seek to gain all knowledge Beginning at 13th level, your sense are impossible to foil.
available to them by any means. Their plans seek to You gain advantage on any ability check or saving throw
capture and extract information from their targets, made against Genjutsu with the Visual and/or Auditory
while also demoralizing and breaking the morale of their Keyword(s).
opponents. Additionally, as an action, you can sense the presence
of Genjutsu within 60 feet of you, if you are not blinded
INFO WARS or deafened. If the Genjutsu is of a Rank you can cost or
lower, you learn what it is and where the caster is, if they
When you choose this Strategy at 3rd level, your words
are within range. If you have the Genjutsu sensed this
become a viable weapon in the heat of battle. You gain
two of the following proficiencies; Deception, Insight, way on your Known jutsu list, you can as a reaction,
Intimidation, Persuasion. If you have proficiency in all of spend one Brave Order to Cast Genjutsu Break without
expending Chakra, as if you know it.
the aforementioned skills, you instead gain expertise in

PERFECT MIND
intimidation or Persuasion.
Additionally, you leverage your words to hold higher
influence over those in distress. You gain advantage on Beginning at 17th level, your mind becomes an
Charisma or Wisdom ability checks against a creature impregnable fortress. You gain proficiency in Wisdom or
with any condition. Charisma Saving throws (Pick one). If you already have
proficiency in both, choose one. You gain expertise in the
CAPTURE TARGET chosen Saving throw.
Additionally, when a creature you can see within 60
Also, at 3rd level, Genjutsu you cast targeting a creature
marked by your Exploit Weakness, can use your feet of you would be targeted by a Genjutsu, you can, as a
Charisma Modifier instead of Wisdom. reaction, spend one Brave Order to cast Chakra Shatter
and automatically mark the triggering creature with
Additionally, you gain proficiency with Chained
your Exploit Weakness class feature.
Spears, Sasumata, Battle Wire and Nets. When you would
attempt to grapple a creature analyzed by your Exploit
Weakness class feature, you can use Intelligence
(Investigation) or Charisma (Intimidation) in place of
Strength (Athletics) or any grapple checks. A creature
grappled this way is also restrained.

CRYPTIC DECIPHER
Starting at 6th level, your pursuit of information
broadens your horizons. You learn 2 additional dialects,
can read lips so long as you can see them and understand
the language spoken, and can create written ciphers.
Creatures other than you cannot decipher a code you
create unless you tell them the code to the cipher over a
10-minute period, or they succeed an Intelligence Check
vs your Ninjutsu (or Genjutsu) save DC. (Your choice)
Finally, you learn the Animal Companion jutsu, if you
do not know it already. If you already know Animal
Companion then you instead add another jutsu of equal
rank for which you qualify for. When casting Animal
Companion, the jutsu gains a new effect, which now has
a duration of 1 Day, and increases by 1 Day for each rank
above D-Rank. If the target of this jutsu is a Summoned
Creature, you can spend 1 Brave Order to allow the
summon to remain for the entire duration.

MORALE BURST
Starting at 9th level, your words and plans can make or
break any situation. When you enhance a plan, you can
add your words to hinder your enemies or buffer your
allies. Make a Charisma (Persuasion) check to affect
allies, or a Charisma (Intimidation) check to affect
hostiles vs a DC 12 + 1 for each creature affected by the
plan you choose.
On a success, each creature affected is treated as being
analyzed by Exploit Weakness. A hostile creature already
under the effects of Exploit Weakness gains 3 ranks of
Fear against you for 1 minute.

4
PRECOGNITIVE EXPECTED ASSAULT
Some Intelligence Operatives are of keener mind than Starting at 9th level, you have become an expert at
most, able to plan and strategize in the heat of battle. reading a creature's next movement. You and allied
Able to predict the movement of both friend and foe creatures within 20 feet of you that can hear you cannot
without much difficulty, some might even say they can lose their reaction due to a jutsu or feature and when a
see glimpses into the future. creature within 20 feet of you makes an attack, you may
use your reaction and spend 1 Brave Order to give them
PRECOGNITION advantage or disadvantage on all attacks for this turn.

DAY AHEAD
When you choose this Strategy at 3rd level, you have
learned to use your chakra to see brief glimpses into the
future. You and allied creatures within 30 feet of you are Beginning at 13th level, when you finish a long rest, roll
immune to being Surprised. two d20s and record the numbers rolled. You can replace
Additionally, as an action you may touch a creature any attack roll, saving throw, or ability check made by
and spend 1 Brave Order. You gain far more detailed you or a creature that you can see with one of these
glimpse into their own future. For the next hour, you precognitive rolls. You must choose to do so before the
have advantage on Investigation, Insight, and History roll, and you can replace a roll in this way only once per
checks made to track them or learn about them. You may turn.
use your Intelligence modifier for Insight checks made Each precognitive roll can be used only once. When
against them. you finish a long rest, you lose any unused precognitive
You also ignore bonuses to AC from jutsu or features, rolls.
but not a change in calculation such as from Unarmored
Defense. OMNISCIENT CLAIRVOYANCE
MOMENTARY PAUSE Beginning at 17th level, you may expend 1 Brave Order
and 10 chakra to enter into a trance of sorts, calling upon
Also, at 3rd level, as a Bonus Action, by spending 1 Brave all of your chakra to see into the future of the battle
Order, you may use your ability to perceive possible currently playing out.
futures into a manifestation and manipulation of time. All attacks, ability checks, and saving throws you
At the end of your turn, you may take another turn. make are at advantage. Attacks against you are made at
Beginning at 9thh level, you may instead use this disadvantage. This lasts for 1 minute, but requires
feature on an allied creature analyzed by your Exploit concentration as if you were concentrating on a jutsu.
Weakness class feature. This feature can be used once You may only do this once per long rest.
per long rest.

CONVERGING TIMELINES
Starting at 6th level, you can perceive multiple possible
outcomes and futures in a but a moment, and make a
gamble on which is the most likely. At the start of your
turn, you may roll 1d6, gaining a benefit and/or
detriment depending on the result (as shown below).
The effects last until the start of your next turn.
You may expend 1 Brave order when you use this
feature to give an allied creature within 30 feet of you the
effect of this feature as well. You can use this feature a
number of times per long rest, equal to your Intelligence
modifier.

C ONVERGING TIMELINES TABLE


Result Effect
1 You perceive the worst possible outcome, and unfortunately, it seems likely. However, you prepare for it. You gain 2 Ranks of
Fear and attacks against you have advantage.
2 You glimpse momentarily into the future, seeing an assault upcoming. Truthfully, if you looked but a moment farther, you'd
have seen jutsu tossed around the battlefield. You have disadvantage on saving throws, and when you fail a saving throw
against a jutsu, you take an additional die of damage
3 In the upcoming moments, you see a future where your opponent’s strike with renewed power and vigor, but are desperate
to strike. Attacks against you have disadvantage, but attacks deal an additional dice of damage
4 Your sight is full of a chakra filled future, and so you prepare to stop it. Once, if a creature within range is casting a jutsu, you
may cast Chakra Shatter at C-Rank using your Intelligence Modifier without spending a reaction.
5 The future you perceive is one of domination. Once per turn, you gain a bonus to the damage of attacks equal to your levels i n
this class.
6 You perceive a future of greatness, and you know just how to make it happen. You gain advantage on all attack rolls and
ability checks

5
SENSORY • Allied Offence: When you and an ally are adjacent to
the same creature you gain a +2 Bonus to attack &
Some Intelligence Operatives find that knowing your
damage rolls against that creature.
enemies positions and locations relative to the party,
• Allied Perceptions: You gain Immunity to being
will make for a much more compelling combat strategy
Flanked and creatures cannot gain advantage against
and help support their team in both combat and
you as a result of being Grappled or Restrained.
investigating Situations.
• Allied Shielding: You gain a +1 Bonus to AC.

PRETERNATURAL AWARENESS You become more adept at utilizing these seals


learning to use more effects simultaneously or to
When you choose this Strategy at 3rd level, you realize
enhance a singular effect further as you grow in
the innate ability to maintain awareness on things that
experience. Beginning at 9th level, when you would use
would normally be out of scope for your normal senses.
this feature, you can choose to spend an additional use of
You can spend 1 Brave order as a bonus action gaining
your Sensory seals to either target a second willing
the following benefits for the next minute;
creature within range, or to amplify a single creatures
• You become aware of all creatures, objects or sensory seal granting you both with enhanced effects.
structures within 30 feet of you that can use or has If you select another creature this features bonuses
chakra. are in effect when you and another creature with the
• You know what nature releases a creature has, if any. mark are within 30 feet or when two creatures with the
• You can tell when a creature is concentrating on, or is mark are within 30 feet. The following are enhanced
under the effects of a Jutsu they cast. effects;
• Creatures who you are aware of as a result of this
• Allied Casting: Bonus increased to +4.
feature cannot gain the benefits of being hidden from
• Allied Combination: Reduction increased to -4.
you.
• Allied Defense: Bonus increased to +4.
This level of awareness grows as you grow. Beginning • Allied Harmony: Bonus increased to +5.
at 9th level, you may select one of the following • Allied Offence: Bonus increased to +4.
preternatural senses to supplement your already potent • Allied Perceptions: Additionally, creatures cannot
sensory capabilities. You may select another at 17th level. gain a bonus to hit you as a result of a jutsu.
• Creatures currently marked by your Exploit Weakness • Allied Shielding: Bonus increases to +2.

SQUAD AWARENESS
class feature cannot gain the benefits of bonuses to
Ability Checks or Saving throws against you.
• Creatures currently marked by your Exploit Weakness Starting at 6th level, you learn to enable your team to
class feature take a -5 Penalty to any Athletics, become more aware of their surroundings and their
Acrobatics, Chakra control, Investigation, Insight or enemies while working together.
Deception checks made against you. While an ally is marked with your Exploit Weakness
• Creatures currently marked by your Exploit Weakness feature, they gain the benefits of your Preternatural
class feature cannot gain advantage on attacks against Awareness class feature for the same duration as you.
you or creatures under the effects of your plans. Also, when you would activate a plan, you may treat
your marked ally as if you were in their space when you
SENSORY SEALS activated it.

SITUATIONAL AWARENESS
You bind your extra sensory capabilities to a special
sealing tag of your creation. You have a number of
Sensory Tags equal to half the maximum number of Beginning at 13th level, all allied creatures within 30 feet
Brave orders you have (Rounded up). You regain spent of you are treated as if they have proficiency to their
sensory seals at the end of a long rest. Perception. If they already have proficiency, they instead
As a bonus action, you can select a willing creature you are treated as if they have proficiency to their insight. If
can see within 60 feet that you and mark them with it. they already have proficiency in both Perception and
While you, and a creature marked with this seal, are Insight, then they instead gain a +5 bonus to both their
within 30 feet of each other, you both gain one of the passive perception and Passive Insight.
following benefits for the next minute. You must
concentrate on this feature as if you were concentrating NOTHING ESCAPES US
on a jutsu; (You must choose which benefit when you
Beginning at 17th level, you have learned to augment
activate this feature as this cannot change later. You can
both your own and your allies senses to their zenith.
recast this feature targeting the same or another willing
When you mark a creature with your exploit weakness,
creature within range granting you both a new benefit.)
you make a Perception or Insight check using
• Allied Casting: You gain a +2 bonus to Ninjutsu, Intelligence or Wisdom vs a DC 8 + The targets Level. On
Genjutsu and Taijutsu attack rolls. a success, you become aware of all Jutsu of a single
• Allied Combination: When you and an ally cast a Jutsu Nature Release the creature is capable of casting. You
with the Combination keyword, you reduce the cost of may use this feature twice per long rest.
the jutsu by -2 (Min 1.)
• Allied Defense: When you and an ally are adjacent to
the same creature, you gain a +2 Bonus to AC and
Saving throws against that creature.
• Allied Harmony: You gain a +3 Bonus to either all
Physical (Strength, Dexterity, Constitution) or all
Mental (Intelligence, Wisdom and Charisma) Ability
Checks. Select one set at activation.

6
Medium Construct, unaligned
SHADOWHAND Armor Class 10 + your Charisma Mod + Half Prof
Some Intelligence Operatives find that their outward persona
doesn’t carry enough authority or weight to execute or take Hit Points (Shares Yours)
hold of the things they want. So, they craft a Chakra Based Speed Equal to yours
Construct known as their Shadowhand, to act alongside them
giving credence and authority to their orders in battle. STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

SHADOWHAND MANIFESTATION
Condition Immunities. Charmed
When you choose this Strategy at 3rd level, you create a Senses Darkvision 30 ft., passive Perception 10
Shadowhand, a chakra construct formed from complex
Fuinjutsu of your description, that you can call upon for Immutable Form. The Shadowhand’s is immune to any Jutsu or effect
support, in both battle and outside of it. You can name this that would alter its form.
construct if you wish as it will always abide by your command
Inexhaustible. The Shadowhand cannot cast jutsu or use effects that
regardless of the title you give it.
would increase its own ranks of exhaustion.
The Shadowhand can be summoned or called upon for aid
as a bonus action. When summoned it occupies your space Chakra Construct. The Shadowhand’s attacks are chakra enhanced.
alongside you and becomes visible to everyone who can
manipulate chakra, also while summoned you can calculate
your AC using your Charisma instead of your Dexterity for the Unarmed Strike. Melee Weapon Attack: Str + Prof to hit, reach 5 ft., one
duration. When your Shadowhand and you would both take creature. Hit: 1d8 + Str bludgeoning damage.
damage from the same jutsu or attack, you only take one
instance of the damage.
Once summoned, you can command it as a free action. creature in or out of battle, you are able to quickly figure
When you do, it uses your Actions, Bonus Actions and what it is they are aiming to achieve.
Reactions as needed to accomplish the given task. Your You can use Charisma in place of Wisdom for insight
Shadow hand uses the following Statistics; checks and when you would make a Charisma (Insight)
Your Shadow hand can cast any jutsu you know, can use check against a creature you are speaking to, you do so at
any Intelligence Operative class features you can as if you advantage.
used them, has the same movement speed as you and can Alternatively, when you are in combat with a hostile
exist no further than 120 feet away from you before it creature, you may as a bonus action, select one creature you
vanishes, and shares your Hit and Chakra Points (When it can see within 60 feet of you. When you do, you make a
takes damage, you take damage.), and when it makes a Charisma (Insight) check vs their Charisma (Deception). On
saving throw, it uses your save bonuses. You can dismiss your a success, you become aware of all active jutsu, features or
shadow hand as a bonus action on your turn. effects the creature is currently under, when you do, you can
Finally, your Shadow Hands Ability Scores increase the spend 1 Brave Order to immediately end of these effects,
stronger your personality becomes. For every +1 bonus you regardless if the effect was the result of a jutsu or feature as
have to your Charisma Modifier, you can increase three of if you had cast the Sealing Art: Chakra Dispel on it, using your
your shadow Hands Ability scores by +2, up to a maximum of Charisma modifier in place of your Ninjutsu Ability
20. At 6th Level you select a Shadowhand Sigil located at the Modifier.
end of this class section for it to gain. It gains another one at
9th, 13th, and 17th levels. SHOWING GROWTH
COMMANDING PRESENCE
Beginning at 9th Level, you have begun to adapt more of
your Shadowhands qualities, revealing more of your true
Also, at 3rd Level, you have learned to exemplify your self. You gain one of your Shadowhands, Shadowhand Sigils.
Shadowhands presence through yourself and vice versa. You You can switch which sigil you have when you complete a
can spend a Brave order as a bonus action, when you do, you short of long rest.
and all creatures of your choice within 30 feet of you gains
one of the following until the beginning of your next turn; WILDCARD
• +2 bonus to Attack Rolls Beginning at 13th Level, when your Shadowhand or an allied
• +2 bonus to Damage Rolls creature within 30 of your Shadowhand would cast a jutsu,
• +2 bonus to Ability Checks you may as a part of the same action it uses to cast that jutsu
• +2 bonus to Saving throws or make an attack roll, spend a Brave Order. When you do,
the jutsu cast rerolls all 1’s, 2’s and 3’s. Taking the second
The number of bonuses you can choose increases to
result even if the new roll is a 1, 2 or 3.
two beginning at 9th level.
Creatures who have gained a bonus this way who
accomplishes one of the following, immediately refunds
SHADOWHAND EVOLUTION
the Brave order spent on this feature. A creature can only Starting at 17th Level, you have learned to conjure the best
gain the benefits of this feature twice per long rest. version of your Shadow Hand which, by extension is the
physical manifestation of your best self.
• Their attack roll is 5 or higher than the targets AC
When you would activate a Brave order while your
• Their ability check result is 5 or higher than the target DC.
Shadowhand is active, that brave orders effects also
• Their Saving throw result is 5 or greater that the Save DC.
originate from the Shadow hand as if it has activated the

REVEAL YOURSELF
brave order as well. A creature can benefit from both Brave
orders if the radius of both overlap over a single creature.
Starting at 6th Level, you learn to see through the
deceptions of man. When you engage in conversation with a

7
SHADOWHAND SIGILS SIGIL OF FOCUS
• Ninjutsu your Shadowhand casts have a -2 to its cost.
STRIKING SIGIL • Ninjutsu your Shadowhand casts have a -1 cost to
• Your Shadowhand gains the Multiattack feature, maintain concentration.
allowing them to make two unarmed strikes. • Ninjutsu your Shadowhand casts increases its range by
• Your Shadowhands Unarmed strikes can deal either 10 feet x the rank of the jutsu cast (D-Rank: 1, C-Rank:
bludgeoning or slashing damage. (Pick one before 2, B-Rank: 3, A-Rank 4, S-Rank: 5)
declaring its attacks.).
• Your Shadowhands unarmed Strikes count as weapons SIGIL OF COMMAND
for the purpose of casting Bukijutsu. • Taijutsu your Shadowhand casts have a -2 to its cost.
• Taijutsu your Shadowhand casts have a +2 Bonus to
PIERCING SIGIL hit and damage rolls.
• Your Shadowhands unarmed strikes use Dexterity • Taijutsu your Shadowhand casts increases its damage
instead of Strength for attack and damage rolls. by 5 x the rank of the jutsu cast (D-Rank: 1, C-Rank: 2,
• Your Shadowhands Unarmed strikes can deal either B-Rank: 3, A-Rank 4, S-Rank: 5)
bludgeoning or piercing damage. (Pick one before
declaring its attacks.). SIGIL OF BROKEN SEALS
• Your Shadowhands unarmed Strikes count as weapons • Jutsu your Shadowhand casts that have the Fuinjutsu
for the purpose of casting Bukijutsu. Keyword, that causes a condition, increases their save
• Your Shadowhands unarmed strikes ignore damage DC by 1.
reduction and temporary Hit points. • Jutsu your Shadowhand casts that have the Fuinjutsu
Keyword, that deals damage ignores resistance,
SIGIL OF ELEMENTS temporary hit points and Damage reduction.
• Your Shadowhand Becomes Resistant to one of the • Jutsu your Shadowhand casts that have the Fuinjutsu
following damage types; Earth, Wind, Fire, Cold, Keyword increases its damage by 5 x the rank of the
Lightning. jutsu cast (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank
• When it casts a jutsu that has a nature release 4, S-Rank: 5)
keyword, it gains the nature release keyword matching
its damage resistance granted by this sigil, replacing SIGIL OF SKILL
any nature release keyword it previously had. • Your Shadowhand gains proficiency in all skills you
o Earth Resistance: Earth Release are proficient in.
o Wind Resistance: Wind Release • You gain proficiency in one skill of your choice.
o Fire Resistance: Fire Release • Ability Checks your Shadowhand makes, using a skill
o Cold Resistance: Water Release you are proficient in, cannot be made at disadvantage.
o Lightning Resistance: Lightning Release
• If a jutsu is cast that deals damage of any type other than SIGIL OF POWER
the damage type it is resistant to as a result of this feature, • Your Shadowhand adds its Charisma Modifier to all
it instead deals the damage type it is resistant to.
Damage rolls it makes.
• Its unarmed strikes deal an additional 1d4 of damage of the
• Your Shadowhand adds its Charisma Modifier to all
same type it is resistant to as a result of this feature.
saving throws it does not have proficiency in.

SIGIL OF ILLUSIONS
• Your Shadowhand deals double damage to Constructs,
Demons and Monstrosities.
• Your Shadowhand becomes resistant to psychic damage.
• When it casts a jutsu that does not have the Genjutsu SIGIL OF SPEED
Keyword, it gains the Genjutsu, Tactile, Auditory and • Your Shadowhand has a movement speed equal to
Visual Keywords and loses any other keywords it
your own speed +15.
previously had. • Your Shadowhand increases your Initiative by your
• All damage that a jutsu cast by your Shadowhand deals,
Charisma Modifier when it’s summoned, moving you
becomes psychic damage.
to the appropriate initiative count when appropriate.
• Its unarmed strikes deal an additional 1d4 psychic damage.
• Your Shadowhand can be summoned as a Reaction,

SIGIL OF PSYCHOSIS
when any creature makes takes action.
• Once per short rest, your Shadowhand can cast a jutsu
• Your Shadowhand gains resistance to Intelligence and with the casting time of 1 Action, as a Bonus Action.
Wisdom Saving throws
• A creature under the effect of a Genjutsu your shadow SIGIL OF EFFORT
hand casts that doesn’t deal damage, must make a • Your Shadowhand adds its Charisma modifier to all
concentration check at the beginning of each of its
Clash Checks.
turns to maintain concentrating on any jutsu it is • Your Shadowhand adds its Charisma Modifier to all
currently concentrating on. On a failed check, it loses
Ability Checks it makes.
concentration of all jutsu it is concentrating on.
Additionally, that creature cannot cast jutsu that
require concentration.

8
MEDICAL-NIN WARPED ALTERATION
Starting at 9th level, you learn to alter the physical make

FLESH WARPER
up of creatures you touch using your chakra alone. As an
action, you can select one willing creature you can reach
Medical-Nin who follow the path of the Flesh Warper, and grant them one of the following benefits, by
focus on contorting, twisting and perverting the art of expending a use of your Chakra Scalpel Class Feature.
healing by affecting their enemies with twisted versions • Advantage on one of the following types of attacks
of restoration. Medical-Nin who follow this path tend to until the end of their next turn; Unarmed, Weapon,
be placed on special teams designed to make enemies of Ninjutsu, Genjutsu or Taijutsu.
the village disappear. • Advantage on either Physical (Strength, Dexterity,

SELF-WARPER
Constitution) or Mental (Intelligence, Wisdom,
Charisma) Saving throws until the end of your next
Beginning at 2nd level, you begin to learn how to warp turn.
and pervert the flesh of others by first learning how to Alternatively, if you attempt to touch a non-willing
warp and contort your own flesh at your will. You gain creature within range, they must succeed a Constitution
the following benefits; Saving throw. On a failed save, they suffer one of the
• You gain proficiency in Forensic Tool Kit, following;
Intimidation, and Deception. • Disadvantage on one of the following types of attacks
• You can use Charisma in place of Wisdom for your
until the end of their next turn; Unarmed, Weapon,
Medical Ninjutsu class feature. Ninjutsu, Genjutsu or Taijutsu.
• Twice per short rest, you gain the effects of the E- • Disadvantage on either Physical (Strength, Dexterity,
Rank Transform Genjutsu. This does not count as Constitution) or Mental (Intelligence, Wisdom,
casting the jutsu, and does not consume chakra. Charisma) Saving throws until the end of your next
• You gain resistance to Necrotic Damage.
turn.

WARPED HEALER MASTER OF THE FLESH


Also, at 2nd level, you learn to twist the art of healing Starting at 13th level, you can use your Warped Jutsu
into one of pain and flesh alteration. When you would Class feature to create Flesh Golems a number of times
restore a creatures hit points using a Ninjutsu with the equal to 1/3rd of your Medical Nin Level, rounded down
Medical Keyword, you can instead choose to deal per long rest and you can command up to two golems at
necrotic damage equal to the amount of hit points you once.
would restore. Additionally, when you would use the Warped
If the jutsu cast does not require an attack roll or Alteration class feature, you can maintain concentration
saving throw, you instead must do one of the following; on the effects as if concentrating on a jutsu, for up to 1
• If the Jutsu cast has a Range of Touch or 5 feet, you minute. When you do, you spend 10 Chakra to maintain
make a melee ninjutsu attack. concentration on this feature at the beginning of each of
• If the Jutsu cast has a range of 10feet or greater, you your turns, or this feature immediately ends.
make a ranged ninjutsu attack.

On a successful hit, the target suffers the effects of


this feature.
Beginning at 9th level, you can instead choose to
force creature(s) within range of your jutsu to instead
make a constitution saving throw vs the jutsu’s save DC
to resist the jutsu’s effects or take half damage on a
success.

WARPED JUTSU
Starting at 5th level, you learn all of the necessary parts
of a person that can be altered in both positive and
negative ways.
You learn jutsu as you gain levels in this class
according to the Flesh Warper Medic Chart at the end of
this class section. Each Jutsu learned also grants you an
additional feature pertaining to the jutsu learned.
Learned jutsu do not count against your jutsu known as
seen on your Medical Nin Class Chart.
Additionally, when a creature dies as a result of a jutsu
you cast that has the Medical Keyword, that normally
restores hit points, but instead deals Necrotic Damage as
a result of the Warped Healer class feature, you can
spend 10 chakra. When you do their body mutates into a
Flesh Golem of your description. You command this
Flesh Golem as a Bonus action on your turn. You can only
control one Flesh Golem at a time. You can only use this
feature twice per long rest.

9
Medium Construct, unaligned

Armor Class 13 + Con


Hit Points (3 x Your Medical Nin Level)
Speed 40ft

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 19 (+4) 1 (+5) 10 (+0) 18 (+4)

Damage Immunities. Lightning, Poisoned


Condition Immunities. Charmed, exhaustion, fear, paralyzed, petrified,
poisoned
Damage Resistances. Necrotic, Psychic
Senses Darkvision 30 ft., passive Perception 10

Immutable Form. The Flesh Golem is immune to any Jutsu or effect


that would alter its form.
Explosive. When the Flesh Golem reaches 0 Hit points, it explodes,
dealing Necrotic damage to all creatures within 5 feet of it equal to
its summoners, level.

Unarmed Strike. Melee Weapon Attack: Str + Prof to hit, reach 5 ft., one
creature. Hit: 1d12 + Str bludgeoning damage.

F LESH W ARPER C HART

Level Jutsu Learned Jutsu Feature


5th Necrosis When you would deal Poison Damage you instead deal Necrotic Damage. Additionally, the creature gains 3
ranks of Envenomed on a failed save.
9th Sealing Art: Aura of All hostile creatures within this jutsu’s radius must succeed a constitution saving throw, taking 10 necrotic
Life damage. This jutsu immediately ends after 50 Necrotic Damage have been dealt.
13th Reconstructive Hand When you deal damage with this jutsu, the damage die becomes d12.
17th Sealing Art: Wilt This jutsu gains the medical keyword. When you deal damage with this jutsu, the damage die becomes d10.

10
NATURAL MEDICINE Your new forms natural attacks and AC are calculated
using your full proficiency bonus. You also gain any
Medical-Nin who follow the path of Natural Medicine,
traits the summoned creature you transform into would
learn to supplement modern medical techniques with
have at the appropriate rank. You may remain in this
natural cures and energy, learned from patient
form for a number of hours equal to half of your
observation and sage creatures. In the process, they
Medical-Nin level. If your new forms hit points are
become closer to the natural world around them, even
reduced to 0, you immediately revert back to your
learning to shift their own bodies into the form of their
normal form and fall unconscious. You may assume the
animal partners.
form of a C-Rank Summon at 9th level, B-Rank at 13th

SUMMONING APPRENTICE
level, and A-Rank at 17th. You may transform using this
feature twice per long rest.
Beginning at 2nd level, you have contacted a tribe of
animals that are willing to help you in your studies, and GUARDIAN SUMMONER
will even fight by your side in defense of you, your
Starting at 9th level your chakra and the chakra of the
comrades and your pursuit of knowledge and wisdom.
natural world around you protects your summoned allies
You learn the Summoning Technique Ninjutsu. This
reflexively. When a creature you summoned ends its
does not count against your Jutsu known limit. Creatures
turn within 20 ft of you, the creature regains hit points
you summon using this jutsu become able to cast
equal to twice your Medical-Nin level, no more than
Ninjutsu with the Medical Keyword as well.
twice per long rest.

NATURAL HEALING PROTECTOR OF NATURE


Also, at 2nd level, you learn to use the natural veins of
Starting at 13th level, your connection to your summons
chakra found in the earth itself and all through natura to
have become so powerful that they stand ready to defend
heal yourself and your allies at range, though this
you even when separated by an infinite distance.
method is less potent than direct healing.
If you are reduced to 0 Hit points or are Incapacitated
You have stored a pool of this healing energy
against your will, you can, immediately as a reaction,
represented by a number of d6’s equal to your Medical-
before the effects of reaching 0 Hit points or becoming
Nin level. As a bonus action, you can choose one
incapacitated take effect, use your Summoning Technique
creature within 60 feet of you and spend a number of
to summon an S-Rank Creature ignoring normal
those dice equal to half your Medical-Nin level. Roll the
restrictions. If you do, reduce your Chakra to 0, if you
spent dice and add them together. The target regains a
have 30 or less Chakra, otherwise spend chakra as per
number of Hit Points equal to the total. The target also
usual.
gains 1 temporary Hit Point per die spent. You regain all
Once summoned, the summoned creature acts in your
expended dice when you finish a long rest.
defense, protecting you and your allies from harm,

NATURAL TALENT
prioritizing your survival over your allies. The creature
summoned this way unsummons itself 10 minutes after
Starting at 5th level, you learn the techniques required to being summoned or when the danger has passed. Once
play a powerful role in the throes of battle. You learn the you use this feature, you cannot use it again until you
following jutsu as you gain levels in this class according complete a long rest.
to the Natural Medicine Chart at the end of this class
section. Each jutsu learned also grants you an additional
feature pertaining to the jutsu. Learned jutsu do not
count against your jutsu known as seen on your
Medical-Nin Class Chart.
Additionally, you have learned to transform into a
member of the tribe you selected from your Summoning
Apprentice class feature for short periods of time. As an
Action, you may assume the form of a D-Rank Summon
of your Tribe, replacing your own Physical Ability Scores
(Strength, Dexterity, and Constitution) and your HP with
the creatures Physical Ability scores and Hit points.
(When calculating Hit points, take the average of the
creatures Hit points. Your Chakra Point Maximum, and
current chakra point total does not change.)

N ATURAL MEDICINE CHART

Level Jutsu Learned Jutsu Feature


5th Chakra Transfer Add half of your Medical-Nin level to the total amount of chakra your target gains.
9th Gift of the Apex This jutsu gains the medical keyword. You may select a second effect, gaining half of the attribute boost from it,
in addition to your first selection. If you do this, increase this jutsu’s cost by 4.
13th Regenerate The creature affected regains an additional number of hit points equal to half of your Intelligence or Wisdom
Modifier (your choice) at the start of their turn.
17th Chakra Distortion Field When casting this jutsu, increase the cost by 5, to increase the area of effect by 10ft (to 20ft radius sphere).

11
SHAMAN count against your jutsu known as seen on your
Medical-Nin Class Chart.
Medical-Nin who follow the path of the Shaman, focus
Additionally, when a creature hexed by you dies, you
on draining the life from their enemies, and transferring
can command it to move up to its speed and make one
them to their allies, controlling the flow of battle
melee or ranged weapon attack against a creature within
through Hex like Genjutsu, and life draining Medical
their normal range. When you command a creature with
Ninjutsu.
this feature, the hex immediately ends.

SHAMAN’S HEX WARRIOR OF THE HEX


Beginning at 2nd level, you learn the secrets of
Starting at 9th level, you can attack twice, instead of
psychosomatic Genjutsu, allowing you to place a hex on
once, whenever you take the Attack action on your turn
someone. As a bonus action, choose one creature you can
to attack with your Spiritual Weapon.
see within 30 feet of you. The target is hexed for 1
Additionally, when you use your Preserve Life feature,
minute. The hex ends early if you die or are
choose a creature within 30 feet of you. That creature
incapacitated. You can transfer this hex as a bonus action
gains temporary hit points equal to your Medical-Nin
on your turn. Until the hex ends, you gain the following
level + your Wisdom modifier.
benefits:
Finally, when you use your Take Life feature, if the
• Once during each of your turns when you hit the hexed creature is benefiting from any bonuses such as
target with a melee attack roll using a Jutsu with the additional damage or temporary hit points, they lose
Medical Keyword or your Spiritual Weapons, you can those benefits immediately.
deal extra necrotic damage to the hexed target equal to
half your proficiency bonus. MASTER OF HEXES
• As a reaction when you or a creature you can see
Starting at 13th level, you can use your Shaman's Hex
within 30 feet of both you and the hexed target suffers
feature a number of times equal to your proficiency
a critical hit, you can turn that hit into a normal hit.
bonus, per long rest.
Any effects triggered by a critical hit are canceled.
Additionally, when a creature hexed by you dies, you
You can use this feature a number of times equal to or another creature you can see within 30 feet of you
your Wisdom modifier per long rest. regains hit points equal to your Medical-Nin level + your
proficiency bonus. When a creature regains hit points
SPIRITUAL WEAPONS with this feature, the hex immediately ends.
Finally, when you fall to 0 hit points due to a melee
Also, at 2nd level, you learn to combine Genjutsu with
attack, you may immediately spend 10 chakra, doing so
your Precise chakra control. As a Bonus action, you can
allows you to take make one attack with your Spiritual
conjure a Spiritual Weapon of your Design and
Weapon on a creature within range. Any damage you deal
description. You are always proficient with your Spiritual
to a target, grants you hit points equal to the damage
Weapon. Your Spiritual Weapon deals 1d8 Necrotic
dealt. You can use this feature a twice per long rest.
Damage and has a reach of 5 feet. It counts as Chakra
enhanced for the purpose of overcoming resistance and
immunity to non-chakra enhanced attacks and damage.
You can dismiss the weapon as a bonus action,
dispersing your chakra.
When you attack with that weapon, you can use your
Wisdom modifier, instead of Strength or Dexterity, for
the attack and damage rolls, as well as for calculating the
attack modifier and DC of bukijutsu using the weapon.

BATTLE SHAMAN
Starting at 5th level, you learn the techniques required
to play a powerful role in the throes of battle. You learn
the following jutsu as you gain levels in this class
according to the Shaman Chart at the end of this class
section. Each jutsu learned also grants you an additional
feature pertaining to the jutsu. Learned jutsu do not

S HAMAN C HART

Level Jutsu Learned Jutsu Feature


5th Vampiric Touch When you would regain hit points from Vampiric Touch, you can instead give those hit points to another creature
within 30 feet of you.
9th Phantasmal Killer This jutsu gains the Medical Keyword. You may select a Creature within 30 feet of you to regain hit points equal to
half the damage dealt to the affected creature.
13th Aura of Power This jutsu gains the Medical Keyword. When a creature would attack an affected creature with an attack, reduce the
damage the affected creature takes by an amount equal to your Wisdom modifier.
17th Mental Prison This jutsu gains the Medical keyword. A creature that is moved out of the illusion, makes a melee attack through it, or
reaches any part of its body through it, also becomes weakened and frightened of you for the next minute.

12
TRANSMUTER REBUILT FORTITUDE
Medical-Nin who follow the path of the Transmuter Starting at 9th level your ability to reinforce your allies
learn to heal and fight with surgical precision, altering has heightened even more. When you use your Altered
the very fabric of the creature, be it friend, foe, or Strength class feature on a creature other than yourself,
themselves. they gain an additional benefit;

TRANSFIGURED TECHNIQUE
• If the selected creature gains a bonus to damage, they
may, once per turn, add your wisdom modifier to one
Beginning at 2nd level, you begin to learn to alter other attack roll.
creatures cellular structure to their benefit or detriment. • If the selected creature gains temporary hit points,
When you would deal Acid or Poison damage to a they also gain a +2 bonus to their AC for the duration
creature with a Jutsu with the Medical Keyword, you may they have Temporary Hit points.
force them to make a constitution saving throw vs your • If the selected creature has the cost of jutsu they cast
Jutsu’s save DC. On a failed save, they gain 1 rank of reduced, then, once per turn, when they cast a jutsu
Slowed until the end of your next turn. that deals damage or restores hit points, they roll 1
When you would heal a creature or grant them additional damage or healing die.
temporary hit points with a Jutsu with the Medical
Keyword you may end one rank of any condition TRANSMUTED SELF
currently affecting them caused by a jutsu of D-Rank or
Starting at 13th level, you have transmuted your own
lower. This increases to C-Rank at 5th level, B-Rank at
body into one near perfection. Your body can better
9th, A-Rank at 13th, S-Rank at 17th.
handle your chakra scalpels, allowing you to use them

ALTERED STRENGTH more freely. You may use your Chakra Scalpels a number
of times per day equal to your proficiency bonus.
Also, at 2nd level, you may alter a creatures physiology When a creature makes a constitution save against
to strengthen them in a number of ways. As an action, your Transfigured Technique Feature, they make it at
you may touch a creature and spend 5 chakra, giving disadvantage.
them one of he following benefits for the next minute; Finally, when you activate your Chakra Scalpel Class
• Once per turn, add your Wisdom Modifier to one feature, it instead, takes a bonus action. You may also
damage roll. use your Altered Strength class feature as a bonus action,
• Gain Temporary Hit points equal to 5 + Your Medical- but only when you use it on yourself.
Nin Level. While they have temporary hit points
granted by this feature, they gain resistance to one
damage type of your choice.
• They reduce the cost of all jutsu they cast by 1.

You may use this feature twice per short rest. A creature
can only gain one benefit from this feature at a time.

RECONSTRUCTED AGONY
Starting at 5th level, you learn the techniques required to
play a powerful role in the throes of battle. You learn the
following jutsu as you gain levels in this class according
to the Transmuter Chart at the end of this class section.
Each jutsu learned also grants you an additional feature
pertaining to the jutsu. Learned jutsu do not count
against your jutsu known as seen on your Medical-Nin
Class Chart.
Additionally, you harm a creature with Chakra Scalpel,
you may tear them apart at the molecular level. Once per
turn, when you deal damage with your chakra Scalpel,
you deal additional Acid damage equal to your Wisdom
Modifier + Intelligence Modifier. When you do, this
counts as damaging a creature with a jutsu with the
Medical Keyword. This feature can be used a number of
times equal to half of your Medical-Nin Class Levels per
long rest (Rounded Down)

TRANSMUTER CHART

Level Jutsu Learned Jutsu Feature


5th Restorative The creature also regains hit points equal to your Medical-Nin Class level.
9th Curse of Prey This jutsu gains the Medical Keyword. Increase the Penalty to -4
13th Earth Release: Added This jutsu loses the Earth Release Keyword and gains the medical keyword.
Weight
17th Red Lotus You gain the Medical Keyword, and you may still concentrate on jutsu so long as they have the medical keyword.

13
NINJUTSU SPECIALIST HIJUTSU MASTER
Starting at 14th level, when you use the Deadly Tradition

HIJUTSU ELITIST
class feature, you may also reduce the cost of casting
your selected Jutsu by 3 (Min 1).
The Ninjutsu Specialist who chose to specialize in their Additionally, when you would cast a Ninjutsu with the
Hijutsu techniques provided by their clans are those who Hijutsu keyword, you may double the cost of the jutsu to
become living embodiments of their Families or clans’ do two of the following. You may use this feature twice
techniques in such a way that those who stand in their per long rest;
way will feel hesitance towards confronting them. • Double the range of the selected Jutsu.

HIJUTSU SPECIALIZATION
• Double the damage dealt by the chosen jutsu.
• Ignore Resistance or Immunity of any damage dealt by
When you choose this Tradition at 2nd level, you learn the the chose jutsu.
secrets behind your clans Techniques beyond what is • If your Jutsu requires a saving throw of any type, one
taught to most other members. You learn an additional creature makes their saving throw at disadvantage.
Hijutsu with the Ninjutsu Keyword that you qualify for. • If your jutsu would impose a condition of any type,
When you cast a Hijutsu with the Ninjutsu keyword, regardless of the target creatures saving throw, they
you have a +2 Bonus to Damage rolls or Increase the Save are still affected as if they failed the saving throw.
DC of the Hijutsu used by +1.
Finally, Jutsu you cast with the Hijutsu deals

HIJUTSU ADEPT
additional damage equal to half your proficiency bonus
for all damage rolls.
Also, at 2nd Level, you gain advantage on Intelligence
(Ninshou) Checks in regards to Hijutsu. Additionally,
you can learn and Create Hijutsu with the Ninjutsu
Keyword in half the required time.
Additionally, any Ninjutsu you have that is gaining the
benefits of your Refined Ninjutsu feature gains the
Hijutsu keyword.

DEADLY TRADITION
Starting at 6th level, you learn to magnify the lethality
and power behind your Clans Hijutsu. As a Reaction
when you cast a Hijutsu with the Ninjutsu keyword that
deals damage, you may upcast the Jutsu cast by 1 Rank
higher than you are currently allowed, at no additional
cost. Any damage you deal with the Jutsu you use with
this feature, deals additional damage equal to half your
Ninjutsu specialist Level.
Alternatively, as a Bonus action, when you would cast
a Hijutsu with the Ninjutsu keyword that requires a
saving throw of any type, the target creature must also
roll an additional 1d6, reducing the result of their saving
throw by the result.
When you would initiate a clash with a Jutsu that’s
benefiting from this feature, on a successful clash, the
losing creature instead gains 2 ranks of Exhaustion
instead of 1.

GENERATIONAL GREATNESS
Starting at 10th level, Jutsu you cast with both the
Ninjutsu & Hijutsu Keywords, that are currently
benefiting from your Refined Ninjutsu class feature gains
additional benefits.
• As a part of the same action used to cast the selected
Jutsu, you may spend 5 chakra to make your Jutsu
unable to be reacted to.
• When you would upcast your selected jutsu by any
means, you may instead spend 5 chakra to treat your
upcast as if you had upcasted the jutsu twice. If this
would upcast a jutsu beyond S-rank, you can apply the
effects of the "At Higher Ranks" section of the
selected jutsu as normal. You may use this feature
twice per long rest.
• When you initiate a clash with the chosen jutsu, you
roll your Clash Check at advantage.

14
SANGUINE MASTER breaks and the Fuinjutsu seal vanishes. Once the seal
vanishes from a creature, they cannot gain the benefit of
The Ninjutsu Specialist who chose to specialize in the
it again until they complete a long rest.
Hemomantic Traditions, learn to use the chakra
Alternatively, you can inscribe yourself with an
inherent in a creatures blood, even their own, and often
Evocation Seal by spending 1 Blood Vial as a bonus
look upon with distrusting eyes. Practitioners of it know
action, when you do, you gain a Fuinjutsu seal that
that the potential of this form of Ninjutsu can become
further empowers your already potent Casting. When
disastrous in the wrong hands, but it also extremely
you would cast a Ninjutsu without a Nature Release
helpful. It requires a stringent eye and adequate focus.
Keyword, that deals damage, the damage type becomes

HEMOMANTIC SPECIALIZATION Necrotic and increases the damage die by one step. The
Seal breaks after being used in such a way. You may only
When you choose this Tradition at 2nd level, you learn use this feature twice per long rest.
the secrets behind blood and the alchemical properties
behind it. You learn to infuse your chakra into blood and DESTRUCTIVE/RESTORATIVE ICHOR
extract it.
Starting at 10th level, Ninjutsu you cast without a Nature
You can extract a willing Creatures Blood, placing it
Release Keyword, that are currently benefiting from
into a small vial of your description. This process takes
your Refined Ninjutsu class feature gains additional
10 Minutes. You can extract your own blood using this
benefits.
feature. At the end of this extraction, you create 3 vials of
chakra infused blood. This chakra infused blood spoils • As a part of the same action used to cast the selected
and is rendered useless when you take a short or long Jutsu, you may spend 1 blood vial to make your Jutsu
rest. The creature whom you extracted blood from loses deal Necrotic damage, that cannot be reduced by any
hit points equal to its largest Hit die + its constitution means.
modifier. • When you would upcast your selected jutsu, you may
You can use this feature a number of times equal to instead spend 1 blood vial, treating the spend blood
half of your Ninjutsu Specialist level (Rounded Down) vial as if you spent chakra to upcast the select jutsu.
per long rest. • When you would deal Necrotic damage, you may spend
These vials can be used to fuel different Class features, 1 Blood Vial. When you do, you regain hit points equal
or they can be consumed as a bonus action. When to half of the damage dealt.
consumed this way, a creature rolls a die of equal size to
their Hit Die, regaining hit points equal to the result + SANGUINE ELITE
their constitution. A creature can only gain this benefit Starting at 14th level, when you use the Hemomantic
twice per long rest. Specialization class feature to create blood vials, you

LIFEFORCE CASTING
create 6 instead of 3.
When a creature would consume a blood vial, they
Also, at 2nd Level, you may expend a Blood Vial to cast a instead roll 2 die of equal size to their own hit die.
jutsu at a reduced cost or enhanced potency. Additionally, the benefits of Lifeforce Casting can be
When you cast a Ninjutsu that does not have a Nature taken up to three times instead of twice.
Release, you may spend a Blood Vial. When you do, you Also, when a creature would gain the benefits of
gain one of the following benefits based on the effects of Bloody Abjuration/Evocation, the ward they gain now has
the Jutsu Cast. You can spend up to two vials at once hit points equal to 10 x your Intelligence Modifier.
using this feature, gaining either the same benefit twice, Finally, as an action, by spending Blood Vials, you may
or two different benefits; maximize the life force of those around you. Increase the
maximum hit points and current hit points of yourself
• Add 1 Damage Die to the Damage roll.
and up to 4 creatures by Xd4. (X = the number of Blood
• Add 1 Die to the amount of Hit Points or Temporary
Vials you spend.) This benefit lasts for 8 hours.
Hit Points Regained.
• Add 1d6 to the Attack Roll.
• Increase the Save DC by +1.
• Add +1 to the Bonus to AC.
• Reduce Incoming Damage by -2.
• Reduce Chakra Cost by -2. (Min 1)

BLOODY ABJURATION/EVOCATION
Starting at 6th level, you have learned to use a creature
own blood to transcribe a Fuinjutsu seal of your
description, but unique to the creature, onto them. This
process takes 1 Hour.
If this process is used on a willing creature, when
complete, they gain a sanguine colored Chakra Ward that
lasts for 8 hours or until completely used. The Ward has
a pool of hit points that are equal to 5 x your Intelligence
Modifier. This ward Intercepts all damage the affected
creature would take until it no longer has hit points. The
warded creature may spend its hit points to restore the
ward as a Reaction to when the ward reaches 0 Hit
points. For every 1 Hit point they Spend, the ward gains 2
Hit points, until it reaches 25. If they do not, the ward

15
SCRIBE MASTER new scroll loses all previously contained Jutsu if any, and
you do not regain previous Jutsu stored into any Jutsu
The Ninjutsu Specialist who chose to specialize in the art
Compartments your previous Scroll had. If your Previous
of Storing and using Jutsu Scrolls, come to be known as
scroll existed somewhere when you create a new one, it
Scroll Masters, Chakra weavers known for always having
burns away into a harmless flame that’s cold to the
the right Jutsu on hand at any given time. Sealing Jutsu
touch along with all stored Jutsu and any text held
into your Scrolls and releasing them when the time is
within.
right.

FUINJUTSU SPECIALIZATION
When you choose this specialization at 2nd level, you
learn the secrets behind Fuinjutsu and the art of sealing
Ninjutsu into scrolls to cast later at no cost to your
current reserves. You learn an additional Ninjutsu with
the Fuinjutsu Keyword of your choice, that you qualify
for. When you cast a Ninjutsu with the Fuinjutsu
Keyword, you have a +2 Bonus to Damage rolls or a +2
Bonus to your Ninjutsu Save DC to the initial saving
throw of your Jutsu.

AWAKENED SCROLL
Also, at 2nd level, you have bonded with a Ninjutsu scroll
of your description and design. This scroll may hold
significance to you or may have been created by you.
Either way, this scroll of yours has so much of your
chakra poured into it, it has become semi-sentient.
While unable to speak or communicate, it reacts to your
thoughts, feelings, and intents.
Additionally, your Scroll has one open Jutsu
Compartment, which can be used to store a Ninjutsu you
SOUL BOUND SCRIBE
know or from another source, such as a Ninjutsu scroll Beginning at 6th level, you learn to capture and scribe
or a willing non-hostile creature. Jutsu stored from jutsu mid combat, while also learning to Refine more
another source are limited to 1 rank higher than your Jutsu than the average Ninjutsu specialist.
highest Jutsu Rank known. You learn to create additional First, when you would take damage or are forced to
Jutsu compartments following the Awakened Scroll make a saving throw from a Ninjutsu a hostile creature
Chart at the end of this Class Section. cast, you may as a reaction tear open your Awakened
Jutsu you cast from your awakened scroll are cast as if Scroll. Make an Ability Check using your Ninjutsu ability
you casted them, using your Ninjutsu attack bonus and modifier. The DC equals 15 + (D-Rank: 1, C-Rank: 2, B-
Save DC when appropriate. You do not need to have a Rank: 3, A-Rank: 4, S-Rank: 5). On a success your
Nature Release Affinity, or any additional Keyword Awakened Scroll Consumes the Jutsu sealing it into one
requirements to cast a Jutsu sealed inside your of your empty Jutsu Compartments. (If you have no
Awakened scroll. Once a Jutsu has been cast from your empty Jutsu compartments, one of the previous jutsu
awakened scroll, it vanishes from your Jutsu sealed vanishes as it’s replaced with the new consumed
compartment and must be resealed to cast again. Jutsu.) This Jutsu Consumption acts as if you interrupted
Sealing a jutsu inside your Awakened scroll requires 1 the casting. You may do this a number of times equal to
hour of copying the jutsu from a Scroll, or 10 minutes of your Ninjutsu ability modifier per long rest.
casting the jutsu into the scroll while simultaneously Also, your Refined Ninjutsu feature is enhanced. All
capturing it within the sealing formulas. Jutsu currently stored in your Awakened Scroll gains the
While holding this scroll in one of your hands, it benefits of your Refined Ninjutsu feature. These jutsu do
grants you the following benefits; not count against your Refined Ninjutsu count.
Additionally, Jutsu Scrolls you have that contain
• While casting Ninjutsu with the Fuinjutsu Keyword,
Ninjutsu can be immediately consumed and transferred
you ignore Chakra Seal (CS) & Chakra Molding (CM)
to your Awakened Scroll, occupying an empty Jutsu
component requirements.
Compartment as a Bonus action. (If you have no empty
• All Jutsu currently stored in your Awakened Scroll
Jutsu compartments, one of the previous jutsu sealed
gains the Fuinjutsu keyword
vanishes as it’s replaced with the new consumed Jutsu.)
• You gain Advantage on Concentration checks made to
You may do this twice per long rest.
maintain concentration on a Ninjutsu casted using
Finally, when you would initiate a clash with a Jutsu
your Awakened Scroll class feature.
stored in your Awakened Scroll, you gain a Bonus to your
• Ninjutsu you cast that were stored inside your
Clash check equal to Half your Proficiency bonus
Awakened Scroll has their cost reduced by half, as (Rounded down).
most of the chakra required for the jutsu was stored
with it.

If necessary, you can replace your Scroll over the


course of a Short rest by imbuing your chakra into a
mundane scroll while also filling it with the Chakra seals
needed to replicate its semi-sentient tendencies. At the
end of the rest, you create a New Awakened scroll. This

16
REALIZED SCROLL FUINJUTSU SENNIN
Starting at 10th level, your Awakened scroll has absorbed Starting at 14th level, your Awakened scroll has become
so much of your chakra, it now embodies some of your an inanimate doctrine of your psyche and personality. If
ideals, hopes, and desires. Allied creatures who hold you so wish, your life story and memories are scribed
your scroll can communicate telepathically with you, into its contents.
while also knowing your general location so long as you When you would use Soul Bound Scribe to consume a
want them to. Jutsu, you can immediately as a part of the same reaction
Additionally, Ninjutsu you cast using your Awakened used to consume it, cast it back at the triggering
Scroll class feature, that is benefitting from your Refined creature. You may do this twice per long rest.
Ninjutsu class feature gain additional benefits. Additionally, when you would cast a Ninjutsu from
• As a part of the same action used to cast the selected your Awakened Scroll that has a Nature Release Keyword
that also deals damage, you may double the cost of the
Jutsu, you may spend 5 chakra to retain the casted
selected jutsu to switch the Nature Release keyword and
jutsu. If you cast the retained jutsu a second time
Damage type of the Jutsu cast to any other Nature
before you take a long rest it vanishes as normal.
• You may spend an additional 5 chakra to deal Release and Corresponding Damage type that you
currently have Sealed into one of your scrolls Jutsu
additional damage equal to your proficiency bonus.
• When you initiate a clash with a jutsu with the Compartments. When you would do this you also change
the casting time to 1 Bonus Action.
Fuinjutsu Keyword, you gain advantage to the clash
Finally, Ninjutsu you cast with the Fuinjutsu keyword
check.
that deals damage of any type or inflicts any condition,
cannot be reacted to.

A WAKENED SCROLL J UTSU C OMPARTMENTS


Level Jutsu Compartments
2nd 1
6th 2
10th 3
14th 4
18th 5

17
THE PROFESSOR FORCE OF NATURE
The Ninjutsu Specialist who chose to walk the path of Starting at 10th level, Ninjutsu you cast with any Nature
The Professor are those who walk the long path of Release keywords you are able to cast that are currently
Elemental versatility and dominance. Only one other benefiting from your Refined Ninjutsu class feature, gain
shinobi has walked this path and reached the pinnacle, additional benefits.
he became known as the God of Shinobi while also
• As a part of the same action used to cast the selected
ascending to a level of being called, the strongest
Ninjutsu, you may spend 5 chakra to Add another
Shinobi of his and all previous Generations.
Nature Release Keyword to the jutsu. When you do,

NATURE RELEASE ADEPT increase the damage die by 2. Your Jutsu’s Damage is
split evenly between both the original damage and the
When you choose this Tradition at 2nd level, Select one New Nature Releases Damage type. (Water Release =
Nature Release (Earth, Wind, Fire, Water, or Lightning Cold)
Release). You gain the ability to learn Ninjutsu with the • You may spend an additional 5 chakra to deal
corresponding Keyword. When you can a Jutsu with a additional damage equal to your Proficiency Bonus.
Nature Release that you know, you gain a +2 bonus to • When you initiate a clash with a Jutsu of any Nature
Damage rolls. Release Keyword, against another Jutsu, with any
Nature Release keyword, you make your Clash check at
ELEMENTAL ADEPT advantage.

SOSHIKAGE (ELEMENTAL SHADOW)


Also, at 2nd level, you gain advantage on Intelligence
(Ninshou) Checks regarding Ninjutsu with Nature
Releases that you have the ability to cast. Beginning at 14th level, you have attained Elemental
Additionally, you can select one additional Ninjutsu Versatility beyond most all others, granting you your
with a Nature release that you are able to cast to gain the third Nature Release. Select one Nature Release you
benefit of your Refined Ninjutsu class feature. You may didn’t select with your Nature Release Adept or with your
select one additional Ninjutsu to gain the benefits of Duology class features.
your Refined Ninjutsu at 6th, 10th, and 14th levels. These Your ability to weave vastly different chakra molding
additional Ninjutsu do not count towards your Refined theologies in the heat of battle are an envy of shinobi
Ninjutsu limitation. across the land. When you would use both your action
and bonus actions to cast Ninjutsu with different Nature
DUOLOGY SURGE Release keywords, you may as a reaction cast one
Ninjutsu with a different nature release than the
Beginning at 6th level, your focus on your Elemental
previous two ninjutsu cast. The jutsu being cast as a
versatility has granted you the ability to learn an
reaction, must have a casting time of either 1 Action, or
additional Nature Release. Select one Nature Release you
Bonus action. You may do this twice per long rest.
didn’t select with your Nature Release Adept class feature.
Also, when you would use Duology Surge to spend a
Additionally, your frequent study of Ninjutsu has
Chakra surge to empower a jutsu you cast, you may
granted you a keen awareness most others lack in Jutsu
double the cost of the Ninjutsu cast, when you do, you
based Combat. You give yourself a Bonus to Initiative
may spend as many Chakra surges as you want for this
rolls equal to your Intelligence modifier.
jutsu. If you end a short rest with no chakra surges you
Finally, your mastery of chakra molding has taught
gain one.
you have to compress and expand chakra with such focus
that you learn to store chakra in pockets throughout
your body and release it later to empower your
Elemental Ninjutsu. You can store a maximum number
of chakra surges equal to your Intelligence Modifier
(Minimum 1). Whenever you finish a long rest, your
number of chakra surges resets to one. Whenever you
successfully cast two Ninjutsu with different Nature
Release Keywords in the same turn, you gain one chakra
surge as you expand them compress chakra.
Once per turn, when you would deal damage to a
creature or object with a Ninjutsu with a Nature release
keyword you can cast, you can spend one chakra surge to
deal extra damage to the target equal to twice your
Ninjutsu Ability Modifier.

18
TRACE TALENT KIYO
The Ninjutsu Specialist who follow the path of “Tracers” Starting at 14th level, your natureless chakra has reached
are quite simply, prodigies. But they lack formal training a level of power and purity beyond what others could
in elemental techniques, instead opting to master jutsu conceive. When you use Limitless Casting to Daze a
without elements and wielding them to great effect. The creature, the affected creature instead is stunned for the
level of power they attain tends to be far beyond duration on a failed save or Dazed on a successful save.
elemental jutsu. Additionally, when you cast a Ninjutsu without any
Nature Release, you may spend 10 chakra to enhance all
NON-ELEMENTAL SPECIALIZATION creatures of your choice within 30 feet of you with your
pure chakra. Until the start of your next turn, all
Your capability and potential with non-elemental
ninjutsu is beyond what others could replicate on their creatures of your choice gain resistance to all damage
own. When you choose this Tradition at 2nd level, you dealt by Ninjutsu with any nature release Keywords and
have advantage on saves against such jutsu.
learn one Non-Elemental Ninjutsu of C-Rank or lower.
When you cast a Ninjutsu without a Nature Release Lastly, Ninjutsu you have without Nature Release
Keyword (Earth, Wind, Fire, Water, or Lightning Keywords have grown virtually unstoppable. Creatures
who attempt to Counter, negate or dispel any jutsu you
Release), you may choose to gain +2 bonus to the Jutsu's
damage or reduce its cost by 1. originally cast without a Nature Release Keyword make
When you cast a Ninjutsu that would gain a Nature any ability check, attack roll or saving throw made to
accomplish the aforementioned at disadvantage.
Release Keyword as a result of its effects or another
feature, you may choose to instead treat the jutsu as if it
never gained this nature release keyword.

NON-ELEMENTAL ADEPT
Also, at 2nd Level, you gain advantage on Intelligence
(Ninshou) Checks in regards to Ninjutsu without any
Nature Release Keywords. Also, you can learn and Create
Ninjutsu without Nature Release Keywords in half the
required time.

LIMITLESS CASTING
Starting at 6th level, you when you cast a Ninjutsu
without a Nature Release Keyword, you may use your
Bonus Action and Spend 5 chakra to unleash a wave of
raw chakra around you or the target destination of your
jutsu.
All creatures within 5 feet of you, the target space or
the target creature (Pick one) must make a constitution
saving throw vs your Ninjutsu Save DC. On a failed save,
they become dazed until the start of your next turn and
take force damage equal to 2d6 + Your Ninjutsu Ability
Modifier. On a successful save, they take no damage and
suffer no additional effect.
Additionally, when you target a hostile creature with
a Ninjutsu while they are suffering from any condition,
you may spend 10 chakra, when you do, you may as
apart of the casting of the triggering jutsu, cast a second
Ninjutsu of C-Rank or lower without a Nature Release
Keyword, at no additional chakra cost, that must target
the same creature.

PURE CHAKRA
Starting at 10th level, Ninjutsu you cast without any
Nature Release Keywords that are currently benefiting
from your Refined Ninjutsu class feature gain additional
benefits;
• As a part of the same action used to cast the selected
Jutsu, you may spend 10 chakra to cleanse your target
of any defenses. They become vulnerable to the
jutsu’s damage and lose any resistances it may have
against that damage until the end of your next turn.
• As a part of the same action used to cast the selected
jutsu, spend an additional 5 chakra to deal additional
damage equal to your proficiency bonus.
• When you initiate a clash with the chosen jutsu, you
roll your Clash Check at advantage.

19
SCOUT-NIN BATTLEFIELD JUDICATION
Also, at 3rd level, you become the leader your team needs

ARBITER SCOUT
in times of strife and conflict. When you would take the
attack action, you instead, in place of making an attack,
The Scout-Nin who choose to become Arbiters focus on you order one friendly creature who can see or hear you,
enhancing their allies, utilizing their skills beyond what to take your action as if it were their turn. They may use
most shinobi could only dream of doing, and enabling this action to cast a Jutsu that requires an attack roll,
their team to perform feats of amazing prowess with just make a weapon attack, Ability check, Dodge, or
a bit of Arbitration. disengage (moving up to half their movement away).
A friendly creature can only benefit from this feature
SUPERIOR ARBITRATION once per turn.
Additionally, when a friendly creature makes an attack
Beginning at 3rd level you lean maneuvers that are
roll of any type, you can spend a Superiority die adding
fueled by a special dice called Superiority Dice
the result of the roll to their attack.
Maneuvers: You learn one maneuver of your choice,
which are detailed in the Arbitration Maneuvers Section
at the end of this class. You earn more at higher levels as
ABSOLUTE AUTHORITY
shown in the “Maneuvers Known” Column of the Beginning at 6th level, you and allied creatures within 30
Superior Arbitration table. Many Maneuvers enhance an feet of you, can add Half of your Charisma Modifier
attack in some way. You can only use one Maneuver per (Rounded Up) to their AC so long as they are not wearing
attack. When you take a long rest, you may switch one Heavy Armor.
maneuver you know for another you qualify for.
Superiority Dice: You have two superiority dice, which COMMANDING PRESENCE
are d8’s, you earn more at higher levels, as shown in the Beginning at 9th level, when you would benefit from the
Superiority Dice column of the Superior Arbitration
Master of Arbitration class feature, the creature whom
table. A superiority die is expended when you use it. You you have made Charisma checks against, makes their
regain all of your expended superiority dice when you next Insight check at disadvantage.
finish a short or long rest Additionally, when a creature under the effect of a
S UPERIOR A RBITRATION TABLE Genjutsu is within 10 feet of you, they immediately make
an additional saving throw to end the Genjutsu’s effect.
Scout-Nin A creature can only benefit from this feature once per
Level Superiority Dice Maneuvers Known short rest.
3rd 2 2 You may spend one superiority die on any creature
that makes a saving throw to resist a genjutsu within 10
4th 2 2
feet of you. They gain a bonus to their saving throw
5th 2 2 equal to the result of the die.
6th 3 2
7th 3 2 PARAGON’S PRESENCE
8th 3 3 Beginning at 14th level, all allied creatures within 30 feet
of you are immune to the Berserk, Charmed or
9th 4 3
Frightened Conditions. You decide which condition at
10th 4 3 the end of a Short rest.
11th 4 3
12th 5 3
TIRELESS COMMAND
Beginning at 17th level, you can roll d4’s in place of
13th 5 4
expending Superiority Die for your Master of Arbitration,
14th 5 4 Battlefield Judication, or Commanding Presence class
15th 6 4 features.

WHO DECIDED THAT!?


16th 6 4
17th 6 4
Beginning at 20th level, when you would fail a saving
18th 7 5 throw of any kind, you instead pass, suffering no
19th 7 5 additional effects twice per long rest.
20th 7 5 Additionally, when a creature other than you, within
30 feet of you would fail a saving throw of any kind you

MASTER OF ARBITRATION
may spend a superiority dice. They instead pass,
suffering no additional effects. A creature can only
Starting at 3rd level, you learn to enforce your presence benefit from this feature once per long rest.
into any discussion or squabble. You gain proficiency in
Persuasion & Deception.
Additionally, you may spend a Superiority die when
making any Charisma Ability check, adding the result to
check.

20
ARBITER MANEUVERS LEAD BY EXAMPLE
When you hit a creature with a melee attack, you can
ASSISTED ACCURACY expend one superiority die adding the result to your
As a bonus action you may spend a superiority die attack roll. On a successful hit, select one allied creature
targeting one allied creature within 30 feet of you. When within 30 feet of you. If that creature makes the same
you do, the next time they would make an attack of any type of attack, targeting the same creature on their
type, they add the superiority die to the attack roll. On a following turn, they add the result to their next attack
successful hit of the allied creatures attack, if you make roll.
the same type of attack, targeting the same creature, on
your next turn, you add the same superiority die to your OVERWHELMING PRESENCE
attack roll. When you hit a creature with an attack, you can expend
one superiority die. All hostile creatures within 15 feet of
ASSISTED CONTROL you must make a Wisdom saving throw vs your Genjutsu
As a bonus action you may spend a superiority die Save DC being frightened of you for the next minute. A
targeting one allied creature within 30 feet of you. When Creature frightened by this effect remakes their saving
you do, the next time they would force a hostile creature throw at the end of their turns to end the condition.
to make a saving throw of any type using a Jutsu they
cast, they add half of the result of the superiority die to FORCE OF WILL
the save DC (Min 1.). If a hostile creature failed the When you hit a creature with an attack, you can expend
saving throw of your allied Creatures Jutsu, if you make one superiority die. When you do, if you are under any
an attack of any type, targeting one of the failing effects that required you to make a saving throw of any
creature(s), on your next turn, you add the same type and you previously failed, causing you to suffer
superiority die to your first damage roll against that those effects. You immediately remake the saving throw,
creature. adding the superiority die to the result of your saving
throw.
ASSISTED POWER
As a bonus action you may spend a superiority die
targeting one allied creature within 30 feet of you. When
you do, the next time they would make an attack of any
type, they add the superiority die to the damage roll. On
a successful hit of the allied creatures attack, if you make
the same type of attack, targeting the same creature, on
your next turn, you add the same superiority die to your
damage roll.

ASSISTED EXPERTISE
As a bonus action, you can expend a superiority die
targeting one allied creature within 30 feet of you. When
you do, the next time they would make an Ability check
of any type, they add the superiority die to the check. On
a successful ability check from the allied creature, if you
make an Ability Check, on your next turn, you add the
same superiority die to your Check.

21
ELEMENTAL SCOUT ELEMENTAL STRIKE
The Scout-Nin who choose to become Elementalist learn Also, at 3rd level, when you use your action to cast a
to wield a Nature Release and have it constantly flowing Ninjutsu of your chosen nature release, you may make
through their chakra coils, just beneath the surface. one weapon attack as a bonus action. This attack deal an
Making their element stronger and themselves sturdier additional 1d6 damage of your chosen nature release.
against it. (Water Release = Cold Damage)

SUPERIOR ELEMENTS ELEMENTAL RESISTANCE


Beginning at 3rd level you lean maneuvers that are Beginning at 6th level, you gain resistance to the
fueled by a special dice called Superiority Dice damage of your chosen nature release (Water Release =
Maneuvers: You learn one maneuver of your choice, Cold Damage). When you or an allied creature within 30
which are detailed in the Elemental Maneuvers Section feet of you would make a saving throw against a jutsu
at the end of this class. You earn more at higher levels as with the select nature release keyword, add half of your
shown in the “Maneuvers Known” Column of the Intelligence Modifier (rounded down) to the result.
Superior Elements table. Many Maneuvers enhance an
attack in some way. You can only use one Maneuver per ELEMENTAL POWER
attack. When you take a long rest, you may switch one
Beginning at 9th level, the strength of your element is
maneuver you know for another you qualify for.
unquestionable. Once per turn when you would deal
Superiority Dice: You have two superiority dice, which
damage using a jutsu with your chosen nature release
are d6’s, you earn more at higher levels, as shown in the
keyword, you may add your Intelligence Modifier to the
Superiority Dice column of the Superior Elements table.
damage.
A superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a
short or long rest. PRIMORDIAL STRIKE
Beginning at 14th level, the residual elemental chakra
S UPERIOR E LEMENTS TABLE from your jutsu have become empowered. When you
Scout-Nin make a weapon attack, that attack deals an additional
Level Superiority Dice Maneuvers Known 1d6 damage of your chosen nature release. (Water
Release = Cold Damage).
3rd 2 2
Additionally, when you would use your Elemental
4th 2 2 Strike class feature, the bonus action attack instead deals
5th 2 2 1d8 and ignores resistance and treats immunity as
resistance.
6th 3 2
7th 3 2 ELEMENTAL SUPERIORITY
8th 3 3 Beginning at 17th level, your body is constantly
9th 4 3 producing nature release chakra of your chosen element.
10th 4 3 When you would use a Maneuver, you may do so without
expending a superiority die.
11th 4 3 Additionally, you may spend a superiority die and 15
12th 5 3 chakra (no action) to gain immunity to your chosen
13th 5 4 elements damage for a number of turns equal to the
result of your superiority die.
14th 5 4
15th 6 4 PRIMAL STORM
16th 6 4 Beginning at 20th level, you have learned to unleash a
17th 6 4 massive quantity of nature release chakra with your
jutsu or attacks. When you deal damage to a creature
18th 7 5
with a Jutsu with your chosen nature release or with a
19th 7 5 weapon attack, you may expend 1 superiority die. When
20th 7 5 you do, you deal additional damage equal to, the result of
your superiority die x your intelligence modifier.

ELEMENTAL KNOWLEDGE
Starting at 3rd level, you have focused your efforts on
harnessing your innate Nature Release. Select one
Nature Release (Earth, Wind, Fire, Water, or Lightning
Release). You gain the ability to cast Ninjutsu with the
corresponding Keyword. If you could already cast jutsu
with the selected keyword, you learn one jutsu with the
corresponding keyword that you qualify for.
Additionally, when you make a Ninshou ability check,
you may spend a Superiority die adding the result to the
check made.

22
ELEMENTAL MANEUVERS NATURED JUTSU
You can amplify any Jutsu with your Nature Release and
DISRUPT PATHWAYS even give it the properties of such. When you would cast
When you hit a creature with a weapon or ninjutsu a Genjutsu, Taijutsu, or Bukijutsu, you may expend one
attack, you may strike them in such a way that their own superiority die and add it to the damage dealt or increase
pathways get blocked up. Expend one superiority die, the the Save DC by half the number rolled. It gains the
next jutsu that creature casts costs additional chakra Ninjutsu Keyword, your chosen nature release keyword,
equal to the number rolled. and it’s damage is now that of your chosen nature
release (Water Release = Cold) allowing you to use your
ELEMENTAL BEING Ninjutsu Ability Modifier or the original Ability Modifier
As a reaction to being targeted by an attack, you can turn for attack rolls, damage rolls, and save DC calculations.
into your element and have it pass through you. You may
expend one superiority dice and increase your AC by an PRIMAL AFFLICTION
amount equal to the number rolled until the end of the You may surround your weapon or hands and feet in
current turn. Elemental Chakra, giving it additional strength. When
If the triggering creature is within 5 feet of you and you hit a creature with a melee attack, you may expend
their attack misses, they then take damage equal to twice one superiority die. When you do, you deal additional
the number rolled as your chosen element's damage damage equal to the result of your chosen nature
type. (Water Release = Cold) releases associated damage type. (Water Release = Cold).
They must also make a Constitution Saving Throw
ELEMENTAL MALADY against your Taijutsu or Ninjutsu Save DC (you choose)
When you cast a Jutsu with your chosen nature release or gain 1 rank of the condition of your element shown in
keyword, that deals damage, you may expend one the Elemental Condition table until the end of your next
superiority die and add it to the damage dealt or half the turn.
result to the Save DC. If the Jutsu inflicts a condition, it
inflicts an additional rank of the condition (If able). If it PRIMAL RECOVERY
doesn't inflict a condition, creatures hit by it must make You may quickly send a surge of chakra through your
a Constitution Saving Throw against your relevant Save chakra coils, giving them a burst of energy. As a bonus
DC or gain an Elemental Condition until the end of your action, you may spend one superiority die and one
next turn. (See Elemental Condition table) Chakra Die, regaining chakra points equal to the amount
rolled on the Chakra Die and the superiority die.
HEIGHTENED JUTSU E LEMENTAL C ONDITION TABLE
You can empower your Elemental Jutsu to a much higher
degree, breaking through defenses.
When you cast a Jutsu with your chosen nature release Nature Release Condition
keyword, you may expend one superiority die and add it Fire Release 2 Ranks of Burned
to the damage. The jutsu then also ignores resistance
Water Release 2 Ranks of Chilled
and treats immunity as resistance.
Wind Release 2 Ranks of Bleeding
Earth Release Dazed
Lightning Release 2 Ranks of Shocked

23
PATHFINDER SCOUT BURST OF SPEED
The Scout-Nin who choose to become Pathfinder Scouts Also, at 3rd level, you can spend all of your movement to
use extreme speed to nearly teleport around the roll 2d4+1. You can teleport a number of feet equal to 5 x
battlefield. They use their extreme speed to protect their the result. This die grows in size as you become more
allies and maneuver them more effectively during battle. proficient in teleportation as listed on the Burst of Speed
chart. If your teleportation range is further than your
SUPERIOR MOVEMENT movement speed you can still teleport the full distance.
Beginning at 3rd level you lean maneuvers that are
Scout-Nin Level Burst of Speed Die
fueled by a special dice called Superiority Dice
Maneuvers: You learn one maneuver of your choice, 3rd 2d4+1
which are detailed in the Pathfinder Maneuvers Section 14th 2d6+1
at the end of this class. You earn more at higher levels as

ADDITIONAL PASSENGER
shown in the “Maneuvers Known” Column of the
Superior Movement table. Many Maneuvers enhance an
attack in some way. You can only use one Maneuver per Beginning at 6th level, when you cast or use a jutsu that
attack. When you take a long rest, you may switch one allows you to teleport or move in a way that it seems like
maneuver you know for another you qualify for. you teleport, you can bring one additional willing
Superiority Dice: You have two superiority dice, which creature of your size or smaller that you can touch with
are d6’s, you earn more at higher levels, as shown in the you. The jutsu can't be modified by one of your
Superiority Dice column of the Superior Movement table. maneuvers if you use this feature.
A superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a TRANSPORT SUPPORT
short or long rest.
Beginning at 9th level, you can choose one maneuver
S UPERIOR M OVEMENT TABLE that you know. When you use this maneuver, you can
choose to do so without expending a superiority die,
Scout-Nin
rolling a d4 in its place. Once you use this feature, you
Level Superiority Dice Maneuvers Known
can't do so again until you finish a short rest, or until
3rd 2 2 you cast a jutsu that allows you to teleport or move in a
4th 3 2 way that it seems that you teleport.
You can change which maneuver you use with this
5th 3 2
feature whenever you finish a short rest.
6th 3 2
7th 3 3 TRANSVERSE DEFENSE
8th 4 3 Beginning at 14th level, your learned speed enables you
to quickly dodge to lessen the harm done to you during
9th 4 3
battle. When you take damage from an attack or jutsu,
10th 4 3 you can use your reaction to give yourself resistance to
11th 4 4 all of that jutsu’s damage on this turn.

NATURAL TRANSPOSITION
12th 5 4
13th 5 4
Beginning at 17th level, you have used teleportation and
14th 5 4
swift movement techniques enough that you have
15th 5 5 learned to use it naturally. As a bonus action, you can
16th 6 5 teleport up to 30 feet to an unoccupied space you can see.
You can use your Transpose and Extended Step
17th 6 5
maneuvers to modify this feature.
18th 6 5
19th 6 6 WARPING IMPLOSION
20th 7 6 Beginning at 20th level, you can unleash your speed as a
space-warping anomaly. As an action, you can teleport

TELEPORT SAVANT
to an unoccupied space you can see within 120 feet of
you. Immediately after you disappear, each creature
Starting at 3rd level, you ignore any Nature Release within 30 feet of the space you left must make a Strength
keyword limitations when learning or using Ninjutsu saving throw against your Ninjutsu save DC. On a failed
that allows you to teleport or move in a way that it seems save, a creature takes 5d10 force damage and is pulled
that you teleport. Additionally, you ignore the Mobility straight toward the space you left, ending in an
component for any such jutsu. unoccupied space as close to your former space as
possible. On a successful save, the creature takes half as
much damage and isn't pulled.
You can use this feature a number of times equal to
your Intelligence modifier, and regain any expended
uses when you finish a long rest.

24
PATHFINDER MANEUVERS QUICK CHANGE
As a reaction when one of your allies within 60 feet of
CHARMING STEP you is targeted by an attack or forced to make a saving
You weave a charming genjutsu into you teleportation throw, you can expend a superiority die to swap places
jutsu. When you cast or use a jutsu that allows you to with them, becoming the new target of the attack of
teleport or move in a way that it seems like you teleport, forcing you to make the saving throw. Add the
you can expend a superiority die, choosing a number of superiority die result as a bonus to your AC or half the
creatures within 15 feet of you up to the number rolled. result to your saving throw against the triggering effect.
Those creature must succeed on a Wisdom saving throw
against your Genjutsu save DC or be charmed by you for 1 ROUND TRIP
minute, or until you or your companions deal any When you cast or use a jutsu that allows you to teleport
damage to them. or move in a way that it seems like you teleport, you can
expend a superiority die to teleport at the end of your
EXTENDED STEP turn, returning to the space in which you started your
When you cast or use a jutsu that allows you to teleport turn. You can add your superiority die to the next attack
or move in a way that it seems like you teleport, you can you make before the end of your turn.
expend a superiority die to increase the distance of your
teleport by a number of feet equal to 5 times the number SWITCH PORT
rolled. When you cast a jutsu that allows you to teleport or move
in a way that it seems like you teleport, you can expend a
FLASH PORT superiority die and touch an allied creature within 5 feet
Immediately after you cast or use a jutsu that allows you of you. That creature teleports instead of you, and can
to teleport or move in a way that it seems like you add the superiority die to the next attack roll it makes
teleport, you can expend a superiority die. Each creature before the end of its next turn.
within 5 feet of you takes force damage equal to twice
the superiority die roll. TRANSPOSE
When you cast or use a jutsu that allows you to teleport
FRIGHTENING STEP or move in a way that it seems like you teleport, you can
Immediately after you cast or use a jutsu that allows you expend a superiority die and choose a creature within the
to teleport or move in a way that it seems like you teleport's range. You swap places with that creature, and
teleport, you can expend a superiority die, choosing a if they are a willing ally, you add the result of the roll to
number of creatures within 10 feet of you that can see or that creature's AC against the next attack against them.
hear you, up to the number rolled. Those creatures must If the creature is unwilling, they must succeed on a
succeed on a Wisdom saving throw against your Charisma saving throw against your Ninjutsu save DC or
Genjutsu save DC or gain 2 ranks of fear and be unable to swap places with you. An unwilling creature does not add
willingly move closer to you until the end of your next your superiority die to their AC.
turn.

25
PHANTOM SCOUT PHANTOM’S TOUCH
The Scout-Nin who choose to become a Phantom Also at 3rd level, you learn to blend your superior
becomes a ghost who fades in and out of sight, acting as phantasm techniques with your own martial prowess.
a specter who is virtually impossible to touch or find. A Once per turn, you can deal an extra d8 damage to one
master of Stealth and expert in assassination, using your creature you with a melee attack if you have advantage
ghostly Ninjutsu and Genjutsu to execute your objectives on the attack roll.
with little to no opposition. The amount of extra damage increases as you gain
levels in this class, becoming 2d8 at 6th level, 3d8 at 9th,
SUPERIOR PHANTASM 4d8 at 12th, and 5d8 at 15th.

PHANTASM’S GRIP
Beginning at 3rd level you lean maneuvers that are
fueled by a special dice called Superiority Dice
Maneuvers: You learn one maneuver of your choice, Beginning at 6th level, you learn to make parts of your
which are detailed in the Phantom Maneuvers Section at body and/or weapon ethereal and cut through the
the end of this class. You earn more at higher levels as metaphysical manifestations of another. When you
shown in the “Maneuvers Known” Column of the would deal damage with a melee attack, you may spend 1
Superior Phantasm table. Many Maneuvers enhance an Superiority die to force the creature to make a
attack in some way. You can only use one Maneuver per constitution saving throw vs your Taijutsu Save DC or
attack. When you take a long rest, you may switch one your Genjutsu Save DC (Your choice). On a failed save,
maneuver you know for another you qualify for. the target suffers one of the following. (Pick One);
Superiority Dice: You have two superiority dice, which
• Takes 4d8 Necrotic Damage, and become Dazed until
are d8’s, you earn more at higher levels, as shown in the
the end of their next turn.
Superiority Dice column of the Superior Movement table.
• Reduces their current Chakra points by 4d6 and
A superiority die is expended when you use it. You regain
becomes unable to Mold Chakra until the end of their
all of your expended superiority dice when you finish a
next turn.
short or long rest.
• Becomes Stunned until the end of their next turn and
S UPERIOR M OVEMENT TABLE gain 2 ranks of fear against you for the next minute.

Scout-Nin
Level Superiority Dice Maneuvers Known
GHOST WALK
Beginning at 9th level, you have learned to make you
3rd 2 2
entire body ethereal, capable of phasing through solid
4th 2 2 matter, like a ghost.
5th 2 2 As a bonus action, you assume a spectral form. While
in this form, you have a flying speed equal to half of your
6th 3 2
movement speed, you can hover, attack rolls have
7th 3 3 disadvantage against you, and you gain a +5 bonus to
8th 3 3 Stealth checks. You can also move through creatures,
objects and walls as if they were difficult terrain. You
9th 3 3
take 1d10 force damage if you end your turn inside a
10th 3 3 creature or an object. This form does not allow you to
11th 4 4 pass through surfaces, barriers, or walls made by Jutsu.
You can remain in this form for 10 minutes or until
12th 4 4
you end it as a bonus action. Regardless, once you use
13th 4 4 this feature twice, you cannot use it again until you
14th 4 4 complete a long rest.

GHASTLY LEECH
15th 4 5
16th 5 5
Beginning at 14th level, when you would gain the
17th 5 5
benefits of the Phantom’s Touch Class feature, you
18th 5 6 regain a number of chakra points equal to half of the
19th 5 6 damage dealt. You can gain the benefits of this feature
twice per long rest.
20th 5 6

ETHEREAL SNAP
PHANTASM’S KNOWLEDGE Beginning at 17th level, you have mastered the art of
Starting at 3rd level, you begin to become familiar with becoming, ethereal and have learned to even make it
your ghastly jutsu and how it interacts with the world apart of your fighting style. When you would gain the
around you. You gain proficiency in Illusions, Insight, benefits of the Phantom’s Grip class feature, increase
and Stealth if you are not already. When you would make the damage die by 1 step or, the ranks of fear by 2.
an Ability check using Stealth, you can use Wisdom in
place of Dexterity. POLTERGEIST
Additionally, Jutsu you cast that would grant you a
Beginning at 20th level, you can become a ghastly figure
bonus to Stealth, make you invisible, or cause blindness
of complete terror. You gain the following benefits;
on another creature, have their cost reduced by -2.
• You can now use Phantom’s Touch once per turn
without requiring Advantage.
• You can now use Ghost Walk twice per short rest.

26
PHANTOM MANEUVERS against the creature at advantage, adding the superiority
die to the damage roll.
FADE INTO NOTHING
You become ethereal, just as an attack would strike you. PHANTOM SWAP
As a reaction, when you would be hit by an attack or When you would move, you may spend 1 superiority die.
When you do, select one space you can see within you
would make a saving throw that would deal damage to
movement range, that a creature is currently occupying.
you, you can spend 1 Superiority die, when you do, you
become incorporeal just as the attack would hit you. You If the creature is willing, you and the creature may swap
places. If the creature is hostile and unwilling, they make
take reduced damage equal to 3 times the result. Once
a Wisdom Saving throw vs your Ninjutsu or Genjutsu
you use this Maneuver, you must use another Maneuver
Save DC (Your choice). On a failed save, you and the
or complete a short rest, before using this maneuver
again. target creature swap places. On a successful save, you
teleport to an adjacent space next to the creature that
FORBIDDEN MOVEMENT can hold you.
When you would make a saving throw or ability check in
an attempt to move through a normally impassable SHADOW SNATCH
surface, barrier, or wall. (Such as the effects of the When a creature you can see within 30 feet of you would
hit an allied creature with an attack, you may spend a
Uzumaki Clan Jutsu; Adamantine Barrier, or Non-
superiority die. When you do, you create a ghostly web of
Elemental Ninjutsu; Forcecage) You may spend 1
superiority die. When you do, you become ethereal, chakra that grabs ahold of their ethereal selves, reducing
their attack roll, by the result.
becoming able to move through solid surfaces, until the
end of your movement.
Additionally, you add the result to your Saving throw,
or double the result to your Ability check made to move
towards, or through the normally impassable surface,
barrier or wall.

GHASTLY STRIKE
When you would deal damage with an attack, you can
quickly make the attack ethereal, attacking their chakra
networks as well by spending 1 Superiority Die, reducing
the targets chakra by twice the result.
C REDIT : G RANBLUE
GHOSTLY VISAGE F ANTASY
As a bonus action, you can spend one superiority die.
When you do, you transform your body into one with
either a horrifying physique or a calming look.
If horrifying; Hostile creatures within 30 feet of you
must succeed a Wisdom Saving throw vs your Genjutsu
Save DC. On a failed, save they drop their weapons and
must spend all their movement attempting to get away
from you until the end of each of their turns.
If calming; All allied creatures within 30 feet of you
currently Charmed, Berserked, Dazed, Feared, or
Blinded, are healed of their condition (So long as the
condition isn’t permanent) and gain a number of hit
points and temporary hit points equal to the result.

GHOSTLY WAIL
You can release a powerful echoing force of ghostly
chakra that vibrates the spirits of those caught within.
As an action, by spending a superiority die, all
creatures of your choice within 30 feet of you must
succeed a Charisma saving throw vs your Ninjutsu or
Genjutsu Save DC (Your choice). On a failed
save, the next Intelligence, Wisdom, or
Charisma Saving throw each creature makes is
reduced by half of the result.

HAUNTING
When a creature within 5 feet of you would move away
from you any number of feet, you may as a reaction,
spend 1 superiority die. When you do, you become
invisible and move a number of feet, up to your
maximum speed, ignoring difficult terrain and other
creatures spaces, ending your movement as close as
possible to the triggering creature. Your invisibility
immediately ends, as you make a single weapon attack

27
TRICKSTER SCOUT die. This fusion manifests itself as a helmet or mask of
your description. While fused you gain the following
The Scout-Nin who choose to become a Trickster have
benefits; You can use this feature twice per long rest.
become true to themselves and those around them. By
accepting who they truly are, they have gained the ability • Tricksters Potential. When you score a critical hit, roll a
to manifest the best version of themselves, albeit in the natural 20, or a hostile creature targeting you critically
most romanticized way. Using this power to assist them fails, or rolls 10 or less total, against you or a jutsu you
in life, both in and out of combat. casts Save DC, you gain one superiority die.
• Tricksters Sight. You can see normally in darkness, both

SUPERIOR TRICKSTER normal and chakra based out to a distance of 120 feet.
• Tricksters Spirit. You have advantage on Wisdom and
Beginning at 3rd level you lean maneuvers that are fueled by
Charisma Saving throws and ability Checks.
a special dice called Superiority Dice • Tricksters Words. You can spend 1 Superiority die as a
Maneuvers: You learn one maneuver of your choice, which
bonus action to influence one creature. If allied, they add
are detailed in the Trickster Maneuvers Section at the end of
the roll to any one ability check, saving throw or attack roll
this class. You earn more at higher levels as shown in the
they make. If hostile, they reduce their next ability check,
“Maneuvers Known” Column of the Superior Trickster
saving throw or attack roll by the result. (Your Choice)
table. Many Maneuvers enhance an attack in some way. You
can only use one Maneuver per attack. When you take a long
rest, you may switch one maneuver you know for another
HEAT RISER
you qualify for. Beginning at 9th level, your ability to drag down
Superiority Dice: You have two superiority dice, which are enemies or to enhance the hearts of your allies have
d6’s, you earn more at higher levels, as shown in the strengthened. When you use a Trickster Maneuver or
Superiority Dice column of the Superior Movement table. A use Tricksters Words on a creature, you may as a part of
superiority die is expended when you use it. You regain all of the same action, use another maneuver targeting the
your expended superiority dice when you finish a short or same creature. The maneuver selected must either help
long rest. or hinder the target based on the triggering Maneuver or
Tricksters Words Effect. You must spend a Superiority
VOID SOUL AWAKENING die as normal.

Starting at 3rd level, you learn a special Fuinjutsu • If the triggering effect would boost, increase or aid the

technique to create a Chakra Construct known as a Void creature, the additional maneuver must boost,
Soul, a manifestation of your true self, that you can call increase or aid the creature in some way.
upon for support, both in and out of combat. You can name • If the triggering effect would impose a penalty, reduce
it if you wish as it will always abide by your command or hinder the creature, the additional maneuver must
regardless of the title you give it. impose a penalty, reduce or hinder the creature in
This chakra construct can be summoned or called upon some way.
for aid as a bonus action. When summoned it occupies your
space alongside you and becomes visible to everyone who WILLPOWER SURGE
can manipulate chakra, also while summoned you can Beginning at 14th level, your ability to call upon your
calculate your AC using your Charisma instead of your Void soul has reached a new level of control and prowess.
Dexterity for the duration. When casting a jutsu without your Void soul active, you
Once summoned, you can command it as a free action. may temporarily call upon your Void soul. When you do
When you do, it uses your Actions, Bonus Actions and this your Void soul momentarily comes forth and casts
Reactions as needed to accomplish the given task. Your Void the jutsu for you. When casted this way the jutsu ignores
soul uses the following Statistics; Your Void soul can cast any any Hand Sign (HS) component it may have.
jutsu you know, can use any Scout class features you can, has Additionally, the jutsu deals additional damage equal to
the same movement speed as you and can exist no further twice your charisma modifier or increases the dc of your
than 120 feet away from you before it dismisses itself, and jutsu by half of your charisma modifier (Rounded Down).
shares your Hit and Chakra Points (When it takes damage, Alternatively, if you are benefiting from Tricksters Soul
you take damage.), and when it makes a saving throw, it uses Binding when you use this feature, you both cast the
your save bonuses. When you and your Void Soul would take jutsu simultaneously enhancing it. You gain the previous
damage from the same jutsu or attack, you only take the benefit allotted by this feature, in addition to a bonus to
damage once. attack and damage rolls equal to your Charisma
You can dismiss your Void soul as a bonus action on your Modifier.
turn or when you fall unconscious. Finally, your Void soul’s Regardless, you may use this feature a number of
Ability Scores increase the stronger your personality times equal to your charisma modifier per long rest. If
becomes. For every +1 bonus you have to your Charisma you attempt to use this feature when you have no more
Modifier, you can increase three of your Void soul’s ability uses left, you may spend a superiority die to use it once.
scores by +2, up to a maximum of 20.

TRICKSTERS SOUL BINDING


Beginning at 6th level, you learn to fuse with your void
soul becoming your true, fully realized self for a short
period of time. As a bonus action, you can spend 1
Superiority Die to fuse with your Void Soul for up to 10
Minutes. While fused, you are treated as if you have
summoned your Void soul but you cannot summon them
as a separate creature with the Void Soul Awakening class
feature. This form ends early if you are unconscious or

28
CHANGE OF HEART
Beginning at 17th level, your resolve has strengthened,
and with it, your Void soul has strengthened as well. Medium Construct, unaligned
Your Void soul gains immunity to non-chakra enhanced
attacks or resistance to two damage types of your choice. Armor Class 8 + your Charisma Mod + Proficiency Mod
(Pick one). Hit Points (Shares Yours)
Alternatively, while you are gaining the benefit of your Speed Equal to yours
Tricksters Soul Binding class feature, you gain one of
following additional benefits. You must complete a long STR DEX CON INT WIS CHA
rest to switch which benefit you gain; 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
• Messiah. When a creature within 60 feet of you would
be reduced to 0 hit points or less, you can, as a Condition Immunities. Charmed
reaction spend 1 superiority die. When you do, they Senses Darkvision 30 ft., passive Perception 10
instead fall to 1 hit point, then gain temporary hit
points equal to 5 times the result. Immutable Form. The Void Soul is immune to any Jutsu or effect that
• Izanagi. When you would spend a superiority die would alter its form.
targeting an allied creature, if the combined total of Inexhaustible. The Void Soul cannot cast jutsu or use effects that
their d20 and your superiority die is 20 or greater, you would increase its own ranks of exhaustion.
gain one superiority die. Chakra Construct. The Void Soul attacks are chakra enhanced.
• Satanael. Your superiority die are now D8’s

MASTERY OF SELF Unarmed Strike. Melee Weapon Attack: Str + Prof to hit, reach 5 ft., one
Beginning at 20th level, the resolve in your heart has creature. Hit: 1d6 + Str bludgeoning damage.
reached its apex. Your will cannot be faltered and you are
now able to stand against all your hardships in life with
steadfast determination.
While your Void soul is summoned, or you are gaining
the benefits of Tricksters Soul Binding you and your Void
soul gain immunity to the charmed, fear, berserk, dazed,
and weakened conditions. C REDIT : P ERSONA 5 R OYAL
SUPERIOR TRICKSTER TABLE
Scout-Nin Level Superiority Dice Maneuvers Known
3rd 2 2
4th 2 2
5th 2 2
6th 2 3
7th 3 3
8th 3 3
9th 3 3
10th 3 3
11th 4 4
12th 4 4
13th 4 4
14th 4 4
15th 5 4
16th 5 5
17th 5 5
18th 5 5
19th 6 5
20th 6 5

29
TRICKSTER MANEUVERS RAMP UP: RAKUKAJA
You spend a bonus action and expend a superiority to
DEBILITATE: RAKUNDA strengthen an allies defense. Target an allied creature
You can use a bonus action and expend a superiority die within 20 feet of you and roll your die. The target’s AC is
to weaken a creature’s defensive capabilities. Target one increased by the result against the next attack made
creature within 20 feet of you and roll your die. against it or it gains a bonus to its next saving throw
Target creature must make a charisma saving throw vs made equal to the result. Whichever comes first.
your Ninjutsu or Genjutsu Save DC. On a failed save, the If this maneuver is used by your Void soul, or while
target gains vulnerability to one Damage type of your you are benefiting from Tricksters Soul Binding you also
choice for a number of its turns equal to half of the result grant the creature, resistance to one damage type of your
(Min 1.). choice that lasts a number of its turns equal to the result.
If this maneuver is used by your Void soul, or while you
are benefiting from Tricksters Soul Binding, they instead gain RAMP UP: TARUKAJA
vulnerability for a number of its turns equal to the result. You spend a bonus action and expend a superiority to
Reroll 1’s and 2’s, taking the second result. strengthen an allies power. Target an allied creature
within 20 feet of you and roll your die. The next attack
DEBILITATE: TARUNDA the target makes is heightened. Increase the attack and
You can use a bonus action and expend a superiority die damage roll by the result or if they cast a jutsu that
to cripple a creature’s power. Target one creature within requires a saving throw, increase the Save DC by half of
20 feet of you and roll your die. the result. Whichever comes first.
Target creature must make a Strength saving throw vs If this maneuver is used by your Void soul, or while
your Ninjutsu or Taijutsu Save DC. On a failed save, the you are benefiting from Tricksters Soul Binding, they also
next attack or jutsu the target makes/casts has its reroll all 1’s and 2’s when making their damage rolls,
damage reduced by the result (Min 1.). taking the second result, or they increase the save DC by
If this maneuver is used by your Void soul, or while the total result instead of half. (Pick one)
you are benefiting from Tricksters Soul Binding you
instead reduce their Damage by twice result. Reroll 1’s RAMP UP: SUKUKAJA
and 2’s, taking the second result. You spend a bonus action and expend a superiority to
strengthen an allies speed. Target a willing allied
DEBILITATE: SUKUNDA creature within 20 feet of you and roll your die.
You can use a bonus action and expend a superiority die Immediately takes their turn. (This counts as them
to cripple a creature’s power. Target one creature within taking their turn.) They gain a bonus to their speed equal
20 feet of you and roll your die. to the result x 5.
Target creature must make a Wisdom saving throw vs If this maneuver is used by your Void soul, or while
your Taijutsu or Genjutsu Save DC. On a failed save, the you are benefiting from Tricksters Soul Binding you
targets attack bonuses are reduced by an amount equal instead grant the creature a bonus to movement speed
to the result, until the end of their next turn. equal to the result x 10 and they gain advantage on the
If this maneuver is used by your Void soul, or while first attack roll, ability check, or saving throw they make
you are benefiting from Tricksters Soul Binding you also during the turn you just granted them. (Whichever one
reduce their AC by an amount equal to half the result. comes first).
(Min 1.) until the end of their next turn.

POWER UP: CHARGE


You spend an action and expend a superiority to
strengthen the next Taijutsu or Bukijutsu you cast. You
roll your superiority die and record the result. The next
time you deal damage with a Taijutsu or Bukijutsu, you
reroll all 1’s and 2’s.
If this maneuver is used by your Void soul, or while
you are benefiting from Tricksters Soul Binding you
instead, deals double the damage rolled.

POWER UP: FOCUS


You spend an action and expend a superiority to
strengthen the next Ninjutsu or Genjutsu you cast. You
roll your superiority die and record the result. The next
time you deal damage with a Ninjutsu or Genjutsu, you
reroll all 1’s and 2’s.
If this maneuver is used by your Void soul, or while
you are benefiting from Tricksters Soul Binding you
instead, deals double the damage rolled.

30
TAIJUTSU SPECIALIST
IRON HEART
IRONCLAD Starting at 6th level, you've become comfortable
fighting behind your defenses, and have gained the skill
The Taijutsu specialist who prefer brute strength and
impenetrable defenses over ninjutsu or genjutsu are and courage needed to use yourself as a shield for your
known as the Ironclad. These shinobi can be seen as allies.
Knights or Warriors who rely on the fortitude of their When a creature within 5 feet of you is hit by an attack
armor, their bodies and most importantly, their that deals any type of damage other than psychic, you
willpower to be an unbreakable wall in the forefront of may dive in front of them, using your armor and shield
conflicts. to take the brunt of the force. The damage is first
reduced by your Unarmed Combat die + half of your
IRONCLAD Taijutsu Specialist level. Rather than the initial target,
the attack hits you regardless of your AC or other
When you choose this style starting at 3rd level, your abilities.
passion for protection has borne fruit. You gain At 14th level, you may also target an ally who is no
proficiency in Heavy Armor, and the Armorsmith’s Kit. further than your maximum movement speed. When you
While wearing heavy armor, you still gain the benefits of do you move towards them ending your movement
Enhanced Movement. adjacent to them in a space that can hold you.
Additionally, your research in metallurgy has allowed Additionally, you can now target an ally who is in the
you to create an item no other shinobi could or would area of effect of a jutsu like Fireball. When you do, your
consider making; A Shield. Your Shield is a piece of ally automatically passes their save taking no further
equipment that you gain proficiency in and requires a effect, and you gain disadvantage on your save.
minimum 14 Strength to gain the benefits of if you are
proficient. Your Shield has 3 Enhancement slots but can
only carry one Seal. If your shield is ever lost or
IRON WILL
destroyed, you may craft an exact copy of the previous Starting at 10th level, you have conditioned yourself
one using 100 ryo and 1 week of downtime. You may only allow nothing to distract you from your one purpose on
benefit from one shield at a time. the field of battle: Protection.
This shield has the following statistics; You may use your Unshakable Will class feature as a
bonus action, and you gain immunity to the Berserk
I RON C LAD SHIELD condition.
Additionally, you gain a number of additional
Armor Name AC Bulk Properties reactions equal to half of your proficiency bonus, that
Iron Clad Shield +2 1 Bulk Blocking, Light can only be used to use your Iron Heart feature.

IRON COMBAT IRON FURY


Starting at 14th level, you no longer stand idly by while
Also, at 3rd level, you learn to leverage your unique
your allies are hurt. Once per Short rest, as an action, you
method of protection in the heat of combat, gaining new
may spend 7 combo points to enter a combat trance for 1
ways to use your Combo Points. While wielding your
minute, devoting your mind, body, and soul to safeguard
Shield, you gain access to the following new Combo
your friends, and show your enemies retribution. You
String techniques.
gain the following benefits for the duration;
Interpose. When you use Patient Defense, you may • You have resistance to all Damage except Psychic
instead grant the benefits of the Patient Defense
damage.
Combo String, to no more than two creatures within 5 • When you use your Iron Heart Feature, you may take
feet of you until the start of your next turn. They only
the attack action against the triggering creature as
retain these benefits while they are within 5 feet of
apart of the same action.
you. • Your Shield Provides you a +1 Bonus to AC while
Shield Bash. When you hit a creature with one of the
holding it.
attacks granted by your flurry of blows, you may
choose to shield bash. When you do, you perform the
Shove Action making your Ability checks at advantage.
IRON FLOW
If you are successful, you deal your unarmed damage Beginning at 17th level, you've mastered controlling
and the target creature becomes dazed until the your stamina for important moments in a fight.
beginning of their next turn. Whenever you use your Iron Heart feature and you are at
Shield Throw. As a bonus action, you can spend 1 Combo or below half of your maximum combo points, you
Point. When you do, you make an unarmed attack regain 2 combo points.
targeting a creature you can see within 60 feet of you
as you launch your shield at them. On a hit, you deal
twice your unarmed damage. This attack counts as an
Unarmed attack for the purpose of Features and Jutsu.
Your shield returns to you, regardless if you hit or
miss.

31
NIN-TAI ELEMENTAL CLOAK
The Taijutsu specialist who Blend their style with Starting at 6th level, you have learned to manifest your
Ninjutsu open up a world of unpredictability and Elemental chakra into a full-blown chakra cloak that
technique. They have found ways to further augment erupts off of your body. When you would gain the
their body beyond simple Taijutsu, but instead coating benefits of Nature Enhanced Combat you gain the
their body in a given Nature Releases and magnifying following boosts to each Nature Release;
their strength and greatly increasing their potential.
• Earth Release: Dust, gravel and other earthen

NATURE ENHANCED COMBAT substances begin to form from the force of your
chakra alone, as they spin around you harmlessly. You
When you choose this style starting at 3rd level, you gain resistance to Earth, Bludgeoning, and piercing
have focused your effort on harnessing your innate Damage.
Nature Release. Select one Nature Release (Earth, Wind, • Wind Release: Wind whips around you violently. You
Fire, Water, or Lightning Release). You gain the ability to gain Resistance to Wind and Slashing Damage. Also,
cast Ninjutsu with the corresponding Keyword. gas, mist, rain and smoke cannot be sustained while
By spending 2 Combo Points as a bonus action, you within 10 feet of you
enhance your body with the Chakra of the corresponding • Fire Release: Your body becomes wreathed in flames
Nature release granted by this feature. You benefit from of any color you desire. You become resistant to Fire
these effects for the next minute. Damage and once per turn, whom you touch by any
• Earth Release: Your body becomes hardened similar to means takes fire damage equal to your Constitution
that of stone. Your unarmed attacks deal earth modifier.
• Water Release: Your body generates powerful gales of
damage. You gain Temporary hit points equal to your
Taijutsu Specialist Level. water that spirals around you. You become resistant to
• Wind Release: Your body becomes as light as a gentle Cold Damage and once per turn when you would make
breeze. Your unarmed attacks deal wind damage. a saving throw using Strength, Dexterity, or
When you successfully hit a creature twice in the same Constitution you may add your Unarmed combat die.
• Lightning Release: Your body becomes clad in
turn, the next time the target would make a Strength
saving throw, they make it at disadvantage. compressed lightning that oscillates around your body
• Fire Release: Your body becomes hot to the touch. to violently that you can hear the lightning. You gain
Your unarmed attacks deal fire damage. Your unarmed resistance to lightning Damage and when you would
attacks deals additional damage equal to your take the dash action by any means, you instead
Constitution Modifier. quadruple your movement speed.

ELEMENTAL ARMOR
• Water Release: Your body becomes cool to the touch.
Your unarmed attacks deal cold damage. Your unarmed
attacks gain the Reach 1 and Deadly properties. Beginning at 10 th level, you learn to modify your Taijutsu
• Lightning Release: Your body gives off a soft static further using hyper compressed Ninjutsu. As a Reaction
with occasional jolts of harmless electricity. Your hair on your turn, you may spend 2 combo points to cast a
also stands up when excited or upset. Your unarmed Ninjutsu with the same Nature Release keyword that
attacks deal lightning damage. Your unarmed attacks your Nature Enhanced Combat class feature is generating.
gain the Critical and Blocking Properties. When you do, instead of casting the jutsu normally, you
store the jutsu into your body, ready to be released into a
ELEMENTAL COMBAT single strike. While a jutsu is stored in this way, it counts
Also, at 3rd level, you learn to harness your new as being concentrated on, but you lose concentration on
it as a result of Damage and you do not need to spend
Elemental Chakra to better enhance your combat
chakra to maintain concentration.
potential when utilizing combo’s that work alongside
your Extended Taijutsu. While a Jutsu is stored into your body, you gain
When using a Taijutsu while gaining the benefits of additional benefits based on the Nature Release.
the Nature Enhanced Combat class feature the taijutsu • Earth Release: Reduce damage received by an amount
used gains the Nature Release Keyword you chose and equal to half your Taijutsu Specialist Level.
deals that nature release keywords corresponding • Wind Release: Attacks targeting you are made at
damage type (Water = Cold), from the Nature Enhanced disadvantage.
Combat class feature. You also gain further abilities by • Fire Release: Your unarmed attacks deals additional
enhancing your assault with flurry of blows, or damage equal to your Intelligence Modifier (Min 1.)
defending yourself with patient defense. • Water Release: A Creature that makes a Saving throw

Elemental Recall. Whenever a creature misses you, while against a Taijutsu you cast makes their saving throw at
gaining the benefit of Patient Defense and the Nature disadvantage.
• Lightning Release: You gain a bonus to your AC equal
Enhanced Combat class feature, you may as a reaction
immediately make an unarmed attack against the to your Constitution or Intelligence Modifier (Pick
triggering creature. On a successful hit, you regain 3 one).
combo point. As an Action make an unarmed attack, targeting a
Elemental Rush. Whenever you hit a creature with one of creature withing 5 feet of you, on a successful hit, you
the attacks granted by your flurry of Blows, while release your stored jutsu, creating a singular
gaining the benefits of your Nature Enhanced Combat compressed, controlled explosion of elemental chakra.
class feature, you may spend 1 combo points allowing
you to use your Flurry of Blows as a Reaction
immediately after this use of flurry of blows ends at no
additional combo point cost.

32
A jutsu released this way immediately deals its WRATH OF NATURE
damage and any additional effects the target makes the
Starting at 17th level, you have mastered the art of
normal saving throw at disadvantage vs your Taijutsu
Blending Ninjutsu and Taijutsu. When you would cast a
save DC.
Taijutsu while benefiting from your Elemental Cloak
A Jutsu stored that doesn’t deal damage as a part of its
class feature, that allows you to make a single taijutsu
initial activation or written effect, instead deals damage
attack, you may spend 10 or more Combo points, when
equal to its Rank; Once a stored jutsu has been released,
you do, you release all of your stored chakra into a single
you lose all the benefits this feature grants for storing it,
unfathomable impact. On a hit, your taijutsu deals its
and no longer have to concentrate on storing it.
normal Damage + 2d6 for each combo point spent. The
(D-Rank: 3d6, C-Rank: 5d6, B-Rank: 7d6, A-Rank: 9d6,
damage becomes your Chosen Nature Releases
S-Rank: 11d6)
corresponding damage type, and you immediately lose

ELEMENTAL RECHARGE the benefits of the Nature Enhanced Combat and


Elemental Armor class features. On a miss, no damage
Beginning at 14 th level, you have learned to convert your or additional effects.
chakra into the energy needed to perform more combo’s
and keep the attacks flowing. You compress a massive
store of chakra revitalizing your stamina. As a Reaction,
you may spend 20 chakra. When you do, you regain all
spent Combo Points. You may do this once per short rest.

33
RIGHTEOUS FURY UNSTOPPABLE FURY
Taijutsu Specialists who blend their style with Righteous Beginning at 14th level, your Chakra Frenzy is so fierce
Fury tend to be brutal with their strikes. Though they that it ends early only if you fall unconscious or if you
traditionally protected large monasteries, they have choose to end it.
sense passed their techniques on to the next generation Additionally, when you roll a 1 or 2 on an Unarmed
of shinobi. Their training has instilled them with a Combat damage die, you can reroll the die and must use
burning passion that makes them extremely powerful in the new roll, even if the new roll is a 1 or 2.
short bursts.
FURY OF THE RIGHTEOUS
CHAKRA FRENZY Beginning at 17th level, your passionate anger has
When you choose this style starting at 3rd level, you gain reached a zenith so pure, that others who follow this
the ability to focus your chakra into a frenzy of berserker path can only ponder how it is you attained this level of
energy, provided that you aren't wearing heavy armor. It wrath.
empowers you with supernatural combat skills. While you are gaining the benefits of your Chakra
You can spend 2 combo points and use a bonus action Frenzy class feature, you have become unstoppable. For
to enter a Chakra Frenzy for 1 minute, gaining the the duration of the Chakra Frenzy your speed cannot be
following benefits: reduced, and you are immune to the Berserk, Charmed
• You have advantage on Strength Ability checks and and frightened, paralyzed, and stunned conditions.
Saving throws. If you are frightened, paralyzed, or stunned, you can
• When you make melee weapon attacks using Strength still take your bonus action to enter your Chakra Frenzy,
or Dexterity, you gain a bonus to damage rolls equal to immediately ending the aforementioned effects.
1/3rd of your Taijutsu Specialist level (Rounded up).
You choose which ability score when you enter your
chakra frenzy.
• You have resistance to bludgeoning, piercing and
slashing damage.

While your Chakra Frenzy is active, you can only


maintain concentration on Jutsu with a range of Self.
Your Chakra Frenzy ends early if you are knocked
unconscious or if your turn ends and you have not
attacked a hostile creature or forced one to make a
saving throw or you have not taken damage since then.
You can also, end your Chakra Frenzy on your turn as a
bonus action.

FORCE OF RAGE
Starting at 6th level, you have imbued your frenzy with
your own chakra to add additional effects to it. Choose a
jutsu you know with a casting time of 1 action or 1 bonus
action, a range of self, and that lasts for at least 1
minute, with or without concentration. When you
activate your Chakra Frenzy, you can spend additional
combo points to cast your chosen jutsu as part of the
same bonus action based on the rank of the jutsu casted.
(D-Rank: 1 Combo Point, C-Rank: 2 Combo Points,
B-Rank: 3 Combo Points, A-Rank: 4 Combo Points,
S-Rank: 5 Combo Points.)
When cast in this way, you do not need to pay any
chakra cost to maintain your concentration on it, and
you can concentrate on it while your Chakra Frenzy is
active. You can switch this jutsu when you gain a level in
this class.

RELENTLESS FURY
Starting at 10th level, your fury can keep you fighting
despite grievous wounds. If you drop to 0 hit points
while your Chakra Frenzy is active, you do not die or fall
unconscious immediately. Instead, you make a DC 10
Constitution saving throw. If you succeed, you drop to 1
hit point instead. Each time you use this feature after the
first, the DC increases by 5. When you finish a short or
long rest, the DC resets to 10.
When you reach 17th level, each time you succeed on
this saving throw, your fury further invigorates you,
granting you advantage on any attacks you make until
the end of your next turn

34
RUIN PUSH THROUGH IT
Taijutsu Specialists who take shinobi prosthetics, tech, Starting at 10th level, by spending 1 Combo point, you
or augments and use them to enhance their martial gain resistance to the damage type corresponding to
prowess are known as “Ruin”. They incorporate devices your chosen nature release for 1 minute. If you have
to harness their chakra for them, allowing them to fight resistance from another source, such as another feature
with one less thing to focus on and worry about. or a jutsu, you reduce damage taken by the chosen
damage type by 3. (This damage reduction occurs after
BATTLE READY resistance has been applied.)
Additionally, whenever you use a Taijutsu with the
When you choose this style starting at 3rd level, through
finisher keyword, you may spend 1 combo point to
intensive research, trial and error, or sheer dumb luck,
you have discovered a way to enhance your Taijutsu, change the damage type to one corresponding to your
through a Catalyst for your chakra, which you wear on chosen nature release.

DEADPOOL
your person either on your armor, or as a part of your
daily attire. This Catalyst’s design is one of your
description. They can be vented boots, or special gloves. Beginning at 14th level, you've perfected your ruin
With this catalyst, you can weave it into your clothing taijutsu to continuously rock your enemies to their
over the course of 1 hour. Once complete, you gain the cores, even in the midst of direct assault. Whenever you
following benefits; are subject to an attack or effect that would deal damage
• +1 Bonus to AC, if integrated into Light or Medium to you, you may use your reaction spend combo points to
Armor. reduce the amount of damage taken by an amount equal
• When making Constitution (Chakra Control) Ability to 5 x the number of combo points spent. Record the
checks, you may add your unarmed combat die to the damage reduced, adding all damage reduced using this
roll. feature, up to a maximum amount equal to 3 times your
• When you would take Chakra Damage, or have your Taijutsu Specialist level. This recorded value is called the
chakra reduced by a hostile effect or creature, you “Deadpool”.
reduce the amount of chakra lost, by 1. This protection While you have a value recorded in the Deadpool, you
increases as you gain levels in this class, becomes 2 at gain access to 2 special actions. You may use either of
9th, 3 at 14th, and 4 at 20th. these actions once before you must complete a short or
• You gain the benefits of the Enhanced Movement Class long rest. If 1 Minute passes, you are incapacitated, or
feature even if wearing Light or medium armor. knocked unconscious you take force damage equal to the
total value of your Deadpool. Damage taken this way

ELEMENTAL SPECIALIZATION cannot be reduced by any means as the stored chakra


explodes with you at the epicenter.
Also, at 3rd level, Choose a Nature Release Keyword. You At 17th level, you may instead use these actions a
gain a Jutsu with the chosen keyword that you qualify number of times equal to your Taijutsu Ability Modifier
for. This jutsu is sealed into your Catalyst, meaning you per long rest.
cannot cast this jutsu without having access to it. You
may select another Jutsu with the same keyword at 6th, AMASS
9th, 13th, and 17th levels. Jutsu gained this way do not As a Reaction, to being hit with an attack or forced to
count against your known jutsu limit as they are all make a saving throw that would deal damage as a result
sealed inside and cast from, your catalyst. of a jutsu, you may spend all of the Deadpool. When you
Additionally, Ninjutsu cast from your catalyst ignore do, you gain temporary hit points equal to the Deadpool.
the Hand Seal (HS) and Chakra Molding (CM) If you have left over Temporary hit points after the
components when casting them. conclusion of the attack or jutsu, you release a surge of
Finally, when you cast a Ninjutsu from your Catalyst, chakra. All creatures within 15 feet of you, of your choice
you may spend a number of Combo Points equal to the must succeed a Strength Saving throw vs your Taijutsu
rank of the ninjutsu cast. When you do, you may use your save DC. On a failed save, they take twice the remaining
Taijutsu Attack bonus, Save DC and Ability modifier for temporary hit points as damage of a type that
all of the jutsu’s calculations. corresponds with the Nature Release chosen in your
(D-Rank: 1 Combo Point, C-Rank: 2 Combo Points, B- Elemental Specialization., or half as much on a success.
Rank: 3 Combo Points, A-Rank: 4 Combo Points, S- All remaining temporary hit points vanish afterwards.
Rank: 5 Combo Points.)
UNLEASH
UNRELENTING ASSAULT When you hit a creature with a Taijutsu attack, you may
spend your Deadpool. When you do, you deal additional
Starting at 6th level, you've honed your relentless
damage equal to your Deadpool of a type that
combat style to a point where you can easily follow
corresponds with the Nature Release chosen in your
through with your attacks, even when your enemies try
Elemental Specialization class feature.
their best to resist.

UNBREAKABLE
Once per turn, when you miss with an attack, the
target takes damage equal to your unarmed combat die +
your Taijutsu ability modifier. Beginning at 17th level, you've honed your body into an
unstoppable force for your foes to break upon. Increase
your Constitution Score by 2, your maximum for this
score also increases by 2.

35
STANCER STANCE BLENDING
Taijutsu Specialists who take specialize in multiple Starting at 10th level, you may select one Taijutsu Stance
stances, are known as “Stancers” able to jump back and that you do not know. Additionally, by spending 2 Combo
forth between multiple stances, mixing and matching Points, you can gain the benefit of up to 3 Taijutsu
them to maximize their martial effectiveness and stances Simultaneously for the next minute.
potential. Additionally, while gaining the benefit of two or more
Stances, you add both your Strength and Dexterity
MIXED MARTIAL ARTS modifier to your melee weapon damage rolls.

STANCED COMBAT
When you choose this style starting at 3rd level, you may
learn one Taijutsu Stance found in Chapter 13:
Customization Options that you do not know. While in Beginning at 14th level, you've perfected fighting with
any Taijutsu stance, you may spend 1 Combo Point to multiple stances at once.
gain the benefit of a Second Taijutsu Stance that you If you are gaining the benefit of a stance that has a
know, simultaneously for the next minute. special ability, that you can use as a Bonus action such as
the Serpent Fist’s bonus action ability, or the Dragon
COMBO BREAKER Fist’s bonus action ability, you can instead spend 1
Also, at 3rd level, you learn to combo your attacks Combo point to perform it as a part of your Attack
action, at no additional cost.
together into a flurry of attacks, strikes, dodges, and
feints, never letting up and never giving them any form If a stance you are benefiting from has a special ability
of reprieve. This takes shape in the form of four new that requires An Action, or Full Turn Action, you can
instead spend 1 combo point to perform it as a Bonus
Combo’s listed below;
action, once per turn.
ALPHA COUNTER
While you are gaining the benefits of Patient Defense, THE STANCER
when a creature misses you with an attack, you may as a Beginning at 17th level, you have become an absolute
reaction spend 1 Combo point. When you do, you may master at combining stances into a blended mix. Your
immediately perform a Flurry of Blows. If you do, you Unarmed Strikes also gain the Critical, Deadly, and
immediately lose the benefit of Patient Defense. Blocking property.
The cost of Stance Blending is reduced by 1 Combo
DODGE CANCEL Point.
When you hit a creature with at least two unarmed Additionally, while gaining the benefit of your
attacks, or weapon attacks using Taijutsu Specialist Blended Stance feature, you may add your Wisdom
weapons, the same turn you use Flurry of Blows you can modifier to the damage of unarmed strikes.
spend 1 Combo point to use Patient Defense.
Credit: Granblue Fantasy
WAVE DASH
While you are gaining the benefits of Step of the Wind, if
your movement would provoke an attack of opportunity,
you can spend 1 Combo point. When you do, you may
immediately perform a Flurry of Blows targeting the
same creature that is performing an attack of
opportunity.

VANISH
While you are gaining the benefits of Step of the Wind, if a
creature would perform a reaction, you can spend 1
Combo point. When you do, you teleport to a space
within 5 feet of the triggering creature that can hold you.

MUSCLE MEMORY
Starting at 6th level, your study of martial arts and their
respective stances have become all encompassing,
allowing you to make use of the knowledge mid combat.
By spending 1 Combo points, select one hostile
creature you can see, and make a Martial Arts Ability
Check, using either Strength or Dexterity (Your choice.)
vs a DC (8 + The target creatures Level). On a success,
you gain a +1 Bonus to your next Melee attack critical
threat range.
If the result of your Martial Arts Ability Check is 5 or
higher, for every 5 you get over the DC, you increase the
Bonus by +1. You may use this feature a once per
creature, per short rest.

36
WEAPON SPECIALIST When you see a creature within your movement
speeds range, about to take damage, you may as a
reaction, interposing redirecting the attack towards you

GUNGNIR PIERCER FORM as if you were the original target of the attack, moving
yourself up to the target creature, ending your
The Weapon specialist who focuses on the Gungnir movement within 5 feet of them.
Piercer Form, trains in the art of the ultimate spear. A
fighting style designed to pierce through all manner of
defense, and completely deconstruct an enemy’s
FAFNIR’S FANG
weaknesses on a surgical level. While utilizing this form Starting, at 13th level, you have learned to lace your
you make use of a series of techniques made to strike weapons with a layer of chakra, sharpening it to a point
swiftly and accurately. where even the slightest movement causes the wind to
sing as your edge cuts through the air.
GUNGNIR PIERCER TECHNIQUES When you score a critical hit with a melee weapon
attack that deals piercing damage, the target creature
Starting at 3rd level, you learn additional Flurry gains 5 ranks of bleeding.
Techniques that supplement your Gungnir Piercer Form.
Fenrir’s Claw. When you target a creature with a melee RAGNARÖK
weapon that deals piercing damage, you can spend 5
Starting, at 20th level, your skill with piercing weapons
chakra, rolling 1 flurry die, reducing the target
have reached a point of legend.
creature’s AC by half the result. (Min 1.)
As a bonus action, by spending 20 chakra, you seal all
Heimdallr Vision. When you target a creature with a
your chakra within your body, locking it within yourself,
melee weapon that deals piercing damage, you can
while also creating a shell of chakra around your melee
spend 5 cakra, rolling 2 flurry die, adding the result to
weapon that deals Piercing damage. You treat this as
your attack rolls against the selected creature until the
concentration, costing 10 chakra each round to maintain.
end of your next turn.
For the next minute, you cannot cast or maintain

GUNGNIR PIERCER STYLES


Ninjutsu or Genjutsu.
Additionally, For the next minute when you deal
Also, at 3rd level, you get to choose a Style that supports piercing damage with a weapon attack, you deal
your combat ability. You know 1 Style from the following additional damage equal to your flurry die. Creatures
List, and gain more as gain levels in this class based on who are bleeding take twice as much damage.
the Styles Known Table of the Weapon Specialist. After 1 minute, this feature ends, you gain one rank of
exhaustion, and you cannot use this feature again until
Mímir’s Wisdom. As a bonus action, select one creature
you finish a long rest.
whom you can see, within 60 feet of you. For the next
minute, they do not add their Dexterity Modifier to
their AC against Melee Weapon attacks you make with C REDIT : G ENSHIN I MPACT (R UE (T WITTER : @_ RUENIS )
a weapon that deals Piercing damage. You cannot use
this effect more than once per short rest.
Hœnir’s Silence. As a bonus action, by spending 5 chakra,
you coat, a weapon you are holding, that deals
piercing damage, in a muting chakra. The next time
you would deal piercing damage with this weapon
before the end of your turn, you force the target of
your attack to make a Wisdom or Constitution Saving
throw (your choice), being unable to mold chakra until
the end of your next turn.
Freya’s Golden Tears. As a bonus action, until the end of
your turn, when you deal 10 or more piercing damage
with a melee weapon or bukijutsu, the target gain 1
rank of bleeding. For every 5 additional damage
beyond 10, they gain 1 additional rank of bleeding.
Thor’s Wrath. As a reaction, for every melee weapon
attack you take with your Attack action, using a melee
weapon that deals piercing damage, you make one
additional weapon attack that deals damage when you
use your Weapon Flurry class feature.
Vitharr’s Vengeance. As a reaction when you would take
damage from any source, each instance of damage you
take until the beginning of your turn grants your next
melee weapon attack with a piercing weapon one
additional flurry die to damage.

SIGURD’S HEROISM
Beginning, at 6th level, your form of combat has
instilled you with a sense of heroism, that fills you with a
sense of both pride, and hope, while also making it
difficult for you to look the other way when someone is
being hurt, if you can prevent it.

37
OBSIDIAN HAMMER FORM Provoke. As a bonus action you may take an open stance
while also screaming at the opposition to not avert
The Weapon specialist who focuses on the Obsidian
their eyes. Creatures who could see and hear you,
Hammer Form, trains in the art of brutality focused
within 30 feet of you, gain disadvantage on attacks
around smashing through all obstacles. This form,
that target any creature other than you. Until the
allows the practitioner to attack with the ferocity of a
beginning of your next turn.
crashing wave, a collapsing cave, or a compressed star.
Defiance. When you would make a Strength or
This fighting style specializes in crippling attacks that
Constitution saving throw, while wielding a weapon
break your opponents with powerful strikes that quake
that deals bludgeoning damage, you may, as a
the earth.
reaction, grant yourself advantage on the saving

OBSIDIAN HAMMER TECHNIQUES throw and temporary hit points equal to the result of 2
flurry die. Temporary hit points gained this way
Starting at 3rd level, you learn additional Flurry vanish at the beginning of your next turn.
Techniques that supplement your Obsidian Hammer
Form. OBSIDIAN BODY
Crippling Darkness. When you target a creature with a Beginning, at 6th level, if you would use a Flurry
melee weapon attack that deals bludgeoning damage, Technique granted by Obsidian Hammer Techniques, if
you can spend 5 chakra, adding 2 flurry die to the you make an additional weapon attack, as a bonus
damage roll. On a successful hit, the target must action, using Weapon Flurry you may use another Flurry
succeed a Strength saving throw being weakened on a Technique granted by your Obsidian Hammer Techniques
failed save, as their bones become cracked and brittle class feature.
after impact.
Syphon Strike. When you hit a creature with a weapon OBSIDIAN MIND
attack that deals bludgeoning damage, you can spend
Starting, at 13th level, your mind has been reinforced
5 chakra, rolling 2 flurry die, regaining Hit points
with Obsidian thoughts. When you would make a
equal to the result of the flurry die.
Wisdom or Intelligence saving throw to resist a
Unmend. When you hit a creature with a melee weapon
Genjutsu, you may roll your flurry die, adding the result
attack that deals bludgeoning damage, you can spend
to your roll. You may do this twice per long rest.
3 chakra. The next time the target would regain hit
points by any means, they reduce the amount healed
by an amount equal to three flurry die. OBSIDIAN SOUL
Starting, at 20th level, your soul has been conjoined with
OBSIDIAN HAMMER STYLES Obsidian spirits. Your loyalty to the Obsidian Hammer
form has begun to pay off in spades. As a Full-Turn
Also, at 3rd level, you get to choose a Style that supports
action, by spending 20 chakra, you release a jet stream of
your combat ability. You know 1 style from the following
obsidian colored chakra from every pore of your body,
list, and gain more as you gain levels in this class based
for the next minute.
on the Styles Known Table of the Weapon Specialist.
For the duration of this feature, all hostile creatures
Shadow Wall. As a Reaction on your turn, you release within 30 feet of you have disadvantage on checks made
chakra creating a spectral shield of obsidian colored to maintain concentration on Jutsu they cast, and you
chakra in front of you. Roll 2 flurry die, and record the add your flurry die to all Weapon and Bukijutsu damage
result. Until the start of your next turn, you take rolls, Strength and Constitution saving
reduced damage equal to the result from all sources. throws, and Strength Ability Checks.
Unleashed! As a Bonus action on your turn, you release a You can use this feature once per
well of obsidian colored chakra from within yourself, long rest.
magnifying your power ten-fold. Until the end of your
turn, when you deal damage with a weapon attack that
deals bludgeoning damage, you deal additional
damage equal to 2 flurry die. You can use this feature
twice per long rest.
Gritty End. When you would reduce a creatures hit points
to 0, using a weapon that deals bludgeoning damage,
you gain an additional action, which you can use to
make a single weapon attack. This additional attack
deals additional damage equal to 2 flurry die. If you
trigger this effect more than once, you continue to add
additional flurry die with each trigger. You can use this
feature a number of times equal to your Taijutsu
Ability Modifier per long rest.
Reprisal. When you would deal damage to a creature
maintaining a jutsu or with a jutsu currently active,
with a weapon that deal bludgeoning damage, you
may, as a bonus action, spend 5 chakra, immediately
break their concentration, ending one of their jutsu’s
effects, with no need for them to make a
concentration check.

38
PHANTOM BLADE FORM Oppressive Revenant. When you would cast a Bukijutsu
with a melee weapon that deals slashing damage, you
The Weapon specialist who focuses on the Phantom
may as a Bonus Acton release a surge of phantasmal
Blade Form, trains in the art of a blade style long hidden,
chakra. All creatures within 15 feet of you must
and closely guarded. This form, teaches the practician to
succeed a Constitution Saving throw, being unable to
both attack like a phantom, and to train your phantom to
Mold Chakra or make a reaction against you until the
attack as well. This fighting style specializes in Delayed
end of your next turn. Creatures affected by this
attacks that strike it’s targets long after the attack was
feature, takes additional damage equal to your Flurry
ever made.
die once per turn when they would take damage. You

PHANTOM BLADE TECHNIQUES can use this feature twice per long rest.
Delayed Etherealness. When you hit a creature with a
Starting at 3rd level, you learn additional Flurry Taijutsu with the Bukijutsu Keyword that deals
Techniques that supplement your Phantom Blade Form. slashing damage, the damage you deal is delayed until
Phantom’s Edge. When you hit a creature with a melee you release the delayed effect to deal damage equal to
weapon attack, with a weapon that deals slashing the delayed damage. If you deal any additional
damage, you spend 5 chakra to delay all of your Slashing damage, this is added to the delayed damage
attacks damage for each successful attack that hits the total. At the end of each of your turns, you add
target creature. At the beginning of the targets next additional damage to the delayed damage equal to one
turn, they take all of the damage they would have flurry die. Maintaining this delayed damage from this
taken this turn from all of your weapons delayed style counts as concentrating on a Jutsu. You may
damage at once + additional damage equal to twice release the delayed damage from this style as an
your flurry die. action on your turn. If you lose concentration, while
Phantoms Eclipse. When you are targeted with a melee maintaining this effect, the delayed damage is lost.

FIRST STEP: A SINGLE DROP


attack, while wielding a weapon that deals slashing
damage, you may as a reaction, roll 3-flurry die. At the
end of the triggering creatures turn, they take delayed Starting at 6th Level, you have learned that delaying
damage equal to the result. attacks can grow stronger, the longer they are delayed.
When you would delay damage using any Weapon
PHANTOM BLADE STYLES Specialist Class Feature, you may extend the delayed
Also, at 3rdd level, you get to choose a Style that damage up to the end of your next turn (This delay
supports your combat ability. You know 1 style from the extension does not cost any additional action).
following list, and gain more as you gain levels in this When you do, the delayed damage dealt increased by
class based on the Styles Known Table of the Weapon an amount equal to 3 flurry die. You may use this feature
Specialist. Twice per short rest.
Additionally, when you would use a Flurry Technique
Ghostly Blade. When you target a creature with a melee that rolls a flurry die, you roll one additional Flurry die,
weapon attack or Bukijutsu, with a weapon that deals adding it to the results of any effect used.
slashing damage, you may, as a bonus action cause
your blade to gain the properties of a ghost, moving
through all defenses at once. Roll 1 Flurry Die. Reduce
SECOND STEP: OVERFLOWING MALICE
the targes Armor Class by the result, until the end of Starting at 13th Level, you can use your action to take the
your current turn, against only your attacks. You may Overflowing Malice stance, so long as you have a melee
use the effects of this stance a number of times equal weapon that deals slashing damage.
to your Taijutsu Ability Modifier per long rest. When you do, until the beginning of your next turn,
Specters Dance. Select one creature you can see or hear as you gain a number of additional reactions equal to your
a bonus action. While wielding a melee weapon that Proficiency bonuses.
deals slashing damage, you gain Blindsight against the For the duration, creatures within 15 feet of you
selected creature for 1 minute, until you or the target provoke attacks of opportunity when they take any
drops to 0 hit points, or you fall unconscious. You may action. Your Melee Weapon attacks gain the reach 3
use this stance twice per long rest. quality while you are in the Overflowing Malice Drawing
Haunting Siphon. When you would reduce a creatures hit Stance. Attacks of opportunity that score a successful hit
points using a melee weapon that does slashing on a target can trigger up to two Flurry Techniques
damage, until the end of your next turn, the target instead of 1.

LAST STEP: PHANTASM STANCE


cannot regain hit points by any means.
Ghastly Execution. When you would reduce a creatures hit
points to 0 using a melee weapon that does slashing At 20th level, your presence on the battlefield is a
damage, the damage is delayed until the beginning of ghastly visage of ghoulish attacks, and dastardly blades.
their next turn. You gain an additional Action, which Your Strength or Dexterity (your choice) and Wisdom or
can be used to take the attack action using a melee Intelligence scores (your choice) increase by 2. Your
weapon attack that deals slashing damage, targeting maximum for those scores increases by 2.
another creature you can reach with your remaining Additionally, when you would roll flurry die you roll an
movement. If you would reduce another creatures hit additional flurry die. This is in addition to First Step: A
points to 0 using this new attack, delay the damage as Single Drop.
you did prior, gaining a new action with the same When you would roll a flurry die, if the result of the
limitation as before. You can gain a number of roll on the roll is less than 4, The result becomes 4.
additional actions this way three times per long rest.

39
PRIMAL WEAPON FORM Primal Shift. When you would deal damage to a creature
with a bukijutsu you cast, you can, as a bonus action
The Weapon specialist who trains in the art of the Primal
change the damage type to that of the damage type of
Weapon, infuses their attacks with their natural born
your Nature Release. (Water Release = Cold).
Nature Release, releasing powerful elemental strikes
Provocation. As an action, you select one creature you can
with each attack.
see within 30 feet of you. You mark them with a special

PRIMAL WEAPON TECHNIQUES nature release seal. For the duration, the first attack
you make using an attack that deals the damage type
Starting at 3rd level, Select one Nature Release. (Earth, of your Nature Release, it is made at Advantage.
Wind, Fire, Water, or Lightning Release). You gain the Primal Penetration. As a Bonus action, you magnify your
ability to learn Ninjutsu with the select Nature Release. If nature releases power. For the next minute, you ignore
you select a Nature Release you already have, you can resistance to your Nature Releases corresponding
instead learn one Ninjutsu of the chosen Nature Release damage type. You can only use this feature once per
that you Qualify For. short rest.
You also learn additional Flurry Techniques that
supplement your Primal Weapon Form. PRIMAL BLADE
Primal Reverb. When you hit a creature with a weapon Beginning, at 6th level, you learn to manifest a weapon
attack, you can spend a bonus action and 5 chakra. made of pure chakra. As a Free action, once per turn, you
When you do, all creatures within 5ft of the target, can manifest or unsummon your primal weapon. The
excluding you, take an amount of damage equal to weapon manifested must be one you have as a Weapon
your flurry die + Your Ninjutsu Ability Modifier. Focus. This weapon is a Chakra Enhanced Weapon, its
Primal Strike. When you hit a creature with a weapon damage counts as both its original weapons damage
attack, you can spend 5 chakra to force them to make a type, and as your Nature Releases corresponding
constitution saving throw. On a failed save, they suffer Damage type for the purpose of Jutsu and Weapon
1 Rank of your Chosen Nature Releases Primal Effect Specialist class feature interactions.
found on the Primal Effect table at the end of this class Additionally, if you would use a Flurry Technique
description. granted by Primal Weapon Techniques while using your
Primal Pulse. When you are hit by a creature, while you Primal Weapon, you can use a second Flurry Technique
can mold chakra, you can, as a reaction, spend 5 granted by your Primal Weapon Technique. (This does not
chakra. When you do, roll 1 Flurry Die, and record the ignore action requirements.)
result. You gain temporary Hit points equal to 3 x the
result of the flurry die until the end of the current PRIMAL POWER
turn.
Starting, at 13th level, the first time each turn, you would

PRIMAL WEAPON STYLES inflict your chosen Nature Releases Primal Effect
Condition, that condition is magnified.
Also, at 3rd level, you get to choose a Style that supports If the condition can gain ranks, you instead roll your
your combat ability. You know 1 style from the following flurry die, as they gain that many ranks up to the
list, and gain more as you gain levels in this class based maximum of their conditions allotment until the end of
on the Styles Known Table of the Weapon Specialist. your next turn.
Primal Riposte. As a Reaction, when you see a creature If the condition cannot gain ranks, they also gain the
within 60 feet of you cast a Ninjutsu that would deal weakened condition until the end of your next turn.
damage, you can cast a Bukijutsu you know with a Additionally, when a target within range of your
casting time of 1 Action. This Bukijutsu gains the Clash weapon fails a saving throw for a jutsu you cast that
Keyword if it didn’t prior, and you immediately deals your Nature Releases Corresponding Damage type
initiate a clash. If the triggering Ninjutsu does not (Water Release = Cold), you can make two weapon
have the Clash keyword, they make their Clash Check attacks as a bonus action that turn.

MASTER OF THE PRIMAL


at disadvantage. You may use this feature twice per
short rest.
Primal Edge! As a Bonus action on your turn, you bathe Starting, at 20th level, your presence on the battlefield is
your weapon in your chosen Nature Release. For the an explosion of the elements and weapons. Your
next minute, your weapons damage counts as both its Strength or Dexterity (your choice) and Intelligence
original damage type, and your chosen nature scores increase by 2. Your maximum for those scores
release’s corresponding damage type (Water Release = also increases by 2.
Cold) for the purpose of triggering features or other Additionally, you can use your Action and 10 chakra to
jutsu you cast. Additionally, when you deal damage gain the following benefits for 1 minute. These effects
with your weapon, you deal additional damage equal end early if you are incapacitated or hit 0 Hit points.
to 1 Flurry die for the next minute. You can use this Once you’ve used this feature, you can’t use it again until
feature once per short rest. you finish a long rest:
Primal Cloak. As a Bonus Action on your turn, you spend
• You gain Resistance to Slashing, Piercing and
10 chakra, and coat your body in your chosen Nature
Bludgeoning Damage.
Release. For the next minute, you speed is increased
• Once per turn, when an ally takes the attack action
by 10 feet, you gain resistance to your chosen nature
within 30 feet of you, you may add 2 Flurry die to their
releases corresponding damage type (Water Release =
damage roll, of your chosen elements damage type.
Cold), and when you deal damage of your nature
• When you cast a Jutsu of your chosen Nature Release,
releases corresponding damage type, you add 1 flurry
you can take the Attack Action, as a bonus action.
die to the damage dealt.

40
P RIMAL EFFECT T ABLE
Nature Release Condition
Earth Release Dazed
Wind Release Bleeding
Fire Release Burned
C REDIT : GENSHIN I MPACT
Water Release Chilled
Lightning Release Shocked

41
SLAYER FORM Lethal Range. As a Bonus Action the range of melee
taijutsu or weapon attacks you make until the end of
The Weapon specialist who practices the art of Slaying,
your turn, increase by 10 feet, and deal additional
become consummate hunters, who live for the chase and
damage equal to your flurry die. Alternatively, the
the deadly stroke that brings it to a close. Slayers spend
range of ranged taijutsu or weapon attacks, increase
most of their time honing their weapon skills, studying
by 20 feet and on a hit can benefit from two flurry
the habits and anatomy of foes, and practicing unique
techniques this turn.
combat maneuvers.
Poisonous Slay. You gain proficiency with a Poisoners kit.

SLAYER TECHNIQUES
When making a poison, reduce the DC to make the
poison by 2. When dealing damage to a creature with a
Starting at 3rd level, you learn additional Flurry weapon coated in a poison you’ve created, increase
Techniques that supplement your Slayer Weapon Form. your critical threat range by 1. When a creature must
These Chakra Sealed Weapon effects all refer to a succeed on a saving throw to resist a poison you’ve
unique ability which allows them to Study a creature. A made, you may use your Taijutsu save DC or the
creatures studied by any of these Chakra sealed Weapon Poisons DC, whichever is higher.
effects are hereby known as a Studied Target for the Reaping Stalker. Once per turn, when you would deal
purpose of Class features that refer to it. You can only damage to a creature marked as your Studied Target,
have one Studied Target at a time, and a Studied Target who is either Surprised, Adjacent to an allied creature
remained marked as such for up to 10 Minutes. who is not unconscious, incapacitated or dead, or
Studied Defense. As a bonus action, select and study one whom you have advantage against; Increase your
creature within 30 feet of you. For the duration, you critical threat range by 2. You can use this feature once
gain a bonus to your AC, Strength and Dexterity saves per short rest.
and Ability checks equal to half of your Flurry Die Vicious Technique. Once per turn, when you score a
result against the studied creature and any Jutsu, critical hit with a bukijutsu, you may at half the Jutsu’s
features, or attacks it may use against you. If you use original cost, recast the Jutsu as a bonus action, if able.
this effect while currently gaining the benefits of If you score a critical hit with the jutsu a second time
another Slayer Flurry Technique, you immediately using this feature, treat all 1’s and 2’s as 3, when
end that other Flurry Technique. calculating damage.

STALKING PREDATOR
Studied Tracking. As a bonus action, you study one
creature within 30 feet of you, gaining a bonus to your
Deception, History, Insight, Investigation, Perception, Beginning, at 6th level you have become a hunter
and Survival Ability checks made against that unmatched by most. Once per turn, when you would deal
creature, equal to your Flurry Die result. If you use this damage to a creature when you have advantage on the
effect while currently gaining the benefits of another attack roll, an ally who is not unconscious, incapacitated
Slayer Flurry Technique, you immediately end that or dead is adjacent to the target creature or the target of
other Flurry Technique. the attack is surprised, you deal additional damage. This
Studied Strike. When you hit a creature with a melee or damage is 2d4 of the triggering damage type and
ranged weapon attack, you may study the target. If increases by 1d4 at 9th (3d4), 12th (4d4), 15th (5d4), and
you do, for the duration, you gain a bonus to weapon 18th (6d4) levels. If you score a critical hit, you do not
damage, against the studied target equal to 1 Flurry double the damage die, you instead treat all 1's as 2 when
Die + 1/4th your weapon specialist level (Rounded calculating damage.
down, Min 1). This bonus damage only triggers when Additionally, when you would make an ability check
you make weapon attacks as a result of the Attack using; Deception, Intimidation, or Stealth. You may add
Action. If you use this effect while currently gaining one Flurry Die to the check.
the benefits of another Slayer Flurry Technique, you
immediately end that other Flurry Technique. QUARRY
SLAYER STYLES Starting, at 13th level, you can Study up to two creatures at
once. Also, as an action, you can select one creature you
Also, at 3rd level, you get to choose a Style that supports can see that is currently your Studied Target to instead,
your combat ability. You know 1 style from the following become your Quarry. A Quarry counts as a Studied Target
list, and gain more as you gain levels in this class based for the purposes of interacting with Flurry Techniques &
on the Styles Known Table of the Weapon Specialist. Slayer Styles, that requires a Studied Target. If a Flurry
Blood Reader. As a bonus action, select one creature you Techniques requires you to roll a Flurry die, you roll them
can see, within 60 feet of you, who does not have as normal and apply the listed effects.
maximum Hit points and is a Studied Target. Make a Whenever you are following the tracks of, hiding
Survival Check using either Wisdom or Intelligence vs from, or interacting with, your Quarry, you may choose
a DC (8 + The creatures Level.) On a success, you to add the maximum flurry Die bonus to any Ability
become aware of the creatures current Hit Point total. check made to achieve those goals. In addition to when
You can use this feature once per creature, per short moving closer to your Quarry, you ignore difficult terrain
rest. If you use this feature against another creature, and your movement speed cannot be reduced by any
you lose awareness on the previous creatures hit means.
points regardless if you pass or fail. Additionally, you gain a +2 bonus to attack and
Cooperative Strike. Once per turn, when you score a hit damage rolls against your Quarry. You can have no more
against a creature within 30 feet of you, that an allied than one quarry at a time, and you can end this feature at
creature also within 30 feet of you, has hit with an no additional action, but you cannot use it again until
attack within the last round, you ignore all resistance you complete a long rest. If you find proof that your
and damage reduction the affected creature may have. Quarry has been killed or is dead, you instead cannot use
this feature again until you complete a short rest.

42
MASTER SLAYER
Starting, at 20th level, you become a master at killing or
capturing your foes. When you take the attack action,
against a creature currently marked as your Studied
Target or Quarry, you can declare one of the following;
Kill, Knockout, Paralyze, Bleed or Cripple
On a hit, you choose if you want to deal your weapons
damage as normal, and the target must succeed a
Constitution Saving throw vs your Taijutsu Save DC. On a
failed save, they suffer one of the following effects,
based on the declaration. You can only use this feature
once per long rest, regardless if you hit or miss.
• Kill: Treat the attack as a critical hit. Additionally, you
roll 14 Flurry die, refilling all 1's and 2's.
• Knockout: Roll 3 Flurry Die. The Target is knocked
unconscious for a number of hours, equal to the result
of the roll.
• Paralyze: Roll 1 Flurry Die. The target is paralyzed, a
number of their turns, equal to the result of the roll.
• Bleed: Roll 4 Flurry Die. The target gains a number of
bleed stacks, equal to the result.
• Cripple: Roll 2 Flurry Die. The target reduces their
C REDIT : G RANBLUE F ANTASY
movement speed by 5 x the result of the roll for the
next hour. If all of their movement speed types are
reduced to 0, they are instead restrained and grappled
for a number of minutes equal to the result of your
flurry di

43
PUPPET MASTER CREATING A PUPPET MASTER
When creating a Puppet Master, think about your
A Ryu sits in a tree, watching over her target as they characters background and drive to be a shinobi. Does
approach. A smile spreads across her face as she open up the the character have a rival? What drove your character
giant box, she carried with her, removing the giant down the path of ninja puppetry? Is it about curiosity
mechanical scorpion and dropping it onto her target, and invention, or about the power their puppets bring?
enclosing them inside it. Did your character learn from another puppet crafter, or
With a loud explosion, a figure lands in the middle of the receive a vision or flash of inspiration to learn their
battlefield. As the dust clears, a hulking presence stands craft?
amidst the war-torn battlefield, a giant humanoid of wood Consider how your character interacts with the world,
and steel. The creaking head swivels to inspect the wreckage. and what they represent. Consult your DM regarding
It raises one of its 4 arms, and a beam of chakra lances out brigades, guilds, or societies your character might
towards an enemy. belong to.
These shinobi, different as they might be, are connected
by one common factor: they are masters of the art of ninja QUICK BUILD
puppetry. This fighting form was created in Sunagakure, You can make a Puppet Master quickly by following
utilizing chakra threads to control specialized ninja tools. these suggestions. For Puppeteer Specialization, make
The puppets that these ninja use are hand-crafted, and your highest ability Intelligence, followed by
special to each puppeteer. They are equipped with weapons, Constitution or Dexterity; For Juggernaut or Soul
traps, poisons, and various other mechanisms. These Container, choose either Strength or Intelligence as your
puppets are incredibly difficult to use, and are only usable by highest, with constitution as your second highest ability
those who have dedicated their lives to the art. score. Second choose Hatake, Nara, or Non-Clan.

CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to utilize ninja puppets of different types,
specializing in one or two. Players would be able to
create and utilize puppets for stealth or combat, while
keeping themselves a little safer than others, or use
them to gain new abilities for themselves. The characters
this class is pulling inspiration from are as follows:
Kankuro, Sasori, and Chiyo.

44
CLASS FEATURES SPECIALIZATION UPGRADE
As a Puppet Master, you gain the following class Also, at 1st level, choose an upgrade for which you qualify
features. from the list at the end of your specialization, and gain the
benefits listed in the description of the upgrade.
HIT POINTS You select additional upgrades at 3rd, 5th, 7th, 9th, 11th,
Hit Dice: 1d8 per Puppet Master level 13th, 15th, 17th, 19th, and 20th level, as shown in the
Hit Points at 1st Level: 8 + your constitution modifier Upgrades column of the Puppet Master table. You cannot
Hit Points at Higher Levels: 1d8 (or 5) + your select an upgrade more than once, unless the upgrade's
Constitution modifier per Puppet Master level after description says otherwise.
1st. You can exchange any of your existing upgrades for any
other upgrade of the same level requirement as the replaced
CHAKRA POINTS upgrade after finishing a week of downtime replacing the
upgrades. Whenever an existing upgrade is swapped out for
Chakra Dice: 1d10 per Puppet Master level
a replacement upgrade (either by a specialization feature or
Chakra Points at 1st Level: 10 + your constitution
on level up), the new upgrade is selected as if the Puppet
modifier
Master is the level, they were when they got that upgrade
Chakra Points at Higher Levels: 1d10 (or 6) + your slot.
Constitution modifier per Puppet Master level after (For example, if you replace your Puppet Tool and reselect all
1st. of your upgrades as a 5th level Puppet Master, you could select

PROFICIENCIES
three 1st level upgrades and two 5th level upgrades, or five 1st
level upgrades, or four first level upgrades and one 5th level
Armor: Light armor, Medium Armor upgrade, but you would not be able to select more than two 5th
Weapons: Simple Weapons, Battle Wires, Hand level upgrades.)
Crossbows, Heavy Crossbows, Fuma-Shuriken
Ninja Tools: Crafters Kit, Weaponsmiths kit. CHAKRA ENHANCED RETROFIT
Saving Throws: Constitution, Intelligence
Beginning, at 2nd level, your study of Chakra enhanced
Skills: Crafting, Choose three from Chakra Control,
items and crafting has allowed you to retrofit chakra
Deception, History, Insight, Intimidation,
enhanced gear.
Investigation, Ninshou, Perception, Nature, Sleight of
During a long rest, you can perform a ritual using any
Hand, Stealth
+1/2/3 weapon or armor as components to transfer the

EQUIPMENT chakra enhanced items enhancements into your Puppets


Weapons or Armor.
You start with the following equipment, in addition to
Completing this process destroys the chakra enhanced
the equipment granted by your background:
item.
• (a) a Light crossbow and one stack of bolts or (b) any
two simple weapons
• (a) One Kunai stack or (b) One Shuriken stack
ABILITY SCORE IMPROVEMENT/FEAT
• Padded Armor, Crafters kit, and 1 paper bomb When you reach 4th and again at 8th, 12th, 16th, and 19th,
level, you can increase one ability score by +1 & a Feat of

JUTSU CASTING your choice that they qualify for. As normal you can’t
increase an ability score above 20 using this feature.

NINJUTSU
Ninjutsu save DC = 8 + your proficiency bonus + your
CHAKRA RECONSTRUCTION
Intelligence modifier Beginning at 6th level, you have mastered the knowledge of
Ninjutsu attack modifier = your proficiency bonus + using your chakra to repair things. You learn the Mending
your Intelligence modifier ninjutsu, and can cast it without spending any chakra.
Additionally, you learn the healing hands ninjutsu. A Jutsu
GENJUTSU learned this way loses the medical keyword.
You can only cast these jutsu on constructs, and they only
Genjutsu save DC = 8 + your proficiency bonus + your
affect constructs, structures, or items.
Wisdom modifier (your choice)
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier (your choice)
BROAD KNOWLEDGE
Also, at 6th level, you have expanded your knowledge of
TAIJUTSU puppet-craft, learning another discipline if you chose.
You can gain the 1st level features from another
Taijutsu save DC = 8 + your proficiency bonus + your
specialization of your choice.
Strength modifier
You also gain one 1st Level upgrade from that
Taijutsu attack modifier = your proficiency bonus + your
Specialization, and it doesn't count against your total
Strength modifier
number of Upgrades. You can replace this upgrade with

PUPPET SPECIALIZATION another 1st Level upgrade from the same Specialization
whenever you gain a level in this class.
At 1st level, you focus on a specialized craft of puppetry; Alternatively, you can further specialize into your own
Puppeteer, Juggernaut, or Soul Container, each of which specialization. You gain one tool kit proficiency of your
are detailed at the end of the class description. Your choice, and you gain two augments of your choice that are
choices grant you features at 1stt, 3rd, 5th, and 14th 1st level upgrades for your Specialization. These do not
level. count against your total number of upgrades.

45
TOOL EXPERTISE even if in practice sometimes compromises on materials
must be made.
Starting, at 7th level, your proficiency bonus is doubled for
Why a Puppeteer embarks on the quest to create this
any Crafting Ability check you make that uses tools you are
artistic construct can vary. For many, it is the pure pursuit of
proficient in.
crafting the perfect creation, while for others, it is simply so

IMPROVED CHAKRA CRAFTING


they do not have to carry around their loot, or to have a loyal
companion to count on at all times.
Starting, at 10th level, your experience in creating your
own wonderous inventions has made you more adept at PUPPETEER PROFICIENCY
crafting chakra enhanced items. Creating a Chakra When you choose this specialization at 1st level, you gain
enhanced item now takes half the time it would normally proficiency in chakra control, and with the poison kit.
take (rounded down).
Additionally, you reduce the crafting time of weapons, PUPPET TOOL
items or scrolls by half. Beginning at 1stt level, you craft a Puppet Tool, to carry out
your orders and protect you. This puppet is under your
PUPPETRY SAVANT control and connected to you via chakra threads.
The puppet tool acts by your command via these chakra
Starting, at 11th level, your experience in the art of threads. On your turn, you can manipulate them to move (no
puppetry has pushed the bounds of what was though action required).
possible. As an Action or Bonus Action, once per turn, you can
You can gain the 1st level features from another command them to take an action.
specialization of your choice. Additionally, you can use your reaction, to command the
You can also select one upgrade from the newly selected puppet tool to take a reaction.
specialization that you qualify for, up to 3rd level. If you Your puppet tools proficiency is equal to your proficiency
previously selected the same specialization with the Broad bonus. When you would gain an Ability, score increase from
Knowledge class feature, you can select any augment that this class, you increase one of its ability scores by 2, and two
you qualify for without restriction. other scores by 1; You cannot increase an ability score of your
Alternatively, you can learn more about your previous puppets by more than 20 this way.
research. If you chose to gain the 1st level features from If your puppet is forced to make a saving throw, add your
another Specialization with the Broad Knowledge feature, proficiency bonus to the roll, and treat any negative
you can choose to gain the 3rd level feature of that modifiers as +0 for the saving throw.
Specialization. You can also select another upgrade for If your Puppet tool is damaged, it can be healed using
which you qualify from that Specialization, counting your either mending on it as an action, recovering 1d6 + Your
Puppet Master level for any level prerequisites of the Ninjutsu Ability Modifier hit points.
upgrade. You can only replace one of your extra Alternatively, you can use a full turn action with your
Specialization's upgrades when you gain a level in this weaponsmiths kit to repair it. Provided you are within 5 feet
class, not both. of it and expend 6 chakra. When you start the repair, the
Alternatively, you can further specialize into your own puppet tool regains half of its maximum hit points. If it isn’t
specialization. You gain two upgrades of your choice that destroyed after 1 minute, your chakra pulls it together,
you qualify for. These do not count against your total completely repairing it with all its hit points restored.
number of upgrades. Otherwise, you must restart the repair process.

RIGHT TOOL FOR THE JOB


At the end of a long rest, you can create a new puppet tool
if you have a weapon smiths kit with you. If you already have
Starting, at 18th level, you always come prepared for a puppet tool from this feature, the first one is scavenged to
whatever mission you take. When you finish a short or long create a new one. The base statistics of your puppet tool are
rest, you can replace one Augment with another that you as follows;
can take from your specialization.

PEERLESS Medium Construct


Beginning, at 20th level, your mind is always thinking of
new crafts and clever solutions. After a Short, long or full Armor Class 12 + your Proficiency Bonus (Natural Armor)
rest, you can select and create an upgrade that you are Hit Points Puppets Constitution Modifier + Your Intelligence Modifier +
qualified for but do not have. This upgrade cannot be five times your Puppet Master Level.
higher than 11th level. You have this augment until you Speed 30 ft.
complete a short or long rest, during which you can create
another augment. STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 5 (-3) 5 (-3) 5 (-3)
PUPPET SPECIALIZATIONS
Puppet Masters pursue different disciplines. Beginning at Damage Immunity Psychic, Poison
1stt level you can choose which discipline to specialize in; Damage Resistance Acid
Puppeteer, Juggernaut, or Soul Container. Once you Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
choose, you cannot go back to switch this choice. Senses passive Perception 7

PUPPETEER Bound. The Puppet is bound to its user via chakra strings. If the strings
are not bound to the puppet, it cannot move or take any actions of any
A Puppeteer is a Puppet Master that has committed
kind. If a creature other than its creator uses chakra threads to
themselves to creating a true, pure work of puppetry. A
manipulate the puppet, it cannot use any Augments, as the user would be
painstaking life ambition, they plan and design meticulously,
unaware of its full capabilities.

46
PUPPET CHASSIS If the Puppet tool is not manipulated to take any
When you create your Puppet tool, you can add one prefix action, you automatically manipulate it to take the
to its type in the form of which basic chassis you use for Dodge action in combat.
your puppet. For example, if you select Warframe, your
puppet becomes a Warframe Puppet, and gains the PERFECTED DESIGN
Warframe modifications to its base statistics. Starting at 14th level, your puppet tool can add your
Intelligence Modifier to all of its attack rolls, ability
W ARFRAME checks and saving throws.
Your puppet Tool is roughly humanoid, and comes with
the robust flexibility and options that this form provides.
Its base Strength Ability score becomes 16 (+3) and it
gains proficiency in simple and martial weapons.
Its natural weapon is: Slam: Your Ninjutsu or Taijutsu
attack modifier to hit, reach 5ft., one target. Hit: 1d4 +
Strength Modifier + Your Proficiency bonus in
bludgeoning damage.

Q UADRUPEDAL
Your Puppet Tool takes on a quadrupedal design. Larger
and sturdier, it is more suitable to launch into the fray or
carry its creator. Its base size becomes Large, its base
Strength and Constitution become 16 (+3), its natural
armor becomes 14 + your proficiency bonus, and its
speed becomes 35ft.
Its natural weapon is: Bite: your Ninjutsu or Taijutsu
attack modifier to hit, reach 5ft., one target. Hit: 1d10 +
Strength modifier + your proficiency bonus in piercing
damage.

W INGED
Your Puppet Tool is modeled off a flying creature.
Smaller and lighter than most golems, it is kept aloft by
intricate wings. Its base size becomes Small and it gains
a flying speed of 30ft.
Its natural weapon is: Talon: your Ninjutsu or Taijutsu
attack modifier to hit, reach 5ft., one target. Hit: 1d8 +
Strength modifier + your proficiency bonus in
slashing damage.

S PECIALIZED
Your Puppet Tool defies all
expectations, its design fueled by
your own rampant creativity. A little
less robust and stable, it is far more
extensible to your visionary plans.
Your Puppet Tool starts with the basic
statistics, but you can select 2 free 3rd level
Augments to start with that do not count against
your upgrade total.
Its natural weapon is: Slam: your Ninjutsu or Taijutsu
attack modifier to hit, reach 5ft., one target. Hit: 1d8 +
Strength modifier + your proficiency bonus in
bludgeoning damage.

INTELLIGENT OVERSIGHT
Starting at 3rd level, you can take the
Help action as a bonus action when
assisting your Puppet Tool.
Additionally, when you take the Help
action to aid an ally (Including your puppet
tool) in attacking a creature, the target of that attack
can be within 30 feet of you, rather than 5ft of you,
if the allied creature can see or hear you.

MASTERFUL MANIPULATION
Starting at 5th level, you no longer need to spend your
reaction to manipulate your puppet tool to use its
reaction.
Additionally, you can use your action and/or bonus
action to manipulate your Puppet tool to use its action.

47
JUGGERNAUT can only change which one you are attuned to during a
long rest.
A Juggernaut is a Puppet Master that has turned their
If you create a new set of puppet armor, you can apply
wondrous talent of invention to a singular goal: making
a new set of upgrades equal to the value on the class
themselves an unstoppable force. Some Juggernauts seek
table, applying each at the level you get it on the class
to turn their puppet into a machine of death and terror;
table.
others become the arbiter of justice and order, while
When you create your juggernaut armor, you can
others still perhaps merely seek to refine their craft in create a heavily plated steel puppet, or a specially
the pursuit of pure innovation. enhanced set of puppet armor known as an iron shell.

JUGGERNAUT PROFICIENCY
If your puppet armor is a steel puppet, you gain the
Powerful Build trait.
When you choose this specialization at 1st level, you gain
If your puppet armor is an iron shell, you can forgo the
proficiency in heavy armor and the disguise kit.
increase to your Strength and Maximum strength to

CHAKRA-INFUSED GAUNTLET instead gain an augment that you qualify for, at no cost.
Power Build: You count as one size category larger,
Beginning at 1st level, when you take this specialization,
also granting you an additional 10 bulk maximum
you construct a chakra-infused gauntlet as a prototype
for the larger form to come. This is a specialized chakra
enhanced item that only you can attune to. When you
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of
create a chakra infused gauntlet you can add one of the
once, whenever you take the attack action on your turn.
following augments to it; Power fust, Chakra Blade or
Martial Grip. You can make multiple gauntlets with
different upgrades, but can only be attuned to one at a
FULLY CUSTOMIZED GEAR
Beginning at 14th level, you’ve mastered the
time.
customization of your puppet armor. You can add one
If you lose your Chakra-Infused gauntlet, you can additional upgrade to your armor that that you qualify
remake it during a long rest with 50 ryo worth of for. You can add another of these free upgrades at 18th
materials, or can scavenger for materials and forge it
and 20th level
over two days of work, without material expense.
While wearing a Chakra-Infused gauntlet, you can
engage Artificial Strength.

A RTIFICIAL S TRENGTH
When you don your Chakra-Infused gauntlet or as an
action while wearing it, you can dedicate some of your
intelligence to fully controlling the power of the
gauntlet. You can reduce your current and maximum
Intelligence score to increase your current Strength
score, up to what your Intelligence score was before
engaging Artificial Strength. You can stop using Artificial
strength any time, and it automatically ends if your
gauntlet is removed.
(Example; If you have an Intelligence of 16 and a
Strength score of 12, you can decease your Intelligence
score to 12, while increasing your strength up to 16 in its
place.

JUGGERNAUT ARMOR
Beginning at 3rd level, you have attained the knowledge
of crafting and crafting chakra enhanced items
sufficiently enough to create a set of puppet armor that
only you can wear and attune to from a standard, non-
chakra enhanced set of heavy armor using resources
you’ve gathered.
This process takes 8 hours to complete, as well as a
place to craft. This armor can incorporate a Chakra-
Infused Gauntlet (They do not require separate
attunement). While attuned to your armor, your
Strength score increases by 2, and your maximum
strength score becomes 22.
You can create a new set of puppet armor by crafting
it from a set of gather and purchased materials in a
process that takes 4000 ryo and 1 week.
You can create multi sets of puppet armor, but you can
only be attuned to one of them at a given time, and you

J UGGERNAUT A RMOR
Armor Name AC Dex Bonus Bulk Stealth Properties
Steel Puppet +8 - 10 Bulk Disadvantage Heavy Armor, Powerful Build
Iron Shell +5 Dex Modifier (Max 2) 7 Bulk - Medium Armor
48
SOUL CRAFTER Additionally, you no longer need to eat or sleep,
instead opting to tinker with your body for 30 minutes to
A Soul Crafter is the sort of person that makes people
gain the benefit of a short rest, or for 4 hours to gain the
uncomfortable. Even when encountered in the most
benefits of a long rest. You can only gain the benefit of a
ideal circumstances, they simply have the sort of gaze
short rest tinkering with yourself this way, once per long
that makes one think they may be thinking "how could I
rest.
improve that" as they look at you.
Also, you regain hit dice equal to your constitution
This particular specialization of Puppet Master is one modifier when you finish a short or long rest (In
that has turned their creative talent...inward. They seek additional to any hit die recovered when you finish a
to understand and improve the limitations of flesh. All
long rest). If you are missing any limbs at the start of a
too frequently, they place a slightly different value on
long rest, you can use your crafting skills to remake your
aesthetics than others might, tending to find beauty
missing limb by the end of your rest.
primarily in efficiency.
Finally, your body has been changed beyond
recognition. You are a construct in addition to a
Humanoid. You are no longer counted as a living
organism, and instead a living construct. You no longer
need to breathe, and have become immune to
suffocation and poison. You cannot be killed by being
beheaded as your head is just a replicant of your previous
one. Your consciousness and Soul are contained in a Soul
Core located where your heart used to be. You cannot be
revived by normal means, instead requiring your Soul
Core to be repaired with a DC 30 Crafting check. A
SOUL CRAFTER PROFICIENCY creature who fails this check 3 times shatters your soul
When you choose this specialization at 1stt level, you core, killing you permanently.
gain proficiency in the Medicine Skill, as well as the You no longer benefit from medical jutsu that recovers
ability to use Ninjutsu with the Medical Keyword. hit points cast from other creatures. You can still heal

PERFECT SELF
yourself with such jutsu though.
A creature who casts Mending on you instead heals you
Beginning at 1st level, you have utilized forbidden
2d8 hit points.
techniques to augment your own body. Select one of the
If you cast mending on yourself, Mending recovers
following options;
2d10 hit points. Beginning at 5th level, the healing
P ERFECTION OF B ODY increases by 1d10 (3d10), and again at 11th level (4d10)
Nature had its chance to make your form by its design, and 17th level (5d10)

CHAKRA ENHANCED BIOENGINEERING


and you have deemed it inefficient. Now its your turn to
show nature perfection incarnate. When you take this
Additionally, at 3rd level, you can use Chakra Enhanced
path, you gain the Puppet Augmentation, augment at no
Retrofit to transfer a bonus to attack or damage rolls on
cost.
a weapon to natural weapons gained from the subclass.
When you take the attack action, you can use your
bonus action to make a single additional attack with this
upgrade. You can make this additional attack a number
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of
of times equal to your Proficiency bonus per long rest.
once, whenever you take the attack action on your turn.
P ERFECTION OF M IND
You know that perfection is an aspect of knowledge, a PERFECTION OF PUPPETRY
Beginning at 14th level, your level of understanding of
perfect understanding of the mechanics of the body,
your puppet self grows: you regain uses of the resources
inside and out. But particularly inside. You gain the
it provides equal to your Intelligence modifier on short
Doctor Augment at no cost.
rest.
You have a pool of d8’s equal to your proficiency
Additionally, you are immune to abilities and affects
bonus. When you restore hit points to a creature, or use
that would put you to sleep.
an Intelligence (Medicine) check to deal damage to a
creature, you can spend these d8’d to restore additional
health or deal additional damage. You can spend a
number of die equal to your proficiency bonus at a time.
You regain this pool of d8’s when you finish a short or
long rest.

PUPPET’S VITALITY
Beginning at 3rd level, you have augmented your body in
such a way that it is easily modifiable with each step you
take towards greatness. But in the process, you have
taken on a slew of different compromises due to this
change.
While you have at least 1 hit point at the start of your
turn, you can spend a hit die and regain hit points equal
to the result + your constitution modifier. If you have 0
hit points, you can use this feature at the end of your
turn.

49
PUPPETEER AUGMENTS TELESCOPIC REACH
You augment your puppet to have limbs that retract and
The following are augments available to the Puppeteer
extend at will. Your puppet tools natural and weapon
Specialization. The Augments are listed in alphabetical
attacks have their reach increases by 5 feet when it takes
order for each group. Unless otherwise stated, you
the attack action. You can acquire this upgrade up to 3
cannot take the same Augment multiple times.
times, increase your puppets reach by 5 feet each time.

1ST LEVEL UPGRADES WARFARE AUGMENTATION


You figure out how to better utilize your puppets
BULKY BUILD weapons. You give your puppet one fighting style of your
You can take this augment three times. Your additional
choice from Dueling Mastery, Great Weapon Fighting, or
bulk to your puppets frame, increases its AC by +2.
Sharpshooting.

CHAKRA RESONANCE 5TH LEVEL UPGRADES


You craft an enhanced chakra connector and install it

CHAKRA DRAINING TRAP


into your puppets core, allowing you and it to share
certain jutsu effects. You can make any jutsu you cast
Your puppet is equipped with an absorbing seal, meant
that targets only you, also target your Puppet tool.
to drain chakra from its enemies. When your puppet
CHAKRA SHIELD takes the Attack action against a creature it has
You build a manipulation shortcut into your puppet to grappled, it can forgo one of its attacks drain the
defend your allies. When a creature you can see, attacks a creature’s chakra. The creature must succeed a
constitution saving throw, losing 2d12 Chakra on a failed
target other than you, or your puppet, that is within 5
feet of you or the puppet, you can use its reaction to save. You regain chakra equal to the amount of chakra
impose disadvantage on the attack roll. that the creature lost.

ENTRAPMENT MECHANISM CHAKRA SEALING TRAP


Your puppet is equipped with a blocking seal, meant to
You install a mechanism to restrain its targets. When
your puppet attempts to grapple a creature, it applies block the chakra of its enemies. When a creature
your proficiency bonus to the roll. When you grappled by your puppet attempts to cast a Ninjutsu or
Genjutsu, they must make a constitution saving throw,
successfully, grapple a creature with this upgrade, the
increasing the cost of the jutsu by half on a failed save.
target creature is restrained, and your puppet still has

EXPLOSIVE LAUNCHER
the rest of its appendages for other uses. Additionally, it
can move its restrained target without any reduction of
You craft a launching mechanism within your puppet.
its movement speed.
This launcher can be loaded as an action with up to 6 of
GHILLIE COATING the following items; Chili pepper bombs, Fire Bombs, Ice
You augment your puppet with a special coating to make Bombs, and shock bombs. When your puppet takes the
it harder to detect. Your puppet gains proficiency in the attack action, it can instead launch up to three loaded
items from the launcher at a time.
Stealth skill. Additionally, it can take the hide action for

HOOK SHOT
free before or after using its action.

HIDDEN BLADES You craft a hook that fires a reeling shot that sinks into a
You install blades within your puppet that aren’t target, and pulls them closer. Your Puppet tool gains the
following attack; Hook shot: your Ninjutsu or Taijutsu
immediate visible to the eye. When your puppet takes the
attack action, it can make an additional melee weapon attack modifier to hit, range 40/120ft., one target. Hit:
attack using its hidden blade, with the following 1d10 + your proficiency bonus in piercing damage, and
the hook is lodged into the creature’s body. Once lodged
statistics; Hidden Blade: Your ninjutsu or Taijutsu Attack
Bonus to hit, reach 5ft., Hit: 1d6 + your proficiency bonus into a creature, the hook cannot be shot again until
in piercing damage. dislodged. While the hook is in a creature, that creature
has its speed halved.
You cannot use this upgrade in conjunction with any
upgrades that replace your puppets attacks when taking Additionally, when your puppet takes the Attack
the attack action. action, it can instead reel in any target hooked by it,
bringing the target 15 feet closer to the puppet’s
NINJUTSU CHANNELER location. A creature can use its action to dislodge the
You utilize your chakra threads to displace your jutsu. hook, dealing 1d6 piercing damage to the creature that
When you cast a Ninjutsu, you can do so as though you had the hook inside it.
were in your puppet Tools space, but you must use your
own senses. IRON FORTRESS
Requirements: Puppet Tool Constitution score of 16+
SPRING LAUNCH MECHANISM You extend your puppets shielding and stationary
You craft improved gears for your puppet. Your puppet stability. Your puppet tool now counts as 3 quarters
gains proficiency in the Acrobatics Skill and its cover for medium or smaller creatures within 5 feet of it,
movement speed increases by 10 feet. while between them and the attacker or while riding it.
Additionally, it cannot be moved against its will, while in
contact with the ground.

50
JUTSU SPECIALIZATION POISON FOUNTAIN
You modify your puppet tool to utilize special kinds of You fit your puppet with a tank fill of Poison. The tank
attack based jutsu. When you craft this augmentation holds up to 10 doses of poison gas. Your puppet tool can
select two D-Rank Ninjutsu or Taijutsu that you are use its action to spend 1 dose of poison to unleash a 10-
familiar with and have a casting time of 1 action and a foot radius cloud of toxic gas within 30 feet of it, that
duration of instant. Your Puppet Tool now knows these lasts for 1 minute or until a wind of moderate or greater
jutsu. When your puppet takes the Attack action, it can speed (at least 10 miles per hour) disperses it. This
instead use one of its jutsu, using your chakra. Ninjutsu poison functions as it normally would but now simply
its casts uses your ninjutsu attack modifier and save DC, has its area of effect increases.
while Taijutsu its casts uses the puppets abilities and A creature who enters the poison gas for the first time,
save DC calculated as shown in the Jutsu casting feature. begins its turn inside the poison gas, or ends its turn in
You can select this upgrade multiple times, increasing the poison gas, must succeed a constitution saving
the number of jutsu your Puppet tool knows each time it throw being poisoned on a failed save.
is selected. If you select this upgrade at higher levels,
you can increase the rank of the jutsu your puppet tool SECONDARY PUPPET
knows: up to C-Rank jutsu at 9th level, B-Rank jutsu at You craft an additional Puppet tool. Your Puppet tools
11th level, and A-Rank jutsu at 15th level. share a single reaction, but each has its own action.
When you craft this new puppet tool, you must
redistribute your upgrades and Ability score
9TH LEVEL UPGRADES improvements between both of your puppets.
If you have more than one Jutsu specialization
AUTONOMOUS ACTION augment, you must split the jutsu types between your
You no longer need to spend your action or bonus action puppet tools; one learns ninjutsu, and one learns
to manipulate your puppet tool to use its action. taijutsu. If you have more than two puppet tools, only
two can learn jutsu.
DEAFENING SPEAKER You can select this upgrade multiple times, crafting an
You craft a chakra fueled speaker into your puppet tool. additional puppet tool each time its selected.
Your puppet can use its action to spend 6 chakra and let
out a 15-foot radius pulse of deafening sound. Each 11TH LEVEL UPGRADES
creature in the radius must attempt a constitution
saving throw, taking 6d8 force damage and becoming CHAKRA CANNON
deafened on a failure, or taking half as much damage and You craft a cannon into a part of your puppet, meant to
keeping their hearing on a success. channel your chakra into a single blast of destructive
Creatures deafened by this augment can attempt the power.
saving throw again at the end of each of their turns, When your puppet takes the attack action, it spends 15
ending the deafened condition on a success. of your chakra to unleash a 60-foot line, 5-foot-wide
beam of pure chakra in a direction of your choice. Each
EXPANDED FRAME creature caught in the line must make a Dexterity saving
You enlarge your puppet increases its size category by throw vs your Ninjutsu save DC, taking 12d12 force
one, if possible, up to a maximum size of large. If your damage and being knocked prone on a failed save. Or no
puppet tool is large after taking this upgrade, it gains damage on a successful save.
disadvantage on Dexterity (Stealth) checks and Dexterity
saving throws. Its weapons gain an additional damage HOVER MECHANISM
die, and its maximum hit points increase by an amount You add a mechanism designed to allow your puppet to
equal to three times your Puppet Master level when you avoid needing to touch the ground at all. If your puppet
select this augment. As long as your puppet tool has this tool is medium or smaller, it gains a fly speed equal to 30
upgrade, whenever you gain a level in this class, its feet, if your puppet tool is large or larger, its fly speed is
maximum hit points increase by an additional 3. 20 feet. If your puppet tool already has a flying speed, it
is increased by 20 feet.
EXPLODING PUPPET MECHANISM
You rig your puppet to explode when you decide dealing MULTIATTACK FORM
significant damage. When your puppet tool is reduced to When your puppet tool takes the attack action, it can
0 hit points, the tags attached to it explodes. Each attack twice instead of once.
creature within 20 feet of the puppet tool must make a
Dexterity saving throw, taking 15d4 fire damage on a THUNDERING STOMP
failed save, or half as much on a successful one. Once Your puppet can leverage its increased size and chakra
this happens the puppet and all its parts are destroyed infused nature to unleash a crushing stomp of chakra,
beyond repair. when it brings it weight down. Your puppet tool can
replace any attack made with its attack action with the
OVERDRIVE Chakra Pulse ninjutsu using your level and save DC.
You build special motors in your puppet to handle more
demanding manipulations. As your action you can TRANSFORMING PUPPET
overcharge your puppet with chakra. For the next You install clever multifunctional components allowing
minute, its speed is doubled, it gains a +2 bonus to AC, it your puppet tool to reduce its size. Your puppet can
has advantage on Dexterity saving throws and it gain an collapse its mass one size category smaller, but while in
additional action on each of its turns. That action can be the collapsed mode, any movement speed it has is
used only to take the attack action to make one weapon reduced by 10 feet. The process takes 1 minute to invoke
attack, Dash, Disengage, Hide, or use an object. You can or revert.
use this augment once per long rest.

51
15TH LEVEL UPGRADES ELEMENTAL ENGINE
You can take this upgrade multiple times, each time
NESTING PUPPETS selecting a different type of engine.
Your puppet is equipped with enough space within it to E ARTH ENGINE
store another puppet entirely. This puppet can hold a
You gain the ability to mimic earth release chakra. You
puppet of one size lower than it within this mechanism.
do not need to have the earth nature affinity to use this
When this puppet is reduced to 0 hit points, the chakra
upgrade. While wearing your Chakra-Infused gauntlet,
threads attached, immediately affix to the puppet inside.
you gain access to the following jutsu at the following
This counts as a single puppet, effectively reviving your
Puppet master Levels;
puppet one size smaller. You can restore your puppets
size after spending 8 hours working on it, which can be
Puppet Master Level Earth Engine Jutsu
done during a full rest.
3 Earth Release: Earthen Grasp
SHARED POWER 5 Earth Release: Turning Palm
You use your chakra threads to tap into your puppet’s
chakra infused nature. You gain the following options: 9 Earth Release: Earth-Style Wall
• As an action, you can drain a number of hit points 13 Earth Release: Stone Needle
from your puppet tool, up to twice your puppet master
level, either gaining the result as temporary hit points, W IND ENGINE
or recovering that much chakra. You gain the ability to mimic Wind release chakra. You
• Once per round, either you or your puppet can give up do not need to have the earth nature affinity to use this
your action to allow the other to take an additional upgrade. While wearing your Chakra-Infused gauntlet,
action. This additional action can only be used to you gain access to the following jutsu at the following
Attack (one weapon attack only), Dash, Disengage, Puppet master Levels;
Hide, or Use an object. If you have multiple puppets
having one give up its action makes all of them lose
Puppet Master Level Wind Engine Jutsu
their action, and if you give up your action, only one of
them gets an extra action. 3 Wind Release: Passing Typhoon
5 Wind Release: Wall of Wind
JUGGERNAUT AUGMENTS 9 Wind Release: 10,000 Slicing Blades
The following are augments available to the Juggernaut
13 Wind Release: Drilling Wind Bullet
Specialization. The Augments are listed in alphabetical
order for each group. Unless otherwise stated, you
cannot take the same Augment multiple times.
F IRE E NGINE
You gain the ability to mimic Fire release chakra. You do
1ST LEVEL UPGRADES not need to have the earth nature affinity to use this
upgrade. While wearing your Chakra-Infused gauntlet,
ACCELERATED MOVEMENT you gain access to the following jutsu at the following
You can apply this upgrade twice. You reduce the weight Puppet master Levels;
of your armor significantly. While wearing your armor,
your speed increases by 10 feet. This applies to all
Puppet Master Level Fire Engine Jutsu
movement speeds you have while wearing your puppet
armor. 3 Fire Release: Fix Fire
5 Fire Release: Fire Dragon bullet
CHAKRA BLAST
You upgrade your Chakra infused gauntlet to deliver a 9 Fire Release: Fire Wall
special ranged attack. This attack is a Ranged Ninjutsu 13 Fire Release: Great Fire Absorption
attack, that deals 1d8 + Your Ninjutsu Ability modifier
force damage, and has a range of 60 feet. W ATER E NGINE
You are proficient in this weapon, when you take the
You gain the ability to mimic Water release chakra. You
attack action, you can forgo one of your attacks to use
do not need to have the earth nature affinity to use this
this ranged ninjutsu attack in place of the attack.
upgrade. While wearing your Chakra-Infused gauntlet,

CHAKRA INFUSED VISOR


you gain access to the following jutsu at the following
Puppet master Levels;
You can take this upgrade multiple times. You enhance
your visor with chakra, while wearing your puppet
armor, you gain Darkvision to a range of 30 feet. If you Puppet Master Level Water Engine Jutsu
already have Darkvision the range is increased by an 3 Water Release: Earthen Grasp
additional 30 feet.
5 Water Release: Turning Palm
9 Water Release: Earth-Style Wall
13 Water Release: Stone Needle

52
LIGHTNING ENGINE POWER FIST
You can take this upgrade twice. You upgrade your
You gain the ability to mimic Lightning release chakra.
gauntlet to better punch things. Your gauntlet now acts
You do not need to have the earth nature affinity to use
as Combat bracers, that you have proficiency in, dealing
this upgrade. While wearing your Chakra-Infused
1d8 bludgeoning damage and gains the light and special
gauntlet, you gain access to the following jutsu at the
Fist properties.
following Puppet master Levels;
With the Power Fist applied twice, you have a Power
Puppet Master Level Lightning Engine Jutsu Fist for each hand that can be used for two weapon
3 Lightning Release: Thunder Tempest fighting.
Special Fist: When you make an attack roll, you can
5 Lightning Release: Lightning Kings choose to forgo adding your proficiency bonus to the
Mantle attack roll, if the attack hits, you can add double your
9 Lightning Release: Lightning Spear proficiency bonus to the damage roll.

13 Lightning Release: Lightning Shield


PUPPET CONSTITUTION
While wearing your puppet armor, you gain resistance to
EXTENDABLE ARMS poison damage and advantage against the poisoned and
As a bonus action, you can extend your puppets arms’ envenomed conditions.
reach. Your melee weapon attacks have their reach
increased by 5 feet until the start of your next turn. REINFORCED ARMOR
You can take this upgrade up to 3 times. You reinforce
FARADAY FACEPLATE the structure and materials that make up your
After casting a Jutsu of D-Rank or higher, you have Juggernaut armor. Your Juggernaut armors AC increases
advantage on saving throws against being charmed, by +1.
mind controlled, stunned, or dazed by Genjutsu, until
the start of your next turn. 5TH LEVEL UPGRADES
GRAPPLING REEL ACTIVE CAMOUFLAGE
You integrate a grappling eel into your gauntlet. As 1 As an action, you can cover your puppet armor in chakra,
attack or 1 action, you may target a surface, object, or blending into your surroundings, similar to the body
creature within 30 feet of you. If the target is Large or camouflage ninjutsu. This lasts until you deactivate it.
smaller, you can attempt to grapple the creature, pulling While active, you are considered lightly obscured, and
it to you and grappling the creature on a success. can hide from a creature even when they have a clear line
Alternatively, if the target is huge or larger, you can of sight to you. Wisdom (Perception) checks to find you
choose to be pulled to it; this does not grapple the target. that rely on vision are made with disadvantage.

INTEGRATED WEAPON CHAKRA ACCUMULATOR


You can take this upgrade multiple times, each time Prerequisite: Chakra Blast Augment
selecting a different type of weapon. You install a Every time you cast a jutsu of D-Rank or Higher, you
weapon into your puppet armor, with varying abilities. accumulate charges to your Chakra Blast augment equal
You may use your selected weapon when you take the to the rank of the jutsu, up to a maximum number of
attack action, or with a Bukijutsu they qualify for. Select charges equal to your Intelligence Modifier. When you
one of the following weapons; deal damage with Chakra blasé, you can expend the
accumulated charges to deal an additional 1d6 damage,
Weapon or to move the target 5 feet directly away from you for
Name Description each charge spent.
Scorpion Tail You fit your puppet armor with a long-serrated tail, Charges not expended within 1 minute of being
with a lethal point. It deals 1d8 + Strength Modifier accumulate are lost.
Piercing Damage on a hit.
If a creature you can see within 10 feet of you hits COLLAPSIBLE
Your Juggernaut armor can collapse into a small case for
you with an attack roll, you can use your reaction to
easy storage when you aren’t wearing it. When
swipe this tail and roll 1d8, applying the result to
transformed this way, the armor is indistinguishable
your AC, potentially causing the attack to miss you.
from a normal case and weighs 1/3 its normal weight. As
Mantis Blades You fit your puppet armor with blades mounted to an action you can do and doff the armor allow it to
the arms. These blades deal 1d6 + Strength modifier transform as needed.
slashing damage on a hit.
Once per turn, when you attack with a Mantis blade, PUPPET EMPOWERMENT
you can make one additional mantis blade attack as You use your puppet armor to improve your own abilities
a part of the same action. ever so slightly. You gain an additional 5 feet of
movement, one additional hit point per puppet master
MARTIAL GRIP level, and +1 to Strength, Dexterity, and Constitution
Your chakra infused Gantlet grants the ability to wield a saving throws.
wide variety of weapons. You gain proficiency with
martial weapons while wearing your chakra infused
gauntlet.

53
REACTIVE PLATING 11TH LEVEL UPGRADES
Prerequisite: Steel Puppet
Your armor partially deflects incoming blows. When you CLOAKING DEVICE
take damage that is not chakra enhanced, you reduce the Prerequisite: Active Camouflage Augment
damage by 4. You can take this upgrade up to three If you do not move during your turn with active
times. Each additional time you take this upgrade, the camouflage engaged, you can use your reaction to take
amount of damage you reduce is increased by 3. You the Hide action use an Intelligence (Stealth) check. You
cannot take this upgrade a third time until you reach 11 th make this check with disadvantage if you are within 5
level in this class. feet of another creature or if you attacked during your
turn.
RESISTANT PLATING You can overload your camouflage to cast invisibility
You can take this upgrade multiple times, selecting a without expending concentration costs. Once you do
different option each time. You attune the chakra coating this, you cannot do this again until you complete a long
your puppet armor against certain forms of damage. rest.
Choose acid, cold, earth, fire, lightning, necrotic, or
wind damage. While wearing your puppet armor, you FLASH CAPACITOR
have resistance to that type of damage. You cannot use this with other Augments that are also
Capacitors. You can store chakra, releasing it in a torrent
SEALED SUIT of destructive lightning. As an action, you can cast
Prerequisite: Steel Puppet Lightning Release: Banquet of Thunder without spending
As a bonus action on your turn, you can environmentally chakra or charges. You do not need the lightning release
seal your puppet armor, giving you an air supply for up nature affinity to cast this jutsu in this way. The affected
to 1 hour making you immune to inhaled poisons (but area becomes difficult terrain for the next minute.
not curing you of existing poisoned conditions) Once you use this augment, you cannot use it again

9TH LEVEL UPGRADES


until you complete a long rest.

FLIGHT
BRUTE FORCE You create a system that allows your juggernaut armor
The strength imparted by your puppet armor give the to fly. While wearing your armor, you gain a 30-feet
force of blows the devastating power of a more skilled flying speed.
combatant. You can select a fighting style from Dueling
Master, Great Weapon Fighting, or two-Weapon fighting GALE CAPACITOR
and gain the effects of that fighting style while wearing You cannot use this with other Augments that are also
your puppet armor. Capacitors. You can store chakra, releasing it in
controlled blasts of gale force winds. As an action, you
CHAKRA REACTOR can cast Wind Release: Vacuum Great Sphere without
You construct a chakra reactor that feeds your armor, spending chakra or charges. You do not need the wind
powering its upgrades with external chakra. The chakra release nature affinity to cast this jutsu in this way.
reactor has 6 charges, and can be used to power Once you use this augment, you cannot use it again
upgrades that cast jutsu, even upgrades that would until you complete a long rest.
normally only recharge after a rest. You can cast these
jutsu using charges, spending 1 charge per rank of the IRON MUSCLE
jutsu you are casting. You can cast jutsu at a higher rank You reinforce the structure of your puppet armor, giving
expending more charges. The reactor regains half of its it the strength of giants. While wearing your puppet
maximum charges at the end of a long rest, and all of its armor, your current strength ability score is increased by
charges at the end of a full rest. 2, and your maximum strength ability score becomes 24.
If your chakra Reactor has no charges left, you can
overdraw your chakra reactor for one last burst of power, POWER SLAM CAPACITOR
but your armor is temporarily immobilized and your You cannot use this with other Augments that are also
speed while wearing your armor becomes 0 for a number Capacitors. You can store chakra, unleashing it in a
of rounds equal to the rank of the jutsu cast. Once you do mighty show of force. As an action, you jump up to your
this, you cannot do this until you complete a long rest. entire movement speed and cast Earth Release: Stone
Forest without spending chakra or charges. You do not
PHASE SUIT need the Earth release nature affinity to cast this jutsu in
Prerequisite: Iron Shell this way.
You gain the ability to cast Lightning Release: Lightning Once you use this augment, you cannot use it again
Step while wearing your Iron Shell; you do not need he until you complete a long rest
Lightning Release nature affinity to cast this ninjutsu
from this augment. Additionally, as an action you can 15TH LEVEL UPGRADES
become intangible, and move through creature or
objects until the end of your turn. If you end your turn HEAVY PLATING
inside a creature or object, you are forced to the nearest Prerequisite: Steel Puppet
unoccupied location, taking 10 force damage for each You install special heavy plating, giving you resistance to
foot you are forced to move. You cannot use this bludgeoning, piercing, and slashing damage from non-
Augment again until you complete a short or long rest. chakra enhanced sources, while wearing your Steel
Puppet Armor.

54
PHASE STATE As a doctor, you specialize not just in the repair or
Prerequisite: Iron Shell creatures, but in the dissection of them. If you are
When you are attacked, you can use your reaction to holding a melee finesse weapon, you have proficiency
become intangible, causing the attack to miss if it’s a with, as an action, you can make an Intelligence
non-chakra enhanced attack. You can use this reaction a (Medicine) ability check against a creature within reach
number of times equal to your Intelligence modifier, with a DC equal to its armor class (This action cannot
regaining any expended uses after you complete a long benefit from Expertise). If you succeed on the check, you
rest. This upgrade regains one use every time you can deal damage to that creature equal to your weapons
teleport, or enter another dimension. damage + your intelligence modifier. On a roll of 20, the
weapons damage dice is doubled. If you have Extra
RECALL attack, you deal twice the weapons damage dice.
You place a special seal within your armor. When not
being worn, you can hide your Juggernaut armor in a EXTRA EYES
pocket dimension. As an action you can summon the You add an extra set of eyes to your body. You gain
armor and don it. You can use a bonus action to return proficiency in the Perception skill. If you already have
the armor to the pocket dimension. proficiency in Perception, you add double your
While in the pocket dimension, the armor cannot be proficiency bonus to your Wisdom (Perception) checks.
affected by other abilities and cannot be interacted with Also, you have advantage on Wisdom (Perception
in any way. checks that contest a creatures Dexterity (Stealth) check.

SUN CANNON FIELD SURGERY


You install a solar cannon into your Juggernaut armor, As an action, you can repair a body to its natural limits
allowing you to unleash devastating solar energy blasts. far more quickly than its natural limits. You can repair a
As an action, you can cast Fire Release: Sunbeam without willing creature within 5 feet, allowing them to expend
spending chakra. You do not need to spend chakra to hit dice up to half your puppet master level (rounded up).
maintain concentration on this jutsu either. You do not Each hit dice spent is rolled as normal, but you can add
need the fire release nature affinity to cast this jutsu in the higher value of their Constitution modifier or your
this way. Intelligence modifier.
Once you use this upgrade, you cannot use it again This does not require the Doctor to Augment, but
until you complete a long rest. probably should. If taken without the Doctor Augment,
any odd number rolled on the hit die is taken as damage
SOUL CRAFTER AUGMENTS by the target creature.

The following are augments available to the Soul Crafter


Specialization. The Augments are listed in alphabetical
FIX FLESH
Your expertise in the working of flesh makes you an
order for each group. Unless otherwise stated, you
artesian of fixing broken creatures. When you cast
cannot take the same Augment multiple times. Healing Hands you restore an additional amount of

1ST LEVEL UPGRADES


health equal to your Intelligence modifier.

HOOK REEL
BETTER EYES You install a grappling hook into your body. As 1 attack
You can take this augment multiple times, each time or 1 action, you can target a surface, object or creature
taking a different enhancement within 30 feet. Make a ranged weapon attack; you are
Your eyes did not see everything you wanted them to, proficient with this weapon. On a hit, you deal 1d6 +
so, you replaced them with eyes that do. You gain a Strength or Dexterity Modifier piercing damage.
benefit to your vision, selecting one of the following Additionally, if the creature is large or smaller, they
enhancements; can make a Strength (Athletics) or Dexterity (Acrobatics)
• Blindsight for 10 feet. check against the attack roll. On a failure, they are
• Darkvision for 60 feet. grappled by you. While grappled in this way, you can use
• Double normal Sight Range. a bonus action to pull them 15 feet closer to you.
• Proficiency in Perception skill. Alternatively, if the target is Huge or larger, you can
choose to be pulled closer to it.
CRUSHING GRIP While you have a creature pierced by your grappling
You don’t let things go once you have them in your grip. hook, you cannot use this upgrade to target another
Creatures that are grappled or restrained by you have creature. You or a creature within 5 feet of the grappled
disadvantage on attempting to escape the condition. creature (including the creature) can use an action to
Additionally, you can choose to apply damage equal to remove your grappling hook from them, dealing an
twice your Strength Modifier to any creature that starts additional 1d4 piercing damage to the creature.
its turn grappled or restrained by you.
HORRIFYING ABOMINATION
DOCTOR The perfect form you have crafted intimidates inferior
You master the knowledge of mechanical properties of beings. You gain proficiency in the Intimidation skill. If
the human body. You can make all Medicine checks as you are already proficient in intimidation, you can add
Intelligence (Medicine) checks and can add double your twice your Proficiency bonus to your Charisma
proficiency bonus to Intelligence (Medicine) checks in (Intimidation) checks.
relation to the Human body. When you make an
Intelligence (Medicine)check to stabilize a creature, the
regain 1 hit point.

55
MASSIVE FORM SUBDERMAL PLATING
You install a method to rapidly increase in size. As an Exoskeletons are bulker, and endoskeletons just don’t
action, you can become a Large-sized creature. Any offer enough protection, so you compromise. You gain
creature that witnesses this must make a Wisdom saving natural armor, granting you a base AC of 16, You still add
throw against your Ninjutsu save DC or become your Dexterity modifier (Maximum of 3) and half your
frightened of you until the end of their next turn. proficiency bonus (rounded down) to this AC calculation.
While enlarged by this upgrade, you deal an additional You do not benefit from this AC calculation if you are
1d4 damage with your natural weapons and weapons wearing armor.
sized for medium creatures, and you have advantage on
Strength (Athletics) checks. You can revert to normal TOXICITY
size as a bonus action. As a defensive measure, you imbue your blood with
You can spend a number of rounds equal to your chakra, making it poisonous. Once per turn, when a
constitution modifier + your Intelligence modifier as a creature with you with piercing or slashing damage,
large creature before you must revert. These rounds do while within 5 feet of you, they take poison damage
not need to be consecutive, and you regain any rounds equal to your constitution modifier. If damaged from a
that you spent enlarged when you finish a long rest. biting attack, they take twice as much damage.

PUPPET AUGMENTATION PUPPET HEALTH


You can take this augment multiple times. You’re a shining beacon of vitality. You an additional 1
You enhance your body by crafting a new part onto it. maximum hit point for each level of Puppet master you
Select one of the following augments; have.
Additionally, when you roll a 1 or 2 or a hit die for
Augmentation Description recovering hit points, you can reroll the die and must use
the new roll, even if it is a 1 or 2.
Puppet Arm This arm is capable of doing things an arm can do,
like holding and hitting things.
5TH LEVEL UPGRADES
Puppet Claws You gain a natural weapon that deals 1d8 slashing
damage and counts as a finesse weapon. You are BRIMSTONE BLADDER
proficient with these claws. You install a gas chamber and flame nozzle that allows
Puppet Fangs Your mouth becomes a natura weapon that deals you to exhale gouts of flame. You gain a pool of d12’s
equal to your Puppet master level. As an action, you can
1d10 piercing damage. You are proficient using
exhale a 30-foot cone of fire, spending d12s from this
these fangs as weapons.
pools. Creatures in the cones range, must make a
Puppet You a tentacle appendage that is a natural weapon Dexterity saving throw vs your Ninjutsu save DC, taking
Tentacle that deals 1d6 bludgeoning damage with the reach damage equal to the spent d12’s on a failed save or half
property. You are proficient with this natural as much on a successful save. You regain any expended
weapon. Using this tentacle, you can make a die when you finish a long rest.
Strength (Athletics) checks or objects interaction
with a reach of 10 feet. POISON GLAND
You install a poison canister within your body, exuding

PUPPETEERS PERSISTENCE acid poison. You gain a pool of d4’s equal to your Puppet
master level. As a bonus action, you can expend an
Crafting Point Cost: 3
amount of these d4’s up to your constitution modifier,
Your ideological conviction in your idea of perfection is
adding them as poison damage to the next damage roll
such that you gain an additional 2 uses of perfection of
you make with a natural weapon before the end of your
Body or an additional two d8’s for Perfection of Mind.
turn. You regain any expended die when you finish a long
SECONDARY LIFE ORGANS rest.

POISON SPIT
Realizing the fragility of mortal life, you modify yourself
with additional necessary functions. When you make a
Requirement: Poison Gland Augment
death saving throw, you can replace the results of that
Fully integrating the poison gland, you learn to spit
roll with a 20.
acidic poison. You learn the Acid Spray ninjutsu, and you
Once you use this upgrade, you cannot use it again
can add your constitution modifier to damage rolls made
until you complete a long rest.
with it. You can expend the d4s granted by Poison gland

SPIKED EXTERIOR to increase the damage of acid spray, following the same
restrictions as natural weapons.
You augment your puppet body wit protruding spikes.

PRESSURE POINTS
When you are attacked by a melee attack or are the target
of a grapple attempt, you can use your reaction to deal
Requirement: Doctor Augment
1d6 piercing damage to the attacking creature. You can
Your extensive knowledge of anatomy allows you to
do this a number of times equal to your proficiency
target critical spots. When you deal damage to a target
bonus, and recraft all expended spikes (regaining all
with a melee weapon, as a bonus action you can force
uses of the ability) after you complete a long rest.
them to roll a constitution saving throw against your
Alternatively, you can expend a use of your spikes as a
Taijutsu save DC.
ranged weapon attack with a range of 20/60, dealing 1d8
If the they fail, they are slowed until the end of your
piercing damage on a hit.
next turn. If the target is already slowed, they become
restrained until the end of your next turn. If their already
restrained, they become stunned until the end your next

56
turn. If they’re already stunned, they become paralyzed METAL WINGS
until the end of your next turn. You decide that wings would be useful so you make
If the target becomes paralyzed from this upgrade or some, and install them on your back. You can shape
passes a constitution saving throw against, they become them like any naturally functional wings, such as a bird,
immune to this upgrade for 24 hours. bat, or insect though this is purely cosmetic; you use
chakra threads to manipulate them and fly.
REFLEXIVE TWITCH You gain a flying speed equal to your movement
Requirement: Puppet Arm speed, so long as you are not wearing heavy armor.
When you take damage from a target within 5 feet of
you, you can use your reaction to reflexively attack them UNCANNY STRENGTH
with your puppet arm. This attack does not add your Prerequisite: 18 Strength
Strength or Dexterity modifier to damage dealt, unless You can take this augment twice. You don’t see what the
that modifier is negative. big deal is with two handed weapons. After some small
improvements, you can hold a two-handed weapon in
9TH LEVEL UPGRADES the upgraded hand. This does not give the weapons the
Light property.
CHAKRA CANNON
You instill a cannon into your body, concentrating VIVISECTION
chakra, and then firing it out in a long line. As an action, Requirement: Doctor Augment
you can spend 12 chakra to fire your chakra cannon, When you attack a creature using an Intelligence
unleashing a 60-foot long, 5-foot-wide line of pure (Medicine) check, if the creatures remaining hit points
chakra in a direction of your choice. Each creature are lower than the result of the check, you can choose to
caught in the line must make a Dexterity saving throw vivisect the creature, immediately killing it, instead of
against your Ninjutsu save DC, taking 8d10 force damage dealing damage.
and being pushed back 10 feet directly away from you on
a failed save. Creatures that succeed on this saving throw 15TH LEVEL UPGRADES
take half damage and are not pushed.
ADAPTIVE RESPONSE
LIFE MERCHANT You attain full mastery of your body and its
You can share your considerable vitality with other functionality, able to detect when it malfunctions. As a
creatures. You are generous person, after all. You learn reaction to failing a saving throw against a condition,
the Life transference ninjutsu, without spending chakra. you can choose to succeed instead, even if the condition
Once you cast this jutsu using this Augment, you cannot would normally not allow a reaction.
do so again until you complete a short or long rest. Once you use this upgrade, you cannot do this again
until you finish a short or long rest.
LIFE VOID
Requirement: Life Merchant BEST EYES
You hunger for missing vitality. After casting Life Requirement: Better Eyes Augment, Creature with
Transference, he first time you damage a living creature enhanced visual senses.
within the next minute, you deal an additional 3d8 Despite your high-quality eyes, you’ve noticed some
necrotic damage, and regain hit points equal to necrotic things still see better than you. So, you take their eyes
damage dealt. and use them instead. You gain truesight to a range of 30
feet in addition to your other vision enhancements.
MASSIVE HULK
Requirement: Massive Form BODY REPLACEMENT
You no longer have a limit to how long you can stay in You gain the ability to cast Mental Clone without
your enlarged form. expending chakra. You still require the components to
cast this genjutsu, however, the body can be a puppet
SAFE REVIVAL TECHNIQUES created by you instead of a living replacement body. If
Requirement: Doctor Augment you use a puppet body, it can be augmented with any of
You can cast revival without spending chakra. For some the augments you currently have, and it cannot be
reason, the target gains a level of exhaustion, and is awakened until the jutsu is complete; Not offering it
frighted of you for 1 minute upon reviving. You cannot chakra only delays the jutsu’s completion, not stopping
use this augmentation until you complete a long rest. it.
If you use a living replacement body, the jutsu
11TH LEVEL UPGRADES functions exactly as described.
Once you cast this genjutsu in this way, you lose the
DARK MIRACLE crafting points spent permanently and must repurchase
Requirement: Doctor Augment this augment again.
When you use an action that restores health to another
creature, you can expend up to 4d4 of your own hit UNDYING FORM
points to increase the amount of restored hit points by When you drop to 0 hit points, rather than falling
that amount. Creatures that receive this strange surge of unconscious, you make a constitution saving throw with
vitality have advantage on their next attack roll or saving a DC equal to the amount of damage remaining after
throw. hitting 0 hit points. On a success, you can only drop to 1
hit point, remaining conscious.

57
CLASS FEATS MARTIAL ARTS TRAINING
Category: Class
Prerequisite: You cannot have Levels in the Taijutsu
ARCHETYPE CLASS FEATS Specialist Class, Level 4+
You have begun to train under the best of the best to master
HUNTERS TRAINING the art of Martial Arts. While training you begin to imitate
Category: Class them to the best of your ability. You begin to learn to fight in
Prerequisite: You cannot have Levels in the Hunter-Nin ways you couldn’t prior. You gain the following benefits;
Class, Level 4+ • You gain Proficiency in Martial Arts.
You have begun to train under the best of the best to master • Select one Taijutsu Stance from located in Chapter 13:
the art of Assassination. While training you begin to imitate Customization Options. You can’t take a Taijutsu Stance
them to the best of your ability. You learn how to exploit a more than once.
foes distraction, drop in guard and moment of hesitation. • You gain a number of Combo Points equal to 1/3 rd of your
You gain the following benefits; level (Rounded down).
• You gain Proficiency in Stealth. o You can spend Combo Points to perform one of the
• You learn one Hunters Exploit. You can use this Exploit following Combo Features.
twice per Long rest. ▪ Flurry of Blows
• Once per turn, you can deal an extra 1d6 damage to a ▪ Patient Defense
creature you hit with an attack if you have advantage on ▪ Step of The Wind
the attack roll. This bonus damage cannot be used with, o You regain Spent Combo Points when you complete a
alongside, in addition to or as a part of, the following rest.
• You cannot gain levels in the Taijutsu Specialist Class.
Class features Sneak Attack, Phantoms Touch, or
Stalking Predator.
o This bonus damage increases to 2d6 at 6 th level, 3d6 MEDICAL TRAINING
Category: Class
at 12th level 4d6 at 16th level and 5d6 at 20th level.
• You cannot gain levels in the Hunter-Nin Class.
Prerequisite: You cannot have Levels in the Medical-Nin
Class, Level 4+
ILLUSIONIST TRAINING You have begun to train under the best of the best to master
Category: Class the art of medicine. While training you begin to imitate them
Prerequisite: You cannot have Levels in the Genjutsu to the best of your ability. You begin to learn to both heal and
Specialist Class, Level 4+ harm in a beautiful display of medicine. You gain the
You have begun to train under the best of the best to master following benefits;
the art of Genjutsu. While training you begin to imitate • You gain Proficiency in Medicine.
them to the best of your ability. You begin to tap into a deep • You learn the Healing Hands Ninjutsu.
reserve of creativity. You gain the following benefits; • When you or a friendly ally whom you can touch, would

• You gain Proficiency in Illusions. regain hit points at the end of a short rest, they regain an
• You learn one Malleable Mirage that you Quality for. extra 1d6 Hit points.
• You gain a pool of Actualization Die, which is represented o This bonus healing increases to 2d6 at 11 th level, and
as a D4. You begin with 2 die. 3d6 at 18th.
• When you would use a Ninjutsu with the Medical Keyword
o You gain an additional Actualization Die at 7 th , 13th,
and 19th levels. of D-Rank or Higher to restore hit points, the affect
o When you cast a Genjutsu at affects a hostile creature creature regains additional hit points equal to 1d10.
you can spend your Actualization die to deal psychic o You can use this feature one per long rest.
• You cannot gain levels in the Medical-Nin Class.
damage to the target equal to the result or increase
the Save DC by half the result (Min 1.). You regain
spent Actualization die when you complete a long NINSHOU TRAINING
Category: Class
rest.
• You cannot gain levels in the Genjutsu Specialist Class.
Prerequisite: You cannot have Levels in the Ninjutsu
Specialist Class, Level 4+
You have begun to train under the best of the best to master
the art of Ninshou. While training you begin to imitate them
to the best of your ability. You begin to learn to mold chakra
into a variety of shapes you couldn’t prior. You gain the
following benefits;
• You gain Proficiency in Ninshou.
• Select one Ninjutsu that you know. This jutsu becomes
Refined for you.
o The selected jutsu, increases its Save DC, Damage Die
or Healing die by +1, once per casting.
o This bonus increases to +2 at 13 th level, and +3 at 20th
level
• You learn 1 Efficient Molding Option.
o You learn another at 17th level.
• You cannot gain levels in the Ninjutsu Specialist Class.

58
OPERATIVE TRAINING CASTER CLASS FEATS
Category: Class
Prerequisite: You cannot have Levels in the Intelligence ACTUALIZE REALITY
Operative Class, Level 4+ Category: Class
You have begun to train under the best of the best to master Prerequisite: 4+ levels in Genjutsu Specialist
the art of strategy and planning. While training you begin to You learn to manipulate Reality by spending your pool of
imitate them to the best of your ability. You begin to learn to creativity to bend it to your whim. You gain the following
Analyze a target and develop plans to best defeat them. You benefits;
gain the following benefits;
• You gain 1 additional Actualization Die. You gain a
• You gain Proficiency in Investigation. second when you reach 15th level.
• You can Analyze one creature within 60 feet of you for the • You gain a pool of abilities called; Reality Inceptions.
next minute as a bonus action. These Reality Inceptions grant you additional options
o For the duration, your attack and damage rolls made that you can use by spending Actualization Die as fuel
with a weapon with the Finesse property against the to manifest them. You gain the following;
target uses your Intelligence Modifier instead of o Now You See Me (1 Die): As an action select one
Strength or Dexterity. creature you can see. You become invisible to that
o You can only Analyze a Creature once per rest. creature until the end of the next turn.
• You learn 1 Plan. o If Only You Knew (2 Die): As a bonus action when
o You learn an additional Plan at 7 th, 13th and 19th levels. you cast a Genjutsu that affects a hostile creature,
• You gain 1 Brave Order. that Genjutsu gains the Unaware Keyword
o You gain an additional Braze Order at 9th and 16th o Suffering From Success (3 Die): As a Reaction,
levels. when a creature who is not benefiting from
o You regain Spent Brave orders when you complete a Advantage, Disadvantage or any other bonuses or
rest. penalties to their saving throw would succeed on a
• You cannot gain levels in the Intelligence Operative Class. Saving throws against a Genjutsu you cast, due to
that creatures d20 + their Saving throw bonus
WEAPON ARTS TRAINING resulting in a higher value than your Save DC, that
Category: Class creature instead fails. You can only use this
Prerequisite: You cannot have Levels in the Weapon feature against one creature at any given time.
Specialist Class, Level 4+ o And For My Next Trick… (X Die): As an Action,
You have begun to train under the best of the best to master you can select two different Genjutsu of the same
the art of Bukijutsu. While training you begin to imitate rank that you know. You spend a number of Die
them to the best of your ability. You begin to learn to fight in equal to their Rank. You cast them
ways you couldn’t prior. You gain the following benefits; simultaneously, in the same action. These jutsu
• You gain Proficiency in Martial Arts. count as both being cast at the same time with
• Select one Weapon Stance from located in Chapter 13: neither taking hold before the other. A creature
Customization Options. You can’t take a Weapon Stance makes a single save against both Jutsu, passing or
more than once. failing both depending on the result. The jutsu
• You gain a Flurry Die that is a D4. cast cannot benefit from cost reduction, by any
o Your Flurry Die increases to a D6 at 12 th level and D8 means, excluding cost reduction granted by the
at 18th level. Genjutsu Specialist Class. (D-Rank: 2, C-Rank: 4,
o You can use this Flurry Die in a number of ways by B-Rank: 6, A-Rank: 8, S-Rank: 10.)
using one of the following Flurry Techniques.
▪ Enhanced Deflection ALTERED, REFINEMENT X
▪ Chakra Strike Category: Class
▪ Perceptive Augmentation Prerequisite: At least 8+ levels in Ninjutsu Specialist
• You cannot gain levels in the Weapon Specialist Class. You learn to refine ninjutsu in such a way that it becomes
almost unrecognizable when compared to other, similar
RESILIENT, GENERALIZED casters. You gain the following benefits;
Category: Class • Jutsu that are benefiting from your Refined Ninjutsu
Prerequisite: Level 8+ class feature, no longer increases their Save DC.
You have begun to train in the basic knowledge of how to • Jutsu that are benefiting from your Refined Ninjutsu
deal with a wide variety of attacks and effects, gaining class feature instead increases their damage/healing die
the following benefits; by 1 Step up to a D12 and always add your Ninjutsu
• Select 4 Ability scores between Strength, Dexterity, ability modifier to the damage dealt/healing applied.
Constitution, Intelligence, Wisdom, and Charisma. o When your Refined Ninjutsu class feature would
You add 1/3rd of your proficiency bonus (Rounded increase the your Refined jutsu’s save DC, you
down) to the select saves. You cannot add this bonus if instead increase the die used by the jutsu by 1 step.
you are already proficient in the save, or adding your o Additionally, those Refined Ninjutsu cannot
proficiency bonus in any way to the chosen saves. benefit from any additional damage or healing
from any class features excluding Ninjutsu
Specialist class features.
• You cannot have the Altered, Refinement Y feat.
• You cannot have the Altered, Refinement Z feat.

59
ALTERED, REFINEMENT Y EXPLOIT KNOWLEDGE
Category: Class Category: Class
Prerequisite: At least 8+ levels in Ninjutsu Specialist Prerequisite: At least 4+ levels in Intelligence Operative
You learn to refine ninjutsu in such a way that it becomes After countless hours of studying, researching and using
almost unrecognizable when compared to other, similar your investigative Skill, you develop a well of knowledge
casters. You gain the following benefits; that most other operative wish they had. You gain the
• Jutsu that are benefiting from your Refined Ninjutsu following benefits;
class feature, no longer increases their Save DC. • Creatures who you have Analyzed can be further
• Jutsu that are benefiting from your Refined Ninjutsu scrutinized. As an action, you can end your Exploit
class feature reduces their damage/healing die by 1 Step Weakness class feature on an analyzed creature. When
down to a D4, but increase their damage die by an you do, make an Intelligence (Investigation) or
additional +2 and always add your Ninjutsu ability (History) check vs a DC 8 + The creatures Level. On a
modifier to the damage dealt/healing applied. success, based on the severity of the success, you gain
o When your Refined Ninjutsu class feature would the Meets or Exceeds result and 1 of the following pieces
increase the your Refined jutsu’s save DC, you of information if you Exceed the DC by 5 or more;
instead increase the bonus die by +2.
o Additionally, those Refined Ninjutsu cannot Success Severity Learned Information (Offensive)
benefit from any additional damage or healing
Meets or Exceeds DC Creatures Rank, Role, Level
from any class features excluding Ninjutsu
Specialist class features. Exceeds DC by +5 • Unarmed Attack Bonus
• You cannot have the Altered, Refinement X feat. • Weapon Attack Bonus
• You cannot have the Altered, Refinement Z feat. • Ninjutsu Attack Bonus
• Genjutsu Attack Bonus
ALTERED, REFINEMENT Z • Taijutsu Attack Bonus
Category: Class • Ninjutsu Save DC
Prerequisite: At least 8+ levels in Ninjutsu Specialist • Genjutsu Save DC
You learn to refine ninjutsu in such a way that it becomes • Taijutsu Save DC.
almost unrecognizable when compared to other, similar
Exceeds DC by +10 • Strength Save Bonus
casters. You gain the following benefits;
• Dexterity Save Bonus
• Jutsu that are benefiting from your Refined Ninjutsu
• Constitution Save Bonus
class feature, no longer adds additional damage or
• Intelligence Save Bonus
healing die.
• Wisdom Save Bonus
• Jutsu that are benefiting from your Refined Ninjutsu
• Charisma Save Bonus
class feature can now benefit from up to two Efficient
Moldings at once. Exceeds DC by +15 • General Traits (If any)
o Additionally, those Refined Ninjutsu cannot • Role Traits (If any)
benefit from any additional damage or healing • Clan Traits (If any)
from any class features excluding Ninjutsu • # Of Tenacity Die. (If any)
Specialist class features. • # Of Legendary Resistances. (If any)
• You cannot have the Altered, Refinement X feat.

FOCUSED HEALING
• You cannot have the Altered, Refinement Y feat.

BAD MEDICINE Category: Class


Prerequisite: At least 4+ levels in Medical-Nin
Category: Class
You learn from your peers how to manage your chakra,
Prerequisite: At least 8+ levels in Medical-Nin
allowing you to better utilize your healing potential,
You take the more combative aspects of medical ninjutsu
allowing you to become more flexible in your restorative
to heart as you focus on trying to take down your enemies
techniques. You gain the following benefits;
faster than they can harm your allies. You gain the
following benefits; • The Channeled Healing class feature now refreshes on
a short rest, instead of a long rest.
• Your Chakra Scalpel class feature can now be used a
• When you or an allied creature would regain additional
number of times equal to your full Proficiency bonus
hit points as a result of your Rejuvenating Rest class
per long rest.
feature, you roll an additional d6.
• Your Take Life class feature can now deal additional
damage equal to Three times your Medical-Nin level.
INCEPTION EXCEPTION
COURAGEOUS ORDERS Category: Class
Prerequisite: At least 8+ levels in Genjutsu Specialist
Category: Class
You learn from your peers how to bend your Genjutsu in
Prerequisite: At least 2+ levels in Intelligence Operative
different ways, allowing you to become more flexible in
You learn from your peers how to manage and utilize
your thinking and in how you respond to danger. You gain
more plans mid battle in different ways, allowing you to
the following benefits;
become more flexible in your thinking and in how you
respond to danger. You gain the following benefits; • Select one Genjutsu Inception you didn’t choose at 3rd
level.
• You gain 1 Additional Brave order.
o You gain the chosen Inceptions effects and
• You gain an additional Brave Order at 6 th, 11th and 17th
abilities.
Intelligence Operative levels.
o You now qualify for any Malleable Mirages that has
your new Inception as a prerequisite.

60
MIRAGE EXHIBITION MARTIAL CLASS FEATS
Category: Class
Prerequisite: At least 2+ levels in Genjutsu Specialist ACTION SURGE
You begin to tap into a deep pool of hallucinations you’ve Category: Class
been having or have dreamt up. You then begin to Prerequisite: At least 4+ levels in either Hunter-Nin,
manifest them into a more permanent form. You gain the Scout-Nin, Taijutsu Specialist, Weapon Specialist,
following benefits; Puppet Master or Cooking-Nin.
• You gain 1 Additional Malleable Mirage that you qualify You can push yourself beyond your normal limits for a
for. moment. You gain the following benefit;
• You gain an additional Malleable Mirage at 5 th , 9th, 13th , • On your turn, you can take one additional action. Once
and 17th Genjutsu Specialist levels. you use this feature you must finish a long rest before
you can use it again.
REFINED, REFINEMENT • If you have at least 17+ levels in total between the
Category: Class following classes, you can use this feat twice per long
Prerequisite: At least 4+ levels in Ninjutsu Specialist rest.
You learn to refine ninjutsu in such a way that it becomes o Hunter-Nin.
almost unrecognizable when compared to other, similar o Scout-Nin.
casters. You gain the following benefits; o Taijutsu Specialist.
• You can Refine 1 additional Ninjutsu. o Weapon Specialist.
• You can Refine additional Ninjutsu at 12 th and 20th o Puppet Master.
Ninjutsu Specialist levels. o Cooking-Nin.

RESILIENT, CASTER COMPLEX MANEUVERS


Category: Class Category: Class
Prerequisite: Genjutsu Specialist, Intelligence Operative, Prerequisite: At least 8+ levels in Scout-Nin
Medical-Nin, Ninjutsu Specialist You fight with a grace and hint of complexity other Scouts
You have begun to train in defense of your weaker cannot comprehend. You gain the following benefits;
physical defenses, gaining the following benefits; • You learn one maneuver from another Scout-Nin
• Select 2 Ability scores between Strength, Dexterity and Subclass, that you do not have levels in.
Constitution. You add half of your proficiency bonus to • You gain 2 Superiority Die.
the select saves. You cannot add this bonus if you are • You can gain the benefit of up to two Maneuvers per
already proficient in this save, or are adding your turn.
proficiency bonus in any way to the chosen saves.
EXPLOITING EXPLOITS
UNLOCKED POTENCY Category: Class
Category: Class Prerequisite: At least 2+ levels in Hunter-Nin
Prerequisite: At least 4+ levels in Ninjutsu Specialist You learn to draw on the wide array of Exploits available
You learn from your peers how to unlock your chakras to you. You gain the following benefits;
potential, pushing the boundaries of what was once • You gain 1 Additional Hunters Exploit.
thought possible with the bounds of a person’s limits. You • You gain an additional Hunters Exploit at 7 th , 12th and
gain the following benefits; 17th Hunter-Nin levels.
• Select one jutsu of D-Rank or Lower. This jutsu is
always under the effects of the Chakra Recovery class SCOUTING ADEPT
feature, never expending any uses of it. The chosen Category: Class
jutsu cannot benefit from cost reduction of any type Prerequisite: At least 4+ levels in Scout-Nin
outside of this feature. The benefit of Chakra Recovery Unlike other Scouts, you have pushed your Martial
only affects this jutsu when Cast at its original Rank. prowess toa new level, evolving, becoming more adept in
Additionally, the chosen jutsu can have two Efficient your style of combat. You gain the following benefits;
Moldings applied to it, instead of one, at half cost. • You learn two maneuver that you qualify for.
• Your Potent Ninjutsu class feature, can now be used • You gain 1 Superiority Die.
once per short rest. You do not gain an additional use at
13th level. SCOUTING VETERAN
Category: Class
Prerequisite: At least 8+ levels in Scout-Nin
Your time and experience in the Art of Scouting has
granted you valuable knowledge in how to handle yourself
both in and out of Combat. You gain the following
benefits;
• You learn one maneuver from another Scout-Nin
Subclass, that you do not have levels in.
• You gain 1 Superiority Die.
• When you roll a Natural 20 while in combat, for either a
Saving throw, Ability check, or attack roll, you regain 1
Superiority Die.

61
SECONDARY TARGET COMBO MASTER
Category: Class Category: Class
Prerequisite: At least 4+ levels in Hunter-Nin Prerequisite: At least 8+ levels in Taijutsu Specialist
You aren’t like other Hunter’s, you can split your focus, Learning through trial and error is your way of life. You
killing two birds with one stone. You gain the following become competent in techniques that you normally
benefits; wouldn’t be able to use due to this mentality. You gain the
• When you end a rest, you may mark your Secondary following benefits;
Target so long as you know their name and/or how they • Increase your Combo Point Maximum by +2.
look. You may also a Reaction on your turn mark a • Select 2 Combo String abilities from any other Taijutsu
creature you can see within 90 feet of you using this Specialist Subclass you don’t have levels in. You learn
feature. Until your next rest, you gain the following these abilities.
benefits:
o When a creature marked by Secondary Target is FURIOUS FLURRY OF BLOWS
the target of a Taijutsu or Bukijutsu you cast, you Category: Class
may use your Dexterity instead of your Strength Prerequisite: At least 16+ levels in Taijutsu Specialist
for your Attack & damage rolls or Save DC. You become able to strike with such aggression and speed
• The first Hunters Exploit you use against your that your movements become like a blur. You gain the
Primary and Secondary Target(s) does not count following benefits;
against your use limit. • When you use the Flurry of Blows Combo String feature,
• You can use this Feat to mark a Secondary Target a
you instead make 4 unarmed attacks instead of 3.
number of times equal to half your proficiency bonus
before needing to complete a Full Rest. EXPANDED FOCUS
Category: Class
SUPERIOR, SUPERIORITY Prerequisite: At least 4+ levels in Weapon Specialist
Category: Class You become able to focus on more than your current
Prerequisite: At least 4+ levels in Scout-Nin limitation of weapon focuses. You gain the following
While Scouts are known for Adapting to whatever the benefits;
world throws at them, you are known for being even
• Select one weapon type, such as Katana’s or Kunai, that
greater. You gain the following benefits;
you have not already marked as a Weapon Focus. This
• Your Superiority die increase in size by 1 Step.
chosen weapon becomes known as your Weapon Focus
• You gain 1 Superiority Die.
granting it a +1 bonus to Attack and Damage rolls and a
trait.
SWIFTER RESPONSE • A Weapon Focus can only have a +3 bonus to Attack and
Category: Class Damage rolls as a result of being a Weapon Focus.
Prerequisite: At least 4+ levels in Hunter-Nin • You can take this Feat more than once, selecting either a
You learn from your peers how to move in an excessively
new weapon type, or the same weapon you previous
swift way. You gain the following benefits;
selected with this Feat.
• You have Advantage on Initiative Checks.
• During the First round of Combat, increase your speed EFFICIENT TECHNIQUES
by 10 feet. Category: Class
• During the First round of combat, you have a +1 bonus Prerequisite: At least 4+ levels in Weapon Specialist
to your first attacks critical threat range against all You become able to perform your myriad of Flurry
creatures who have not acted yet. Techniques and Styles with less effort than previously
• If you score a hit against a creature who has yet to act in thought. You gain the following benefits;
the initiative during the first round of combat, you can • When you would gain the benefit of a Style that requires
trigger Sneak attack ignoring its normal activation you to spend chakra, reduce their chakra cost by -2.
requirements. • When you would gain the benefit of a Flurry Technique
that requires you to spend chakra, reduce their chakra
COMBO EXPERT cost by -1.
Category: Class
Prerequisite: At least 4+ levels in Taijutsu Specialist ADJUSTABLE STYLES
Your excessive Training has granted you a deeper pool of Category: Class
Stamina. You gain the following benefits; Prerequisite: At least 4+ levels in Weapon Specialist
• Increase your Combo Point Maximum by +2. You are able to quickly learn far more than you previously
• Reduce the cost of Taijutsu with the Combo Keyword by could, picking up on more styles than other Weapon
1. Specialist. You gain the following benefits;
• When you would cast a Taijutsu with the Finisher • You learn one Style that you qualify for.
Keyword after casting one with the Combo keyword • When you would gain the benefit of a Flurry Technique
reduce the cost of the Cost of that finisher by -1. (Min 1.) that requires you to spend chakra, reduce their chakra
cost by -1. (Minimum of Half Cost, rounded down)

62
OPEN MIND TECHNIQUE RESILIENT, MARTIAL
Category: Class Category: Class
Prerequisite: At least 8+ levels in Weapon Specialist Prerequisite: Hunter-Nin, Scout-Nin, Taijutsu
You are able to quickly learn far more than you previously Specialist, Weapon Specialist, Puppet Master,
could, picking up on techniques that other Weapon Cooking-Nin
Specialist couldn’t. You gain the following benefits; You have begun to train in defense of your weaker
• You learn one Flurry Technique from another Weapon Mental defenses, gaining the following benefits;
Specialist Subclass you do not have levels in. • Select 2 Ability scores between Intelligence, Wisdom,
• You learn one Style from another Weapon Specialist and Charisma. You add half of your proficiency bonus
Subclass you do not have levels in. to the select saves. You cannot add this bonus if you
• When you would gain the benefit of a Flurry Technique are already proficient in this save, or are adding your
that requires you to spend chakra, reduce their chakra proficiency bonus in any way to the chosen saves.
cost by -1. (Minimum of Half Cost, rounded down).
SUBCLASS, CLASS FEATS
FREE FLOWING STYLE
Category: Class
MORE COMING SOON. DON’T @ ME.
Prerequisite: At least 8+ levels in Weapon Specialist
You learn to meld your Flurry Techniques with your
Bukijutsu. You gain the following benefits;
• Bukijutsu without a Range of Self, that you cast may gain
the benefit of Flurry Techniques as if you had made a
Weapon attack.
• When you would gain the benefit of a Flurry Technique
that requires you to spend chakra, reduce their chakra
cost by -1. (Minimum of Half Cost, rounded down).

UPGRADED, UPGRADES
Category: Class
Prerequisite: At least 4+ levels in Puppet Master
You are able to push your creations one step further,
fitting more in more efficiently. You gain the following
benefits;
• You gain +1 Level 1 Upgrade.
• You gain an additional 5th level Upgrade at 9th Level of
Puppet Master.
• You gain an additional 9 th level Upgrade at 14th Level of
Puppet Master.
• You gain an additional 11 th or 15th level Upgrade at 19th
Level of Puppet Master.

EFFICIENT BREATHING
Category: Class
Prerequisite: At least 8+ levels (or a combined total
levels of) Scout-Nin, Taijutsu Specialist or Weapon
Specialist
You have begun to master the use of the Heavenly
Breaths and have learned to manage the stress and
strain it causes your body. You gain the following
benefits;
• You no longer need to pay chakra to maintain
concentration of any Taijutsu with the Heavenly Breath
name.
• You have advantage on Concentration checks to
maintain concentration on any Heavenly Breath
Taijutsu.
• When you would make a Concentration check to
maintain concentration on any Heavenly Breath you
may instead use Strength or Dexterity (Taijutsu) in
place of Constitution (Chakra Control).

63
64

You might also like