Professional Documents
Culture Documents
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The Shinobi
Proficiency
Taijutsu
Jutsu
Life of a Shinobi That all changed, however, when two powerful shinobi The
clans made peace with one another. Together they made a
Shinobi, also known as ninja, are found throughout the large pact with a nearby country and established a shinobi village Chak
region of Nippou. In the not-so-distant past, the land was in within its borders. Other shinobi clans quickly banded the "C
the midst of the Warring States Period, a time when smaller together and created their own villages in response. This cardi
states were constantly battling each other for land and power. created a system of several large, powerful nations that each to rel
To fight these battles, countries hired one or more clans of housed their own powerful shinobi villages. However, peace Ha
mercenary shinobi to represent their interests, with the was only temporary, as these villages and nations quickly as the
shinobi's loyalties ultimately going to the highest bidder. The went to war with one another, on a scale that had never Chak
constant warfare led to constant death, shortening a shinobi's before been seen. abilit
average lifespan to only thirty years.
Cre
Think
shino
clan d
Nippo
use y
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Jutsu At 3rd level, you begin to realize your Ninja Path. You learn Begin
various features from your path at 7th, 10th, 15th, and 18th into y
At 2nd, 5th, 8th, 11th, and 17th level, you may learn any 2 level. the p
jutsu, and may also replace 1 old jutsu with a new jutsu.
These jutsu must come from one of your Chakra Types or Ability Score Improvement
Chakra Releases and be of your current Jutsu Rank or lower, When you reach 4th level, and again at 8th, 12th, 14th, 16th,
with your rank being shown in the Jutsu Rank column of The and 19th level, you can increase one ability score of your
Shinobi table. They are split into 5 ranks: D, C, B, A, and S. choice by 2, or you can increase two ability scores of your
At 2nd, 8th and 17th level, you may begin to harness a new choice by 1. As normal, you can’t increase an ability score
Chakra Type. You can use any Basic Abilities associated with above 20 using this feature.
any of your Chakra Types. You can forego harnessing a new
Chakra Type to gain affinity in a Chakra Type you've already Substitution
harnessed, allowing you to add your taijutsu die to any
damage rolls for that Chakra Type. You gain affinity for your Beginning at 5th level, immediately before you are hit by an
Chakra Type harnessed at 2nd level. attack and take damage, you can spend 6 chakra to teleport
up to 15 ft in any direction to an unoccupied space. A log or
Spellcasting Ability generic object is left in your place. You take no damage from
Intelligence is your spellcasting ability for your jutsu, since that attack. A creature can only be fooled by this once, after
their power derives from your precise chakra control. You use which it is immune to it from you for 24 hours.
your Intelligence whenever a jutsu refers to your spellcasting
ability. Shadow Clones
Some of your chakra features require your target to make a Beginning at 6th level, you can spend 4 chakra per clone to
saving throw to resist the feature's effects. The saving throw create up to five clones as an action on your turn. The clones
DC is calculated as follows: have 5 hit points each and they have an amount of chakra
Jutsu attack bonus = Intelligence modifier + Proficiency equal to 4 + how much of your chakra you decide to give
bonus. them. The clones can take actions as normal; however they
Jutsu save DC = 8 + Intelligence modifier + Proficiency only have one attack each. You control them and they act on
bonus. the same initiative as you. They last until they are reduced to
0 hit points, they expend all of their chakra, you dismiss them
Spellcasting Focus as a free action, or 24 hours pass. If the clone still has chakra
You need no focus to cast jutsu, but both of your hands must when it dissipates, you regain half the chakra from the clone.
be free in order to weave hand seals for jutsu. Shadow clones have no range limit as to how far away
Outside of Battle they can be.
Jutsu cast outside of combat only cost half as much chakra so A shadow clone has the same AC as you, however if the
long as the jutsu will not damage a creature directly. AC of the main body was effected by a spell to increase
said AC, these effects do not carry over
Transformation A shadow clone carries a copy of the main body’s weapon;
however it does not carry the magical effects over from it
Beginning at 2nd level, you can spend 1 chakra per hour as beside a base damage bonus. (e.g., a cloned vorpal sword
an action to transform into a person, creature or object you is just a +3 sword in the hand of a clone.)
have seen before or have a basic idea of, and become When a shadow clone dissipates, the main body will
identical visibly to that image unless you choose not to be. receive any knowledge it has gained and remember them
Creatures must make an Investigation check against your as if they were their own experience, as well as exhaustion
save DC to notice you aren't what you appear to be. If it saw levels, but not negative effects like a curse, poison or
you performing the jutsu, it automatically succeeds. Your anything of the like. This is useful for gaining knowledge.
stats remain the same. You cannot become a light source,
armor, tool, or vehicle and you cannot recreate a magical Ninja Speed
effect. If you transform into a creature with a swim or fly Beginning at 6th level, you can spend 2 chakra to take the
speed, you gain such speed equal to your movement speed. Dash, Disengage, or Hide action as a bonus action on your
Chakra Control turn, and your jump distance is doubled for the turn.
Beginning at 3rd level, you can spend 1 chakra as a free Evasion
action to move across any liquid surface— such as water, acid, Beginning at 7th level, When being attacked by an area effect
mud, snow, or lava— as if it were harmless solid ground for that lets you make a Dexterity Saving Throw to only take 1/2
one hour. damage, you instead take no damage if you succeed on the
Ninja Path saving throw and only 1/2 damage if you fail.
Chakra-Infused Strikes
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Plant: You are able to communicate with plants.
Summoning Undead: You gain resistance to necrotic damage.
Beginning at 13th level, you may make a contract with a
creature of your choice. For the purpose of this contract you
have the ability to speak with the animal you wish to try and
form the contract with. To form the contract, the creature
must be of a Challenge Rating of your level or lower and be
willing. Summoning a creatureF requires an amount of
chakra equal to twice the CR of the creature to be
summoned.
As an action, you form the correct seals, take some of your
own blood, and place your hand on the ground. When done
your summon appears in the space you were or a space
within 5 ft of you. If the creature is of the size class of large or
higher it appears in the spot where you were standing and
you are teleported on top of it. For instance, if you form a
contract with a young red dragon or storm giant, you would
be placed on the dragons back, the storm giants shoulder, or
beside your summon. Summoned creatures are able to speak
common. Creating a contract with a second creature destroys
your contract with the previous creature. The creature you
summon cannot be a humanoid or construct.
Sage Mode
At 20th level, you have learned to harness natural energy and
mix it with your own chakra, making senjutsu chakra. With
enough senjutsu chakra, you enter Sage Mode. Sage Mode
allows users to tap into the natural force of the world,
opening up new techniques to them and allowing them to
power up existing ones with the new senjutsu chakra. In
Sage Mode, you gain markings around your eyes of your
design. As an action, you enter Sage Mode. While in this
form:
You gain access to Yin-Yang Release.
Your attack rolls are made with advantage.
You deal an additional 1d10 to damage rolls.
You gain a blindsight of 20 ft.
This form lasts for a number of minutes equal to half your
Intelligence modifier (minimum 1). You can't use this feature
again until you finish a long rest. If in this form while out of
combat, there is no time limit, however the time limit will
start on your first turn in combat.
Training for Sage Mode is often done or led to by one’s
summon, and as such resembles the creature to a certain
degree. You gain one of the following based on your
summons’ type while in Sage Mode:
Aberration: You gain 60 ft of darkvision.
Beast: You are able to communicate with animals.
Celestial: You gain resistance to radiant damage.
Dragon: You gain flying speed equal to your movement.
Elemental: You gain resistance to acid, cold, fire, force,
lightning, psychic, or thunder damage.
Fey: You gain advantage against being charmed.
Fiend: You gain proficiency in Intimidation.
Giant: You are immune to extreme heat, cold, and altitude.
Monstrosity: You gain immunity to bludgeoning, piercing,
and slashing damage from non-magical weapons.
Ooze: You count as 1 size smaller while squeezing.
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Nindo
These nindo, or ninja way are guidelines you follow; your own
personal mantra. This feature will add a small buff to your
shinobi.
I never go back on my word
You follow through, no matter what, and people have seen
this. You get advantage or +2 on Persuasion checks and
Intimidation checks.
I refuse to watch my ally die
No matter how dire the situation, you put your teammates
lives above your own. As a reaction, if an ally gets hit by an
attack, you move up to half your movement speed to throw
yourself in the way of an attack. You reduce the damage by
1d6 + your Constitution modifier and take the rest of the
damage.
Crushing my enemies is all that matters
Killing your enemy takes precedence over all else. If you
reduce a creature to 0 hit points, you can an additional attack
as part of the same action, on a different target. You have
three uses of this; you regain all use after you finish a long
rest.
A long life is paved with wisdom
You're more analytical than most. You gain a +2 bonus to
Passive Insight, Investigation, and Perception.
Life over Glory
When you use the Disengage action, you gain temporary hit
points equal to 1d4 + your Constitution modifier. You regain
the ability to do so when you roll initiative.
Hot Blooded Spirit
At the start of your turn, you can chose to make a charge, for
the rest of the turn; you gain a +10 ft bonus to movement, +4
to attack rolls, and -2 to AC. If you hit, the damage is
increased by 1d4. If you miss, your guard drops and you run
through the closest enemy reach, provoking an attack of
opportunity. You have three uses of this, all of which are
regained after you finish a long rest.
Even the strongest have a weakness
As a bonus action, you can make a Perception check against
the target's Passive Perception. If you succeed, you are able
to discern all of the target's Damage Vulnerabilities, if it has
any. You regain the ability to do so the next time you roll for
initiative.
I stay ready
When you are surprised, you may still take reactions and an
action (on your turn), but you still can't move. You also gain
Proficiency in playing card sets, as you “stay” ready.
I'll be your shield
When rolling for initiative, roll an additional 1d4 and increase
your AC by the result. Decrease your attack rolls by the same
amount.
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Increase your Intelligence or Wisdom score by 1, to a Cur
Feats maximum of 20. When determining how much chakra you
These feats can be taken instead of an ability score bonus, have, you may replace your Constitution modifier with your Prere
instead of a normal feat, or as the variant human free feat. Intelligence modifier. You may add your proficiency bonus an
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Earth Style Jutsu B Rank Jutsu
Basic Earth Style Ability Stone Pillar Spears
Range: 30 ft
Cost: 8 chakra
As an action, you choose a portion of dirt or stone that you As an action, you create five stone pillars in the area that
can see within range and that fits within a 5-foot cube. You protrude from the ground to skewer the targets. The pillars
manipulate it in one of the following ways: are 5 ft cylinders that protrude 30 ft out of the ground and
pass through obstacles to reach the target. The target of each
If you target an area of loose earth, you can pillar must make a Dexterity saving throw or take 2d6 + your
instantaneously excavate it, move it along the ground, and Intelligence modifier piercing damage for each pillar that hits
deposit it up to 5 ft away. This movement doesn't involve it.
enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or A Rank Jutsu
stone, spelling out words, creating images, or shaping Rock Shelter
patterns. The changes last for 1 hour. Cost: 15 chakra
If the dirt or stone you target is on the ground, you cause it Range: 15 foot radius
to become difficult terrain. Alternatively, you can cause the As an action, you create a hemisphere of earth using your
ground to become normal terrain if it is already difficult surroundings. The wall provides total cover and has 100 hit
terrain. This change lasts for 1 hour points each. If the wall is destroyed, it shatters, dealing 2d6
Alternatively when you cast this jutsu, you can target 1 foot bludgeoning to the creatures inside. In addition, you can cast
of metal, or 1 inch of adamantine. This can not affect magical the wall of stone spell.
materials.
If you cast this jutsu multiple times, you can have no more S Rank Jutsu
than two of its non-instantaneous effects active at a time, and Bedrock Coffin
you can dismiss such an effect as an action. Cost: 25
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Fire Style Jutsu B Rank Jutsu
Basic Fire Style Ability Great Fireball
Range: 60 ft
Cost: 8+ chakra
As an action, you choose nonmagical flame that you can see As an action, you expel fire from your mouth either as a
within range and that fits within a 5-foot cube. You affect it in massive orb of roaring flame or as a continuous flame-
one of the following ways: thrower. The size of the attack is changed by the amount of
chakra used. The flames engulf the target and leave a crater
You instantaneously expand the flame 5 ft in one in the ground. Make a ranged spell attack. On a hit, it takes
direction, provided that wood or other fuel is present in 8d6 + your Intelligence modifier fire damage, +1d6 for every
the new location. additional chakra expended. Each creature in a 10 foot radius
You instantaneously extinguish the flames within the of the target must make a Dexterity saving throw, taking half
cube. as much damage on a success.
If you use 4 additional chakra,
You double or halve the area of bright light and dim light it becomes a 20 foot radius or a 60 foot cone.
If you use 8
cast by the flame, change its color, or both. The change additional chakra, it becomes a 30 foot radius or a 90 foot
lasts for 1 hour. cone.
You cause simple shapes—such as the vague form of a
creature, an inanimate object, or a location—to appear A Rank Jutsu
within the flames and animate as you like. The shapes last Great Fire Annihilation
for 1 hour. Cost: 14 chakra
If you cast this jutsu multiple times, you can have up to Range: 30 foot wide, 60 foot line
and you can dismiss such an effect as an action. As an action, you expel fire from your mouth in the shape of a
Alternatively, when you cast this jutsu you can create fire, massive fireball. Due to its size, this technique is extremely
such as lighting a torch, lamp, or campfire. Flames can be difficult to either avoid or contain. Each creature in the area
produced and used in any way you see fit that does not cause must make a Dexterity saving throw, taking 12d6 + your
direct harm to an object or creature. This includes the ability Intelligence modifier fire damage on a failure. Half as much
to keep warm in a cold environment. damage on a success. The targets cannot benefit from
Evasion. For 1 minute, as a bonus action, you can deal an
D Rank Jutsu additional 2d6 fire damage in the area.
Flame Whirlwind S Rank Jutsu
Cost: 1 chakra
Range: 30 ft
Fire Dragon Flame Bullet
As an action, fire erupts around your body in a spiraling Cost: 22 chakra
manner as you launch it towards the target. Make a ranged Range: 150 ft line, 10 ft wide
spell attack. On a hit, the target takes 1d8 + your Intelligence Duration: 1 minute
modifier fire damage. As an action, each creatures in the area must make a
Dexterity saving throw, taking 15d6 + Intelligence modifier
C Rank Jutsu fire damage and catching on fire on a failure. Half as much on
a success. At the start of its turn, it takes 2d10 fire damage.
Exploding Flame Shot At the end of each of its turns, a creature must make a
Cost: 4 chakra
Constitution saving throw. On a successful save, it's no longer
Range: 60 ft
on fire. If the target or a creature within 5 ft of it uses an
As an action, you can create three balls of fire from your action to put out the flames, or if some other effect douses
hands. Make a ranged spell attack for each. You can target a the flames (such as the target being submerged in water), it is
person with all three or one person with each. On a hit, the no longer on fire.
target takes 2d6 + your Intelligence modifier fire damage and
is set on fire. At the start of its turn, it takes 1d6 fire damage.
At the end of each of its turns, the target must make a
Constitution saving throw. On a successful save, it's no longer
on fire. If the target or a creature within 5 ft of it uses an
action to put out the flames, or if some other effect douses
the flames (such as the target being submerged in water), it is
no longer on fire.
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Lightning Style Jutsu A Rank Jutsu
Basic Lightning Style Ability Lightning Cloak
As a bonus action, you can increase your movement speed by Cost: 8 chakra
5 ft and you can produce small amounts of lightning. This Duration: Concentration, 1 minute
lightning can be focused into a weapon or unarmed strike to As a bonus action, you wrap your body in a layer of lightning
give off 10 ft of bright light and deal an extra 1d4 lightning which, instead of being used offensively, is used to electrically
damage. stimulate their nervous system. You gain a +3 bonus to AC.
When a creature makes a melee attack against you, it takes
D Rank Jutsu 1d6 + your Intelligence modifier lightning damage.
Thunder S Rank Jutsu
Cost: 1 chakra
Black Panther
Range: 25 foot cone
Cost: 25 chakra
creature in the cone must make a Dexterity saving throw. On As an action, you generate black lightning which takes the
a failure, the creature takes 2d6 + your Intelligence modifier form of a panther. The panther can run up to 60 ft, any
lightning damage. Half as much on a success. creatures in its path must make a Dexterity saving throw. On
C Rank Jutsu a failure, the first target takes 25d6 + your Intelligence
modifier lightning damage and the following targets take 3d6
Lightning Rod + your Intelligence modifier lightning damage. Half as much
Cost: 4 chakra
on a success.
Immediately after making an attack with a metal weapon or
an unarmed strike, you raise your arm into the air, generating Kirin
a powerful bolt of electricity which travels through your body Cost: 25 chakra
transferring the electricity to the body of the target. The Range: 120 ft
takes 3d6 + your Intelligence modifier lightning damage and As an action, you summon thunder clouds. As an action, up to
be stunned until the end of its next turn. Half as much 1 minute afterwards, you can summon a lightning bolt from
damage on a success. the clouds. Each creature in a 15 foot radius of a point in
range must make a Dexterity saving throw. On a failure, it
B Rank Jutsu takes 25d6 + your Intelligence modifier lightning damage.
Half as much on a success. If you are outdoors in stormy
Chidori conditions when you use this jutsu, it gives you control over
Cost: 8 minimum, 16 maximum
the existing storm instead of creating a new one. Under such
Range: 15 ft
conditions, the damage increases by 3d6.
As an action, you gather lightning into your hand; the high
concentration of electricity produces a sound reminiscent of
many birds chirping. You rush to the target, attempting to
shove your hand into the target’s chest. Make a melee spell
attack. On a hit, it takes 1d6 piercing and 4d8 + your
Intelligence modifier lightning damage. You can expend
additional chakra to deal an extra 1d8 lightning damage for
every 2 additional chakra.
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Water Style Jutsu B Rank Jutsu
Basic Water Style Ability Water Shark Bomb
Range: 30 ft
Cost: 10 chakra
As an action, you choose an area of water that you can see As an action, you shape water into the form of a large shark
within range and that fits within a 5-foot cube. You and sends it hurtling towards the target. Make a ranged spell
manipulate it in one of the following ways: attack. On a hit, the target takes 3d8 + your Intelligence
modifier bludgeoning plus 2d6 cold damage and must make a
You instantaneously move or otherwise change the flow of Strength saving throw or be pushed back 10 ft and fall prone.
the water as you direct, up to 5 ft in any direction. This
movement doesn't have enough force to cause damage. A Rank Jutsu
cause the water to form into simple shapes and animate at Water Gun: Two Gun Style
your direction. This change lasts for 1 hour. Cost: 12 chakra
You change the water's color or opacity. The water must Range: 30 ft
be changed in the same way throughout. This change lasts As an action, you fire two powerful shots of water
for 1 hour. simultaneously. Make a ranged spell attack for both. On a hit,
If you cast this jutsu multiple times, you can have no more the target takes 2d6 + your Intelligence modifier piercing plus
than two of its non-instantaneous effects active at a time, and 1d12 cold damage for each.
you can dismiss such an effect as an action.
S Rank Jutsu
D Rank Jutsu Super Shark Bomb
Water Gun Cost: 28 chakra
Cost: 1 chakra
Range: 10 ft wide 150 ft line
Range: 20 ft
As an action, you create a gigantic shark out of water and
As an action, you mimic a gun shape with your hand while thrust both hands forward, sending it in a 10 ft wide 150 ft
compressing water onto the tip of your index finger, firing a line. Each creature in the area must make a Strength saving
water bullet at one target. Make a ranged spell attack. On a throw. On a failure, the targets take 6d8 + your Intelligence
hit, the target takes 1d8 + your Intelligence modifier piercing modifier cold plus 20d6 bludgeoning damage and falls prone
damage. moving to the end of the line. Half as much on a success.
C Rank Jutsu
Water Prison
Cost: 4 chakra
Range: 30 ft
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Wind Style Jutsu A Rank Jutsu
Basic Wind Style Ability Rasengan
Range: 30
Cost: 10 chakra
You seize the air and compel it to create one of the following The Rasengan is a spinning ball of chakra formed and held in
effects at a point you can see within range: your palm. As an action, you thrusts your hand into the target.
Make a melee spell attack. The target takes 2d10 + your
One Medium or smaller creature that you choose must Intelligence modifier bludgeoning plus 2d10 force damage.
succeed on a Strength saving throw or be pushed up to 5 The target must make a Strength saving throw or be pushed
ft away from you. 20 ft away. The target has a mark on its body in the shape of
You create a small blast of air capable of moving one multiple swirls scratching its skin.
object that is neither held nor carried and that weighs no
more than 5 pounds. The object is pushed up to 10 ft away Great Task of the Dragon
from you. It isn't pushed with enough force to cause Cost: 13 chakra
damage. Range: 60 ft
You create a harmless sensory effect using air, such as Duration: Concentration, 1 minute
causing leaves to rustle, wind to slam shutters closed, or As an action, you alter the weather temporarily making a
your clothing to ripple in a breeze. tornado that dissipate immediately after the jutsu ends. At the
start of your next turn, the tornado drops on a point in range.
Additionally, you can keep a ball of air around your head to All creatures in a 10 foot radius must make a Strength saving
prevent suffocation for up to 10 minutes. throw, taking 5d6 + your Intelligence modifier thunder
damage and being swept 30 ft into the air on a failure. Half as
D Rank Jutsu much on a success. As an action, you can move the tornado
Violent Whirlwind
up to 20 ft. All creatures swept up can repeat the saving
Cost: 1 chakra
throw, taking 5d6 + your Intelligence modifier thunder
Range: 5 foot wide, 30 foot line
damage, lifting 30 ft into the air, and following the tornado on
As an action, you produce a powerful stream of wind from a failure. On a success, it falls and is no longer caught up in
the tornado.
your mouth. Each creature in the area must make a Strength
saving throw, taking 1d8 + your Intelligence modifier S Rank Jutsu
bludgeoning damage and pushed 15 ft away on a failure.
Rasenshuriken
C Rank Jutsu Cost: 20 chakra
Wind Wall
Range: Touch
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Blaze Release Jutsu A Rank Jutsu
The blaze release is a mix of fire and lightning styles to create Honoikazuchi
blazing flames. Both fire and lightning are composed of Cost: 12 chakra
plasma, which is a much energized state of matter. To use Range: 15 foot radius
Blaze Release, you must have the Path of Hatred feature, and As a reaction, you surround yourselves with black flames
your Sharigan must be active. shaping it into spikes, impaling anything within the area.
Each creature must make a Dexterity saving throw, taking
Basic Blaze Release Ability 4d10 + your Intelligence modifier fire damage on a failure.
Range: Self
Half as much on a success.
Duration: 1 hour
As a bonus action, whenever you deal fire damage for the Flame Control
duration, you can treat any 1 on a damage die as a 2 and you Cost: 14 chakra
As a bonus action, you wrap your body in a layer of black S Rank Jutsu
flames which. You gain a +3 bonus to AC and when a
creature makes a melee attack against you, it takes 1d10 + Great Dragon Fire Technique
your Intelligence modifier fire damage. Cost: 26 chakra
Range: 60 ft
Cost: 8 chakra
As an action, you make a dragon-shaped fireball of
Range: 60 ft
Amaterasu. The dragon is a 10 foot tall, 10 foot wide, 20 foot
Duration: 1 minute
line. Each creature in the area must make a Dexterity saving
As an action, you focus your chakra on a single point, throw, taking 8d10 + your Intelligence modifier fire damage
creating black flames. Anything flammable near it will be on a failure. Half as much on a success. As a bonus action, for
engulfed in black flame. The flame cannot be put out unless the duration, you can more the dragon up to 30 ft with in the
you choose to, magical means, or it ends. If you use this on a range. Each creature that is in the area after its moved, ends
creature, it must make a Dexterity saving throw. If it fails, it its turn in the area, or enters it for the first time on its turn
takes 2d10 + your Intelligence modifier fire damage and at must make a Dexterity saving throw, taking 8d10 + your
the start of its turn, it takes 1d10 + your Intelligence modifier Intelligence modifier fire damage on a failure. Half as much
fire damage. Amaterasu can only affect one creature at a on a success. This ignores evasion.
time.
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Explosive Release Jutsu B Rank Jutsu
The explosive release combines earth and lightning style to Explosive Clay
create powerful explosions. They often use these abilities to Cost: 5 chakra and 1 handful of malleable material
enhance their blows. As an action, you pump explosive chakra into a molded piece
of malleable material. Each piece deals 1d10 + your
Basic Explosive Style Ability Intelligence modifier fire damage, have the thrown (30/60)
Range: Self
property, dealing 1d10 fire damage each.
Duration: 1 hour
As a bonus action, whenever you make an unarmed strike for A Rank Jutsu
the duration, you can choose to deal fire or thunder damage Unbalancing Explosion
instead of bludgeoning. You can choose to use your Cost: 14 chakra
Intelligence modifier for unarmed strikes damage rolls Range: 30 foot radius
instead of your Strength or Dexterity modifier. Your unarmed As an action, you release an explosion directly into the
strikes deal double damage against objects not made of stone ground. Each creatures in the area must make a Dexterity
or metal. saving throw or be knocked prone and take an amount of
D Rank Jutsu damage equal to your taijutsu die + your Intelligence modifier.
Explosive Punch S Rank Jutsu
Cost: 2 chakra
Internal Explosion
As a bonus action, after making an unarmed strike, you Cost: 20 chakra
bolster it with an explosion at point blank range. The attack As a bonus action, after an unarmed strike, you attempt to
deals an additional 1d12 fire damage. create an explosion inside your target. The target must make
C Rank Jutsu a Constitution saving throw or take 5d10 fire plus 5d10 +
your Intelligence modifier thunder damage and become
Feign Explosion incapacitated. At the end of each of its turns, the target can
Cost: 5 chakra
make another Constitution saving throw. On a success, it is
Range: 15 foot radius
no longer incapacitated.
Duration: 1 minute
15
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Ice Release Jutsu B Rank Jutsu
The ice release combines water and wind chakra. It allows Ten Thousand Ice Petals
the user to manipulate water particles to form ice in different Cost: 12 chakra
time, and cannot be used to harm any creature or object. Duration: 1 minute
freezing and half as much in temperatures over 80 degrees As an action, an avalanche of snow pours out from your ft
Fahrenheit. Each weapon deals an extra 1d6 cold damage. that reaches high into the air before falling onto all creatures
in the area. The snow forms into wolf-like apparitions. The
target’s must make a Constitution saving throw. On a failure,
it takes 20d8 + your Intelligence modifier cold damage and
are restrained until it uses an action and all of its movement
to dig itself out. Half as much damage on a success.
16
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Lava Release Jutsu B Rank Jutsu
The lava release is a combination of earth and fire chakra Rubber Defense
used to superheat the ground beneath the user to form Cost: 8 chakra
Duration: 1 minute
Basic Lava Style Ability As an action, you create a short tube of vulcanized rubber on
Range: Self
yourself or an ally. The target gains a +5 bonus to AC and
Duration: 1 hour
immunity to lightning damage. It cannot make an attack from
As a bonus action, you gain the ability to walk on lava as if inside it and your movement speed is decreased by 5 ft.
you were walking on water and take no damage. You also
reduce any fire damage taken you take by 1d12 + your A Rank Jutsu
Constitution modifier Scorching Rocks
D Rank Jutsu Cost: 18 chakra
Range: 50 ft
Melting Apparition As an action, you expel a large amount of lava from your
Cost: 1 chakra
mouth which quickly solidifies into multiple boulders of
Range: 10 ft
molten rock that are fired towards the target with
As an action, you manipulate a strong acidic mud flow tremendous force. You fire four boulders. Make a ranged
capable of corroding flesh. Make a ranged spell attack. On a spell attack for each. On a hit, the target takes 4d6 + your
hit, the target takes 2d6 + your Intelligence modifier acid Intelligence modifier fire plus 2d4 bludgeoning damage.
damage. You can use this to melt locks or doors that are no
more than 3 inches thick or made of adamantine. S Rank Jutsu
C Rank Jutsu Crimson Flame
Cost: 30 chakra
Cost: 4 chakra
As an action, you gather lava chakra in your hand and fire a
Range: 25 ft
series of projectiles. The projectiles explode in red fiery
As an action, you expel a large quantity of quicklime from blasts in 10 foot radius. Each creature in the area must make
your mouth. Make a ranged spell attack. On a hit, the target a Dexterity saving throw. On a failure, it takes 8d10 + your
takes 2d4 + your Intelligence modifier bludgeoning damage Intelligence modifier fire damage plus 7d8 force damage and
and be restrained. The target can use an action to make a is pushed 30 ft away. Half as much damage on a success.
Strength saving throw. On a success, it’s no longer restrained.
17
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Magnet Release Jutsu A Rank Jutsu
The magnet release is the fusion of wind and earth chakra. It Magnet Rise
allows the user to manipulate magnetic metals like gold and Cost: 15 chakra
iron. Gold dust and iron sand are formed automatically for Duration: Concentration, 1 minute
Cost: 2 chakra
As an action, you can form weapons out of iron and gold dust.
Range: 10 ft
The weapons are not structurally sound and will shatter back
As an action, you create a spear of gold and send it at a into dust after two strikes. You can make six kunai, senbon,
target. Make a ranged spell attack. On a hit, the target takes or shuriken, two shortswords, one longsword, or one
1d8 piercing plus 1d8 + your Intelligence modifier force greatsword. You are proficient with weapons you make
damage. S Rank Jutsu
C Rank Jutsu Gold Dust Imperial Funeral
Iron Needle Bomb Cost: 32 chakra
Cost: 4 chakra
Range: 100 foot radius
B Rank Jutsu
Iron Sand Drizzle
Cost: 8 chakra
Range: 40 ft line
18
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Scorch Release Jutsu B Rank Jutsu
The scorch release is the fusion of wind and fire chakra. Incinerating Flare
While it can be seen as normal fire jutsu, it's on a completely Cost: 12 chakra
different level. The flame from this Chakra Release is enough Range: 40 ft
to evaporate the moisture inside of someone's body from the As an action, you form a large ball of heat as bright as the
outside. These attacks deal damage through objects, so cover sun. You throw it at a point in range, violently exploding on
doesn't make affect Scorch Style jutsu. It can also melt most impact. Each creature in a 10 ft radius of the point must
wooden objects on impact. make a Constitution saving throw, taking 5d8 + your
Intelligence modifier fire damage and a level of exhaustion on
Basic Scorch Style Ability a failure. Half as much damage on a success.
Range: Self or 120 ft (for the fog cloud)
Duration: 1 hour
A Rank Jutsu
As an bonus action, you enter a state of super heating and Great Blaze Ball
increase the temperature surrounding your body drastically. Cost: 20 chakra
As a reaction when hit with a nonmagical melee weapon, you Range: 100 ft
can expend 5 chakra, to super heat it. The target must make As an action, you exhale a meteor-sized sphere of fire that
a Constitution saving throw. On a failure, it takes 1d10 + your carries the enemy away and causes a massive explosion on
Intelligence modifier fire damage and drops the weapon. impact. Make a ranged spell attack. On a hit, the target takes
Alternatively, as an action for the duration, you can target 15d10 + your Intelligence modifier fire damage and must
up to 5 cubic ft of water within range and evaporate it in the make a Constitution saving throw. On a failure, its movement
blind of an eye. You create a 20-foot-radius sphere of fog speed is reduced to 0 until the end of its next turn due to
centred at the source of water. The sphere spreads around most of the moisture in its body evaporating.
corners, and its area is heavily obscured. It lasts for the
duration or until a wind of moderate or greater speed (at S Rank Jutsu
least 10 miles per hour) disperses it.
Extremely Steaming Murder
D Rank Jutsu Cost: 32 chakra
Cost: 1 chakra
Range: 100 ft
Range: 30 ft
As an action, you create three flaming orbs that resemble
As an action, you summon an orb of fire that takes the shape small suns. These orbs rotate around you. As an action, you
of a skull. Make a ranged spell attack. On a hit, the target can send one of these at a creature within range. Make a
takes 1d10 + your Intelligence modifier fire damage. ranged spell attack. On a hit, the target takes 10d10 + your
Intelligence modifier radiant damage and two exhaustion
C Rank Jutsu levels. A creature reduced to 0 hit points by this dies as all the
water inside its body evaporates, leaving it a mummified
Bomb Blast Dance corpse and disintegrating all of its equipment is unless it is
Cost: 5 chakra
magical. Each orb dissipates after hitting two targets or when
Range: 30 foot cone
you lose concentration.
As an action, you expel fire from your mouth in a large
stream. Each creature in the area must make a Constitution
saving throw. On a failure, a creature takes 2d6 + your
Intelligence modifier fire damage. Half as much damage on a
success.
19
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Storm Release Jutsu B Rank Jutsu
The storm release is a natural combination of water and Thunder Cloud Inner Wave
lightning. These two combine to make a lightning that flows Cost: 10 chakra
Basic Storm Style Ability As an action, you generate a thunder cloud in the radius
Time: 24 hours
around you that follows you. Each creature that ends its turn
Range: Self (5-mile radius)
within the cloud or enters the cloud for the first time on a
Duration: Concentration, up to 8 hours
turn takes 2d6 + your Intelligence modifier lightning damage.
You take control of the weather within 5 miles of you for the This cloud heavily obscures the area for any creature other
duration. You must be outdoors to cast this jutsu. Moving to a than you.
place where you don't have a clear path to the sky ends the
jutsu early. A Rank Jutsu
When you use the jutsu, you change the current weather Demon Lightning Storm
conditions, which are determined by the DM based on the Cost: 16 chakra
climate and season. You can change precipitation, Duration: Concentration, 1 minutes
temperature, and wind. It takes 1d4 × 10 minutes for the new Range: 40 foot radius
conditions to take effect. Once they do so, you can change the As an action, you create a large thunder cloud 40 ft in the air
conditions again. When the jutsu ends, the weather gradually covering a 40 ft radius. Any lightning damage dealt to a
returns to normal. creature other than you under the cloud deals an additional
Additionally, if cast during a lightning storm, you can 2d6 lightning damage. As an action, you can also summon a
concentrate on redirecting lighting up to 200 ft away from bolt of lightning. Each creature in a 10 ft radius of a point
you. under the cloud must make a Dexterity saving throw, taking
10d6 + your Intelligence modifier lightning damage (already
D Rank Jutsu includes additional 2d6) on a failure. Half as much damage
Light Fang on a success.
Cost: 1 chakra
modifier piercing or radiant damage on a failure. As an action, you create eight beams of concentrated
lightning and shoot them at a creature. Each beam can hit up
C Rank Jutsu to two creatures. Each creature must make a Dexterity saving
Light Pillar throw, taking 10d8 + your Intelligence modifier lightning or
Cost: 4 chakra
radiant damage on a failure. Half as much damage on a
Range: 15 foot radius
success. If you target a creature with more than one beam, it
Duration1 minute
has disadvantage on the saving throws.
As an action, you make an extremely bright light that appears
to emanate from your body. Each creature in the area must
make a Constitution saving throw or be blinded for 1 minute.
At the end of each of its turns, a creature can repeat the
Constitution saving throw. On a success, it is no longer
blinded.
20
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Swift Release Jutsu B Rank Jutsu
The swift release is a combination of wind and lightning Unseen Passage
styles to enhance the user's physical abilities and speed. Cost: 2 chakra
Users of this style are rare, but often legendary for their This technique requires Surge to be active. You analyze the
amazing speeds. path of perception of the people around you and move in their
blindspots.
Basic Swift Style Technique As a bonus action used to cast this jutsu, you take the Hide
Range: Self
action with advantage. For the remainder of Surge's duration
Duration: 1 minute
you remain Hidden even after attacking. On your turn, you
As a bonus action, you can increase your movement speed by can replace your current stealth roll with another as an action
30 ft.
You can also permanently use your Unarmored still at advantage.
Movement feature while wearing armor.
A Rank Jutsu
D Rank Jutsu Crowd Control
Surge Cost: 6 chakra
Cost: 6 chakra
This technique requires Surge to be active. This version of
Duration: 1 minute, concentration
Shadowless Flight is modified to target multiple targets.
Your perception of the world slows down as lightning surges As an action, you can target any creature in a cone or circle
through your body, enhancing your processing speed.
Your the size of half of your current speed. Each creature of your
speed doubles for the duration and you gain an additional choice in range must roll a dexterity saving throw and suffer
action and bonus action, gain a +1 bonus to AC as well as the effects of Shadowless Flight. On a success, they take half
having advantage on dexterity saving throws. A wave of damage.
lethargy sweeps over you as soon as the jutsu ends: you are
unable to move or take any actions until the end of your next S Rank Jutsu
turn. Superstorm
C Rank Jutsu Cost: 22 chakra
Cost: 3 chakra
As an action, you summon a super storm concentrated in a
This technique requires Surge to be active. You move at 40 foot radius that follows you for 1 minute.
instantaneous speeds, rapidly striking your target at various Creatures of your choice inside the super storm have their
angles while avoiding any opposition regardless of the movement speed halved and must roll a constitution saving
target's speed or strength. throw at the start of each turn they spend inside the super
As an action, choose a target within melee range and roll storm. On a failure, they suffer a level of exhaustion.
4d6. The target takes the result in damage of the same While this jutsu is active, you can concentrate on both
damage type as your chosen weapon. This counts as an Surge and Swift Release: Superstorm and must roll the
attack with your chosen weapon for the purposes of concentration saving throws independently of each other.
resistance and immunities.
21
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Vapor Release Jutsu B Rank Jutsu
The vapor style release combines fire and water chakra to Corrosive Jet
weaponize steam. Cost: 8 chakra
Basic Vapor Style Ability: As an action, you release a more powerful and corrosive jet of
Cost: 1 chakra
steam. Each creature in the area must make a Constitution
Duration: 1 minute
saving throw, taking 10d8 + your Intelligence modifier acid
As a bonus action, you can spend 1 chakra. For the next damage on a failure. Half as much damage on a success.
minute your long jump and high jump distances are doubled.
A Rank
D Rank Jutsu Petrifying Steam
Steam Jet Cost: 14 chakra
Cost: 1 chakra
**Range: **60 ft
Cost: 5 chakra
Range: 90 ft
22
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40 ft by 40 ft by 80 ft. 3 floors. Furnished. Can hold 12
Wood Release Jutsu medium creatures comfortably. Creatures who spend an
The wood release is made up of techniques that mix earth entire long rest in this house gain 2d4 + your Intelligence
and water chakra to create wood. flowering trees. modifier temporary hit points and increases its movement
speed by 10 ft until it finishes a long rest. 20 chakra.
Passive Wood Style Ability If the house is destroyed, all creatures inside takes 2d10
Cost: 0-10 chakra
bludgeoning damage.
Range: 30 ft
As an action, you can summon small trees and poles of wood Stocks
from the earth as well as your body to create one of the Cost: 1 chakra
You can return any wood you create back into the earth as As an action, you manipulate the roots in the ground to create
a bonus action. Wood created this way cannot be used to deal a 10 ft radius wooden dome. This dome provides total cover
damage directly, however it can be used to block paths and from the front. It has 100 hit points and an AC of 16. It is
bar off areas. Your wooden creations have an AC of 11 and a vulnerable to fire and magical slashing damage. At the start
number of hit points equal to your level plus your Intelligence of your turn, it regains 1d6 hit points, unless it has taken fire
modifier. You can spend additional chakra at the time of using damage this round.
this jutsu to increase the targeted area by 5 ft per 2 chakra B Rank Jutsu
spent.
Wood Dragon
D Rank Jutsu Cost: 10 chakra
Duration: Concentration, 1 minute
Range:
Four-Pillar House 60 ft
As an action, you create a huge wooden dragon. The
Cost: 5-20 chakra
dragon has 60 hit points. If destroyed, as an action, you can
As an action, you use your wood style to create a square reform the hand signs to reform it with 60 hit points. As a
house. The house has an AC of 14 and a number of hit points reaction, when a creature targets you with an area of effect or
equal to 40 + your Intelligence modifier. The house can be attack, you can move the dragon in the way, it’s targeted
empty or furnished (strictly wood and earth) and provide instead. You can make the dragon action as a free action. It
cover from the elements. Each floor is one room, and a has the following statistics and the same ability scores and
balcony surrounds the second floor. save DC as you:
20 ft by 20 ft by 30 ft. Single floor. Empty. Can hold 4 Speed 60 ft fly
medium creatures comfortably. 5 chakra. Multiattack. It can make one bite attack and two claw
20 ft by 20 ft by 30 ft. Single floor. Furnished. Can hold 4 attacks.
medium creatures comfortably. 10 chakra. Bite deals 1d8 piercing damage
30 ft by 30 ft by 60 ft. 2 floors. Empty. Can hold 8 medium Claw deals 1d6 slashing damage
creatures comfortably. 10 chakra. Grapple. The dragon uses the grapple attack.
30 ft by 30 ft by 60 ft. 2 floors. Furnished. Can hold 8 Breath Weapon (5-6 recharge). Each creature is a 20 ft
medium creatures comfortably. Creatures who spend an cone must make a Dexterity saving throw. On a failure, it
entire long rest in this house gain 1d6 + your Intelligence takes 2d8 bludgeoning damage.
modifier temporary hit points. 15 chakra. Self-Destruct. The wood dragon can be sacrificed,
40 ft by 40 ft by 80 ft. 3 floors. Empty. Can hold 12 ramming itself into a target at high speeds. Make a ranged
medium creatures comfortably. 15 chakra. spell attack. The target is pushed 40 ft away and takes 4d8
bludgeoning damage.
23
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A Rank Jutsu Yin-Yang Release Jutsu
Deep Forest Emergence This release can only be used while in Sage Mode. It is the
Cost: 20 manipulation of Yin chakra, the energy of the spiritual world,
Range: 40 ft radius, 20 ft high
and Yang chakra, the energy of the physical world.
As an action, you force a small plant to grow into a forest in
an instant. The trees to grow in a dense 40 ft radius, 20 ft Basic Yin-Yang Release Technique
high forest around you. You and creatures you choose are Cost: 0 or 7 chakra
lifted by a root into the air. All other creatures in the area Range: Touch
must make a Dexterity saving throw, taking 5d12 + your Duration: 1 minute (on self) or 1 round (on other creatures)
Intelligence modifier bludgeoning damage. Half as much As a bonus action, you gain advantage on rolls to avoid the
damage on a success. The forest is difficult terrain to all frightened condition. Alternatively, you can spend 7 chakra to
creatures but you. As a bonus action, you can spend 4 chakra grant this benefit to another creature withing range until the
to make a large branch from the forest attack one creature. start of your next turn.
Make a melee spell attack. On a hit, it takes 3d12 piercing or
bludgeoning damage. Yin Enhancement
Cost: Half the cost of the Jutsu
S Rank Jutsu As a bonus action, when you use a jutsu, you make attack
Great Spear Tree
rolls with advantage, you can re-roll damage rolls, or you
double the range for that jutsu.
Cost: 32 chakra
you. Each creature other than you the area must make a Duration: Concentration, up to 1 minute
As an action, if you
Dexterity saving. On a failure, it takes 20d8 + your know the location of your target down to a 30 foot range. You
Intelligence modifier piercing damage and is restrained by project an image of yourself in front of the target, enabling
the dome. Half as much damage on a success. If a creature is you to converse with it. You can see and hear through this
reduced to 0 hit points by this damage it dies. The body is mirage, but you can not interact with the world around it.
crushed and the blood seeps into the roots giving them a red
tinge.
To break out, the restrained target can use its action to Sound Release
make a Strength saving throw. On a success, the target Cost: 6 chakra
escapes and is no longer restrained. As an action, you can Range: 30 foot cone
make a spell attack against a creature in the area. The target As an action, each creature in the area must make a
takes one of the following of your choice. Constitution saving throw. On a failure, a creature has
Vine: On a hit, the target is knocked prone and takes 2d8 disadvantage on attack rolls until the end of its next turn.
+ your Intelligence modifier bludgeoning damage. Bringer of Darkness
Branch: On a hit, the target takes 4d8 + your Intelligence Cost: 10 chakra
Log: The target must make a Dexterity saving throw, Duration: Concentration, up to 1 minute
As an action, a
taking 8d8 + your Intelligence modifier bludgeoning target within range must make a Constitution saving throw.
damage. Half as much damage on a success. This can On a failure, its blinded until the jutsu ends. As an action, the
only be used once every other round. target can repeat the saving throw.
Temple of Nirvana
Cost: 32 chakra
Range: 150 ft
24
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If the action is a class feature, you can replicate it at a chakra
Path of Hatred cost equal to the level the feature is unlocked at. This
The Sharingan is an eye technique possessed by those of the includes Extra Attack, Flurry of Blows and Maneuvers. Class
Uchiha clan that is acquired through emotions, not power. features beyond those three are up to the DM's discretion.
Whether needing the power to protect others, or having so Class Features copied in this way are memorized and can be
much hate that you will kill all in your way for what you want. used until the end of your next long rest.
If the action is a jutsu or taijutsu, you can replicate it at a
Foresight chakra cost equal to or more (if the Jutsu allows it) than the
chakra used by the creature copied. Jutsu and taijutsu copied
At 2nd level, you acquire the power of the Sharingan and can in this way are permanently learned.
activate it as a bonus action. You start with 1 tomoe, and you You cannot copy or learn a Chakra Release Jutsu if you do
gain the following features while it's active: not have the required Chakra Types for it (e.g., Ice Release
Jutsu can only be copied if you know both the Water and
You gain a +1 bonus to AC. Wind Chakra Types). You cannot copy or learn monster
You have advantage on Wisdom and Dexterity saving abilities (such as a basilisk's Petrifying Gaze).
throws. You have a number of uses for this equal to 1 + your
You have advantage on Perception checks. Intelligence modifier. You regain all uses once your
The Sharingan lasts for 1 minute. At the end of which you Sharingan ends.
must make a DC 15 Constitution saving throw. If you fail, you
gain 1 level of exhaustion. On a success your Sharingan stays Mangekyō
active for another minute, after which you must repeat the At 13th level, you have mastered your traditional Sharingan.
saving throw. The DC increases by 1 for every success. You You have unlimited uses of your Sharingan. You also gain the
can end this early at will, negating the need to make the power of the Mangekyō Sharingan if you witness someone
saving throw. You regain use of this feature at the end of a close to you die by unnatural means. When you activate your
short or long rest. Sharingan, or as a bonus action while it’s active, you activate
your Mangekyō Sharingan. Instead of having a red
Illusion background with a black circle, your eyes change into a form
At 5th level, your Sharingan gains a second tomoe. While unique to each person, normally in the shape of a pinwheel in
your Sharingan is active, you gain the following features: some way.
The Mangekyō allows its owner to use one of the special
The bonus to your AC increases to +2. jutsu listed below:
As a reaction, you can impose disadvantage on one attack
against you. You have a number of uses for this equal to 1 Kamui
+ your Intelligence modifier. You regain all uses once your This Space-Time jutsu enables a user to open an entrance to
Sharingan ends. a pocket dimension anywhere within 100 ft of themselves.
You automatically detect visual illusions and genjutsu and This dimension is filled with 20 ft gray cubes and is
succeed on saving throws against them. This effect can illuminated by dim light. You specifically gain two techniques
penetrate most barriers, but is blocked by 1 foot of stone, of Kamui, Long-range Kamui and Short-range Kamui, each
1 inch of Common metal, a thin sheet of lead, or 3 ft of belonging to one eye.
wood or dirt.
Long-range Kamui
25
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Short-range Kamui
Your unarmed strikes deal 2d10 magical bludgeoning The S
As an action, or as part on your attack action, you can slowly damage with a reach of 10 ft. perso
transfer yourself or another creature into the pocket If you hit with a melee weapon attack, you can use a bonus up to
dimension. When you target a creature with an unarmed
strike you can forgo the damage in order to apply the effects action to attempt grapple the target with advantage. While
of your Kamui to your strike. The creature hit by this attack is grappling a creature in this way, you can attempt to crush it.
transported safely into your pocket dimension at the end of It must make a Constitution saving throw. On a failure, it
your turn. A willing creature does not need to be hit with an takes 4d8 magical bludgeoning damage and it’s restrained
unarmed strike and is instead simply transported to your until the end of your next turn. This form lasts for 1 minute.
pocket dimension. When you target yourself with your Short- You can't use this feature again until you finish a long rest.
range Kamui, you are only transported at Initiative count 20,
seconds later. Additionally, when you use your Short-range After using your Susanoo a number of times equal to your
Kamui on yourself and you haven't used it or your Long-range Intelligence modifier, you acquire the final form of your
Kamui before during this turn, you can spend 5 chakra to Susanoo. The form looks like an armored human body with a
transport yourself instantly.
mask of your choosing. In this form, your size becomes Huge,
you gain a +5 bonus to AC, you gain a 60 ft fly speed, and your
Additionally, as a bonus action, you can summon anything reach with any weapon is increase by 10 ft (15 ft for weapons
from the dimension to an empty space up to 15 ft from you. without the reach property). You are placed at the center of
You can travel long distances by emerging miles away from the Susanoo's head and cannot be pulled from it. You can
where you originally entered your pocket dimension, as an allow an ally into it causing any attack that would target them
action you can spend 5 chakra per 10 miles you want to to target you, however the ally cannot effect anything outside
travel, you emerge from your pocket dimension at at a point of of it from within. This form lasts for a number of minutes
choosing within the distance equivalent to the chakra spent. equal to half (rounded up) your Intelligence or Constitution
When you emerge, you are placed in a empty space as close modifier (minimum of 1). When it ends you gain two levels of
to the point of your choosing as possible. Also, you are able to exhaustion. You can't use this feature again until you finish a
increase the targeted area of your Kamui by 5 ft per 5 chakra long rest.
spent for the purpose of bringing in larger structures or In addition, you gain one of the following weapons while in
creatures. Susanoo:
While inside the dimension, creatures do not need to eat or If you have a good alignment, you gain a green lance that
drink and do not age. If something is removed from the has a reach of 30 ft. The lance deals 4d10 magical
dimension, creatures inside it can make a Dexterity saving piercing damage. As an action, you can shoot a bundle of
throw against your Spell save DC to try to escape to a space 50 needles in a 15 ft wide and 60 ft line. Each creature in
within 15 ft of you. the area must make a Dexterity saving throw, taking 3d6
Tsukuyomi
magical piercing damage. Taking half as much on a
This genjutsu is activated by looking a creature in the eyes. success. You can't use this feature again until you finish a
long rest.
As an action, choose a creature that you can see within range.
The target must succeed on a Wisdom saving throw or be If you have an evil alignment, you gain a bright orange
paralyzed in an infinite dream until you lose concentration or long sword. It has a reach 15 ft and deals 3d12 magical
your Sharingan ends. You can cast this jutsu an amount of slashing damage plus 1d8 fire damage.
times equal to the amount of eyes you have. You regain all
uses after you finish a long rest. If you have a neutral alignment, you gain a large purple
bow which sits across the Susanoo's arm. This bow has
Izanagi disadvantage at a range of 20 ft or closer. It has normal
You apply a Kinjutsu, or forbidden jutsu, to yourself known as range of 80 ft and a long range of 300 ft. The bow deals
the Izanagi. As a reaction when you would die, you instead 3d8 piercing and 2d6 cold, fire, or lightning damage.
form the hand seals and fade away from existence for a If you have a chaotic alignment, you gain two dark blue
moment only to reappear at any point within 15 ft of your shortswords. They have a reach of 10 ft and deal 2d6
original position at full hit points with any previously missing slashing damage. When you take the Attack action, you
limbs or organs. This causes the used Sharingan to go blind. can make two additional attacks.
Susanoo If you have a lawful alignment, you gain 30 light blue
At 17th level, you have attained the pinnacle of power from Mangekyō shaped shuriken. They have a thrown range of
your Sharingan, the Susanoo. This form allows you to cover 60/120, and do not have disadvantage when used at 5 ft.
yourself in a protective aura. As an action, you activate the They deal 2d8 magical slashing damage. Each creatures
form of a skeletal structure and gain the following features: hit by these shuriken must make a Dexterity saving throw
or be moved to an open space within 60 ft of you of your
Your size becomes large choice.
You gain a +3 bonus to AC
Sharingan Implantation
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Path of Sight 9th Level Byakugan Jutsu
The Byakugan is a Dōjutsu possessed by those of the Hyuga At 9th level, you gain the following jutsu while your Byakugan
clan who are born with their pupils and irises replaced with a is active:
white circle contained in a very thin black line. Through this Heavy Palm
path, you gain access to the Gentle Fist style of combat. Cost: 1 chakra
have your Byakugan activated to perform certain jutsu Range: Unarmed strike reach
detailed later in this class. After 1 hour of having your As an action, you can make an unarmed strike against a
Byakugan activated, you must succeed a DC 15 Constitution single target, precisely striking them 16 times. This attack
saving throw, otherwise the Byakugan deactivates and you does 4d8 force damage, and the target must make a
take 1d6 psychic damage. Your Byakugan can be activated or Constitution saving throw. On a failure, its stunned until the
deactivated at will. end of your next turn.
Chakra Disruption Gentle Step Twin Lion Fist
Cost: 12 chakra
At 5th level, while Byakugan is active, when you hit a creature Range: Unarmed strike reach
with your unarmed strike. You can expend 2 chakra to force As an action, make a spell attack, you strike your opponent
the target to make a Constitution saving throw. On a failure, along their chakra network. It takes your unarmed die
the target cannot cast spells of 1st level or higher or use any damage and must succeed a Constitution saving throw. On a
jutsu feature that uses chakra until the end of your next turn. failure, it loses 1d4 of its lowest spell slots, 1d12 of its ki or
However, it may continue to concentrate on spells or jutsu chakra, or 1d4 from an ability score of your choice. It takes
that it cast before being affected by Chakra Disruption. an extra 1d4 necrotic damage for each spell slot, ki or chakra,
You gain access to the following while Byakugan is active: or ability score reduction it takes. This reduction lasts until
the creature finishes a short or long rest.
Focused Byakugan
Cost: 2 chakra
Perfect sight
Duration: 1 hour
As an action, you have darkvision out to a range of 120 ft, you At 13th level, while your Focused Byakugan is active, you can
can see invisible creatures, and your sight is not hindered by see through walls unless your vision is blocked by more than
highly obscured areas(including spells such as darkness). 2 ft of stone, 6 inches of metal, or 6 ft of wood or dirt. There
is no color beside the chakra network inside of living
Rotation creatures. Everything else is black and white.
Cost: 3 chakra per turn or 9 if used as a reaction
they must succeed a Dexterity saving throw or take 1d8 + As an action, you make an unarmed strike against a target,
your Intelligence modifier force damage. Ranged attacks that precisely striking them 64 times. The target takes 16d10
must pass within the sphere have disadvantage, and you gain force damage, and the opponent must make a Constitution
resistance to nonmagical bludgeoning, piercing, and slashing saving throw. On a failure, it is stunned and paralyzed for 1
damage. minute. It can remake the saving throw at the end of its turn.
Air Palm Byakugan Implantation
Cost: 4-7 chakra
Duration: Instantaneous
The Byakugan can be stolen and implanted into another
As an action, you send a blast of wind through your palm with person's eye(s), granting them the use of the basic Byakugan
a range of 60 ft. Make a ranged spell attack. The target takes up to 13th level.
2d12 thunder damage on a hit. Whether or not it hits, the
targeted creature must make a Strength saving throw. On a
failure, it is pushed back 10 ft. As a bonus action, you can use
3 more chakra to do make an unarmed strike with advantage.
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Path of the Exalted Rinnegan Ability
Those following this path make use of the Rinnegan. This eye Every Rinnegan user has a different, unique ability. At 13th
consists of a purple base with ripples emanating out from it. level, you gain one of the following:
It is the last of the 3 great Dōjutsu, and is often revered as a Limbo
myth. One who wields it takes up the mantle as either a “God When you create shadow clones, you can make them
of Creation,” bringing peace to warring nations, or as a “God invisible.
of Destruction,” destroying all in their wake, reducing the
realm to ashes. The only way to obtain this eye is to receive Space Shift
the chakra of its original user, Hagoromo Ōtsutsuki, Cost: 5 chakra
recreating it through the chakra of his sons, or to steal the Range: 500 ft
this way, you can use your action to see a faint aura around As a reaction, when you are targeted by a spell or jutsu that
any visible creature or object in the area that bears either or deals damage, you absorb it with one eye and as a bonus
both, and you learn its school of magic or the chakra action, on a subsequent turn, you send it back with your other
technique used, if any. eye. If the spell would have hit creatures other than you, they
This effect can penetrate most barriers, but is blocked by 1 are also not effected. The spell or jutsu uses the spell attack
foot of stone, 1 inch of Common metal, a thin sheet of lead, or modifier and save DC of the original caster. When you roll for
3 ft of wood or dirt. damage, you add your unarmed strike damage.
Furthermore, you have 120 ft of truesight. Shinra Tensei
Chakra Chain Cost: 10+ chakra
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These orbs are sleek and matte black and while active, they
Path of the Celestial idly float behind your back, in a circular formation. These
Those who walk this path make use of the Tenseigan, which orbs are composed of all five basic Chakra Types and are
take the form of a pale blue eye with a white floral pattern shaped and moved accordingly to your will.
surrounding the pupil. This Dōjutsu evolved into the You have a maximum of 3 orbs. While in Sage Mode, you
Byakugan within one generation, and was exclusively have a maximum of 6. While in Tailed Beast Avatar or
wielded, save for a few rare cases, by one of the two Tenseigan Chakra Mode, you have a maximum of 9.
progenitors of chakra, Hamura Ōtsutsuki. Hamura’s Whenever you're hit with a ranged or melee attack, you
bloodline split into two clans, the Hyūga clan, that made use may weave your orbs in the trajectory of the attack, effectively
of the Byakugan, and the Ōtsutsuki, who lacked Dōjutsu. If blocking it. As a reaction, you can use your orbs to absorb the
the two are united, through Byakugan implantation or damage that the triggering attack would have otherwise dealt
otherwise, they manifest a Tenseigan. to you.
You also learn how to weave your orbs into weapons
Partial Tenseigan momentarily, arming yourself with useful tools where you
would otherwise be unarmed. Whenever you make an attack
At 2nd level, you gain partial control over your Tenseigan. You with your unarmed strikes, you can use your orbs to increase
gain a +5 bonus to Perception, this is also added to your the range of your attack by 10 ft. Every time you land one of
Passive Perception, and you cannot be surprised while these attacks, your orbs receive 1/4 of the damage dealt.
conscious. You gain a blindsight of 5 ft. Each orb has 50 hit points. If an orb is bought down to 0
hit points, it is destroyed and disappears. All of your orbs
Dream-Speak regenerate at the end of a long rest.
At 5th level, you can telepathically enter people's dreams.
This also grants you the ability to telepathically communicate Tenseigan Chakra Mode
with creatures within 250 ft. At 17th level, you can infuse your body with your Tenseigan's
unique chakra. When you enter Sage Mode, your gain a flying
Banshō Ten'in speed equal to your movement speed. In addition, while in
At 9th level, as an action, you can expend 10 chakra to make Sage Mode, you gain the following jutsu:
two creatures, huge or smaller in size, within 80 ft of you Silver Tensei Baku
move against their will. You can use one of the following
options: Cost: 40 chakra and 1 Truth-Seeking Orb
Range: 5 ft
The creatures must make a Strength saving throw. If a As an action, you make a ranged spell attack against up to
creature fails it is moved to an unoccupied space within 5 three targets in range, with a Truth-Seeking Orb surrounded
ft of you and knocked prone. by Tenseigan chakra. On a hit, you deal 20d10 force damage.
The creature must make a Dexterity saving throw. On a The damage is divided by the number of targets hit and
failure, a creature is moved to a space within 5 ft of each distributed equally among them. The targets must make a
other. If they both fail, they are moved to a space half way Strength saving throw. On a failure, it's pushed back 60 ft.
between each other. If one or both is moved to the other,
they both take 12d6 bludgeoning damage Golden Tensei Baku
Cost: 40 chakra and 1 Truth Seeking
At 13th level, you gain total control of your Tenseigan. You As a bonus action, you cloak an orb in golden chakra. Then,
can see up to 4 miles away clearly. Rain, fog, and dim light do as an action, you extend it into a blade and make a range
not affect your sight. In addition, when you use a jutsu, you spell attack on a single creature. On a hit, it must make a
can expend a number of chakra up to your Passive Dexterity saving throw. On a failure, it takes 16d10 radiant
Perception score. For every 5 chakra expended the range of damage or lose one limb of your choice. It takes half as much
the jutsu is doubled. For example, a justu with a range of 10 ft damage on a success.
becomes 20 ft at 5, 40 ft at 10, 80 ft at 15, and 160 ft at 20. Tenseigan Manifestation
Truth-Seeking Orbs The only way to acquire the Tenseigan is for a member of the
Ōtsutsuki clan to implant a Byakugan into their own eyes.
At 17th level, you gain the ability to summon various black, Manifesting a Tenseigan is extremely painful, paralyzing
hand sized balls called Truth-Seeking Orbs as a bonus action. someone for 1d12 days. If a Tenseigan is removed from its
You can also dismiss them using a bonus action, turning owner’s eye or the owner dies, it fades into a Byakugan.
them invisible and intangible.
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Path of the Beast Tailed Release
To walk this path, you must choose Jinchuriki for your At 9th level, while in Initial Release, as an action, you access a
Background. These shinobi draw their power from the greater portion of the power to activate the Bijuu Cloak's
incredibly powerful creatures contained inside them. Tailed Release. This resets the time limit. While in this state,
A Jinchuriki’s Tailed Beast can be removed from their body. your appearance shifts from feral to almost beast-like, and
If this happens, you must make a DC 20 Constitution saving you are covered in translucent red energy that takes the
throw or be killed instantly. If you succeed, you are reduced to shape of the tailed beast, becoming more defined and solid as
0 hit points, but stable, and you are paralyzed for 1d12 days. the form stays active. They gain the following benefits in
After which you can no longer have access to your subclass addition to the benefits of your Initial Release:
features. Your unarmed strikes deal an additional 1d4 damage. This
damage’s type is determined by their Bijuu (at the DM’s
Hidden Chakra discretion).
At 2nd level, when you have less than half your chakra, you Your movement speed increases by an additional 5 x your
can use an action to regain a number of special chakra equal Dexterity modifier ft.
to your level times the number of tailed beast sealed inside At the start of your turn, the amount of hit points you
you. These special chakra are counted separately from your regain is equal to twice your Constitution modifier.
normal chakra. You can use all these chakra on one jutsu, or You can remain in this form for 1 minute, after which you
you can spread them across multiple. You can’t also spend must make the Wisdom saving throw as per Initial Release.
your normal chakra on these the jutsu; you can spend only You regain the ability to use this feature after a long rest.
the special points gained from this feature. When you finish a
long rest, you lose any of these special points that you haven’t Full Release
spent. You can't use this feature again until you finish a long
rest. At 13th level, as an action, you access to the Tailed Beast’s full
power. If you use this form without first defeating your beast
Claws in combat or earning its allegiance, can only use this form for
As an action, you can manifest the ethereal claws of the tailed a number of rounds equal to your Constitution modifier, after
beast inside of you. Your unarmed strike now have a reach of which your hit points are reduced to 0 and the beast is
10 ft and deal your choice of bludgeoning or slashing released onto the plane of existence you died on. Otherwise,
damage. In addition, your climbing speed increases by 30 ft. you can enter and leave any form of the Kyuubi Cloak at will,
This acts as spider climb when used on soft surfaces such as as a bonus action, and you no longer have to make the
wood, ice, or earth, but not hard ones such as stone or metal. Wisdom saving throw. While in this form, you gain the
benefits of Initial Release and Tail Release, in addition to the
Initial Release following:
At 5th level, as bonus action, you access a fraction of the Your size becomes large.
power within to activate the Bijuu Cloak's Initial Release. At the start of your turn, you regain a number of chakra
Entering into this state reveals you as a Jinchuuriki to anyone equal to your Constitution modifier.
that can see you and anyone who can detect magic or see
chakra may make an Insight check. The DC equals the Tailed Beast Avatar
Jinchuuriki's Wisdom score to detect what creature they At 17th level, when enter Full Release or Sage mode, you can
contain. While in this state, your appearance becomes feral, activate both simultaneously. This form lasts as long as Sage
almost demonic and you gain the following benefits: Mode, and counts as its use. You gain the features of both
All jutsu you know are reduced in chakra costs by 1, forms and your size becomes Huge. While in this form, you
except for jutsu that only cost 1 chakra. also gain the following jutsu:
Your movement speed is increased by 10 ft.
At the start of your turn, you regain a number of hit points Tailed Beast Ball
equal to your Constitution modifier. Cost: 20
You have advantage on Strength and Dexterity check and As an action, you gather a huge amount of chakra into your
saving throws. mouth and fire it in either a 10 ft wide 60 ft line or a 20 foot
radius sphere. Each creature in the area must make a
This state ends at will or if you are knocked unconscious.
If Dexterity saving throw, taking 10d10 force damage, being
you use the feature for more than 1 minute in a row or more pushed to the edge of the area, and knocked prone on a
times than your Constitution modifier without resting, you failure. Half as much damage on a success. This jutsu
must make a DC 20 Wisdom saving throw. On a failure, you ignores evasion.
lose control and you're forced into a Tailed Release (detailed
below). The tailed beast inside you is now in control of your
actions. This ends when you are knocked unconscious or if
the tailed beast ends it willingly.
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You regain an amount of hit points equal to your shinobi
Path of Youth level + your Constitution modifier + your Proficiency
You have learned to harness and open chakra control points bonus.
inside the body. These points in the body are called Gates. You gain a +2 bonus to AC.
There are eight total gates inside the body, each one being You gain a +20 bonus to your movement speed.
more powerful, but also more detrimental as you open them. You gain a +5 bonus to attack rolls and a +4 bonus to
While attacking in any of the eight gates forms, you can only damage rolls.
use unarmed attacks. The gates require a bonus action to Reverse Lotus
unlock. The buffs are the number stated on the gate, not As an action, you can execute a powerful kick against a
cumulative. If you enter a gate higher than first, this still creature. The target must make a Dexterity saving throw. If it
counts as entering the gates prior to it, meaning if you enter fails, its pushed 20 ft into the air and its stunned until the end
the 5th gate that expends a use of the 1st and 3rd gate, of your next turn. On your next turn, you can jump into the air
however only the negative effects of the 5th gate set in. and take the Attack action against it. As a bonus action, after
Your DC for any Path of Youth technique = 8 + your the attack, you make a final diving attack into them, knocking
Dexterity modifier + your Proficiency bonus
you both to the ground dealing a 2d8 bludgeoning plus 2d8
force damage. After you use this technique the form ends
Power of Youth immediately, you are knocked prone, and stunned until the
start of your next turn. When you use this technique on a
At 2nd level, you gain the Dynamic Entry jutsu. creature it is immune to it 24 hours.
Dynamic Entry 5th Gate
Cost: 4 chakra
Range: 40 ft
At 9th level, as an action, you open the 5th gate, the gate of
As an action, you do either a standing or running jump limit. This form lasts for 1 minute. When the form ends you
towards an enemy using one leg to kick them with intense gain a level of exhaustion and take 2d10 necrotic damage.
speed and force. Make an unarmed strike attack. If the attack You can't use this feature again until you finish a long rest.
hits, the target takes 1d8 + your Dexterity modifier You gain the following benefits:
bludgeoning plus 2d4 force damage and must make a You gain a +3 bonus to AC.
Dexterity saving throw. On a failure, it is pushed 20 ft away. If You gain a +40 bonus to your movement speed.
Dynamic entry is used when the target is unaware of you, you You gain a +7 bonus to attack rolls and a +5 bonus to
have advantage on the attack roll and the damage increases damage rolls.
to 2d6 force.
Great Dynamic Entry
1st Gate Cost: 10 chakra
At 2nd level, as an action, you can open the first gate, the gate Range: 50 ft
of opening. This form lasts for 1 minute. When it ends, you Duration: Instantaneous
are stunned until the start of your next turn. You have three As an action, you do either a standing or running jump
uses, all of which are regained after you finish a long rest. towards a creature using both legs to kick them with intense
While the first gate is open, you gain the following bonuses: speed and force. Make a melee attack roll. If the attack hits, it
takes 2d10 bludgeoning plus 3d6 force damage and must
You gain a +1 bonus to AC. make a Dexterity saving throw. If it fails the save, it is pushed
You gain a +10 bonus to your movement speed. 50 ft away.
You gain a +3 bonus to attack and damage rolls.
Morning Peacock
Front Lotus Cost: 20
As an action, you hit one creature, forcing it to make a As an action, you charge forward up to your movement speed
Dexterity saving throw. If it fails, it is pushed 20 ft into the air and make five unarmed strikes against a single creature.
and it's stunned until the end of your next turn. On your next Each attack that hits deals 2d8 bludgeoning damage plus 2d4
turn, you can use your action to moving behind them, fire damage. The fire damage does not benefit from any gate
grappling them, then pile driving them into the ground. It form’s damage bonus. As the air is super-heated and flames
takes 2d10 force damage. If this attack misses, you can make fly out the back of the target, any creature behind it in a 20 ft
an unarmed strike as a bonus action. A creature hit by this is cone must make a Dexterity saving throw, taking 3d6 fire
immune to it for 24 hours. damage on a failure. Half as much damage on a success.
3rd Gate
Starting at 5th level, as an action, you can open up to the 3rd
gate, the gate of life. Upon opening this gate, your skin turns
red from the blood rushing through your body. This form
lasts 1 minute. You can use this twice. You regain all uses
after you finish a long rest. You gain the following benefits:
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7th Gate As an action, you open the 8th gate. You can't use this feature
again until you finish a long rest. While in this form, you gain
At 13th level, you are a taijutsu expert able to unlock up to the two levels of exhaustion at the end of each of your turns. You
7th gate, the gate of Wonder. Unlocking this gate unlocks can end this form as a free action. The downside to this path
your bodies near full potential. Your blood flow increases is the extreme strain it puts on the body. When this form
giving you red skin, your veins begin to bulge, and you begin ends, you take 8d12 necrotic damage. If this reduces you to 0
to sweat profusely, but with your body heat it evaporates the hit points, you are stable. If still conscious you are paralyzed
moment it leaves your body giving off the look of being for 1 minute. If you die from the 8 gates, you can only be
covered in an aura of green energy. As an action, you open brought back with the wish spell. You gain the following
the gate. This form lasts 30 seconds. After the transformation benefits while the 8th gate is released:
ends, your muscle fibers are torn to shreds making moving
and being touched painful. When this form ends, you gain You gain a +9 bonus to AC.
three levels of exhaustion, fall prone, and if anyone tries to You gain a +90 bonus to your movement speed.
move you, and you take a 1d6 necrotic damage from the pain. You gain a +15 bonus to attack rolls and a +8 bonus to
You can open the 7th gate once; you can't use this feature damage rolls
again until you finish a long rest. Burning Youth, No holds barred, Full
You gain a +5 bonus to AC. Power Dynamic Entry
You gain a +60 bonus to your movement speed. Cost: 20 chakra
Each creature in a 30 foot radius must make a Dexterity As an action, you land a series of four punches that increase
saving throw, taking 6d12 force damage. Half as much in speed one after another using air pressure to injure the
damage on a success. enemy, each punch deals 2d6 force damage and increases by
1d6 after each hit (max 5d6). The punch is strong enough to
Leaf Guillotine create a tunnel in the ground 1 mile deep, however this
Cost: 20 chakra
technique is only able to be used once. You can't use this
As an action, you move at high speed and appear above the feature again until you finish a long rest.
target, slamming your heel into the back on its neck. Make an
unarmed strike. The target takes 3d12 force damage and Night Guy
must make a Constitution saving throw. If it fails, it’s Cost: 45 Chakra or 6 levels of Exhaustion
paralyzed and prone until the end of your next turn. Range: 70 ft
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As an action, you expand your shadow in a wide radius
Path of the Shadow around you, ensnaring all creatures surrounding you by
Users of this technique learn how to manipulate their possessing their shadows. All creatures that start their turn
shadows into deadly tools for their use. A user may use their on or enter the affected range are placed under the effect of
shadow to paralyze a creature in place and force them to Shadow Possession jutsu for the duration or until they leave
copy the user's movements. the affected range.
Possession Gathering
At 2nd level, you can use Shadow Possession. At 17th level, you can use Shadow Gathering.
Shadow Gathering
Shadow Possession Cost: 2 minimum, 20 maximum
Cost: 5 chakra
Duration: Up to 10 minutes
33
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Red Pill: The creature regains an amount of chakra equal
Path of the Healer to 1d6 + your Intelligence modifier.
You have learned to maximize your control over chakra to Green Pill: The creature regains an amount of chakra
heal yourself and others. The mastery of this path will have equal to half the creatures maximum chakra.
many chasing after you, either to learn or steal your secrets. Blue Pill: The creature regains all of its chakra. In
Beware, for even healers can be treacherous. addition, it gains a level of exhaustion.
Yellow Pill: The creature gains the effects of Greater
Healing Novice Restoration. Creating 1 of these pills counts as 2 regular
pills.
At 2nd level, you gain the ability to heal using your chakra,
however it is somewhat inefficient. As an action, you can Enhanced Strength
spend an amount of chakra up to or equal to twice your At 13th level, you are a master of refined chakra control. By
shinobi level. A creature you touch regains an amount of hit focusing your chakra around your hands or ft your strength is
points equal to the amount of chakra you spent. quadrupled. Your Strength increases by 4 and your maximum
Strength increase to 24.
Chakra Control
At 2nd level, you can control your chakra to use it more Surgical Precision
efficiently. As a bonus action, you can reduce the chakra cost Cost: 8 chakra
of the next jutsu you use before the end of the turn by an Duration: Concentration, 1 minute
amount equal to 1/4 your shinobi level (rounded down As a bonus action, you make a scalpel out of pure chakra, the
(minimum 1)). The minimum chakra you can expend on a scalpel looks like a light blue aura covering your hand. This
justu using this is 1. This can be used for the Healing Novice scalpel has the ability to bypass armor and skin to hit muscle
feature. and organs. It was originally meant to be used in surgery,
since it could cut without leaving a scar. While this is active
Healing when you make unarmed strikes, it deals an extra 1d6 force
damage. The target must make a Constitution saving throw.
At 5th level, you have learned to focus your chakra to the On a failure, its muscle are cut. It has disadvantage on attack
point of being able to more effectively heal yourself and rolls and your choice of saving throws or checks that involve
others. You have a pool of d6s that you spend to fuel this Dexterity or Strength. This lasts until it finishes a long rest or
healing. The number of dice in the pool equals 1 + your the greater restoration spell is cast on it, or something of a
shinobi level. similar effect.
As a bonus action, you can heal one creature you can see
within 60 ft of you, spending dice from the pool. The Mitotic Regeneration
maximum number of dice you can spend at once equals your
Intelligence modifier (minimum of one die). Roll the dice you At 17 level, your melee attacks deals double damage to
spend, add them together, and restore a number of hit points objects and structures. In addition, you have mastered the art
equal to the total. of fine chakra control and have achieved the ultimate goal of
Your pool regains all expended dice when you finish a long a medical ninja, the Mitotic Regeneration jutsu. As an action,
rest. you activate it. This jutsu lasts for 10 minutes. Once you use
this feature, you must finish a long rest before you can use it
Chakra Pills again. You gain the following benefits:
At 9th level, you learn how to make three types of pills that You gain resistance to all damage.
restore chakra. All pill deal an amount of necrotic damage You gain immunity to bludgeoning, piercing, and slashing
equal to the amount of chakra regained. A creature can take damage from non-magical weapons.
pill as a bonus action. If you have access to Alchemist's At the start of your turn, you regain 10 hit points.
supplies, a Herbalism kit, or a Healer's kit, you can make a At the start of your turn, you can expend a number of hit
number of pills during a long rest equal to your Intelligence die equal to your Constitution modifier. Add your
modifier. Constitution modifier to each die. You regain an amount of
hit points equal to the result.
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Path of Permanence Path of the Warrior
In very rare cases, a lost loved one can live on. In these rare Certain shinobi forego their traditional training to master
cases, it possesses an amount of their innately controllable swordplay. These Ronin are formidable opponents, mastering
material. The following features take the form of whatever techniques possibly out dating even the oldest jutsu.
nature you have affinity in first (a jug of sand for earth and
magnet, lightning in your veins for lightning and storm, etc.). Warrior of Steel
In a situation that your material is destroyed, a sufficient At 2nd level, your training begins. You gain proficiency in
amount can be made over 1 week. medium and heavy armor, shields, and martial weapons. All
Bound Element your melee weapons benefit from your Taijutsu feature.
At 2nd level, when you use a jutsu of the same nature as your Combat Expertise
material, you deal additional damage equal to your unarmed At 2nd level, you gain proficiency in the Athletics skill. If you
strike damage. Additionally, you can halve such a jutsu’s cost are already proficient in it, you gain proficiency in one of the
(minimum 1 chakra) or double its cost and range by infusing following skills of your choice: Acrobatics, Intimidation,
some of your element into it, but you must reclaim it as an Medicine, or Stealth. Your proficiency bonus is doubled for
action to do so again. any ability check you make that uses Athletics. You receive
Elemental Armor this benefit regardless of the skill proficiency you gain from
this feature.
At 5th level, you form a layer of defense. As a reaction or a
bonus action, you can expend 2 or more chakra; you gain 10 laidō
temporary hit points for every 2 chakra. At 5th level, you begin your studies in Iaidō, a weapon style
Elemental Shield focusing on drawing a weapon and swiftly striking. On your
first turn, or if you did not deal damage on your previous turn,
At 9th level, your element automatically protects you. You your first attack roll is made with advantage. Drawing and
gain +5 AC. On a 16 or lower, you regain your reaction. This stowing weapons no longer take your interaction and can be
can be used once per round. done as a free action.
Elemental Coffin Refined Warfare
At 13th level, you can use the Elemental Coffin Jutsu. At 9th level, you continue your studies in Iaidō. Once per turn,
you can increase your weapon’s damage die by 1 size (d4s
Elemental Coffin become d6s, d6s become d8s, d8s become d10s, d10s
Cost: 8 chakra
become d12s, d12s become 2d6, 2d6 become 2d8, etc.) for
Range: 90 ft
one attack.
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target Chakra-Infused Weapons
must succeed on a Wisdom saving throw or be encasing the At 9th level, you channel a small amount of chakra into your
target in your element, paralyzing the target for the duration. strikes. Your weapons count as magical for the purpose of
While affected, the target has total cover and as a bonus overcoming resistances.
action, you can cause the target to take 3d10 force damage.
This spell has no effect on undead. At the end of each of its Halting Strike
turns, the target can make another Wisdom saving throw. On
a success, the spell ends on the target. At 13th level, you attack faster than your opponent can act. As
a bonus action, you can make one melee weapon attack. In
Spiritual Fusion addition, as a reaction, when you see a creature attempting to
At 17th level, the spirit inside your element binds itself to cast a spell or use a jutsu, you can move up to half your
your Sage Mode. When you enter Sage Mode, you gain a fly movement speed and make a melee weapon attack. If you hit,
speed equal to half your movement speed and one shadow the target's hand signs are interrupted, it fails to use the jutsu
clone made of your element with half your maximum hit or cast the spell and it immediately ends its turn.
points and chakra. Reclaiming no longer requires an action. Execution
At 17th level, you master Iaidō. Your attack rolls score a
critical hit on a roll of 18-20. If your attacks already score a
critical hit on a roll of 18-20, it increases to 16-20, etc. In
addition, if your attack roll is a critical hit, your target is
stunned until the end of its turn and gains a lingering injury.
35
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Kiba
Path of the Assassin This is a set of twin short swords; they are identical in every
A shinobi capable of silent and efficient kills whilst being able way and have two protruding smaller blades near the top and
to go undetected. base of the blade. They have gained the nickname "the fangs."
As a bonus action, both blades become infused with the
Proficient Assassin power of lightning. Both blades deal an extra 1d6 lightning
At 2nd level, you gain proficiency with Poisoner’s tools and damage for 10 minutes. After the 10 minutes is up, you
the Deception skill, or expertise if you are already proficient. cannot use this feature again until you finish a short or long
rest. You can also expend 10 chakra to activate for an
You are at your deadliest when you get the drop on your additional 10 minutes. In addition, when you use a jutsu that
enemies. You have advantage on attack rolls against any deals lightning damage, the range increases by 10 ft and it
creature that has not taken a turn in the combat yet. In deals an additional 1d6 lightning damage.
addition, any hit you score against a creature that is surprised
is a critical hit. Kubikiribōchō
In addition, once per turn, you can deal an extra 1d6 A large blade in the shape of a butchers knife, this weapon
damage to one creature you hit with an attack if you have has a hole toward the top of the weapon which has a bladed
advantage on the attack roll. The attack must use a finesse or interior, and is usable to decapitate the wielders foe, which is
a ranged weapon. You don't need advantage on the attack roll how in earned the nickname "The Executioner’s blade." This
if another enemy of the target is within 5 ft of it, that enemy greatsword deals 2d8 slashing damage. Due to its sheer size,
isn't incapacitated, and you don't have disadvantage on the the weapon can also be used as if it was a shield. As a
attack roll. This damage increases to 2d6 at level 9, 3d6 at reaction, you can gain a +2 to AC until the start of your turn,
level 13, and 4d6 at level 17. placing the blade between you and the attack. When you do
so, if the attack misses the attacker still rolls for damage. If
Death Strike the damage is 20 or more, you and the attacker must make
At 5th level, you are a master of instant death. When you contesting Athletics checks. If the attacker wins, the blade is
attack and hit a creature that is surprised, it must succeed on broken. When the blade is broken, the attacker takes 1d8
a Constitution saving throw (DC 8 + your Dexterity modifier + magical piercing damage as iron shrapnel flies back at them.
Proficiency bonus). If it fails, double the damage of the attack The sword then becomes a +1 longsword. This blade repairs
against that creature. itself using the iron in blood those hit by it. Killing a target or
successfully hitting a target three times completely reforms
Deadly Blade the blade.
At 9th level, you come into possession of a scroll containing a Nuibari
legendary weapon from the ninja world, one of the 7 deadly This needle-like longsword has a strand of wire contained
swordsmen blades. Each possesses its own unique abilities. inside it and deals piercing damage instead of slashing. You
Your DM chooses which. can choose one of the following effects if the target no more
than one size category larger than you:
Hiramekarei
This greatsword is large and flat, and resembles a flounder in The target is knocked prone.
its shape, it possesses two handles and has earned the name You pierce through the target. On your next attack, if you
"twin sword". While being wielded you can spend 10 chakra hit, you can "sew" them together, pulling them to adjacent
to infuse the blade with one of the following for 5 minutes. spaces and giving them disadvantage on attack rolls until
You can only use one at a time. they use an action to escape making (DC 8 + your
Dexterity modifier + your proficiency bonus) Strength
Increase its size, giving it the reach property. saving throw.
Increase its hitting power, increasing the damage to 2d8. As an action, you spend 10 chakra and throw the blade
When you make an attack with it, you can target two forward in a 30 ft line. All targets within that line must
enemies within 5 ft. Making an attack rolls against both; make a Dexterity saving throw taking 1d8 piercing
however the second attack made with disadvantage. damage. As a bonus action, you can attempt to "sew" them
Kabutowari
together. Making a contested Athletics check against the
This is a two handed weapon consisting of an axe and last target in the line with advantage. If you succeed all the
hammer, they are connected by a metal rope at the base of targets are restrained.
each handle, known as the Helmsplitter, this weapon is Samehada
particular effective at shredding armor off an enemy. This This greatsword is covered in metal scales that shred at the
weapon deals 1d8 slashing or 1d8 bludgeoning damage. target. This weapon deals an additional 1d4 necrotic damage
When used together the weapon does 2d6 slashing and chips as it sucks the life force from its target. You gain a number of
away at the targets armor. The target must make a Strength temporary hit points equal to necrotic damage + your
saving throw. On a failure, its AC is reduced by -2, Constitution modifier. You can do so twice, regaining all uses
permanently damaging the armor. This ability can only be on of this feature after you finish a short or long rest.
a creature once, after which the creature is immune to it for
24 hours.
36
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Shibuki
More like a club than a blade, this weapon is covered in Path of Suffering
explosive tags. This greatclub deals 2d6 bludgeoning Those who walk this path make use of Shikotsumyaku to
damage. The weapon has an amount of explosive tags inside enhance their taijutsu. This is used to manipulate bone
it equal to half your level (rounded down), you can expend the growth and density to attack their enemies with “dances”.
tags using the options below: They feel physical pain while using these techniques,
When you hit with an attack, you can expend up to two however they show no signs of this to enemies.
tags to deal an extra 1d6 thunder or fire damage for each Shoulder Blade
tag.
When you hit with an attack, you can expend a tag to cast At 2nd level, your bones become as hard as adamantine. Your
the color spray spell. You can expend additional tags to bones cannot be broken and your unarmed attacks count as
cast it one level higher for each additional tag adamantine. As a bonus action, you can produce an
adamantine shortsword made of your bone and you take 1d8
Vanish psychic damage. While wielding it, you add your taijutsu die
At 13th level, you can't be tracked by non-magical means, to the damage.
unless you choose to leave a trail. In addition, while lightly Dance of the Camellia
obscured, you can expend 3 chakra to become invisible. You
remain invisible until you are no longer lightly obscured. At 5th level, you learn your first dance. You strike multiple
times at different angles, changing your bone’s shape to
Great Clone Explosion increase their unpredictability. When you make the Attack
At 17th level, when you use shadow clone jutsu, your clones action, you make an additional attack. In addition, at the start
have 30 hit points and an amount of chakra equal to 10 + of your turn, you can expend half your movement to make
your Constitution modifier. When a shadow clone is your first attack with advantage.
destroyed, it explodes. Each creature in a 10 ft radius must Ten-Fingers Drilling Bullets
make a Constitution saving throw, taking 5d6 cold damage on
a failure. Half as much on a success. Your shadow clones last At 9th level, you gain one of the few ranged attacks
for 6 hours. You can't use this feature again until you finish a Shikotsumyaku has to offer. When you take the Attack action,
long rest. you can replace one of the attacks with this ranged attack.
You take 2d6 psychic damage and launch the first digit of
your finger bones at a target up to 75 ft away. Make a ranged
spell attack. On a hit, it takes 3d8 piercing damage.
Dance of the Clematis
At 15th level, as an action, you can increase the length of your
spine and remove the tail-like excess bone. You take 3d8
psychic damage and can now use your spine as a weapon.
Your spine counts as a magical melee weapon with a reach
of 15 ft. Whenever you hit a creature with your spine you deal
3d10 magical piercing damage and the creature is grappled.
You cannot use your spine until you release the grapple
creature, which you can do at will, or until it escapes.
You must return your spine to your back within 1 hour of
removing it or become Paralysed until it is placed back.
While you have a creature grappled in your spine, you can
commence a devastating attack with your off-hand. As an
action, you can spend 5 chakra to envelop your free hand in a
spear-like formation that covers your forearm and make a
melee attack roll against the grappled creature. On a hit, the
target takes 8d10 magical piercing damage. Hit or miss, the
bone growth on your arm dissipates after the attack.
Dance of the Seedling Fern
At 17th level, you can weaponize every bone in your body. As
an action, you drop to 0 hit points. Bone spikes erupt from
the ground in a 120 foot radius zone dealing 15d12 magical
slashing damage to all creatures in the area. Each spike is 50
ft tall. You can't use this feature again until you finish a long
rest.
37
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The target is blinded. Costs 7 chakra.
Path of the Mind The target is deafened. Costs 5 chakra.
Those who walk this path make use of mind-altering jutsu The target is frightened. Costs 6 chakra.
and genjutsu. Despite, or possibly due to, their lack of The target is affected by the confusion spell. Costs 8
Dōjutsu to aid them, their jutsu are incredibly unique and chakra.
bizarre. The target is restrained. Costs 8 chakra.
The target is paralyzed. Costs 12 chakra.
Chakra Sense The genjutsu lasts up to 1 minute. You must concentrate
At 2nd level, you learn how to detect chakra in a rudimentary on it as if concentrating on a spell.
fashion. You gain proficiency, or expertise if you already have Dominate Monster
proficiency, in Arcana. You can attempt a DC 15 Arcana
check to locate living creatures that are not constructs within At 13th level, you can use Mind Body Switch.
60 ft. You can locate creatures through walls that do not
contain lead. Mind Body Switch
Cost: 20 chakra
At 5th level, you can use Mind Body Disturbance jutsu. Duration: Up to 1 hour
38
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Path of the Body Multi-Size
Those who follow this path focus on reinforcing their body. At 13th level, you can expand individual parts of your body. As
While it is often seen as laughable, underestimating disciples a bonus action, you can spend 5 chakra to expand one part of
of this path spells absolute death. your body. You can only expand on part at a time and it lasts
for 1 minute.
Storage Expanding your arms gives your unarmed strikes a reach
At 2nd level, you can store food inside your body. You can of 10 ft.
store one day’s worth of food which can be consumed at will. Expanding your legs gives you a +10 ft bonus to your
As an action, you can use this stored food to regain an movement speed.
amount of chakra equal to your level. You cannot do so again Expanding your torso gives you advantage on Constitution
until after a long rest. saving throws.
Meat Shield Calorie Control
Cost: 1 level of exhaustion or 1 days’ worth of food that has
At 2nd level, as a bonus action, you gain a number of been consumed within the last 24 hours.
temporary hit points equal to twice your level + your Duration: 1 minute
Constitution modifier. You cannot do so again until you finish As an action, you activate this jutsu. At the start of your turn,
a long rest. you regain an amount of chakra equal to your Constitution
modifier.
Human Bullet Tank
At 5th level, you can expand your body. As a bonus action, you Total Expansion
can spend 5 chakra to enter the Human Bullet Tank form for At 17th level, you master the Multi-Size jutsu. As an action,
1 minute. You cannot cast jutsu and you gain the following you can expand your body. You gain the following benefits for
benefits: 1 minute, in addition to the benefits of Human Bullet Tank:
Your taijutsu die increases from d4s to d6s. Your size becomes Huge.
Your movement speed increases by 10 ft. Your unarmed strikes deal an additional 2d6 damage.
When you hit a creatures with a melee attack, it must You gain a +3 bonus to your AC
make a Strength saving throw or be knocked prone. Your movement speed increases by 10 ft.
Your unarmed strikes have a reach of 10 ft.
Sharp Hair You have advantage on Constitution saving throws.
At 9th level, you can weaponize your hair. While in Human When this form ends you are paralyzed until the end of
Bullet Tank, you gain the following benefits: your next turn. You can't use this feature again until you finish
Your unarmed strike deals an extra 1d6 slashing damage. a long rest.
You gain a +2 bonus to AC.
When a creature hits you with a melee attack, it takes 2d6
slashing damage.
39
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Path of Companionship Mimicry
Those rare few shinobi who form an unbreakable bond with a At 9th level, you gain a powerful jutsu for your companion. As
creature walk this path. an action, your companion becomes identical to you. This
form lasts for 2d6 hours. You cannot use this feature again
Companionships until you finish your long rest. While in this form, you and
your companion gain the following benefits:
At 2nd level, choose one willing creature or swarm of
creatures as your eternal companion. This creature must be a You gain a +2 bonus to AC.
medium or smaller beast with a CR no higher than ½. It can You gain a +1 to attack and damage rolls.
occupy the same space as you. If your companion dies, you You can use the Comined Attack jutsu
must wait 2d4 days before you can choose another. Your Combined Attack
companion gains all the benefits of your Companion's Bond Cost: 7 chakra
ability. You can have only one animal companion at a time. Range: 120 foot line
40
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Path of the Puppet Master Improved Chakra Threads
Puppet Masters are shinobi that use the puppet master jutsu, At 9th level, your chakra threads have a range of 60 ft. When
which involves using chakra threads to control a metal or you grapple a creature with them, it can be huge or smaller in
wooden construct of their own design. size, it is restrained, and it can be an Arcana check instead of
an Athletics check. While chakra threads are active, you no
Craftsmen longer have to concentrate on them. Your chakra threads
have a number of hit points equal to your shinobi level.
At 2nd level, you gain proficiency in tinker's tools and either
smith's tools or carpenter's tools. In addition, you make a Master Puppeteer
puppet. The puppet has the statistics of a creature of CR 1/2 At 13th level, you create an additional puppet. This puppet
or below. It has the following modifications: has the statistics of a creature of CR 2 or below. You can
It is a construct. control all of your puppets as one bonus action. It has the
It cannot be charmed, frightened, or poisoned. following modifications
It has immunity to poison and psychic damage. It is a construct.
It has the same proficiency bonus as you. It cannot be charmed, frightened, or poisoned.
It adds its proficiency bonus to its AC, damage rolls, and It has immunity to poison and psychic damage.
Strength, Dexterity, and Constitution saving throws. It has the same proficiency bonus as you.
As a reaction, when you are hit by an attack, it can move It adds its proficiency bonus to its AC, damage rolls, and
up to 30 ft throwing itself in front of the attack. It is the Strength, Dexterity, and Constitution saving throws.
target of the attack instead. As a reaction, when you are hit by an attack, it can move
It can only regain hit points if you spend a least 1 hour up to 30 ft throwing itself in front of the attack. It is the
repairing it during a short or long rest. target of the attack instead.
When you gain a level, it gains an additional hit die and hit It can only regain hit points if you spend a least 1 hour
points as appropriate. repairing it during a short or long rest.
It is incapacitated and prone while not controlling it. When you gain a level, it gains an additional hit die and hit
Chakra Threads points as appropriate.
It is incapacitated and prone while not controlling it.
At 2nd level, you can create threads of chakra. These threads
of chakra have a range of 30 ft. When you take the Attack Self-Destruct
action, you can replace an attack with a grapple check against At 13th level, you place multiple explosive tags on the inside
a creature large or smaller in size. of your puppets. When it is reduce to 0 hit points, you can
As a bonus action, you control your puppet with the make it explode (no action required). If it explodes, every
threads. You can use your reaction to make it use a reaction. creature in a 20 foot radius must make a Dexterity saving
While chakra threads are active, you have to concentrate on throw, taking 6d6 fire plus 6d6 thunder damage on a failure,
them. Chakra threads have a number of hit points equal to half as much on a success. If exploded in this way, you need 8
your Intelligence modifier and immunity to all damage except hours to repair the puppet. You cannot benefit from a long
magical slashing. rest during that 8 hours.
Expert Puppeteer Automaton
At 5th level, you gain double proficiency in the tools you are At 17th level, using your craftsmanship you make yourself
proficient in. In addition, you create an additional puppet. into a construct. You gain the following benefits:
This puppet has the statistics of a creature of CR 1 or below.
You can control all of your puppets as one bonus action. It You are a construct.
has the following modifications: You cannot be charmed, frightened, or poisoned.
It is a construct. You have immunity to poison and psychic damage.
It cannot be charmed, frightened, or poisoned. You add your proficiency bonus to your AC, damage rolls,
It has immunity to poison and psychic damage. and Strength, Dexterity, and Constitution saving throws.
It has the same proficiency bonus as you. You can only regain hit points if you spend a least 1 hour
It adds its proficiency bonus to its AC, damage rolls, and repairing yourself during a short or long rest.
Strength, Dexterity, and Constitution saving throws. Master Strategist
As a reaction, when you are hit by an attack, it can move
up to 30 ft throwing itself in front of the attack. It is the At 17th level, you have mastered the coordination of your
target of the attack instead. puppets, yourself, and your allies. You, your puppets, and your
It can only regain hit points if you spend at least 1 hour allies have advantage on an attack rolls against a creature if
repairing it during a short or long rest. you or at least one of your allies or puppets is within 5 ft of
When you gain a level, it gains an additional hit die and hit the creature and the ally isn't incapacitated. On a hit, it adds
points as appropriate. your Intelligence modifier to the damage roll.
It is incapacitated and prone while not controlling it.
41
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d6 Bond
Ninja Academy 1 My family is my treasure and I will guard that treasure.
Background 2 I can’t afford to lose what I love most.
You were born into a society of great ninjas, raised there to 3 To protect ones “king” is my only job.
become a shinobi. As a child, you were trained and shaped by 4 Life is fleeting, so I might as well take what I can.
the influence of others around you in the hopes that you
would become a great ninja. Whether you choose to follow 5 I must kill a certain someone.
that lifestyle is your own choice. You have memories of both 6 I’d rather die than break my bond.
the good and bad times with your teammates. Memories like
these are something you may cherish or despise. Regardless, d6 Flaw
you are and will always be a shinobi at heart.
I’m prone to breaking commitments as I don’t feel
1
indebted to keep them.
Skill Proficiencies: Stealth and Acrobatics
2 I will commit any sin as long as I can survive.
Equipment: two kunai, eight shuriken, bingo book
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They are usually made into vessels from birth and are Jinchuriki Traits
designated so for their synergy with the beast or their Jinchuriki are creatures of uncanny strength and constitution
inherent abilities to control and pacify them. Countries keep who function as a living prison or vessel for a powerful entity.
them like military secrets and they are not well treated in Ability Score Increase. Your Strength or Constitution
many societies, who call them cursed beings. The creature score increases by 2, and your Wisdom score increases by 1.
sealed in them is often one of great destruction and jinchuriki Age. Jinchuriki come of age according to their base race
carry that stigma around with them. Most jinchuriki thus but age noticeably slower. The stronger the entity they
never know what true love or compassion is and further contain and the less hostile it is to its host, the longer they
isolate themselves. will live.
be raised as part of a military. Whatever the case, a wise Speed. Your base walking speed is 30 ft.
leader will go to great lengths to ensure a jinchuriki is raised Darkvision. You can see in dim light within 60 ft of you as
in a way to foster the jinchuriki's loyalty. However, due to the if it were bright light, and in darkness as if it were dim light.
great power and potential danger to society that a typical You can't discern color in darkness, only shades of gray.
jinchuriki containing a malevolent spirit can pose should the Aura. No mortal magic is strong enough to fully contain
seal fail or the host loses control, they are generally feared the terrible power held within, lending a jinchuriki an aura of
and tend to become isolated from their people. Even the power that can make those around them uncomfortable. You
wisest and most dedicated leaders struggle to endear their are proficient in the Intimidation skill and when a creature
people to a jinchuriki and less diligent leaders often find targets you they must make a Wisdom save or be frightened
themselves with a dysfunctional jinchuriki of questionable until the start of their next turn. The DC for this saving throw
loyalty (if they haven't wandered off entirely). Sadly, it is not is equal to 8 + your Charisma modifier + your proficiency
uncommon for a jinchuriki to suffer severe abuse or other bonus. On success, they cannot be frightened this way for the
discrimination in their youth and become volatile, next 24 hours.
unpredictable, and extremely dangerous as a result. Subrace. Jinchuriki come in various forms dependent on
Building and Playing a Jinchuriki the tailed beast within. Pick one from Shuukaku, Matabi,
Isobu, Son Gokū, Kokuō, Saiken, Chōmei, Gyūki, or Kurama.
Luckily for adventuring parties (and dungeon masters), this
means that jinchuriki rarely have deep ties or loyalties to The Tailed Beasts
places and don't need overly much convincing to wander off if These are taken straight from the Naruto series to be options
they aren't doing so already. In most cases, the average for your Creature Within trait. However, you are not limited
jinchuriki makes an excellent frontline fighter as their to them and can make your own, as detailed toward the
abilities lend themselves to dealing and receiving damage bottom of the race description. Be creative and bold!
while making an excellent distraction; to speak nothing of the
destructive power they can bring to bear should they earn the Shuukaku
favor of their inner beast. However, under the right A one-tailed sand spirit Shuukaku takes the form of a
circumstances, a jinchuriki can be just about anything. A high gargantuan tanuki with arcane blue markings spider webbing
constitution and a disciplined upbringing would allow a the entirety of its body.
jinchuriki to be one hell of a spell caster; some of the beings Innate Spellcasting. You are the embodiment for a hardy
within the jinchuriki might even be convinced to regenerate creature of the sand. You know the resistance cantrip. When
ki or provide enough power to give their host additional spell you reach 3rd level, you gain more weathered powers in
slots. Still, other beasts are decidedly vain and may strive to creation to your affinity for winds and can cast the fog cloud
make their host a vision of perfection, which can be quite the spell once at will. You need to finish a long rest before you
boon for a charisma focused character. can cast it again. When you reach 5th level, you can cast the
Base Race gust of wind spell at will once, regaining use after you finish a
Jinchuriki are not a species unto themselves but members or long rest. Wisdom is your spellcasting ability for these spells.
an existing race who were forever changed when they were Sand Spirit. You are attuned to the winds and sands,
used in a ritual to imprison a creature of great power. This meaning your eyes do not suffer as others do from the
leaves some room for interpretation as to how the traits or buffers. You have advantage on saving throws against being
the base race and those of the jinchuriki should interact. blinded.
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Matatabi Innate Spellcasting. You know the acid splash cantrip.
The two-tailed nekomata Matatabi is an enormous spirit When you reach 3rd level, you can cast the grease spell at
creature composed of blue and black flames that are said to will, regaining use after you finish a long rest. When you
originate from the Infernal Plane. reach 5th level, you can also cast the melf's acid arrow spell
Innate Spellcasting. The jinchuriki who hosts this once and need to finish a long rest before you can cast it
creature gains an affinity for fire. You know the control again. Wisdom is your spellcasting ability for these spells.
flames cantrip. When you reach 3rd level, you can cast the Fluid Defense. Saiken secretes acid normally from his
hellish rebuke spell at will once, regaining use after you finish skin, but he himself is unaffected. You are resistant to acid
a long rest. When you reach 5th level, you can also cast the damage.
flame blade spell at will once, regaining use after you finish a Chōmei
long rest. Wisdom is your spellcasting ability for these spells. The seven-tailed kabutomushi, Chōmei resembles an
Flame Wrought. You are used to the burning and searing armored rhinoceros beetle and 6 wings in place of his
qualities of heat. You are resistant to fire damage. siblings' tails.
Isobu Innate Spellcasting. Hosts to Chōmei have an affinity for
The three-tailed kyodaigame, Isobu, is a Giant shark-like insects as a result of housing the beast. You know the
turtle demon covered in deadly thorn-like spikes. infestation cantrip. When you reach 3rd level, you can cast
Innate Spellcasting. Jinchuriki hosting Isobu gain an the snare spell at will, regaining use after you finish a long
affinity for water. You know the ray of frost cantrip. When you rest. When you reach 5th level, you can also cast the levitate
reach 3rd level, you can cast the shield spell at will once, spell at will, regaining use after you finish a long rest.
regaining use after you finish a long rest. When you reach 5th Wisdom is your spellcasting ability for these spells.
level, you can also cast the barkskin spell at will once, Sap Sipper. Chōmei has an excellent scent for plants and
regaining use after you finish a long rest. Wisdom is your their edibility. Whenever you make Intelligence (Nature)
spellcasting ability for these spells. check related to plants and their properties, you are
Natural Armor. While unarmored your Armor Class is considered proficient in the Nature skill and add double your
equal to 12 + your Constitution modifier. You may use a proficiency bonus to the check, instead of your normal
shield and still gain this benefit. proficiency bonus.
Son Gokū Gyūki
The four-tailed saru, Son Gokū, takes the shape of a giant red The Eight-Tailed Oni-Ushi. The strangest shaped of the
furred green skinned primate physically resembling a gorilla. creatures is Gyūki, It possesses 8 octopus-like tentacles,
Innate Spellcasting. Those who host him gain a fire humanoid-shaped torso and arms as well as an ox's head.
affinity, though less so than Matabi. You know the produce Innate Spellcasting. Those whom host Gyūki don't gain
flame cantrip. When you reach 3rd level, you can cast the an affinity as a result of housing the beast. You know the
burning hands spell at will once, regaining use after you poison spray cantrip. When you reach 3rd level, you can cast
finish a long rest. When you reach 5th level, you can also cast the color spray spell at will, regaining use after you finish a
the branding smite spell at will once, regaining use after you long rest. When you reach 5th level, you can also cast the
finish a long rest. Wisdom is your spellcasting ability for spider climb spell at will, regaining use after you finish a long
these spells. rest. Wisdom is your spellcasting ability for these spells.
Ape Arms. Gokū is an ape with powerful physical prowess Amphibious. You can breathe both water and air.
which imprints on his host. You gain a climbing speed of 30 Kurama
ft. The Nine-Tailed Kitsune. Kurama is a red fox larger than
Kokuō most castles with razor sharp teeth and claws whose tails are
The five-tailed irukauma, Kokuō, is a demonic horse-dolphin said to be strong enough to sunder mountains and cause
hybrid that favors water-based abilities. tsunami's.
Innate Spellcasting. As a result of housing the aquatic Innate Spellcasting. Those whom host Kurama gain no
beast, you know the shape water cantrip. When you reach affinity as a result of housing the beast. You know the primal
3rd level, you can cast the ice knife spell at will once, savagery cantrip. When you reach 3rd level, you can cast the
regaining use after you finish a long rest. When you reach 5th hunter's mark spell once and need to finish a long rest before
level, you can also cast the misty step spell at will, regaining you can cast it again. When you reach 5th level, you can also
use after you finish a long rest. Wisdom is your spellcasting cast the scorching ray spell once and need to finish a long
ability for these spells. rest before you can cast it again. Wisdom is your spellcasting
Swimmer. You gain a swim speed equal to your base ability for these spells.
walking speed. Empathy. Kurama allows their host to tune into the much
energy around them to sense the living. You are proficient in
Saiken the Perception skill.
The six-tailed namekuji, Saiken is a gargantuan blue slug that
leaves a trail of acid in its wake.
44
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