You are on page 1of 169

TABLE OF CONTENTS D-Rank ............................ Error! Bookmark not defined.

C-Rank: ........................... Error! Bookmark not defined.


B-Rank: ........................... Error! Bookmark not defined.
Table of Contents............................................................... 1 A-Rank: ........................... Error! Bookmark not defined.
Conditions ................................................................................. 3 Added in Sasu’Daddy Patch ................................................ 69
Elemental ............................................................................ 3 Conditions .............................................................................. 69
Physical ................................................................................ 3 Death, Dying and Disabled ............................................ 69
Mental .................................................................................. 3 Elemental .......................................................................... 70
Medical-Nin ............................................................................. 4 Physical .............................................................................. 71
Character Inspirations ...................................................... 4 Mental ................................................................................ 72
Creating A Medical-Nin .................................................... 4 Sensory .............................................................................. 74
Class Features ..................................................................... 5 Scout-Nin [Added 6/19/22] ................................................. 75
Jutsu Casting ....................................................................... 5 Class Features .................................................................. 76
Medical Ninjutsu [Changed V2] ...................................... 5 Fighting Stance................................................................ 76
Rejuvenating Rest .............................................................. 5 Shinobi Adept [Changed v3] .......................................... 76
Channeled Healing ............................................................ 5 Scouting Technique ........................................................ 76
Tenets of Medicine [Changed] ........................................ 5 Ability Score Improvement/Feat.................................. 76
Chakra Scalpel [Changed V2] ........................................... 5 Extra Attack ...................................................................... 76
Medical Doctrine [New] .................................................... 6 Jack of all, Master of None [Changed] .......................... 77
Ability Score Improvement/Feat .................................... 6 Signature Jutsu ................................................................. 77
Preserve/Take Life [Changed] ......................................... 6 Signature Technique ....................................................... 77
Advanced Medical Research [New] ................................ 6 Scouting Technique [Added 6/19/22] ................................ 78
Gifted Healer ....................................................................... 6 Arbiter Scout .................................................................... 78
Supreme Healer .................................................................. 6 Assault Scout .................................................................... 79
Tenets of Medicine .................................................................. 7 Cloning Scout ................................................................... 80
Adept Medic [Changed] .................................................... 7 Defensive Scout ................................................................ 81
Black Medicine [Changed] ............................................... 8 Elemental Scout............................................................... 82
Combat Medic [Changed] ................................................. 9 Pathfinder Scout...............................................................83
Flesh warper [Removed] ................................................ 10 Phantom Scout ................................................................ 84
Natural Medicine ............................................................. 12 Tactical Scout ................................................................... 85
Shaman [Changed] .......................................................... 13 Trickster Scout ................................................................ 86
Transmuter [Changed] ................................................... 14 Scout-Nin Maneuvers [Added 6/19/22] ........................... 88
Taijutsu Specialist ..................................................................15 Arbiter Maneuvers .......................................................... 88
Character Inspirations .................................................... 15 Assault Maneuvers .......................................................... 89
Creating A Taijutsu Specialist ....................................... 15 Cloning Maneuvers ......................................................... 90
Class Features [Changed] ............................................... 16 Defensive Maneuvers ...................................................... 91
Jutsu Casting ..................................................................... 16 Elemental Maneuvers .................................................... 92
Martial Defense [New] .................................................... 16 Pathfinder Maneuvers ................................................... 93
Unarmed Technique [New] ............................................ 16 Phantom Maneuvers ...................................................... 94
Taijutsu Stance ................................................................. 16 Tactical Maneuvers ......................................................... 95
Martial Adept [New] ........................................................ 16 Trickster Maneuvers ...................................................... 96
Enhanced Movement ...................................................... 17 Hunter-Nin [Added 6/19/22] ..............................................97
Taijutsu Style [Changed] ................................................ 17 Class Features .................................................................. 98
Ability Score Improvement/Feat .................................. 17 Swift Response ................................................................ 98
Extra Attack....................................................................... 17 Lethal Precision [New]................................................... 98
Evasion [Changed] ........................................................... 17 Lethal Attack [Changed] ................................................ 98
Chakra Enhanced Strikes [New] ................................... 17 Cunning Action ................................................................ 98
Unbreakable will [New] .................................................. 17 Hunters Patterns [New] ................................................. 98
Flow of Battle [New] ........................................................ 17 Primary Target [Changed] ............................................ 99
Master of Persistence [New].......................................... 17 Steady Aim [Removed] ................................................... 99
Perfect Body [Changed] .................................................. 17 Hunter Creed [Changed] ................................................ 99
Perfect Mind [New] ......................................................... 17 Hunters Exploits [Changed] ......................................... 99
Perfect Self [Removed] ................................................... 17 Ability Score Improvement/Feat.................................. 99
Taijutsu Style.......................................................................... 18 Uncanny Dodge................................................................ 99
Disturbance ....................................................................... 18 Expertise [New] ............................................................... 99
Ironclad .............................................................................. 19 Hunted Target [New] ..................................................... 99
Nin-Tai ..............................................................................20 Hunters Strike [Changed] ............................................. 99
Passionate Youth [Legacy Content] ............................. 22 Defensive Tactics [Under Review for Change] .......... 99
Righteous Fury ................................................................. 23 Elusive ............................................................................... 99
Ruin ....................................................................................24 Assassinate ....................................................................... 99
Stancer ............................................................................... 25 Hunters Creeds [Added 6/19/22] ...................................... 100
Talent & Focus ..................................................................26 Blade Warden .................................................................. 100
Passionate Flame ............................................................. 27 Necrotic Hand [Changed] ............................................. 101
Martial Techniques.......................................................... 28 Grave stalker ................................................................... 103
Intelligence Operative Plans ............................................... 29 Arsenalist [Changed] ..................................................... 105
Fuma Clan ............................ Error! Bookmark not defined. Undertaker [Changed] .................................................. 107
We Never Miss ............... Error! Bookmark not defined. Vice Agent [Changed] ....................................................109
Fuma Clan Jutsu .................. Error! Bookmark not defined. Void Walker [Changed] .................................................. 111
Wolves Legacy [Changed] ............................................. 113

1
Hunters Exploits [Added 6/19/22] .................................... 115 B-Rank .............................................................................146
Hunters Patterns [Added 6/19/22] .................................... 118 A-Rank .............................................................................146
Reviewing Tactics ...........................................................118
Genjutsu [Added 7/23/2022] ........................................ 148
Illicit Literature ...............................................................118 E-Rank: ............................................................................ 148
Horror Films ....................................................................118 D-Rank: ........................................................................... 150
Botany ...............................................................................118 C-Rank: ............................................................................ 159
Paranoid Mutterings ......................................................118
Back-Up Plans, Back-up ...............................................118
Pre-Planned route ..........................................................118
Smoker ..............................................................................118
Ninja Info Card Addict....................................................118
Drinker ..............................................................................118
Habitual Researcher .......................................................118
Practiced Combatant ......................................................118
Martial student [New]....................................................118
Kleptomaniac [New] ..................................................... 119
Stalker [New] .................................................................. 119
Overprepared [New] ...................................................... 119
Hyper Critical Eye [New] .............................................. 119
Ninjutsu Specialist .............................................................. 120
Ninjutsu Specialist ............................................................... 121
Character Inspirations ................................................... 121
Creating A Ninjutsu Specialist ...................................... 121
Class Features ................................................................. 122
Jutsu Casting ................................................................... 122
Chakra Recovery [Changed V3] ................................... 122
Refined Ninjutsu [Changed] ........................................ 122
Ninjutsu Tradition [Changed] ..................................... 122
Potent Ninjutsu [Moved] .............................................. 122
Efficient Molding [Changed V2] ................................. 122
Ability Score Improvement/Feat ................................ 122
Jutsu Breaker [Changed] .............................................. 122
Ninjutsu Master ............................................................. 122
Ninjutsu Focus ..................................................................... 123
Blaze Walker [Changed] ............................................... 123
Hijutsu Elitist [Changed] .............................................. 124
Lightning Breaker [Changed] ...................................... 125
Sanguine Master [Changed] ........................................ 126
Scribe Master [Changed] .............................................. 127
Stone Crusher [Changed] ............................................. 129
Storm Terror [Changed] ............................................... 130
Summoner [Changed] .................................................... 131
The Professor [Changed] .............................................. 132
Trace Talent [Changed] ................................................ 133
Tsunami [Changed] ....................................................... 134
Efficient Molding ........................................................... 135
8-Gates as Feats [Added 6/19/22] .................................... 136
8-Inner Gates: Seimon ................................................. 136
8-Inner Gates: Keimon ................................................. 136
8-Inner Gates: Shimon ................................................. 136
Akimichi Clan [Added 6/19/22] ........................................ 137
Big Appetite ..................................................................... 137
Akimichi Clan Jutsu [Added 6/19/22] .............................. 138
D-Rank: ........................................................................... 138
C-Rank: ............................................................................ 138
B-Rank:............................................................................ 139
A-Rank:............................................................................ 139
Kaguya Clan [Added 6/19/22] ........................................... 140
Savage Battle Instincts ................................................. 140
Kaguya Clan Jutsu [Added 6/19/22] .................................. 141
D-Rank..............................................................................141
C-Rank ..............................................................................141
B-Rank:............................................................................ 142
A-Rank:............................................................................ 142
Bakuton [Added 6/19/22] ................................................... 143
An Explosive Personality .............................................. 143
Bakuton Clan Jutsu [Added 6/19/22] ............................... 143
D-Rank............................................................................. 143
C-Rank ............................................................................. 145

2
CONDITIONS MENTAL
ELEMENTAL STUPEFIED (NEW/CURRENTLY UNUSED)
• A stupefied creature takes 1d8 bonus psychic damage
IMMOLATED (NEW) which cannot be reduced by any means each time it
• An Immolated creature is counted as Burned for the would take psychic damage as a result of an attack,
purposes of interacting with Features, Traits and Jutsu jutsu or feature.
• A stupefied creature suffers a -1 penalty to all
and cannot gain ranks of Burned condition while they
are Immolated. Intelligence based ability checks, attack rolls, and saving
• An Immolated creature takes 5d10 fire damage at the throws.
• A stupefied creature can be afflicted further with
beginning of each of their turns.
• multiple applications of this condition. If a stupefied
An immolated creature automatically fails concentration
creature suffers another rank of stupefied. They suffer
checks.
• another penalty to Intelligence based ability checks,
Creatures that are immune to fire damage is immune to
attack rolls and saving throws.
this condition.
• A stupefied creature cannot concentrate on more than
• A Creature can spend an Action to make a DC 20
one jutsu at a time.
Dexterity (Survival) Check to put out the flames. On a

CLUMSY (NEW/CURRENTLY UNUSED)


successful check, the condition ends or submerging
themselves fully into a body of water.
• A Clumsy creature that would make an attack roll or
FROSTBITE (NEW) ability check must succeed a DC 20 saving throw using
• A Frostbitten creature is counted as Chilled for the the ability score that they would use to make said attack
roll or ability check. On a failure they suffer a -5 penalty
purposes of interacting with Features, Traits and Jutsu and
to their roll and are unable to gain advantage or any
cannot gain ranks of Chilled while they are Frostbitten.
• jutsu, feature or trait-based bonus to hit or damage.
A Frostbitten creature takes 5d6 cold damage at the start of
• A clumsy creature that would move more than half their
each of their turns.
• full movement, falls prone.
A Frostbitten creature cannot cast Jutsu with the Hand Seal
• A clumsy creature that would roll a dice, as a result of a
(HS) component.
• jutsu’s effect rerolls all die, taking the lower result.
A Frostbitten creature takes a -5 Penalty to Dexterity
• A clumsy creature cannot gain the benefit of the help
Saving throws and Ability Checks for each Rank of Chilled
action.
they are currently affected by.
• A Creature Immune to Cold Damage Cannot be Chilled and
therefor is immune to this condition.

GALVANIZED (NEW)
• A Galvanized creature is counted as Shocked for the
purposes of interacting with Features, Traits and Jutsu and
cannot gain ranks of shocked condition while they are
Galvanized.
• A Galvanized creature takes 2d6 lightning when they would
take lightning damage.
• A Galvanized creature cannot cast jutsu with the Mobility
(M) component.
• A Galvanized creature has a -5 Penalty to Strength Saving
throws and ability checks.
• A creature resistant or Immune to Lightning damage also
has resistance or immunity to this condition.
• The Galvanized condition lasts for 1 minute.

PHYSICAL
WEAKENED [CHANGED]
• A weakened creature reduces damage with melee attacks
by -2.
• A weakened creature has a -1 penalty to Strength, Dexterity,
and Constitution Ability checks and saving throws.
• A weakened creature's speed is reduced by 5 feet.
• The weakened condition last for the duration of its
duration or 1 minute has passed, whichever comes first
• A weakened Creature can be weakened even further with
multiple applications of this condition. If a Weakened
creature is affected by the Weakened Condition again, they
take a further -1 Penalty to ability checks and saving
throws and -2 penalty to damage dealt with melee attacks
and their speed is reduced by 5 feet per rank of weakened,
up to a maximum of 5 stacks.

3
CREATING A MEDICAL-NIN
MEDICAL-NIN When creating a Medical-Nin consider a few things
A clanless girl with pink hair grips the heart of one of her about how the character approaches situations. Are they
allies while it’s still in his chest, and begins to massage it to proactive or Reactive? How do they prioritize their allies
keep the blood artificially flowing in his body. Keeping in dangerous situations? Do they actively take charge or
him alive long enough to remove him from the battle do they only take orders in high pressure situations?
field.
What made the character so bound to assisting their
A Sarutobi clashes blades with her longtime rival. The party vs taking a primarily combat role? Did they train
battle intensifies as the rival is getting the upper hand, under another very skilled Doctor and took in their drive
leaving Sarutobi more wounded than she thought to save lives? Or did they lose someone right in front of
normal. As the rival proclaims his victory, the Sarutobi them unable to help & vowed to never let that happen
begins to giggle to herself as her wounds have closed, again?
and her rival's skin has turned purple from the poison
she's infected him with. QUICK BUILD
You can make a Medical-Nin quickly by following these
These shinobi, different as they might be, are
suggestions. First, put your highest ability score in
connected by one common factor, they are prodigies in
Intelligence, followed by Constitution or Dexterity.
the field of Medical ninjutsu. While others are able to use
the techniques to some degree, they are the masters of Second, choose the Uzumaki, Nara or Non-Clan, Clans.
the art, able to take the teachings they have and
accelerate it to new heights and unmatched levels.

CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to both heal their allies but also protect
them in the front lines. This class features a fine line
between both support and combat in its 3 subclasses.
The intent was to capture the varied techniques shown
by the few medical ninja in the series, such as: Sakura
Haruno, Tsunade, Kabuto Yakushi, Orochimaru &
Shizune

4
CLASS FEATURES REJUVENATING REST
As a Medical-Nin, you gain the following class features. Also, at Level 1 you use your medical skills to revitalize
wounded allies during a short rest. When you or any friendly
HIT POINTS creatures who you can touch regain Hit points at the end of a
Hit Dice: 1d8 per Medical-Nin level short or long rest, they regain an extra 1d6 Hit points. This
Hit Points at 1st Level: 8 + your constitution modifier amount of extra healing increases to 2d6 at 7th level, 3d6 at
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 11th, and 4d6 at 17th Level.

CHANNELED HEALING
modifier per Medical-Nin level after 1st.

CHAKRA POINTS Starting at 2nd Level you learn to passively enhance your
Chakra Dice: 1d10 per Medical-Nin level Medical Jutsu to greater Lengths. Whenever you use a Jutsu
Chakra Points at 1st Level: 10 + your constitution with the Medical Keyword of D-Rank or higher to restore hit
modifier points, the affected creature regains additional hit points
Chakra Points at Higher Levels: 1d10 (or 6) + your equal to 1d8. This amount increases to 2d8 at 9th level. This
Constitution modifier per Medical-Nin level after 1st. bonus can only be applied once per turn.
Additionally, jutsu with the Medical Keyword you cast that
PROFICIENCIES restores hit points or ends conditions, remove one failed
Armor: Light armor, medium armor death saving throw from an affected creature, if any.

TENETS OF MEDICINE [CHANGED]


Weapons: All Simple Weapons
Ninja Tools: Medicine Kit, Poison Kit
Saving Throws: Wisdom, Charisma Starting at 2nd Level, you begin to focus on a Specific Tenet
Skills: Medicine, Chakra Control, Choose two from of Medicine that will enhance your abilities to support your
History, Insight, Perception, Illusions, Ninshou allies. These Tenets will provide you additional features at
2nd Level, and again at 5th, 9th, 13th and 17th Levels.
EQUIPMENT
You start with the following equipment, in addition to the CHAKRA SCALPEL [CHANGED V2]
equipment granted by your background:
Beginning at 3rd Level, you have learned to manifest a
• (a) Padded Armor or (b) Combat Jacket medical ninja’s signature technique, the Chakra Scalpel.
• One Simple Weapon
As a bonus action you coat your hands in highly condensed
• (a) One Kunai Stack or (b) One Senbon Stack
blades of chakra, designed to slice muscle and flesh with
• 1 Flash tags, 1 Medicine Kit surgical efficiency for one minute, while in combat or 1 hour
while not in combat. Regardless of which duration is applied,
JUTSU CASTING while you have chakra scalpel active, you can add your
Wisdom modifier to all healing done as a result of a Jutsu
NINJUTSU with the medical keyword. You can only activate this feature
Ninjutsu save DC = 8 + your proficiency bonus + your a number of times equal to your Proficiency bonus per long
Intelligence modifier rest.
Ninjutsu attack modifier = your proficiency bonus + your While in Combat. For the duration, when you take the
Intelligence modifier attack action, you can replace attacks granted with said
action with a melee ninjutsu attack, as if casting a medical
GENJUTSU ninjutsu. This attack deals 1d4 + your wisdom ability
modifier in slashing damage. This damage increases by an
Genjutsu save DC = 8 + your proficiency bonus + your
amount listed in the chakra scalpel column of the Medical-
Wisdom modifier
Nin class table.
Genjutsu attack modifier = your proficiency bonus + your
Wisdom modifier • Beginning at 7th level, when you deal damage with
chakra scalpel, the target creature must succeed a
TAIJUTSU constitution saving throw, as if casting a Ninjutsu
Taijutsu save DC = 8 + your proficiency bonus + your with the medical keyword. On a failed save, creatures
Strength modifier gain one rank of the weakened condition.
• Beginning at 11th level, when you would deal damage
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier to a creature with temporary hit points with chakra
scalpel, you bypass the temporary hit points instead

MEDICAL NINJUTSU [CHANGED V2] directly reducing their hit points.


• Finally, at 18th level, on a failed save the target also
Beginning at 1st level, as a Medical Ninja you gain the gains the Lacerated condition.
ability to learn any jutsu with the Medical Keyword of D-
Rank or lower. This increases to C-Rank at 5th level, B- While out of Combat. For the duration when you would
Rank at 9th level, A-Rank at 13th level, and S-Rank at 17th make a Medicine check to stabilize a creature, you gain a +5
level. When creating or learning jutsu with the Medical bonus to the result.
keyword you can create or learn such jutsu up to 1 rank • Beginning at 7th level you can spend one use of your
higher than this feature grants you. Chakra Scalpel to automatically end one Non-Jutsu
Jutsu you cast with the Medical Keyword may use based Condition.
Wisdom for their Attack and Damage rolls, as well as Save • Beginning at 11th level, the +5 bonus is increased to a
DC calculation. Additionally, Medicine checks you make +10-bonus made to stabilize a creature.
can use Intelligence or Wisdom.

5
• Finally, at 18th level, you can spend a use of your
PRESERVE/TAKE LIFE [CHANGED]
Chakra Scalpel to end any condition a creature is
Starting at 5th Level you have gained the experience needed
suffering from regardless of its origin.
to save lives, even those in mortal danger or take them,

MEDICAL DOCTRINE [NEW] even the ones who are furthest from death's door. You learn
both Preserve Life and Take Life. Some Tenets grant you
Starting at 3rd Level your experience in medical based additional effect as you advance in this class. Regardless,
jutsu has ascended to a point where your jutsu has begun you can use Preserve Life or Take life twice between rests.
to slowly become infused with those beliefs, making You gain an additional use at 9th, 13th and 17th levels.
them stronger and vice versa. Select one of the following
doctrines in which you gain the doctrines effects or PRESERVE LIFE
abilities listed. You can select a second Doctrine when As an action you release a pulse of medical release chakra,
you would reach 13th level. You cannot change this choice designed to safeguard creatures around you with healing
one made. energies. This energy can restore a total number of hit
points equal to 5 times your Medical Nin Level and resets
LONG LIFE, SHORT DEATH [NEW] the count of all failed death saving throws. Choose any
You believe that your patients should benefit from a number of creatures within 30 feet of you and divide those
much longer life span, but when they are dying, they hit points amongst them. This feature can restore no more
should not delay the process longer than it needs to be. than half of its hit point maximum. You cannot use this
You’ve seen what agony looks like and you want no parts feature on an undead or construct.
of it. When you would heal a creatures hit points, by any
amount they gain temporary hit points by an amount TAKE LIFE
equal to the rank of the jutsu cast. A creature can only When you deal damage to a creature using a Jutsu with the
gain temporary hit points in this way twice per rest. medical keyword, you release corroding energies, meant to
(D-Rank: 5, C-Rank: 10, B-Rank: 15, A-Rank: 20, S- inflict gruesome damage. Select one affected creature. That
Rank: 25.) creature takes additional damage equal to 5 + twice your
Medical-Nin level.
NEVER ON THE FRONT LINES [NEW]
You believe deeply that medical ninja do not belong on ADVANCED MEDICAL RESEARCH [NEW]
the front lines and so did your master or mentor. You
Starting at 6th Level, your medical knowledge is one of a
embody this philosophy and do everything in your
select few. You can learn and create jutsu with the
power to live this truth. Whenever you are within 10 feet
Medical keyword in half the time and without spending
of a hostile creature, you can take the dash or disengage
Ryo to support your lifestyle.
actions as a bonus action.
Additionally, you can reduce the final chakra cost of a
NOT ALLOWED TO DIE [NEW] newly created jutsu with the medical keyword by an
You believe that medical shinobi deaths should be the amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-Rank:
absolute last thing to happen on the battlefield. Beyond 3, A-Rank: 4, S-Rank: 5)

GIFTED HEALER
all other circumstances, you are not allowed to die
before your team does. So long as another allied creature
is initiative and they have 1 or more hit points, once per Starting at 10th Level, your Healing Jutsu are more effective.
rest, you ignore effects of jutsu, features or traits that Whenever you use a jutsu of D-Rank or higher to restore hit
would automatically kill you or reduce you to 0 hit points to a creature. You may add an additional die to the
points, instead being reduced to 1 hit point. roll to regain hit points. At 14th Level, you may reroll all 1’s
& 2’s, taking the second result. At 19th level when you
UNTIL THEIR HEART STOPS [NEW] perform a jutsu that restore hit points, other creatures who
You believe deeply that medical ninja should continue to are within 5 feet of the target creature benefit from half of
administer healing to all members of their party, no the regained hit points.
matter how dire or how hopeless it is, until they stop
breathing, even against their allies wishes. Creature who
regain hit points as a result of a jutsu you cast, who are
SUPREME HEALER
currently under the effects of a hostile inflicted At 20th Level you have reached perfection in the healing
condition, makes their next saving throw or ability arts. When you would restore hit points, roll 2d20. If either
check to end said condition at advantage. of the results are a 20, you restore the maximum possible
hit points the jutsu or feature allows.
DON’T FOLLOW THEIR RULES [NEW] Additionally, you may add an additional die to all Jutsu
You believe deeply that medical ninja do not follow the rules with the “Medical” keyword. (This is in addition to Gifted
of the normal shinobi. You have your own policies that you Healer)
manifest and follow. No other shinobi, regardless of rank will
tell you otherwise, unless they are a trained medic
themselves. Twice per long rest, you have advantage against
all effects that would inflict a Mental or Sensory condition on
you.

ABILITY SCORE IMPROVEMENT/FEAT


When you reach 4th and again at 8th, 12th, 16th, and 19th,
level, you can increase one ability score by +1 & a Feat of
your choice that they qualify for. As normal you can’t
increase an ability score above 20 using this feature.

6
TENETS OF MEDICINE UNMATCHED MEDICAL RELEASE
Starting, at 9th Level, creatures who would recover hit

ADEPT MEDIC [CHANGED] points from a Jutsu you cast with the Medical Keyword or
from the Rejuvenating Rest, Channeled Healing or
Medical-Nin who follow the path of the Adept Medic Talented Healer class feature, you automatically end any
pledge their service to keeping everyone alive, by healing conditions of B-Rank or lower. You can use this feature
all of the injured ninja on the field. By far the most twice per short rest.
numerous of Medical Nin, but they are not to be
underestimated on the battlefield. HEALING ASCENSION [NEW]
Starting, at 13th Level, when you would regain hit points or
BREATH OF LIFE would restore hit points to another creature using a jutsu or
Starting at 2nd Level, you can use the Channeled Healing class feature, you enter a state of ascension. This state lasts
Feature a number of times equal to your proficiency until the end of your next turn.
bonus. The next time you would take damage, you recover a
number of hit points equal to your level, and then the
TALENTED HEALER [CHANGED] ascension state ends. You can enter the Ascension state,
Also, at 2nd Level, the healing jutsu you cast on others a number of times equal to your Ninjutsu ability
heal you as well. When you cast a jutsu of D-Rank or modifier per long rest.
higher that restores hit points to a creature other than
you, you regain hit points equal to 4 + the Jutsu’s Rank. OVER HEAL [CHANGED]
(D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = At 17th Level, when you restore Hit points to a creature
5). and they reach full Hit points and there are still left-over
Starting at 5th level, you can spend a use of Chakra Points of restoration, the creature gains Temporary Hit
Scalpel to instead create a consistent healing aura around Point equal to half of the left-over Hit points that would
your hands. For the next minute, as a bonus action you be restored. Temporary hit points gained this way are in
can instead target all allied creatures within 10 feet of additional to any temporary hit points they currently
you, healing them for Xd4 + Your wisdom modifier, have that are granted by you. A creature who gains
where X equals half of your proficiency bonus. additional Temporary Hit points as a result of this
Beginning at 9th level, when you would restore a feature, they cannot gain additional temporary hit
creatures hit points, they gain temporary hit points points for the next minute.
equal to half the hit points they’ve regained.

ADEPT MEDICINE [CHANGED]


Starting at 5th level, you learn the techniques required to
keep your allies alive at all costs. You Learn the following
jutsu as you gain levels in the class according to the
Adept Medic Chart at the end of this class section. Each
Jutsu Learned also grants you an additional feature
pertaining to the jutsu learned. Learned Jutsu do not
count against your Jutsu known as seen on your Medical
Nin Class Chart.

HEALING TOUCH [CHANGED]


Also, at 5th level, when you would cast a Jutsu with the
Medical Keyword, Reduce the cost of the jutsu cast by the
rank of the jutsu. (D-Rank = 1, C-Rank = 2, B-Rank = 3, A-
Rank = 4, S-Rank = 5).

PRESERVE LIFE: MENDING PRESENCE


Beginning at 6th level, you can use the Preserve Life
Feature a number of additional times equal to half of
your proficiency bonus, per long rest.

A DEPT MEDIC C HART

Level Jutsu Learned Jutsu Feature


5th Aid When you use this, the target creatures maximum hit points instead increase by 15 for the duration.
9th Revival You gain a Bonus to your Ninshou Ability Check equal to half your Wisdom Modifier.
13th Healing Wave Add twice your proficiency bonus to the hit points Healed to each creature.
17th Water Release: This jutsu loses its Water Release keywords, and instead gains the Medical keyword. This jutsu instead
Grudge Rain restores 10 hit points at the beginning of all creatures of your choices turns, instead of doubling the chakra
cost.
7
BLACK MEDICINE [CHANGED] TAKE LIFE: PLAGUE DOCTOR [CHANGED]
Starting at 6th level, as an action, you release a green mist
Medical-Nin who follow the path of Black Medicine, focus
in one of the following areas originating from you; 15-Foot
on the disastrous aspect of how Poison and toxins can break
Cone, 20-foot cube, 30-foot long (5 foot wide) line.
down an enemy
When you do, all creatures in the target area must

TAINTED HANDS [CHANGED V2] succeed a constitution saving throw as if you cast a ninjutsu
with the medical keyword. On a failed save creatures take
At 2nd level, when you would deal acid or poison damage as
poison damage equal to Xd8 + your medical nin level and
a result of a jutsu you cast, feature you use or attack you
gains the poisoned condition and 2 ranks of the envenomed
make, you may reroll all 1’s and 2’s. You must take the new
or corroded condition for the next minute, where X equals
roll, even if it is a 1 or 2.
your proficiency bonus or half as much on a success and no
TOUCH OF TERROR [CHANGED V2] additional effects.

TOXIC TONGUE [CHANGED]


Also, at 2nd Level when a creature you can see within 30 feet
of you is making a saving throw to resist an effect that deals
Starting, at 9th Level, poison damage you deal ignores
poison damage or inflicts the poisoned or envenomed
resistance and you always know where poisonous plants are
conditions, you can give them disadvantage on their save.
and how to formulate poisons from them in half the time
You can do this twice per rest.
and cost.
Starting at 5th level you can spend a use of Chakra Scalpel
Additionally, you gain resistance to Poison damage
to increase your poisons potency. The next jutsu you cast or
and immunity to the Poisoned condition.
item you use, such a poison or acid vial that deals poison or
acid damage inflicts 1 rank of the Corroded condition.
CHILD OF VENOM [CHANGED V2]
BLACK MEDICINE [CHANGED] Starting at 13th level, you add your Ninjutsu ability Modifier
to all poison and acid damage you deal.
Starting at 5th level, you learn the techniques required to
Also, when dealing poison damage, you can spend a
utilize poisons as your tool of combat. You Learn the
use of your Chakra Scalpel or Take Life. When you do, you
following jutsu as you gain levels in the class according to
deal the maximum possible damage.
the Black Medicine chart at the end of this class section. Each
Jutsu learned also grants you an additional feature
pertaining to the jutsu learned. Learned jutsu do not count
VENOMOUS STING [CHANGED V2]
Starting at 17th level, when a creature would gain a rank
against your jutsu known as seen on your medical-nin class
of the envenomed or corroded conditions, they gain 1
chart.
additional rank.

POISONOUS TOUCH [CHANGED V2]


Also, at 5th level, when making an attack with chakra
scalpel you instead deal poison damage and can make a
second attack as a bonus action. Creature’s you hit with this
attack must make a constitution saving throw vs your
ninjutsu save DC becoming envenomed for 1 minute. with
each consecutive chakra scalpel attack that hits, against the
same creature, you increase this effects save dc by +1 for the
next minute and increase the envenomed rank by 1. An
envenomed creature makes another save at the end of each
of their turns to end this effect.

B LACK M EDICINE C HART [C HANGED ]

Level Jutsu Learned Jutsu Feature


5th Medical Release: A creature who fails this saving throw also becomes deafened and envenomed.
Spore Caller
9th Medical Release: When you cast this jutsu, select additional creatures who would regain a number of hit points equal to the damage dealt.
Spores of Ruin
13th Crown of Stars This jutsu gains the Medical Keyword. If you hit with this jutsu, you instead reduce a targets Strength by 1d4 for the
duration. This is counted as poison damage for the purpose of resistance and immunities.
17th Medical Release: This jutsu’s damage die becomes a d10.
Scorpions Sting
8
COMBAT MEDIC [CHANGED] YIN SEAL: CHARGE [NEW]
Also, at 5th level, you have begun to store medical release
Medical-Nin who become Combat Medics, pledge
chakra into your muscles, prepping them for when it is time
themselves to always be present on the battlefield as one of
for you to release it in a single bout. This stored power has
the front lines, helping their Allies wade through the chaos
the potential to unleash massive shockwaves from the
of the battlefield keeping themselves and their allies alive
strength of your punches alone.
until the last man falls.
This stored power is manifested as Yin Motes. You have a

MARTIAL COMPETENCY [CHANGED] number of Yin Motes, equal to your proficiency bonus per
rest. You can spend these motes to do the following;
Beginning at 2nd Level, you learn how to fight with the best
of them. You gain proficiency with Combat Bracers and • When you cast a jutsu with the medical keyword, you may
heavy armor. You also adopt a particular fighting stance. spend 1 mote. When you do, as a bonus action s cast a
Choose one of the Taijutsu Stance located in Chapter 13: Taijutsu of C-Rank or lower with a casting time of 1
Customization Options; You can’t take a stance more than action.
once even if you gain a stance choice again. • When you take the attack action, you can spend 2 motes to
Also, you can make one unarmed attack as a bonus action. double your unarmed damage die.
• When you cast a Taijutsu that deals unarmed damage, you
COMPETENT COMBATANT [CHANGED] can spend 3 motes to upcast the jutsu by 1 rank, at no
Also 2nd Level, you may use your Wisdom in place of additional cost, ignoring upcast limitations.
Dexterity when calculating Armor Class. (AC).
Additionally, your chakra scalpel’s damage die becomes a TAKE LIFE: COMPAT PROWESS
d6 and you can choose to make a melee taijutsu attack, in Starting at 6th level, you may use the Take Life feature with
place of a ninjutsu attack. your unarmed attacks and Taijutsu that deal unarmed
When you would deal damage with an unarmed attack, damage. Additionally, a creature that you use your Take Life
you may spend 5 chakra as a part of the same action made to feature on, becomes vulnerable to the next instance of
perform the attack. When you do, you instead, double the damage they take until the beginning of their next turn.
relevant modifier when calculating damage dealt. You may
do this twice per rest. This number increases by +1 at 5 th, 9th , EXPERT COMBATANT [CHANGED]
13th and 17th levels. Starting at 9th level, select one taijutsu or bukijutsu you
Starting at 5th level, you can spend a use of Chakra Scalpel know. The selected jutsu gains the Medical Keyword. You
to increase your striking power. Your unarmed, weapon and may select an additional taijutsu or bukijutsu at 13th and 17th
all taijutsu attacks have their critical threat range increased level to gain the Medical Keyword this way. You may switch
by +1 until the end of your turn. This becomes +3 at 13th which jutsu this feature affects when you would complete a
level. Long Rest.
Beginning at 9th level when you would use this feature, Also, you can attack twice, instead of once, whenever you
you may instead triple your relevant modifier applied to the take the Attack action on your turn.
damage dealt.
PASSIVE REGENERATION
COMBAT MEDIC [CHANGED] At 13th Level, your constant focus on enhancing your
Starting at 5th level, you learn the techniques technique to supplement your allies on the battlefield
required to fight on the front lines next to your has led you to learn to passively increase your
allies. You learn jutsu as you gain levels in this survivability in combat. As a Bonus action, you can
class according to the Combat Medic Chart at spend 5 Chakra to heal 4d6+ your wisdom
the end of this class section. Each Jutsu modifier in hit points to a willing creature you
Learned also grants you an additional touch. You can only use this feature a number
feature pertaining to the jutsu learned. of times equal to your proficiency bonus per
Learned Jutsu do not count against your long rest.
Jutsu known as seen on your Medical Nin
Class Chart. YIN SEAL: RELEASE [NEW]
Beginning at 17th Level, you learn to unleash
all of your strength into one magnificent
punch. When you would spend a use of your
Competent Combatant, you can spend an
additional 7 Yin Motes. When you do, quadruple
your relevant modifier and triple your unarmed
damage die. If you do, you do not gain the
C OMBAT M EDIC C HART [C HANGED ] benefits of Competent combatant or Yin Seal:
Charges effects.
Level Jutsu Learned Jutsu Feature
5th Pressure Point This jutsu gains the Medical Keyword. You can choose to make a second taijutsu attacks, but if you do, this jutsu does not
Barrage force any saving throw or inflict conditions.
9th Strength of 100 Add your Strength ability modifier to unarmed attacks for the duration. At the end of this jutsu’s duration, you do not gain
Technique disadvantage on any Saves or ability checks and you retain your movement speed. Finally, you cannot lose concentration of
this jutsu as a result of damage.
13th True Rakshasa’s This Jutsu gains the Medical keyword. You do not need Rakshasa’s Palm or Rakshasa’s Sole to cast this jutsu. All bonuses
Palm that affect Taijutsu also affects Bukijutsu. All effects that affect Unarmed attacks also affect weapon attacks.
17th Creation Rebirth: At the end of this jutsu’s duration, you do not experience this shock and instead only gain 1 rank of Exhaustion. If you are
Strength of 1000 benefiting from this jutsu, while you have ranks of Exhaustion, you ignore the effects of exhaustion on you for the duration.
Finally, you cannot lose concentration of this jutsu as a result of damage.
9
FLESH WARPER [REMOVED] Make a ranged ninjutsu attack. This attack is treated
as if it was a Ninjutsu cast that has the Medical Keyword.
Medical-Nin who follow the path of the Flesh Warper,
On a hit you deal 6d6 necrotic damage and the target
focus on contorting, twisting and perverting the art of
must succeed a Constitution saving throw vs your
healing by affecting their enemies with twisted versions
Ninjutsu save DC. On a failed save a tumor begins to
of restoration. Medical-Nin who follow this path tend to
grow within them. For the next minute, each turn this
be placed on special teams designed to make enemies of
tumor grows rapidly, forcing the affected creature to
the village disappear. make a Constitution saving throw at the beginning of

SELF-WARPER
each of its turns, following this features use. On a failed
save, the tumor grows dealing 3d6 necrotic damage or
Beginning at 2nd level, you begin to learn how to warp
half as much on a success and not growing as large. If a
and pervert the flesh of others by first learning how to
creature fails 5 or more saves against this feature, the
warp and contort your own flesh at your will. You gain
tumor ruptures immediately inflicting 10 ranks of
the following benefits;
corroded.
• You gain proficiency in Forensic Tool Kit, This tumor can be removed with surgery or with a
Intimidation, and Deception. Medical jutsu that restores hit points or removes
• You can use Charisma in place of Wisdom for your conditions cast at a C-Rank. This Rank requirement
Medical Ninjutsu class feature. increases to B-Rank at 10 th level in this class, A-Rank at
• Twice per short rest, you gain the effects of the E- 14th level and S-Rank at 18th level.
Rank Transform Genjutsu. This does not count as
casting the jutsu, and does not consume chakra. WARPED ALTERATION
• You gain resistance to Necrotic Damage. Starting at 9th level, you learn to alter the physical make
up of creatures you touch using your chakra alone. As an
WARPED HEALER action, you can select one willing creature you can reach
Also, at 2nd level, you learn to twist the art of healing and grant them one of the following benefits, by
into one of pain and flesh alteration. When you would expending a use of your Chakra Scalpel Class Feature.
restore a creatures hit points using a Ninjutsu with the • Advantage on one of the following types of attacks
Medical Keyword, you can instead choose to deal
until the end of their next turn; Unarmed, Weapon,
necrotic damage equal to the amount of hit points you
Ninjutsu, Genjutsu or Taijutsu.
would restore. • Advantage on either Physical (Strength, Dexterity,
If the jutsu cast does not require an attack roll or
Constitution) or Mental (Intelligence, Wisdom,
saving throw, you instead must do one of the following;
Charisma) Saving throws until the end of your next
• If the Jutsu cast has a Range of Touch or 5 feet, you turn.
make a melee ninjutsu attack.
Alternatively, if you attempt to touch a non-willing
• If the Jutsu cast has a range of 10feet or greater, you
creature within range, they must succeed a Constitution
make a ranged ninjutsu attack.
Saving throw. On a failed save, they suffer one of the
On a successful hit, the target suffers the effects of following;
this feature. • Disadvantage on one of the following types of attacks
Beginning at 9th level, you can instead choose to force
until the end of their next turn; Unarmed, Weapon,
creature(s) within range of your jutsu to instead make a
Ninjutsu, Genjutsu or Taijutsu.
constitution saving throw vs the jutsu’s save DC to resist • Disadvantage on either Physical (Strength, Dexterity,
the jutsu’s effects or take half damage on a success.
Constitution) or Mental (Intelligence, Wisdom,

WARPED JUTSU Charisma) Saving throws until the end of your next
turn.
Starting at 5th level, you learn all of the necessary parts
of a person that can be altered in both positive and
negative ways.
MASTER OF THE FLESH
Starting at 13th level, you can use your Warped Jutsu
You learn jutsu as you gain levels in this class
Class feature to create Flesh Golems a number of times
according to the Flesh Warper Medic Chart at the end of
equal to 1/3rd of your Medical Nin Level, rounded down
this class section. Each Jutsu learned also grants you an
per long rest and you can command up to two golems at
additional feature pertaining to the jutsu learned.
once.
Learned jutsu do not count against your jutsu known as
Additionally, when you would use the Warped
seen on your Medical Nin Class Chart.
Alteration class feature, you can maintain concentration
Additionally, when a creature dies as a result of a jutsu
on the effects as if concentrating on a jutsu, for up to 1
you cast that has the Medical Keyword, that normally
minute. When you do, you spend 10 Chakra to maintain
restores hit points, but instead deals Necrotic Damage as
concentration on this feature at the beginning of each of
a result of the Warped Healer class feature, you can
your turns, or this feature immediately ends.
spend 10 chakra. When you do their body mutates into a
Flesh Golem of your description. You command this
Flesh Golem as a Bonus action on your turn. You can
only control one Flesh Golem at a time. You can only use
this feature twice per long rest.

TAKE LIFE: CANCEROUS


Starting at 6th level, as an action, you release a purplish
ray of medical chakra, targeting one creature you can see
within 60 feet of you.

10
Medium Construct, unaligned

Speed 40ft

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

Senses Darkvision 30 ft., passive Perception 10

Immutable Form. The Flesh Golem is immune to any Jutsu or effect that
would alter its form.
Explosive. When the Flesh Golem reaches 0 Hit points, it explodes, dealing
Necrotic damage to all creatures within 5 feet of it equal to its
summoners, level.

F LESH W ARPER C HART


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

17th Sealing Art: Wilt This jutsu gains the medical keyword. When you deal damage with this jutsu, the damage die becomes d10.
11
NATURAL MEDICINE the summoned creature you transform into would have at
the appropriate rank. You may remain in this form for a
Medical-Nin who follow the path of Natural Medicine, learn
number of hours equal to half of your Medical-Nin level. If
to supplement modern medical techniques with natural
your new forms hit points are reduced to 0, you
cures and energy, learned from patient observation and sage
immediately revert back to your normal form retaining your
creatures. In the process, they become closer to the natural
original hit points. You may assume the form of a C-Rank
world around them, even learning to shift their own bodies
Summon at 9th level, B-Rank at 13th level, and A-Rank at
into the form of their animal partners. 17th. You may transform using this feature twice per long

SUMMONING A PPRENTICE
rest.

Beginning at 2nd level, you have contacted a tribe of


animals that are willing to help you in your studies, and will
PRESERVE LIFE: DAMPEN PAIN
Starting at 6th level, as an action, you release a greenish
even fight by your side in defense of you, your comrades and
aura of medical chakra, targeting one willing creature you
your pursuit of knowledge and wisdom. can reach.
You learn the Summoning Technique Ninjutsu. This does
For the next minute, each time the affected creature takes
not count against your Jutsu known limit. Creatures you
damage it regains 2d6 hit points. Once one minute has
summon using this jutsu become able to cast Ninjutsu with passed or the creature has regained at least 50 hit points,
the Medical Keyword as well.
this feature ends.

NATURAL HEALING [CHANGED] GUARDIAN SUMMONER


Also, at 2nd level, you learn to use the natural veins of
Starting at 9th level your chakra and the chakra of the
chakra found in the earth itself and all through nature to natural world around you protects your summoned allies
heal yourself and your allies at range, though this method is
reflexively. When a creature you summoned ends its turn
less potent than direct healing.
within 20 ft of you, the creature regains hit points equal to
You have stored a pool of this healing energy represented twice your Medical-Nin level, no more than twice per long
by a number of d6’s equal to your Medical-Nin level. As a rest.
bonus action, you can choose one creature within 60 feet of
you and spend a number of those dice. Roll the spent dice PROTECTOR OF NATURE
and add them together. The target regains a number of Hit Starting at 13th level, your connection to your summons
Points equal to the total. The target also gains 3 temporary have become so powerful that they stand ready to defend
Hit Point per die spent. You regain all expended dice when you even when separated by an infinite distance.
you finish a long rest. If you are reduced to 0 Hit points or are Incapacitated
Beginning at 5th level, while you are gaining the benefits against your will, you can, immediately as a reaction, before
of your chakra Scalpel Class feature, each time you would the effects of reaching 0 Hit points or becoming
deal damage with your Chakra Scalpel, you regain hit points incapacitated take effect, use your Summoning Technique to
equal to your chakra Scalpels damage + Your Ninjutsu summon an S-Rank Creature ignoring normal restrictions.
ability Modifier. You can only regain hit points this way If you do, reduce your Chakra to 0, if you have 30 or less
once per turn. Chakra, otherwise spend chakra as per usual.
Once summoned, the summoned creature acts in your
NATURAL TALENT [CHANGED] defense, protecting you and your allies from harm,
Starting at 5th level, you learn the techniques required to
prioritizing your survival over your allies. The creature
play a powerful role in the throes of battle. You learn the
summoned this way unsummons itself 10 minutes after
following jutsu as you gain levels in this class according to being summoned or when the danger has passed. Once you
the Natural Medicine Chart at the end of this class section. use this feature, you cannot use it again until you complete
Each jutsu learned also grants you an additional feature
a long rest.
pertaining to the jutsu. Learned jutsu do not count against
your jutsu known as seen on your Medical-Nin Class Chart. NATURES AVATAR [NEW]
Additionally, you have learned to transform into a Beginning at 17th Level, you learn to embody all of your sage
member of the tribe you selected from your Summoning beasts power in your base form. You can spend a use of
Apprentice class feature for short periods of time. As an Natural Talent. When you do, you gain the benefit of all of
Action, you may assume the form of a D-Rank Summon of your sage beast transformation features and you gain your
your Tribe, replacing your own Physical Ability Scores chosen transformations ability scores if your ability scores
(Strength, Dexterity, and Constitution) and your HP with are lower. This transformation lasts for 1 minute.
the creatures Physical Ability scores and Hit points. (When
calculating Hit points, take the average of the creatures Hit
points. Your Chakra Point Maximum, and current chakra
point total does not change.)
Your new forms natural attacks and AC are calculated
using your full proficiency bonus. You also gain any traits

N ATURAL MEDICINE CHART


Level Jutsu Learned Jutsu Feature
5th
Chakra Transfer Add half of your Medical-Nin level to the maximum amount of chakra your target gains.
9th
Gift of the Apex This jutsu gains the medical keyword. You may select a second effect, gaining half of the attribute boost
from it, in addition to your first selection.
13th Bestial Art Predator This jutsu gains the medical keyword. You may select You may select a second target for this jutsu to effect,
in addition to yourself.
17th Chakra Distortion Field When casting this jutsu, increase the cost by 5, to increase the area of effect by 10ft (to 20ft radius sphere).
12
SHAMAN [CHANGED] BATTLE SHAMAN
Starting at 5th level, you learn the techniques required
Medical-Nin who follow the path of the Shaman, focus on
to play a powerful role in the throes of battle. You learn
draining the life from their enemies, and transferring them
the following jutsu as you gain levels in this class
to their allies, controlling the flow of battle through Hex
according to the Shaman Chart at the end of this class
like Genjutsu, and life draining Medical Ninjutsu.
section. Each jutsu learned also grants you an additional

SHAMAN’S HEX [CHANGED] feature pertaining to the jutsu. Learned jutsu do not
count against your jutsu known as seen on your
Beginning at 2nd level, you learn the secrets of
Medical-Nin Class Chart.
psychosomatic Genjutsu, allowing you to place a hex on
Additionally, when a creature hexed by you dies, you can
someone. As a bonus action, choose one creature you can
command it to move up to its speed and make one melee or
see within 30 feet of you. The target is hexed for 1 minute.
ranged weapon attack against a creature within their normal
The hex ends early if you die or are incapacitated. You can
range. When you command a creature with this feature, the
transfer this hex as a bonus action on your turn. Until the
hex immediately ends.
hex ends, you gain the following benefits:
• Once during each of your turns when you hit the hexed TAKE LIFE: HEXING SMITE
target with a melee attack, using a Jutsu with the Starting at 6th level, you can enchant your Spiritual Weapon
Medical Keyword, your Spiritual Weapons or with your or Chakra Scalpel with your hex’s, enhancing its potency
Chakra Scalpel you can deal extra necrotic damage to when striking. When you score a hit with either your
the hexed target equal to your proficiency bonus. Spiritual Weapon using a weapon attack or a Taijutsu attack,
• As a reaction when a creature you can see within 30 you can spend a use of your Take Life feature. When you do,
feet of you and the hexed target suffers a critical hit, select one Ninjutsu or Genjutsu that you know that requires a
you can turn that hit into a normal hit. Any effects Saving throw when cast and can target only one creature. The
triggered by a critical hit do not trigger. chosen jutsu targets the creature you hit and they make their
saving throw at disadvantage.
You can mark a creature using this feature a number of

WARRIOR OF THE HEX


times equal to your proficiency bonus per rest.

SPIRITUAL WEAPONS [CHANGED] Starting at 9th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn to attack
Also, at 2nd level, you learn to combine Genjutsu with your
with your Spiritual Weapon.
Precise chakra control. As a Bonus action, you can conjure a
Additionally, when you use your Preserve Life feature,
Spiritual Weapon of your Design and description. You are
choose a creature within 30 feet of you. That creature gains
always proficient with your Spiritual Weapon. Your Spiritual
temporary hit points equal to your Medical-Nin level + your
Weapon deals 1d8 Necrotic Damage, has a reach of 5 feet
Wisdom modifier.
and is treated as a melee weapon without any weapon
Finally, when you use your Take Life feature, if the
properties. It counts as Chakra enhanced for the purpose of
creature is benefiting from any bonuses such as additional
overcoming resistance and immunity to non-chakra
damage or temporary hit points, they lose those benefits
enhanced attacks and damage. Select one damage type
immediately.
between the following; Bludgeoning, piercing, slashing.

DRAINING HEXES [CHANGED]


Your Spiritual weapon is treated as having the chosen
damage type for the purpose of qualifying for Bukijutsu you
Starting at 13th level, when a creature hexed by you dies, you
cast. You can dismiss the weapon as a bonus action,
or another creature you can see within 30 feet of you regains
dispersing your chakra.
hit points equal to your Medical-Nin level + your proficiency
When you attack with that weapon, you can use your
bonus. When a creature regains hit points with this feature,
Dexterity, in place of Strength, for the attack and damage
the hex immediately ends.
rolls, as well as for calculating the attack modifier and DC of
Finally, when you fall to 0 hit points due to a melee attack,
bukijutsu using the weapon.
you may immediately spend 10 chakra, doing so allows you to
Starting at 5th level, you can spend a use of Chakra Scalpel
take make one attack with your Spiritual Weapon on a
to grant your Spiritual Weapon two weapon properties of
creature within range. Any damage you deal to a target,
your choice from the following; Blocking, Critical, Deadly,
grants you hit points equal to the damage dealt. You can use
Disarm, Finesse, Multiattack, Reach, Trip, Versatile (d12).
this feature a twice per rest.
When you do, your Spiritual Weapon retains these weapon
qualities for 10 minutes or until you spend another use of
Chakra Scalpel to change the properties.
MASTER OF HEXES [NEW/CHANGED]
Beginning at 17th level, once per turn when you would deal
damage to a creature whom you have hexed, with a Bukijutsu
or attack, that uses your Spiritual Weapon, you add your level
to the damage rolled.

S HAMAN C HART
Level Jutsu Learned Jutsu Feature
5th Vampiric Touch When you would regain hit points from Vampiric Touch, you can instead give those hit points to another creature
within 30 feet of you.
9th Phantasmal killer This jutsu gains the Medical Keyword. You may select a Creature within 30 feet of you to regain hit points equal to
half the damage dealt to the affected creature.
13th Aura of Power This jutsu gains the Medical Keyword. When a creature would attack an affected creature with an attack, reduce
the damage the affected creature takes by an amount equal to your Wisdom modifier.
17th Mental Prison This jutsu gains the Medical keyword. A creature that is moved out of the illusion, makes a melee attack through
it, or reaches any part of its body through it, also becomes weakened and frightened of you for the next minute.
13
TRANSMUTER [CHANGED] TRANSMUTER [NEW/CHANGED]
Also at 5 th level, your Chakra Scalpel deals necrotic damage
Medical-Nin who follow the path of the Transmuter learn
and you may tear them apart at the molecular level. Once
to heal and fight with surgical precision, altering the very
per turn, when you deal damage with your chakra Scalpel,
fabric of the creature, be it friend, foe, or themselves.
you deal additional Necrotic damage equal to your

TRANSFIGURED TECHNIQUE Proficiency bonus.

Beginning at 2nd level, you begin to learn to alter other


creatures cellular structure to their benefit or detriment.
PRESERVE LIFE: TRANSMUTED [CHANGED]
Starting at 6th level, you can, as a bonus action touch one
When you would deal Acid, Poison or Necrotic damage to
willing creature within range. When you do, you
a creature with a Jutsu with the Medical Keyword, you
temporarily change their biological make up into another
may force them to make a constitution saving throw vs
creature type of your choice for the next minute. When
your Jutsu’s save DC. On a failed save, they gain 1 rank of
you do, they gain a passive benefit based on the type
Weakened until the end of your next turn. If they would
chosen for the duration, but they lose the humanoid
become weakened again as a result of this feature prior to
descriptor as well;
the end of your next turn, the Weakened conditions
duration becomes 1 minute. • Construct: Resistance to B/P/S Damage.
When you would heal a creature or grant them • Demon: Resistance to Fire Damage and Immunity to
temporary hit points with a Medical-nin class feature or the Charmed and Fear Conditions.
Jutsu with the Medical Keyword you may end one rank of • Plant: Regains Hit points equal to Constitution Modifier
any condition currently affecting them caused by a jutsu each start of turn (Min 1.)
of D-Rank or lower. This increases to C-Rank at 5th level, • Monstrosity: Advantage on Strength and Constitution
B-Rank at 9th, A-Rank at 13th, S-Rank at 17th. Saving throws.
• Mutant: You gain advantage on Intelligence and
ALTERED STRENGTH [CHANGED] Wisdom saving throws.
Also, at 2nd level, you may alter a creatures physiology to
strengthen them in a number of ways. As an action, you REBUILT FORTITUDE [CHANGED]
may touch a creature, giving them one of the following Starting at 9th level your ability to reinforce your allies
benefits for the next minute; has heightened even more. When you use your Altered
Strength class feature on a creature other than yourself,
• Once per turn, add your Ninjutsu ability Modifier to
they gain an additional benefit. Select one;
their damage roll.
• Gain Temporary Hit points equal to 5 + Your Medical- • Once per turn, add your Ninjutsu ability modifier to
Nin Level. While they have temporary hit points their attack roll.
granted by this feature, they gain resistance to one • Once per turn, when they cast a jutsu that deals damage
damage type of your choice. they roll 1 additional damage die.
• Regain Hit points equal to your Ninjutsu ability • +2 bonus to their AC for the duration.
Modifier at the beginning of each of their turns for the
duration. TRANSMUTED SELF
• Gain a 1d6+1 bonus to saving throws they don’t have Starting at 13th level, your body can better handle your
proficiency in. chakra scalpels, allowing you to use them more
• Gain a 1d6+1 bonus to ability checks they don’t have aggressively. Your Chakra Scalpel’s damage die increases
proficiency in. to a d8.
• They reduce the cost of all jutsu they cast by 2. When a creature makes a constitution save against your
Transfigured Technique class feature, they make it at
A creature can only gain one benefit from this feature at disadvantage.
a time. You can only have two instances of this feature Finally, you may also use your Altered Strength class
active on creature(s) at any given time. If you would try to feature as a bonus action, but when you do, you can only
use this feature a third time, while two other instances are use it on yourself.
currently active, one of the previous two instances stop at
your choice. TRANSMOGRIFIED BIOLOGY
Beginning at 5th level, you can spend 5 chakra. When Starting at 17th level, you have transmuted your own body
you do, you use an enhanced version of this feature. An into one near perfection. When you would gain the benefit
affected creature can gain up to two benefits of this of your Altered Strength class feature, you can gain 3
feature this way. benefits without spending any additional chakra.
A creature other than you can gain the benefits of this
feature twice per rest. T RANSMUTER C HART
TRANSMUTER [NEW/CHANGED] Level Jutsu Learned Jutsu Feature
Starting at 5th level, you learn the techniques required to 5th
Restorative The creature also regains hit points
play a powerful role in the throes of battle. You learn the equal to your Medical-Nin Class level.
following jutsu as you gain levels in this class according to
9th Curse of Prey This jutsu gains the Medical Keyword.
the Transmuter Chart at the end of this class section. Each
Increase the Penalty to -4.
jutsu learned also grants you an additional feature
pertaining to the jutsu. Learned jutsu do not count against 13th Reconstructive When you deal damage with this
your jutsu known as seen on your Medical-Nin Class Hand jutsu, the damage die becomes d12.
Chart. 17th Red Lotus Gains the Medical Keyword, and you
may still concentrate on jutsu so long
as they have the medical keyword.

14
TAIJUTSU SPECIALIST CREATING A TAIJUTSU SPECIALIST
A Hyūga takes their fighting stance, ready for the assault When creating a Taijutsu Specialist consider a few things
from the surrounding undead summons from the Dark about the character on a personal level? Do they use
shinobi standing just on the other side of the ridge, the Taijutsu as a way to push pass their weaknesses and
Hyūga leaps from undead to undead, striking them each surpass their rivals? Do they use Taijutsu as a way to
with unmatched precision taking them down one by one give themselves discipline and teach themselves
with 1 or two precise strikes. patience?

A clanless girl in the heat of battle creates an What made the character so bound to
unorthodox stance, and readies for her training session. learning so many varied and useful
Her team assaults her as she parries, dodges and Taijutsu techniques and what drives
counters each one with a graceful swing of her arms and them to learn more? Did they train
legs as she then follows each one with a powerful strike under another very skilled Shinobi? Or
knocking each training member back. did they become enamored by the
people around them and want to
These shinobi, different as they might be, are
emulate their skills and techniques?
connected by one common factor, they are masters in
the field of Taijutsu. While others are able to use Taijutsu
QUICK BUILD
techniques they learn with some level of mastery, the You can make a Taijutsu Specialist
Taijutsu Specialists are the absolute masters of unarmed quickly by following these
combat and technique. They are able to take the suggestions. First, put your highest
concepts of the Taijutsu they have and accelerate it to ability score in Strength or
new heights and unmatched levels. Dexterity, followed by Constitution.

CHARACTER INSPIRATIONS
Second, choose the Hyūga, Sarutobi,
Inuzuka, Uchiha or Non-Clan,
When designing this class, it was built with the intent to Clans.
allow players to utilize different types of Taijutsu and
stances, allowing for a variety of fighting styles as
shown in the Naruto series and other Manga series.
Players would be able to match or exceed their allies in
combat, close range and even close distance better than
most other classes are able. The characters this class is
pulling inspiration from are as follows: Rock Lee, Might
Guy, Neji Hyūga, Hinata Hyūga, and Killer B

15
CLASS FEATURES [CHANGED] MARTIAL DEFENSE [NEW]
As a Taijutsu Specialist, you gain the following class Beginning at 1st level, while you are wearing no armor,
features. your AC equals 11 + Proficiency + Dexterity Modifier.
Beginning at 5 th level, you learn how to blend your
HIT POINTS martial prowess with a set number of techniques learned
Hit Dice: 1d12 per Taijutsu Specialist level from the teachings and theory of seal smiths. You gain 2
Hit Points at 1st Level: 12 + your constitution modifier guard slots, which can be used to infuse yourself with
Hit Points at Higher Levels: 1d12 (or 7) + your taijutsu techniques meant to mimic any minor armor
Constitution modifier per Taijutsu Specialist level seal you would like. Infusing yourself with such a seal
after 1st. must be done over the course of a full rest. Additionally,
you cannot gain the benefit of this feature while you are
CHAKRA POINTS not using this features AC calculation.
You gain access to refined armor seals and 1 additional
Chakra Dice: 1d6 per Taijutsu Specialist level
slot at 9th level, greater armor seals and 1 additional slot
Chakra Points at 1st Level: 6 + your constitution
at 13th level, and Superior armor seals and 1 additional
modifier
slot at 17th level.
Chakra Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per Taijutsu Specialist level
after 1st.
UNARMED TECHNIQUE [NEW]
Also 1st level, your practice of martial arts gives you
PROFICIENCIES [CHANGED] mastery of combat styles that primarily use unarmed
strikes and Taijutsu Specialist weapons, which are
Armor: Light armor, medium armor
Combat bracers and Iron Claws.
Weapons: Combat Bracers, Iron Claws
You gain the following benefits while you are unarmed
Ninja Tools: Disguise Kit, Trapper Kit
or wielding only Taijutsu Specialist weapons:
Saving Throws: Dexterity, Charisma
Skills: Martial Arts, Choose three from Acrobatics, • You can use Strength or Dexterity for the attack and
Chakra Control, History, Insight, Investigation, damage rolls and Save DC calculation of your unarmed
Nature, Stealth, Perception, Medicine. strikes, Taijutsu Specialist weapons, Taijutsu and the
Martial Arts Skill.
EQUIPMENT • You can roll a d6 in place of the normal damage of
You start with the following equipment, in addition to your unarmed strike or Weapons that you are
the equipment granted by your background: proficient with. This increases to a d8 at 6th level and a
• (a) No Armor or (b) Padded Armor or (c) Combat d10 at 11th level.

TAIJUTSU STANCE
Jacket
• (a) Combat Bracers or (b) Iron Claw
• (a) One Kunai stack or (b) One Shuriken stack Finally, beginning at 1st Level you adopt a particular
• (a) 2 Paper Bombs or (b) 2 Flash tags Taijutsu Stance. Choose one of the Taijutsu Stances
• 1 Smoke Bomb located in Chapter 13: Customization Options; You Can’t
take a Taijutsu stance more than once.
JUTSU CASTING
MARTIAL ADEPT [NEW]
NINJUTSU Starting at 2nd level, your training with unarmed
Ninjutsu save DC = 8 + your proficiency bonus + your techniques have granted you a technique that others of
Intelligence modifier your skill level could only ever pray to emulate. This skill
Ninjutsu attack modifier = your proficiency bonus + and technique is manifested in the form of Martial die,
your Intelligence modifier which is a d4. Your martial die grows in size to a d6 at
9th , and a d8 at 17th.
GENJUTSU At the beginning of each of your turns you manifest a
Genjutsu save DC = 8 + your proficiency bonus + your pool of martial die, of an amount equal to the value
Wisdom modifier shown in the Martial die column of the taijutsu
Genjutsu attack modifier = your proficiency bonus + specialist class table. You can spend your martial die to
your Wisdom modifier complete any number of martial techniques or taijutsu
specialist class features. Unspent martial die are lost at
TAIJUTSU the beginning of each of your turns.
You begin by knowing four of such martial techniques,
Taijutsu save DC = 8 + your proficiency bonus + your
learning more as noted in the martial techniques
Strength modifier
column of the Taijutsu Specialist class table. Martial
Taijutsu attack modifier = your proficiency bonus + your
Techniques are detailed at the end of this class
Strength modifier
description. Any martial techniques that would refer to
levels, are in reference to your Taijutsu specialist class
level. Additionally, any martial techniques that would
require a saving throw uses your Taijutsu save DC. When
you would complete a Full-Rest, you are able to switch
martial techniques known.

16
ENHANCED MOVEMENT MASTER OF PERSISTENCE [NEW]
Also, at 2nd level, your speed increases by 10 feet while not At 13th level, you don’t know how to or when to give up, and
wearing Heavy Armor. This bonus increases to 15 feet at 6th it only make it harder to stop you. If you would begin your
level, 20 feet at 9th level, 25 feet at 13 level, and 30 feet at 17 th turn blinded, dazed, deafened, incapacitated, stunned or
level. paralyzed, you can spend 2 martial die to end one of the
listed conditions.
TAIJUTSU STYLE [CHANGED]
At 3rd level you learn a Combat style that fits in with how PERFECT BODY [CHANGED]
you view combat and encompasses your overall approach At 15th level, your intense training grants you proficiency in
towards Taijutsu. Your Style grants you feature at 3rd Level either Strength or Constitution saving throws.
and again at 6th , 9th, 14 th, 17th and 20 th Level. Additionally, whenever you make a saving throw, with
an ability you are not proficient in, add your Dexterity
ABILITY SCORE IMPROVEMENT/FEAT modifier to the saving throw.

PERFECT MIND [NEW]


When you reach 4th and again at 8th, 12th, 16th, and 19th,
level, you can increase one ability score by +1 & a Feat of
your choice that they qualify for. As normal you can’t At 18th level, your intense training grants you proficiency in
increase an ability score above 20 using this feature. either Intelligence or Wisdom saving throws and you
become immune to the Fear condition.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, PERFECT SELF [REMOVED]
whenever you take the Attack action on your turn. Attacks -
you make with the Attack action count as chakra enhanced.

EVASION [CHANGED]
Beginning at 7th level, your instinctive Agility lets you
dodge out of the way of certain area effects. When a Jutsu
allows you to make a Dexterity save to take only half
damage, you instead take no damage if you succeed on a
saving throw, and only half damage if you fail.

CHAKRA ENHANCED STRIKES [NEW]


At 7th Level, your attacks become imbued with your chakra
naturally, with each strike becoming more and more lethal
as more chakra is packed behind each blow. You gain the
following benefits;
• Successful unarmed strikes or melee taijutsu attacks
you make after the first, each turn, deal an additional
1d6 damage. This bonus damage does not stack with
itself in any way.
• Unarmed attacks ignore damage reduction as a result
of armor or seals.

UNBREAKABLE WILL [NEW]


Beginning at 10th level, your presence on the battlefield
cannot be suppressed, repressed or even ignored. When a
Jutsu or effect, with the Fuinjutsu keyword, would force you
to make a Saving throw to resist its effects, you can add 1
Martial die to the result.

FLOW OF BATTLE [NEW]


Beginning at 11th level, you have begun to master the art
of Taijutsu to a scary degree, learning when to move into
both offensive and defensive stances. You gain a bonus
to your initiative equal to your Intelligence, Wisdom or
Charisma modifier (your choice).
Additionally, at the end of each of your turns, where
you attempted to make an attack or cast a Taijutsu, you
gain a stack of Flowmotion, holding no more than 3 at
any given time, lasting for 1 minute or until spent. At the
beginning of each of your turns you can choose to
convert one stack of Flowmotion into one Martial Die,
which lasts until the end of the current turn. If you
would gain additional martial die this way, you cannot
gain stacks of Flowmotion that turn.

17
TAIJUTSU STYLE DEBILITATING BARRAGE [CHANGED]
At 14th Level you’ve gained the knowledge to temporarily

DISTURBANCE [CHANGED] inhibit a creatures fortitude by striking a series of pressure


points. Whenever you hit a creature with two or more
Taijutsu specialists who blend their style with the Art of attacks, as a part of the same action, you can spend 2
disturbance have a level of trickery mixed into their martial die to force the creature to make a Constitution
fighting. They focus on overwhelming their enemies with a saving throw vs your Taijutsu Save DC. On a failed save you
flurry of attacks from multiple angles at once using both cause the creature to become vulnerable to a damage type of
armed and unarmed options. You can break, even the most your choice. This effect lasts until the next instance of
perfect defense. damage of that type that affects them. You can only use this
feature twice per rest.
BLINDING SPEED [CHANGED]
When you choose this Style, starting at 3rd level, you focus DISTURBING ENDURANCE [CHANGED]
on overwhelming your enemies with more than they could Beginning at 17th Level, you’ve learned how to recoup your
conceivably handle at one time. lost stamina and energy far more efficiently than before. If a
You learn to accomplish this through a series of feature granted by this subclass would cost more than 1
Martial Techniques, unique to you and your style of martial die, you reduce the cost of the feature by 1 martial
combat. You learn the following two Martial Techniques. die.
Shatter. When a creature is attempting to cast a Jutsu
within 15 Feet of you, you may, as a reaction, spend 1 DISTURBING TECHNIQUE [NEW]
martial die. When you do, you may move up to half your Beginning at 20th Level, your technique is so overwhelming
that your enemies speak of how you should never be faced
movement speed, ending said movement within 5 feet of
alone. But you’ve heard the tales and have prepared for such
the triggering creature. You may then choose to make
two unarmed strikes, attacking their vital points and a situation. When you would cast a Taijutsu that requires
you to make 2 or more attacks and there are at least two or
open defenses with precision, meant to prevent their
more hostile creatures within the jutsu’s range, you may
action. On a hit, you deal your unarmed damage and the
spend 1 martial die, granting it the Disturbing keyword.
target creature must succeed a Constitution saving
throw. On a failed save you interrupt the jutsu, Taijutsu with the Disturbing keyword doubles the
number of attacks made with the jutsu, but the attacks
preventing its casting. The affected creatures chakra is
must be evenly split amongst all hostile creatures within
still spent. On a success, the jutsu is cast normally.
Unstable Core. After you use your action to cast a Taijutsu, the jutsu’s range.
you may spend 1 martial die. When you do, you make two
unarmed attacks as a bonus action, adding your martial
die to the damage rolls of each attack and forcing a
creature to make a strength saving throw, being knocked
prone on a failed save.

DISTURBANCE FLURRY [CHANGED]


Also, at 3rd level, you learn to break your opponent's
combat flow using your mastery over combos and repeated
strikes.
By spending 1 martial die, you are able to gain an
additional bonus action, which you can use to cast a
Taijutsu or make one additional unarmed attack adding
the result of the die to your damage dealt. This can only
be done once per turn and costs no action.
Beginning at 17th level, your martial speed eclipses
anyone who would consider themselves your rival. By
spending 3 martial die, you are able to gain 1 additional
bonus action, which you can use to cast a Taijutsu, with
the Finisher keyword.

UNTOUCHABLE [CHANGED]
Starting at 6th level, creatures cannot take attacks of
opportunities against you, by any means.
Additionally, creatures who would spend their
reaction to make an attack of any type targeting you, is
made at disadvantage.

UNMATCHED REFLEXES [CHANGED]


Starting at 9th level you learn to react more often
preventing situations before they even start. Beginning at
the start of your turn, you may spend 1 martial die. If you
do, you gain 1 additional reaction, which can only be used to
cast a taijutsu.

18
IRONCLAD [CHANGED] IRON HEART [CHANGED]
Starting at 6th level, you've become comfortable fighting
The Taijutsu specialist who prefer brute strength and
behind your defenses, and have gained the skill and
impenetrable defenses over ninjutsu or genjutsu are
courage needed to use yourself as a shield for your allies.
known as the Ironclad. These shinobi can be seen as
As a Reaction, when a creature within 5 feet of you is hit
Knights or Warriors who rely on the fortitude of their
by an attack that deals any type of damage, excluding
armor, their bodies and most importantly, their willpower
psychic, you may dive in front of them, using your armor
to be an unbreakable wall in the forefront of conflicts.
and shield to take the brunt of the force. The damage is

IRONCLAD [CHANGED] reduced by your Unarmed Combat die + your proficiency


bonus. Rather than the initial target, the attack hits you
When you choose this style starting at 3rd level, your
regardless of your AC or other abilities.
passion for protection has borne fruit. You gain
At 14th level, you may also target an ally who is no
proficiency in Heavy Armor, and the Armor smith’s Kit.
further than your maximum movement speed. When you
While wearing heavy armor, you still gain the benefits of
do you move towards them ending your movement
Enhanced Movement.
adjacent to them in a space that can hold you.
Additionally, your research in metallurgy has allowed
Additionally, you can now target an ally who is in the
you to create an item no other shinobi could or would
area of effect of a jutsu like Fireball. When you do, your
consider making; A Shield. Your Shield is a piece of
ally automatically passes their save, taking no further
equipment that you gain proficiency in. Your Shield
effect, and you gain disadvantage on your save.
grants you 3 additional Guard slots. If your shield is ever
lost or destroyed, you may craft an exact copy of the
previous one using 100 ryo and 1 downtime. You may only
IRON WILL [CHANGED]
Starting at 9th level, you have conditioned yourself to
benefit from one shield at a time. This shield has the
allow nothing to distract you from your one purpose on
following statistics;
the field of battle: Protection.
IRON CLAD SHIELD You become immune to the Berserk and Dazed
conditions.
Armor Name AC Bulk Properties Additionally, you gain a 2 additional reactions per
Iron Clad Shield +1 1 Bulk Blocking, Light round, that can only be used to use your Iron Heart
feature.

IRON COMBAT [CHANGED] IRON FURY [CHANGED]


Also, at 3rd level, you learn to leverage your unique
Starting at 14th level, you no longer stand idly by while
method of protection in the heat of combat, You learn to
your allies are hurt. Twice per rest, as an action, you may
accomplish this through a series of Martial Techniques,
spend 4 martial die to enter a combat trance for 1
unique to you. While wielding your Shield, you learn the
minute, devoting your mind, body, and soul to safeguard
following two Martial Techniques.
your friends, and show your enemies retribution. You
Interpose. When allied creature within 10 feet of you would gain the following benefits for the duration;
take damage from an attack, and you could cast a
• You have resistance to all damage except Psychic
Taijutsu with a casting time of a reaction, to reduce
damage.
damage, the attacks to hit, or increase your AC, you can,
• When you use your Iron Heart Feature, you may make
as a reaction, spend 1 martial die, to redirect the attack
two unarmed attacks against the triggering creature
to you, cast the appropriate Taijutsu, and add your
as a part of the same action.
martial die to the damage reduction, to hit reduction, or
• Your Shield Provides you an additional +1 Bonus to AC
AC bonus.
while holding it.
Shield Bash. When you make an unarmed attack, you
can spend 1 martial die. If you do, when you hit a
creature with an unarmed attack, before the
IRON FLOW [CHANGED]
Beginning at 17th level, you've mastered
end of the current turn, you may
controlling your stamina for important
choose to shove the target
moments in a fight. Whenever you use your
creature, using your attack roll in
Iron Heart feature and you are at or below
place of your athletics check. If
half of your maximum hit points, you can
you are successful, you deal your
add 1 martial die, to the amount of damage
unarmed damage + your martial
reduced as a result of Iron Heart.
die and the target creature
becomes bruised.
IRONCLAD TECHNIQUE [NEW]
Beginning at 20th level, your defensive
technique has been perfected. Enemies speak
of how your guard can never be broken. When
you would cast a Taijutsu that would reduce
damage, reduce a hostile creatures to hit or
increase your AC, you may spend 1 martial
die, granting it the Ironclad keyword.
Taijutsu with the Ironclad keyword
grants you a number of temporary hit
points equal to 5 times the result of your
martial die. These temporary hit points last
until the beginning of your next turn.

19
NIN-TAI [CHANGED] ELEMENTAL CLOAK [CHANGED]
Starting at 6th level, you have learned to manifest your
The Taijutsu specialist who Blend their style with Ninjutsu
Elemental chakra into a full-blown chakra cloak that
open up a world of unpredictability and technique. They
erupts off of your body. When you would gain the benefits
have found ways to further augment their body beyond
of Nature Enhanced Combat you gain the following boosts
simple Taijutsu, but instead coating their body in a given
to each Nature Release;
Nature Releases and magnifying their strength and greatly
increasing their potential. • Earth Release (Changed): Dust, gravel and other
earthen substances begin to form from the force of your
NATURE ENHANCED COMBAT [CHANGED] chakra alone. You gain resistance to earth damage, and
When you choose this style starting at 3rd level, you have reduce all instances of damage by an amount equal to
focused your effort on harnessing your innate Nature twice your Martial die.
Release. Select one Nature Release (Earth, Wind, Fire, Water, • Wind Release (Changed): Wind whips around you
or Lightning Release). You gain the ability to learn and cast violently. You gain resistance to wind and slashing
jutsu with the corresponding Keyword. Also, when learning damage. Also, clouds, gas, mist, rain and smoke cannot
Ninjutsu with the corresponding keyword, you may use your be sustained while within 10 feet of you, immediately
Taijutsu ability modifier in place of your Ninjutsu ability dispersing and rendering you immune to jutsu or
modifier for the purposes of Ability score Requirements effects that create such effects the turn they are cast.
By spending 1 Martial die, as a bonus action, you enhance • Fire Release (Changed): Your body becomes wreathed
your body with the chakra of the corresponding Nature in flames of any color you desire. You become resistant
release granted by this feature. You benefit from these to fire damage and once per turn, creatures of your
effects for the next minute. choice, who touch you, or whom you hit with a melee
• Earth Release: Your body becomes hardened similar to
attack or effect with a range of touch, takes fire damage
equal to your Martial die.
that of stone. Your unarmed attacks deal earth damage.
• Water Release (Changed): Your body generates
You gain a number of Temporary hit points equal to 1
powerful gales of water that spirals around you. You
flurry die at the beginning of each of your turns. This THP
become resistant to cold damage and once per turn
can stack with other sources of THP.

when you would make a saving throw using Strength,
Wind Release (Changed): Your body becomes as light as a
Dexterity, or Constitution you may add your Martial die.
gentle breeze. Your unarmed attacks deal wind damage.
• Lightning Release: Your body becomes clad in
When you successfully hit a creature twice in the same
compressed lightning that oscillates around your body
turn, the next time the target would make a Strength or
violently. You gain resistance to lightning damage and
Dexterity saving throw, they make it at disadvantage.

when you would take the dash action, you can spend a
Fire Release: Your body becomes hot to the touch. Your
Martial die to quadruple your movement speed. Also,
unarmed attacks deal fire damage. Add one martial die to
creatures suffer a penalty to attacks against you equal
all of your unarmed damage rolls.

to the result of your Martial die, when they would make
Water Release: Your body becomes cool to the touch. Your
an attack targeting you while it is not their turn. (This
unarmed attacks deal cold damage. Your unarmed attacks
does not count for Elite or Legendary Actions)
gain the Reach 1 and Deadly weapon properties.

ELEMENTAL ARMOR
• Lightning Release (Changed): Your body gives off a soft
static with occasional jolts of harmless electricity. Your
Beginning at 10 th level, you learn to modify your Taijutsu
hair also stands up when excited or upset. Your unarmed
further using hyper compressed Ninjutsu. When you
attacks deal lightning damage. Your unarmed attacks gain
would gain the benefits of your Nature Enhanced Combat
the Critical weapon property, and you increase your AC by
class feature, you can choose to instead spend 3 Martial
+1.
die. When you do, you infuse yourself with a surge of

ELEMENTAL COMBAT [CHANGED] nature release chakra, enhancing your Elemental Cloak
beyond its normal limits. You can maintain this
Also, at 3rd level, you learn to harness your new Elemental
enhanced form by spending 1 Martial die at the
Chakra to better enhance your combat potential when
beginning of each of your turns. In order to exist this
utilizing elemental combo’s.
form, you must spend a bonus action on one of your
When using a Taijutsu while gaining the benefits of the
turns. You gain the following benefits based on your
Nature Enhanced Combat class feature the taijutsu used
chosen element;
gains the Nature Release Keyword you chose and deals that
nature release keywords corresponding damage type. • Earth Release: When you would take damage, you can
You learn to accomplish this through a series of spend any number of Martial die, reducing the damage
Martial Techniques, unique to you and your style of you take by the result + your Taijutsu ability modifier.
combat. You learn the following two Martial Techniques. • Wind Release: When you would be targeted for an
attack, you can spend any number of Martial die,
Elemental Rush. Whenever you hit a creature with at least
reducing the triggering attacks to hit bonus by the
two unarmed attacks, while gaining the benefits of
result.
your Nature Enhanced Combat class feature, you can
• Fire Release: When you would target a creature with a
spend 1 Martial die, allowing you to make two
Taijutsu attack, you can spend any number of Martial
unarmed attacks as a Reaction, adding your Martial die
die, adding the result to the jutsu’s damage.
to each attacks damage roll.
• Water Release: When a creature would make a saving
Elemental Crush. When you would deal damage with a
throw against a Taijutsu you cast, you can spend up to
Taijutsu you cast, you may spend any number of
two Martial die, reducing the result of their saving
Martial die to deal additional damage equal to twice
throw, by half the result.
the result. Once you use this Technique, you have to
• Lightning Release: At the beginning of each of your
spend an equal number of Martial die to recharge it.
turns, you can spend one Martial die gaining a bonus
to your AC, equal to the result of your roll.

20
ELEMENTAL RECHARGE NIN-TAI TECHNIQUE [NEW]
Beginning at 14 th level, you have learned to convert your Beginning at 20th Level, your technique is so
chakra into the energy needed to perform more combos overwhelmingly powerful that your enemies speak of you as
and keep the attacks flowing. You compress a massive if you are a force of nature. Something that is unavoidable
store of chakra revitalizing your stamina. As a Reaction, and if encountered, can only be weathered. When you would
you may spend 25 chakra. When you do, you regain all cast a Taijutsu that requires you to make no more than 1
spent Martial die. You may do this once per short rest. attack, you may spend 4 martial die, granting it the Nin-Tai
keyword.
WRATH OF NATURE [CHANGED] Taijutsu with the Nin-Tai keyword scores a critical hit
Starting at 17th level, you have mastered the art of on a D20 roll of a 10 or better. Once you use this feature,
Blending Ninjutsu and Taijutsu. While you are gaining you must spend 4 martial die at the beginning of one of
the benefit of your Elemental Armor class feature you your turns to recharge this feature.
gain the following benefits;
• Earth Release: Your durability and stamina become
unmatched. Creatures cannot score critical hits
against you. Additionally, if a creature would score a
critical hit against you, they instead half their damage
dealt.
• Wind Release (changed): The wind chakra that
surrounds you cuts through all manners of defense.
Taijutsu you cast ignores resistance and treats
immunity as resistance.
• Fire Release (Changed): Your ferocity and explosive
power matches the fire surrounding you. Unarmed
damage you deal ignores damage reduction and
temporary hit points.
• Water Release: You’ve gained a deeper control of the
water both inside and outside your body as it
reinvigorates your muscles and protects them from
outside forces. You gain immunity to the Bruised,
Weakened and Dazed conditions.
• Lightning Release (Changed): Your speed comes
much more naturally to you as you follow the invisible
static currents of electricity through the air. Your
movement cannot trigger reactions or Attacks of
opportunities. Additionally, attacks you make ignore
creatures gaining a bonus to their AC as a result of a
Jutsu, Feature or trait.

21
PASSIONATE YOUTH [LEGACY 8 INNER GATES
CONTENT] Starting at 6th Level, you learn how to access the 8 inner
gates. This is an extremely dangerous technique but the
Taijutsu Specialists who blend their style with the Passion benefits sure balance out with the risks. You gain the ability
of Youth exude a level of charisma unmatched by most in to unlock 3 gates of the 8 that exist. You learn to unlock
the world of Taijutsu, but they also have a level of more gates at 10th, 14th, and 17th Levels.
dedication that overshadows most. With the Conviction to Each Gate is released on its own, and provides its own
master the 8 Gates, the Passion of Youth is never to be benefits and detriments. Each Inner gate has a maximum
underestimated. duration of 1 minute after which you immediately end the
gates activation and gain any detriments you would
FISTS OF IRON normally gain.
When you choose this Style starting at 3rd level, you focus While active you cannot cast or maintain concentration
all of your effort on mastering hardening your fists, elbows, on any Ninjutsu or Genjutsu.
and other parts of your body until they feel like Iron while in Please Refer to the 8 Inner Gate Chart to See which Gates are
combat. Once per turn, your Unarmed Strike deal an unlocked at which levels and the benefits/detriments they
additional die of damage. This Damage increases as you bring with each gate.
gain levels in this class based on the Fists of Iron Strike Benefits and detriments stack both while active and upon
damage chart. ending the forms. You can end the activation of any gate but
F IST OF I RON B ONUS D AMAGE CHART the 8th gate as a bonus action, taking on accumulated
exhaustion from each previous gate all at once.
Level Damage Die When you would end the 8th gate of Death, you turn to
3rd 1d8 ash, unable to be revived by any means.
6th 1d10
IRON HEART FORTITUDE
10th 1d12 Beginning at 10th Level, while gaining the benefits of your 8
17th 2d6 Inner gates feature, and you are in the 3rd Gate of Life or
above, you are immune to the Effects of Exhaustion,
ENHANCED FLURRY [LEGACY UPDATE] Weakened and Slowed. You suffer the effects whenever you
Also, you learn to accomplish powerful attacks are no longer gaining the benefits of the 8 Inner gates.
through a series of Martial Techniques, unique to you and Also, at 10th level, as a Full Turn Action, and by reducing
your style of combat. You learn the following two Martial your movement speed to 0, you can immediately assume up
Techniques. to the 5th gate, gaining all previous gates benefits and
detriments as well. You can do this twice per long rest.
Open hand Technique. Whenever you hit a creature with at

PASSIONATE NAPS
least one unarmed attack, you can spend 1 Martial die,
forcing them to make a Constitution saving throw or be
Beginning at 14th Level, when you would take a short rest,
knocked prone and bruised.
you recover 1 rank of exhaustion, Weakened and Slowed.
Chakra Enhanced Blows. You channel chakra into your hands
You gain the benefit of this feature twice, before you need a
enhancing your blows even further. You can spend 1
long rest.
Martial die to adding the result to all unarmed attacks
made until the beginning of your next turn.
TRIED AND TRUE RESTS
Beginning at 17th level, when you would gain the benefit of
a long rest, you recover up to two ranks of exhaustion,
Slowed, and Weakened instead of one.

8 INNER G ATES
Level Gates Casting Time Benefit Detriment
6th 1st Gate of Opening Action STR +2, Speed +10 -
6th 2nd Gate of Healing Bonus Action STR +2, Heal 2 Hit Die -
6th 3rd Gate of Life Action STR +4, Speed +10, AC +1 Exhaustion +1, Weakened 1 Hour
10th 4th Gate of Pain Action CON +2, Speed +10 Exhaustion +1, Slowed 1 Hour
10th 5th Gate of Limit Bonus Action STR +4, Speed +10, AC+1, Extra Action Exhaustion +1, 1d12+1 Damage each round while active
14th 6th Gate of View Action STR +6, Con +2 Exhaustion +1. 1d12+3 Damage end of turn while active
14th 7th Gate of Wonder Bonus Action STR +6, AC +1 Exhaustion +1, 1d12+5 Damage end of turn while active.
17th 8th Gate of Death Action STR +6, Con +2, Double Speed, AC +2, Extra Exhaustion +1, 1d12+7 Damage end of turn while active.
Action. Remains in form a Number of rounds Equal to Con Modifier

22
RIGHTEOUS FURY [CHANGED] When cast in this way, you still need to pay the initial
chakra cost, but you do not need to pay its cost to maintain
Taijutsu Specialists who blend their style with Righteous
your concentration on it. You can switch this jutsu when
Fury tend to be brutal with their strikes. Though they
you gain the benefit of a full-rest.
traditionally protected large monasteries, they have sense
passed their techniques on to the next generation of RELENTLESS FURY [CHANGED]
shinobi. Their training has instilled them with a burning Starting at 9th level, your fury can keep you fighting
passion that makes them extremely powerful in short despite grievous wounds. If you drop to 0 hit points while
bursts. your Chakra Frenzy is active, you can spend 1 Martial die to
not immediately die or fall unconscious. Make a DC 10
CHAKRA FRENZY Constitution ability check. If you succeed, you drop to 1 hit
When you choose this style starting at 3rd level, you gain
point instead. Each time you use this feature after the first,
the ability to focus your chakra into a frenzy of berserker
the DC increases by 2. When you finish a short or long rest,
energy, provided that you aren't wearing heavy armor. It the DC resets to 10.
empowers you with supernatural combat skills.
When you reach 17th level, each time you succeed on
You can spend 1 Martial die and a bonus action to enter
this ability check, your fury further invigorates you,
a Chakra Frenzy for up to 1 minute, gaining the granting you advantage on any attacks you make until
following benefits:
the end of your next turn
• You have advantage on Strength Ability checks and
Saving throws. UNSTOPPABLE FURY
• When you make melee weapon attacks using Strength or Beginning at 14th level, your Chakra Frenzy is so fierce
Dexterity, you gain a bonus to damage rolls equal to your that it ends early only if you fall unconscious or if you
Martial die. You choose which ability score when you choose to end it.
enter your chakra frenzy. Additionally, when you roll 4 or lower with an
• You have resistance to bludgeoning, piercing and unarmed damage die, you can reroll the die and must
slashing damage. use the new roll, even if the new roll is 4 or lower.

While your Chakra Frenzy is active, you can only


FURY OF THE RIGHTEOUS
maintain concentration on Jutsu with a range of Self. Beginning at 17th level, your passionate anger has
Your Chakra Frenzy ends early if you are knocked reached a zenith so pure, that others who follow this
unconscious or if your turn ends and you have not path can only ponder how it is you attained this level of
attacked a hostile creature or forced one to make a wrath.
saving throw or you have not taken damage since then. While you are gaining the benefits of your Chakra
You can also, end your Chakra Frenzy on your turn as a Frenzy class feature, you have become unstoppable. For
bonus action. the duration of the Chakra Frenzy your speed cannot be
reduced, and you are immune to the Berserk, Charmed
FRENZIED ASSAULT [NEW] and frightened, paralyzed, and stunned conditions.
When you choose this Style, starting at 3rd level, your
If you are frightened, paralyzed, or stunned, you can
rage, fury and passion is weaponized to overwhelm your
still take your bonus action to enter your Chakra Frenzy,
targets with pure force.
immediately ending the aforementioned effects.
You learn to accomplish this through a series of
Martial Techniques, unique to you and your style of
RIGHTEOUS FURY TECHNIQUE [NEW]
combat. You learn the following two Martial Techniques. Beginning at 20th Level, your savagery is so
Savage Force. When you score a successful hit on a creature overwhelmingly cruel and brutal that your enemies speak of
with an unarmed or Taijutsu attack that deals unarmed you as if you are a monster. You love to hear the stories.
damage, you can spend up to 2 Martial die. When you do When you would cast a Taijutsu that requires you to
you multiply the force of your attack by an amount equal make any number of attacks, you may spend 3
to three times the result of the martial die. In return martial die, granting it the Righteous Fury
the next melee attack that would deal damage to you keyword.
cannot be reacted to or have its value reduced. Taijutsu with the Righteous Fury keyword
Tyrants Savagery. When a creature would deal damage deals additional damage equal to your level
to you, you can spend any number of Martial die. on each successful attack where the
When you do record the result. The next time you result of the attack is at least 5
would deal damage to that creature you deal higher than the target
additional damage equal to twice the result. creatures AC.

FORCE OF RAGE
Starting at 6th level, you have imbued
your frenzy with your own chakra to
add additional effects to it. Choose a
jutsu you know with a casting time of 1
action or 1 bonus action, a range of self, and that
can last’s for at least 1 minute, with or without
concentration. When you activate your Chakra
Frenzy, you can spend additional Martial die to
cast your chosen jutsu as part of the same
action based on the rank of the jutsu casted.
(D-Rank/C-Rank: 1 Martial die, B-Rank/A-
Rank: 2 Martial die, S-Rank: 3 Martial die.)

23
RUIN [CHANGED] DISRUPTIVE ASSAULT [CHANGED]
Starting at 6th level, you've honed your disrupting
Taijutsu Specialists who take shinobi prosthetics, tech,
combat style to a point where you can easily follow
or augments and use them to enhance their martial
through with your attacks, even when your enemies try
prowess are known as “Ruin”. They incorporate devices
their best to resist.
to harness their chakra for them, allowing them to fight
Once per turn, when you deal unarmed damage, you
with one less thing to focus on and worry about.
can spend up to two Martial die. When you do the target

BATTLE READY CATALYST [CHANGED] takes chakra damage equal to twice the result. This
increases to three times the result at 14 th level and four
When you choose this style starting at 3rd level, through
times the result at 20th.
intensive research, trial and error, or sheer dumb luck,
you have discovered a way to enhance your Taijutsu,
through a Catalyst for your chakra, which you wear on
CATALYTIC OVERDRIVE! [NEW]
Starting at 9th level, by spending 1 Martial Die at the
your person either on your armor, or as a part of your
beginning of each of your turns you are able to push your
daily attire. This Catalyst’s design is one of your
Catalyst into overdrive until the beginning of your next
description. They can be vented boots, or special gloves.
turn. While your catalyst is in overdrive, you gain the
With this catalyst, you can weave it into your clothing
following benefits.
over the course of 1 hour. Once complete, you gain the
following benefits; • +1 bonus to AC.
• +1 bonus to all saving throws.
• You have resistance to Chakra damage.
• +1d4 bonus to all strength, dexterity and constitution
• +1 Bonus to AC, if integrated into Light or Medium
ability checks
Armor.
• +1d6 bonus to all unarmed and taijutsu that deals
• When making Constitution (Chakra Control) ability
unarmed damage attack and damage rolls.
checks, you may add your unarmed combat die to the
roll. While your Catalyst is in overdrive, you can only
maintain concentration on one jutsu and if you would be
ANTI-CHAKRA WAVELENGTH [NEW] incapacitated, stunned or paralyzed, your Catalyst short
When you choose this Style, starting at 3rd level, your circuits, being unable to enter an overdrive state for the
catalyst generates a hostile and very aggressive chakra next 10 minutes.
dispersing wavelength that you have weaponized to
disrupt and ruin your targets combat capabilities with but ANTI-SHINOBI WAVELENGTH
a few strikes. You learn to accomplish this through a series Beginning at 14th level, you have adapted to your
of Martial Techniques, unique to you and your style of Catalysts Anti-Chakra wavelength so much so that, you
combat. You learn the following two Martial Techniques. can feel the potential and power behind it. While you are
Choose two keywords from the following list. When using gaining the benefits of Catalytic Overdrive!, you can
the Martial Techniques granted by this class feature, you spend up to 2 Martial die. When you do, you can select
will always reference the chosen keywords; one more keyword of your choice from the Anti-Chakra
Wavelength list for each die spent. These additional
• Sensory
keywords count as keywords that your Martial
• Fuinjutsu
Techniques granted by this subclass affects.
• Earth Release

UNBREAKABLE CATALYST
• Wind Release
• Fire Release
Beginning at 17th level, you've honed your catalyst into
• Water Release
an unstoppable force for you to utilize at all times. Your
• Lightning Release
Catalyst can no longer short circuit as a result of being
• Tactical
incapacitated, stunned or paralyzed, while it is in
• Visual
overdrive.
• Auditory

Chakra Break. When you score a successful hit on a RUIN TECHNIQUE [NEW]
creature with an unarmed or Taijutsu attack that deals Beginning at 20th Level, your catalyst infused techniques
unarmed damage, you can spend a Martial die. When are so methodical and precise that your enemies speak of
you do you attempt to inject them with this you as if you were a myth. None of it is exactly false. When
wavelength generated by your catalyst. They must you would cast a Taijutsu that requires a target to make a
make a constitution saving throw, being unable to saving throw, you may spend 2 martial die, granting it the
spend chakra on jutsu with the chosen keyword until Ruin keyword.
the end of their next turn on a failed save. Taijutsu with the Ruin keyword always inflicts two of
Focus Break. When you score a successful hit on a the following conditions regardless of a success or
creature with an unarmed or Taijutsu attack that deals failure, once per casting;
unarmed damage, you can spend a Martial die. When • Bruised
you do you attempt to break their focus. Add the spent • Concussed
martial die to the damage dealt and if they would • Confused
make a concentration check to maintain • Dazzled
concentration, they instead make a strength saving • Weakened
throw vs your Taijutsu save DC, losing concentration
on all jutsu on a failed save.

24
STANCER [CHANGED] STANCED COMBAT [CHANGED]
Beginning at 14th level, you've perfected fighting with
Taijutsu Specialists who take specialize in multiple
multiple stances at once.
stances, are known as “Stancers” able to jump back and
If you are gaining the benefit of a stance that has a
forth between multiple stances, mixing and matching
special action, that you can use as a Bonus action (Ex.
them to maximize their martial effectiveness and
Serpent Fist’s bonus action ability, or Dragon Fist’s bonus
potential.
action ability), you can instead spend 1 Martial die to

MIXED MARTIAL ARTS [CHANGED] perform any special bonus action as a part of your Attack
action, at no additional cost.
When you choose this style starting at 3rd level, you may
If a stance you are benefiting from has a special ability
learn one Taijutsu Stance found in Chapter 13:
that requires An Action, or Full Turn Action, you can
Customization Options that you do not know. While in any
instead spend 1 Martial die to perform it as a Bonus
Taijutsu stance, you may spend 1 Martial die to gain the
action, once per turn.
benefit of a second, non-Clan based, Taijutsu Stance
(Such as Gentle fist etc.) that you know, simultaneously for
the next minute.
THE STANCER [CHANGED]
Beginning at 17th level, you have become an absolute
Reduce the cost of Taijutsu you cast that requires a
master at combining stances into a blended cacophony
Taijutsu stance, by an amount equal to its rank. (D-Rank =
of fists, kicks and strikes, mixing a variety of different
1, C-Rank = 2, B-Rank = 3, A-Rank = 4,
forms into a stance all your own.
S-Rank = 5).
Taijutsu you cast that require a Taijutsu stance deals

COMBO BREAKER [CHANGED] additional damage equal to 1 Martial die and ignore
damage reduction and resistance.
When you choose this Style, starting at 3rd level, your
Additionally, while gaining the benefit of your Stance
technique, style and mastery is weaponized to drift and
Blending feature, you may add your Intelligence,
fuse a myriad of fighting styles to defeat your targets with
Wisdom or Charisma modifier (your choice) to the
pure grace.
damage of Taijutsu attacks that add your Taijutsu ability
You learn to accomplish this through a series of Martial
modifier.
Techniques, unique to you and your style of combat. You
learn the following two Martial Techniques.
STANCER TECHNIQUE [NEW]
Alpha Counter. When a creature misses you with an Beginning at 20th Level, your style is so unique and graceful
attack, you may as a reaction spend 1 Martial die. When that your enemies speak of you as if you were the originator
you do, you may immediately make two unarmed of the different stances and styles you’ve blended. When
attacks against the triggering creature, adding the you would cast a Taijutsu that requires a Taijutsu stance,
Martial die to the result and forcing the target creature you may spend 2 martial die, granting it the Stancer
to make a Strength saving throw, being unable to use a keyword.
reaction until the beginning of their next turn. Taijutsu with the Stancer keyword ignores resistance,
Dodge Cancel. When you hit a creature with at least two immunity, damage reduction, bonuses to AC as a result
unarmed attacks, you can spend 1 Martial die. When you of features, traits and jutsu, penalties to hit, penalties to
do, until the end of the target creatures next turn, damage and cost increases.
attacks targeting you suffer a penalty equal to your
Martial die.

MUSCLE MEMORY [CHANGED]


Starting at 6th level, your study of martial arts and their
respective stances have become all encompassing,
allowing you to make use of the knowledge mid combat.
By spending 2 Martial die, select one hostile creature
you can see, and make a Martial Arts ability check vs their
Dexterity saving throw. On a success, your next melee
attack that hits that creature, adds 1 additional damage
die.
If the result of your Martial Arts check is 5 or higher,
than the contested save increase the bonus damage die by
+1, and an additional +1 for every +5 over the save.
Beginning at 10th level, when you would use this
feature, you can choose to spend 1 additional Martial die,
adding it to the result of your martial arts check.

STANCE BLENDING [CHANGED]


Starting at 9th level, you may select one Taijutsu Stance
that you do not know. Additionally, by spending 1 Martial
die at the beginning of each of your turns, you can gain
the benefit of up to 3 taijutsu stances simultaneously
until the beginning of your next turn.
Additionally, while gaining the benefit of two or more
Stances, you add both your Strength and Dexterity
modifier to the damage of unarmed attacks and taijutsu
attacks as a result of Taijutsu you cast that requires a
Taijutsu stance.

25
TALENT & FOCUS [CHANGED] FOCUSED ADAPTATION [CHANGED]
Beginning at 9th level, you learn to infuse your strikes with
Taijutsu Specialists who blend their style with talent and
a unique blend of chakra that comes as a result of your
focus have a level of perfection about them completely
Martial die. At the beginning of each of your turns, you can
unheard of. Their talent comes from hard work, dedication,
spend 1 Martial die. When you do, you can choose one of the
and a never-ending supply of determination to always be
following damage types:
better than the previous day. With this blend of ideologies
and innate skill, you are able to achieve and break limits • Force
others thought impossible. • Earth
• Wind
UNNATURAL TALENT [CHANGED] • Fire
When you choose this Style starting at 3rd level, you focus • Cold
all of your effort on surpassing the limits of your body, • Lightning
allowing you to perform more Martial Techniques than • Necrotic
normally possible. You increase your pool of Martial die by
You mold and manifest your chakra imitating the
+1. You gain an additional +1 increase to your Martial die
consistency of the chakra needed to inflict the damage
than normal as you gain levels in this class based on the
type. Until the beginning of your next turn, you can
Unnatural Talent Martial Die Chart.
enhance your attacks. When you do, melee attacks you
Additionally, unarmed attacks you make are treated as if
make, that deal unarmed damage against a creature is
they have the Critical, Deadly and Multiattack weapon
treated as the selected damage type and increases the
properties.
damage dealt by 1 Martial die on a hit.
If this feature is used while you are benefiting from a
U NNATURAL TALENT , MARTIAL DIE C HART stance that deals a damage type not granted by this
feature, you can choose to spend 1 additional Martial die to
Level Martial Die grant this features benefit to that stances damage type.
3rd +1
10th +2
TALENTED LEGACY [NEW]
Starting, at 14th level you have come to an understanding
17th +3 that most will choose to ignore. That being that you are
simply superior to them in every conceivable way in
regards to your martial capability. This is displayed in your
FOCUSED TALENT [CHANGED] ability to learn many more techniques than them.
When you choose this Style, starting at 3rd level, your You gain +1 additional Martial Technique. You gain an
talent and focus is weaponized to completely drive home additional one when you reach 20 th level.
the point that it doesn’t matter how much your enemies
train to overcome you, they are out of their league and FOCUSED STRIKE [CHANGED]
they need to come to grips with this new reality they find Starting, at 17th level you all it takes is a single strike to
themselves in. completely immobilize and bring an enemy to their knees.
You learn to accomplish this through a series of Martial When you would score an unarmed or Taijutsu attack that
Techniques, unique to you and your style of combat. You deals unarmed damage on a creature, you can spend 3
learn the following two Martial Techniques. Martial die. When you do, they must succeed a Strength
saving throw. On a failed save, they are Stunned until the
Redirected Aggression [Changed]. When a hostile creature
end of their next turn. Once you use this feature, you must
makes a melee or ranged attack and misses, you may
spend 5 Martial die at the beginning of one of your turns or
as a reaction, immediately spend one Martial die to
rest for 1 hour to recharge it.
redirect the missed attack back towards them. Make a
melee or ranged unarmed attack as a part of this
FOCUSED TECHNIQUE [NEW]
reaction, using the attacks original range as your Beginning at 20th level, your technique is legendary. People
ranged attacks range. On a hit, the creature suffers the speak about your abilities and tell stories to each other
effects of their own attack, as if they attacked about you for their own notoriety. When you would cast a
themselves. Taijutsu, you may spend 2 martial die, granting it the Focus
Shatterpoint [Changed]. When you score an unarmed or keyword.
Taijutsu attack that deals unarmed damage, you can Taijutsu with the Focus keyword forces the target
spend 1 Martial die. When you do, the affected creature creature to make a constitution saving throw, taking
must make a Strength Saving throw, losing all temporary 2d12 damage and gaining 1 rank of weakened for every
hit points or damage reduction-based effects they have, point below they DC they fail by.
until the beginning of their next turn. Taijutsu with both the Talent & Focus keywords gain

TALENTED TECHNIQUE [NEW]


the previous effect and reduces the targets saving throw
by an amount equal to the number of keywords the jutsu
Beginning at 6th level, your combat prowess far surpasses
has gained as a result of Martial Techniques (Ex. Brutal,
everyone else who thinks they are your equal. When you
Raw, Devastating, etc.).
would cast a Taijutsu, you may spend 1 Martial die, granting
Once you use this feature, you must spend 8 Martial
it the Talent keyword.
die at the beginning of one of your turns or rest for 8
Taijutsu with the Talent keyword deals additional
hours to recharge this feature.
damage die equal to the number of keywords it has a
result of Martial Techniques (Ex. Brutal, Raw, Devastating,
etc.), once per casting. Once you use this feature, you
must spend 2 Martial die at the beginning of one of your
turns or rest for 10 minutes to recharge this feature.

26
PASSIONATE FLAME FOCUS
Starting at 6th Level, your capability with Taijutsu is frankly
Taijutsu Specialists who blend their style with the
unmatched. The bonus to hit and damage granted to
passionate flame exude a level of tenacity unmatched by
unarmed and Taijutsu specialist Weapon attacks granted by
most in the world of Taijutsu. This group of martial artists
the Combo String class feature now applied to Taijutsu you
are exemplified by green jumpsuits, weighted clothing, and
cast that requires an attack roll.
very eccentric haircuts. While this group is mostly associate
with the 8-Inner Gates, that technique is formally
forbidden from use, and so to avoid having to tap into that
COMMITMENT
Beginning at 10th Level, when you would cast a Taijutsu
potentially fatal reserve of power, they focus on ensuring with the Finisher keyword, you can enhance the jutsu cast by
that their bodies are at the peak of Human skill and spending additional Combo Points to do so. You gain all
technique beyond all doubts.. previous effects if you choose to gain a higher cost Combo

FISTS OF IRON
point effect.
By spending 3 Combo points, you upcast the taijutsu
When you choose this Style starting at 3rd level, you focus
by 1 rank, ignoring rank limitations.
all of your effort on mastering hardening your fists, elbows,
By spending 5 Combo Points, you increase all damage
and other parts of your body until they feel like Iron while in
die by 1 step.
combat. Once per turn, your Unarmed Strike deal an
By spending 7 Combo Points, you ignore all Resistance
additional die of damage. This Damage increases as you
and treat immunity as resistance.
gain levels in this class based on the Fists of Iron Strike
By spending 9 Combo Points, your damage cannot be
damage chart.
reduced by any means.
Additionally, Taijutsu you cast have their cost reduced
By spending 11 Combo Points, you treat all damage die
by an amount equal to their rank. (D-rank: 1, C-rank: 2,
as if you had rolled the maximum amount.
B-rank: 3, A-rank: 4, S-rank: 5).
By spending 13 Combo Points, creatures cannot gain
F IST OF I RON B ONUS D AMAGE CHART the benefit of a reaction against the Jutsu cast.
By Spending 15 Combo Points, you cannot suffer
Level Damage Die penalties, disadvantage and ignore damage reduction
3rd 1d8 and Temporary hit points with the Taijutsu cast.
6th 1d10
SHEER WILL
10th 1d12 Beginning at 14th Level, you can cast Taijutsu with a Casting
17th 2d6 time of an Action as a Bonus Action. Alternatively, you can
cast Taijutsu with a casting time of a Bonus Action as a
ENHANCED FLURRY Reaction, with no set trigger. You can perform either of
Also, at 3rd level, you learn to break your opponent’s guard these effects twice per rest.
with overwhelming power and force using two new
techniques that work alongside your Flurry of Blows, SOMETHING YOU WOULDN ’T UNDERSTAND
Taijutsu and much more. Beginning at 17th level, when a creature would make a
melee attack against you, you can choose to spend 3 Combo
Open hand Technique. Whenever you hit a creature with one
Points and spend your reaction, to cast a Taijutsu against
of the attacks granted by your flurry of blows, it must
the triggering creature with the Finisher keyword, gaining
make a constitution saving throw or it can’t take
its finisher effects as if you had cast a jutsu with the Combo
reactions until the end of your next turn.
Keyword, which occurs before the result of their melee
Chakra Enhanced Blows. You channel chakra into your hands
attack is seen or applied.
enhancing your blows even further. When you would
perform a flurry of blows, you can spend 1 Combo Point to
deal an additional 1d6 damage for each strike that hits.
Dynamic Finish. After you cast a Taijutsu with the Combo
keyword, you can spend 2 Combo Points to perform a
flurry of blows doubling your unarmed damage die on a
successful hit as a bonus action.
Passionate Set-up. As an action you can spend a combo point
to perform a Flurry of Blows. If both attacks successfully
hit, you can cast a Taijutsu with the Finisher
keyword gaining its finisher effects as if you had
cast a Jutsu with the Combo Keyword.

27
MARTIAL TECHNIQUES PATIENT OFFENCE [NEW]
When a creature would miss you with a melee attack, by
BRUTAL TAIJUTSU [NEW] spending 1 martial die, you can make an unarmed attack
When you would cast a Taijutsu, you can spend any targeting the triggering creature.
number of martial die. When you do, if the jutsu does not
add your ability modifier to the damage dealt, you add PRECISE TAIJUTSU [NEW]
the spent die to the first damage roll made. When you would cast a Taijutsu, you can spend up to 3
martial die. When you do, the jutsu cast gains a +1 bonus
BRUTAL TECHNIQUE [NEW] to hit for each die spent.
When you would cast a Taijutsu, you can spend 1 martial
die. When you do, the jutsu cast gains the Brutal PRECISE TECHNIQUE [NEW]
keyword. Jutsu with the Brutal keyword always adds half When you would cast a Taijutsu, you can spend 1 martial
of their ability modifier, if they did not before. If they die. When you do, the jutsu cast gains the Precise
already add their ability modifier, then they instead add keyword. Jutsu with the Precise keyword cannot have
both their Strength and Dexterity to the damage dealt. their attack results penalized or reduced by the effects of
a jutsu or trait.
DEVASTATING TAIJUTSU [NEW]
When you would cast a Taijutsu, you can spend 1 martial RAW TAIJUTSU [NEW]
die. When you do, the jutsu cast gains the Devastating When you would cast a Taijutsu, you can spend 1 martial
keyword. Jutsu with the Devastating keyword cannot die. When you do, the jutsu cast gains a +1 bonus to its
have their Critical hits negated or reacted too. DC. You can spend an additional 2 martial die, for an
additional +1 to its save DC.
DEVASTATING TECHNIQUE [NEW]
When you would cast a Taijutsu, you can spend 1 martial RAW TECHNIQUE [NEW]
die. When you do, the jutsu cast gains the Devastating When you would cast a Taijutsu, you can spend 1 martial
keyword. Jutsu with the Devastating keyword cannot die. When you do, the jutsu cast gains the Raw keyword.
have their Critical hits negated or reacted too. Jutsu with the Raw keyword deals damage to a creatures
hit points and temporary hit points simultaneously.
FLURRY OF BLOWS [CHANGED]
When you take the attack action, you may as a bonus STEP OF DARKNESS [NEW]
action, spend 1 martial die. When you do you are able to On your turn, by spending 1 martial die, you can take the
make 1 unarmed attack. Beginning at 7 th level, you can Hide action as a bonus action.
make 2 unarmed attacks and at 13th level, you can make 3
unarmed attacks. STEP OF THE MOON [NEW]
At the beginning of your turn, before any action is taken, by
FLURRY OF GUARDS [NEW] spending 1 martial die, you can attempt to end any, one
When you are targeted by a melee attack, as a reaction by Physical, Mental, or Sensory condition that you are currently
spending 1 martial die, you are able to reduce the suffering from by making a DC 20 Constitution Ability
triggering attack roll by the result. Beginning at 7 th level, check.
you can spend 2 die reducing up to two attacks from the
triggering creature by the result and at 13 th level, you can STEP OF THE STARS [NEW]
When a creature would trigger an attack of opportunity, by
spend 3 die, reducing up to three attacks from the
spending 1 martial die, you can make two unarmed attacks
triggering creature by the result.
in place of one and you do not spend your reaction.
FURIOUS TAIJUTSU [NEW]
When you would cast a Taijutsu that requires at least 2 STEP OF THE WIND [CHANGED]
On your turn, by spending 1 martial die, you gain the
attacks, you can spend 2 martial die. When you do, the
benefits of the Disengage or Dash action (your choice) and
jutsu cast increases the number of attacks it makes by
your jump distance is doubled until the end of your turn.
+1. You can spend an additional 2 martial die, to increase

TECHNICAL TAIJUTSU [NEW]


the number of attacks it makes by +1.

FURIOUS TECHNIQUE [NEW] When you would cast a Taijutsu, you can spend a
number of martial die, up to the rank of jutsu cast. (D-
When you would cast a Taijutsu, you can spend 1 martial
Rank: 1, C-Rank: 1, B-Rank: 2, A-Rank: 2, S-Rank: 3)
die. When you do, the jutsu cast gains the Furious
When you do roll all spent martial die, reducing the
keyword. Jutsu with the Furious keyword cannot have
cost of the casted Taijutsu, by an amount equal to half
their damage reduced by jutsu and ignores resistance.
the result. You cannot gain the benefits of other forms of
PATIENT DEFENSE [CHANGED] Cost reduction for the jutsu cast, outside of cost
By spending 1 martial die, you can take the dodge action reductions granted by the Taijutsu specialist class, and
as a bonus action. the cost cannot be reduced by more than half of the total
cost of the jutsu.
PATIENT MOVEMENT [NEW]
By spending 1 martial die, you do not trigger attacks of
opportunity, creatures cannot react to your movement
and creatures you target cannot react to the first
unarmed attack you make this turn.

28
INTELLIGENCE OPERATIVE CONTROLLED AGGRESSION [CHANGED]
PLANS Base Plan: Allied creatures within 60 feet of you treat the
first critical hit they take as a normal hit. This lasts a

BATTLE OF ATTRITION [CHANGED]


number of rounds, for each ally equal to your
proficiency bonus or until they would take a critical
Base Plan: All allied creatures within 30 feet of you gain hit.
Temporary hit points equal to your Ninjutsu (or Enhanced Plan: If a Brave order is used to enhance this
Genjutsu) ability modifier at the end of each of their plan you can make the next attack a single allied
turns (Your choice). This lasts for a number of rounds creature makes within 60 feet of you a critical hit if
equal to your proficiency bonus. they hit. This lasts until you trigger the critical hit.
Enhanced Plan: If a Brave order is used to enhance this
plan allied creatures instead gain Temporary Hit CRIPPLING ENVIRONMENT [CHANGED]
points equal to Your Ninjutsu or Genjutsu ability score
Base Plan: Hostile creatures within 60 feet of you who
(Your Choice). When this plan is enhanced, you do not
are suffering from any Physical or Sensory condition
retain the effects of the base plan, instead ending the has their movement speed reduced by 5 feet for the
plan immediately. You do not lose Temporary Hit
total number of ranks, of conditions they have. This
points gained by this Plan when ending its effects.
lasts for a number of rounds equal to your proficiency
Temporary hit points are lost after 1 minute. bonus.

BISHOPS PLAN [CHANGED]


Enhanced Plan: If a Brave order is used to enhance this
plan, they also gain one rank of Weakened for each
Base Plan: All hostile creatures within 60 feet of you have Physical or Sensory condition with a different name
a -2 penalty when attacking a creature, you are allied they have. This lasts for the remaining time this plan
with. This lasts for a number of rounds equal to your is active.
Proficiency Bonus.
Enhanced Plan: By spending a Brave order to enhance DETRIMENTAL RETREAT [CHANGED]
this plan, they instead gain disadvantage on all Base Plan: Hostile creatures within 90 feet of you cannot
attacks until the end of your next turn. When this plan take the disengage action while they are within 5 feet
is enhanced, you do not retain the effects of the base
of a creature you are allied with. This lasts a number of
plan, instead it ends immediately at the conclusion of
rounds equal to your Proficiency bonus.
your next turn.
Enhanced Plan: If a Brave order is used to enhance this

BREAKING BAD [CHANGED]


plan, if a hostile creature is hit by an attack of
opportunity, their movement speed is reduced to 0
Base Plan: Hostile creatures within 30 feet of you, cannot until the beginning of their next turn. This brave order
make attacks at advantage. This lasts for a number of enhancement lasts for the remaining time this plan is
rounds equal to your proficiency bonus. active.
Enhanced Plan: If a Brave order is used to enhance this
plan, allies within 30 feet of you also, cannot gain EASY ESCAPE [CHANGED]
disadvantage. This lasts for the remaining time this Base Plan: Allied creatures within 90 feet of you, increase
plan is active.
their movement speed by 20 feet when they are

CAUTION TO THE WIND [CHANGED]


moving away from hostile creatures. Hostile creatures
within 90 feet of you have disadvantage on attacks of
Base Plan: Allies within 30 feet of you have their AC opportunities against you and allied creatures. This
reduced by 2, but increase their first damage roll, each lasts a number of rounds equal to your Proficiency
turn by +10. This lasts for a number of rounds equal to bonus.
your proficiency bonus. Enhanced Plan: If a Brave order is used to enhance this
Enhanced Plan: If a Brave Order is used to enhance this plan, you and allied creatures can use the Dash action
plan, allies instead have their AC reduced by 4, but as a bonus action and a reaction. This brave order
their first damage roll each turn is increased by +20 enhancement lasts for the remaining time this plan is
for the remaining time this plan is active. active.

CONDITIONAL AWARENESS FLOW OF BATTLE [CHANGED]


Base Plan: Hostile creatures within 60 feet of you cannot Base Plan: You may select one allied creature, who can
gain the benefits of being hidden. This lasts for a both see and hear you. You may move them up or
number of rounds equal to your proficiency bonus. down in the initiative order, by one spot. This plan
Enhanced Plan: If a Brave order is used to enhance this immediately ends unless enhanced. Allied creatures
plan, they also do not gain the benefits of cover. This who have their place in the initiative order moved are
lasts for the remaining time this plan is active. not moved back at the end of this plan’s duration.
Enhanced Plan: If a Brave order is used to enhance this
CONDITIONAL CONFLICTS [CHANGED] plan you instead select 1 hostile creature and move
Base Plan: All hostile creatures within 60 feet of you that them up or down in the initiative order, by one spot.
make an attack or cast a jutsu has their AC reduced by This plan then immediately ends.
2, until the start of their next turn. This reduction can
stack, up to a maximum of -5. This lasts a number of
rounds equal to your proficiency bonus.
Enhanced Plan: If a Brave order is used to enhance this
plan the triggering creature instead reduces their AC
by 5.

29
KICK THEM WHILE THEY’RE DOWN RANGED OPPRESSION [CHANGED]
[CHANGED] Base Plan: Allied creatures within 90 feet of you, that are
Base Plan: All hostile creatures within 90 feet of you targeted by Ranged attacks are treated as if they have
must spend their full movement to stand up from partial cover, while within 10 feet of each other. This
being prone. All allied creatures within 90 feet of you lasts for a number of rounds equal to your proficiency
that would deal damage to a prone creature deals bonus.
additional damage equal to your Ninjutsu (or Enhanced Plan: If a Brave order is used to enhance this
Genjutsu) ability modifier. This lasts for a number of plan, ranged attack rolls gain disadvantage. This lasts
rounds equal to your proficiency bonus. for the remaining time this plan is active.
Enhanced Plan: If a Brave order is used to enhance this
plan, all allies instead add twice your Ninjutsu (or ROOKS PLAN [CHANGED]
Genjutsu) ability score to damage. This brave order Base Plan: All hostile creatures within 60 feet of you roll
enhancement lasts for the remaining time this plan is their damage dice twice, taking the lower result
active. against creatures you are allied with. This lasts for a
number of rounds equal to your Proficiency bonus.
KNIGHTS PLAN [CHANGED] Enhanced Plan: By spending a Brave Order to enhance
Base Plan: All hostile creatures within 30 feet of you have this plan, they instead suffer a penalty to damage rolls
a -2 penalty to saving throws saving throws. This lasts equal to your proficiency bonus. This lasts for the
for a number of rounds equal to your proficiency remaining time this plan is active.
bonus.
Enhanced Plan: By spending a Brave Order to enhance SUPPORTIVE CONFLICTS [CHANGED]
this plan, they instead gain disadvantage. This brave Base Plan: Hostile creatures within 60 feet of you, that
order enhancement lasts until the end of your next attack a creature you are allied with, provokes attacks
turn. When this plan is enhanced, you do not retain of opportunity from creatures you are allied with up to
the effects of the base plan, instead it ends 30 feet away. This lasts for a number of rounds equal
immediately at the conclusion of your next turn. to your proficiency bonus.
Enhanced Plan: If a Brave order is used to enhance this
MOBILITY ADVANTAGE [CHANGED] plan, when an ally would make an attack of
Base Plan: All allied creatures within 60 feet of you opportunity, they make one additional attack. This
ignore difficult terrain, increase their movement lasts for the remaining time this plan is active.
speed by 15 feet and can move across water and walls
without a movement penalty. This lasts a number of WAR OF INFORMATION [CHANGED]
rounds equal to your proficiency bonus. Base Plan: Select one hostile creature within 60 feet of
Enhanced Plan: If a Brave order is used to enhance this you, all attacks against that creature made by your
plan allies, also cannot have their speed reduced allies while you are within 30 of them and the target,
below half. This brave order enhancement lasts for the are made with an additional 1d8 added to their attack
remaining time this plan is active. rolls. This lasts for a number of rounds equal to your
proficiency bonus.
PAWNS PLAN [CHANGED] Enhanced Plan: If a Brave Order is used to enhance this
Base Plan: Hostile Creatures within 90 feet of you have plan, your allies also add 1d8 to their damage roll. This
their movement speed reduced by 15 feet, for a lasts for the remaining time this plan is active.
number of rounds equal to your proficiency bonus.
Enhanced Plan: By spending a Brave Order to VICTORY THROUGH KNOWLEDGE [NEW]
enhance this plan, they instead have their speed Base Plan: Select one hostile creature within 60
reduced by 25 feet. This brave order feet of you, you and all allied creatures become
enhancement lasts for the remaining time this aware of their highest ability score and are able to
plan is active. maintain knowledge on the % value of their Hit
points. If their highest ability scores are
QUEEN PLAN [CHANGED] shared between two abilities, you becomes
Base Plan: Select one allied creature that aware of both. This lasts for a number of
can both see and hear you within 60 rounds equal to your proficiency bonus.
feet. The selected creature adds your Enhanced Plan: If a Brave Order is used to
proficiency bonus to their damage enhance this plan, you also become
rolls, for a number of rounds equal aware of their lowest ability score and
to your proficiency bonus. maintain knowledge on the % value of
Enhanced Plan: By spending a Brave their Chakra points. If their lowest ability
Order to enhance this plan, scores are shared between two abilities,
they also add this bonus to you becomes aware of both. This lasts
their ability checks and saving for the remaining time this plan is
throws. This brave order active.
enhancement ends at the end of
your next turn, this does not end
the base plans effect.

30
ABURAME CLAN [CHANGED] Bug Host [Changed]: Beginning at 1st level, once per
short rest, you can add 1d6 to any Constitution saving
“She doesn’t look like much, I can do this alone.” came the
mercenary's voice as he joked with his allies, while looking throw as the bugs inside of your body fight to resist
at the frail young girl whose face was mostly obscured by whatever detrimental effect may be harming you. At 7th
her oddly tall collar. “You look lost girl, you sure you’re in level you can use this feature with Wisdom saving
the right place? Maybe we can help you out” he says in a throws as well. Beginning at 18th level, you no longer
crude tone. The lone girl points with a single hand need to take a short rest to regain the benefit of this
outstretched “Your allies look like they could use your help feature.
more than me.” she says in a monotone manner causing the Chakra Sense [Changed]: Also at 1st Level, by
mercenary to look back at his two allies who look drained spending 1 minute focusing on communicating and
and almost mummified from the way their skin sits on controlling the insects in the surrounding area, you can
almost exposed bone. He shrieks out in confusion before he sense creatures that utilize chakra within a 1-mile radius
notices that insects of different shapes and sizes are slowly and what direction they are in. Beginning at 11th level,
covering his body. He tries to run but falls before being creatures with chakra sight cannot discern you and
covered in the swarm of insects not even able to yell out in creatures of your choice within 15 feet of you from a
retaliation. “People always underestimate the little ones, it's common large insect by viewing chakra alone.
always the little ones you overestimate. Isn’t that right Chakra Consumption [Changed]: Starting at 3rd
slim?” The girl says while looking at a centipede on her Level, when using Aburame clan jutsu you can choose to
finger. either deal the jutsu’s listed damage or deal chakra
—Tatsunami Aburame. damage to the target creature. When you do, you gain a
The Long Road, Ch. 11 excerpt. number of temporary Chakra points equal half to the
A Forest sectioned off exclusively for them in the leaf result. This temporary chakra lasts for 1 minute. If you
village, with homes built exclusively in the tree’s and would deal chakra damage to a creature who has 0
partially in the earth itself. The sounds of insects chakra, you instead deal 1.5 times your jutsu’s listed
moving and the smells of moist earth and rotting trees. damage.
And the defining characteristic of insects living inside Insect Focus [Changed]: Starting at 7th Level you
them, are the threads that tie all Aburame together. learn to focus on and specialize in a particular type of
insect. Select the insect you wish to specialize in and
CREEPY CRAWLY gain the feature it comes with. You may select another
type at 11th and 15th level..
The Aburame Clan is one of the four noble clans of the
leaf village. At birth, members of this clan are offered to • Beetles [Changed]: Once per turn, when rolling a

several special breeds of insects as a nest, residing just Wisdom ability check, you may roll an additional 1d6,
under their host's skin. These insects will then live-in adding it to your result.
symbiosis with their host from that point on. Because of • Parasites [Changed]: When you deal damage to a
this, its members are characterized by their use of creature with an Aburame clan jutsu, as a bonus
insects as weapons through use of their Insect based action, you may force a creature to make a
Ninjutsu. constitution save against vs your Ninjutsu Save DC. On
The clan members may also carry additional insects in a failed save you infect their body with parasitic
jars or gourds with them on missions. The insects can insects. At the start of their turns, for up to 1 minute,
leave and enter their host's body through various pores. they take 1d6 poison damage from the insects eating
They feed on chakra as a food source, making them quite at their body. They can attempt another save at the
deadly. The relationship between the shinobi and the end of each of their turns to end the effect. For the
insects is mutually beneficial. The host grants the duration of this feature while a creature remains
insects shelter and allows them to feed off their chakra, infected, each time you deal damage with an Aburame
their body becoming a living hive of tens of thousands of clan Hijutsu, increase the damage they take from this
these insects, and in return the insects do the user's feature, at start of their turns by 1 damage die, up to a
bidding, allowing the shinobi to perform ninjutsu max of 5d6.
techniques with the use of hand seals & chakra • Kikaichu Swarm [Changed]: When using the Chakra
conversion. A major defining trait of the Aburame clan is Consumption clan feature, when you would deal chakra
that all of its known members' eyes are obscured damage, roll an additional damage die, adding the
usually by glasses, as well as they wear clothing result. Also, When you would deal damage using an
that usually cover up most of their body. Aburame Clan jutsu, you can choose to ignore
resistance to Poison damage with said
ABURAME TRAITS Hijutsu.
Ability Score Increase: +2 Intelligence, +1 • Nano-Insects: You gain a new
Wisdom form of attack other Aburame are
Speed: Your base walking speed is 30 feet unable to imitate. As an Action
Skill Proficiencies: Nature, Animal Handling you can use the following;
Extra Language: Insect-Speak, you can understand Nano-Insect Swarm. Ranged Ninjutsu
and speak to insects.
Attack, 60 feet range, dealing Xd4+
Parasitic Technique: You know 1 additional
Ninjutsu ability Modifier poison damage on
Aburame Clan D-Rank Ninjutsu.
a hit.
ABURAME FEATURES (X = Your Proficiency bonus.)
Aburame Clan Jutsu: The Aburame Clan has Beginning at 11th level, this damage counts as
access to a separate list of jutsu unique to damage being dealt by an Aburame Clan
their clan. You can add these Jutsu to Hijutsu for the purpose of triggering or
your jutsu list instead of selecting interacting with Aburame Clan Clan
jutsu from the normal jutsu list(s). features.

31
PARASITIC DESTRUCTION [CHANGED]
Classification: Hijutsu
ABURAME CLAN JUTSU Rank: D-Rank
Casting Time: 1 Action

D-RANK: Range: 60 Feet


Duration: Instant

HUMAN COCOON [CHANGED] Components: HS


Cost: 5 Chakra
Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu
Rank: D-Rank
Description: You send your swarm of insects to strike a
Casting Time: 1 Action
creature in range, ignoring cover. Make a ranged
Range: Self
ninjutsu attack dealing 4d6 poison damage on a hit. A
Duration: Special
creature damaged by this jutsu must make a constitution
Components: HS, CM
saving throw. On a failed save, the next jutsu they cast
Cost: Special
increases its cost by +3.
Keywords: Hijutsu, Ninjutsu
At Higher Ranks: For each rank you cast this jutsu
Description: Using the Insects that are inhabiting your
above D-Rank, increase the cost of this jutsu by 3,
body, you create a cocoon large enough to hold you and
damage by 2d6 and chakra cost increase by +2.
hang from any surface that can hold you for a variety of
scenarios both in and out of combat.
Out of Combat: This cocoon is waterproof and can be
SPINDLE FORMATION [CHANGED]
Classification: Hijutsu
used as a Sleeping bag allowing you to hover above the
Rank: D-Rank
ground, away from land creatures who can’t reach you.
Casting Time: 1 Action
While inside your Cocoon, you look like a large insect
Range: Self
going through metamorphosis not garnering the
Duration: Concentration, up to 1 Minute
attention of other creatures. If used as a part of a Short
Components: HS
Rest, you recover the maximum possible hit points or
Cost: 5 Chakra
chakra from hit dice and chakra dice rolled. If used as
Keywords: Hijutsu, Ninjutsu
part of a long rest, you recover additional hit points
Description: You create a ring of insects that spin
equal to your level + proficiency bonus.
around you violently. Creatures of your choice in a 5-
In-Combat: By spending 3 chakra, for the next minute,
foot radius sphere centered on you must succeed a
you can assume a defensive position within your cocoon
dexterity saving throw, taking 3d8 poison damage on a
suspending yourself in a stealthy position. While in this
failed save or half as much on a success as they start
stealthy position stealth checks are made with 1d8 bonus
their turns in the target radius or attempt to enter the
to the check. Any movement or action used to complete
target radius.
any task other than maintaining your stealth
At Higher Ranks: For each rank you cast this jutsu
immediately ends stealth and this jutsu’s bonus.
above D-Rank, increase the cost of this jutsu by 3, the

INSECT SPHERE [CHANGED] radius by 5 feet and the damage by 2d8.

C-RANK:
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 30 Feet INSECT CLONE [CHANGED]
Classification: Hijutsu
Duration: Concentration, up to 1 minute
Rank: C-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu Range: Self
Description: You send a swarm of insects to entrap a Duration: Concentration, up to 1 minute
Components: HS, CM
target creature. The target must make a Dexterity saving
throw, being restrained and taking 4d4 poison damage Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu
at the end of each of your turns. Creatures make a
Description: Your variation of the shadow clone jutsu.
Strength saving throw at the end of each of their turns to
end the jutsu. While restrained in this way a creature You create a single clone of yourself formed out of
Insects. This clone does not have any weapons or tools
who would cast a jutsu that requires hand seals (HS) as a
and cannot speak. As a Bonus action you can command
component increases the cost of the jutsu cast by 4
chakra. the clone to take both an Action and move up to 30 feet.
The clone does not have a reaction or bonus action.
At Higher Ranks: For each rank you cast this jutsu
The clone has 5 hit points and no chakra, instead being
above D-Rank, increase the cost of this jutsu by 3,
able to only perform up to two, D-Rank Aburame clan
damage by 2d4, and increased chakra cost by 2.
jutsu. Jutsu this clone casts that requires concentration,
it can concentrate on for no more than two turns.
After the clone reaches 0 Hit points, casts two jutsu,
the turn ends with you more than 120 feet away from the
clone or is dismissed, the jutsu ends. The Clone has AC
equal to your Ninjutsu Save DC.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. The
clone is able to upcast D-Rank Aburame clan jutsu to a
rank equal to the rank this jutsu is cast at.

32
INSECT JAMMING [CHANGED] PARASITIC INSECT CLOUD [CHANGED]
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (10-feet) Range: 60 Feet (15-foot cube)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: HS Components: HS
Cost: 7 Chakra Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Ninjutsu
Description: You spread hungry and festering insects Description: Your insects create a noxious gas that is
around you in an attempt to secretly infest other exuded from your body. When you cast this jutsu, you
creatures of your choice. Select any number of creatures select an area you can see within range and the gas is
of your choice within range. Creatures must make a moved to this area. Creatures in the path of the gas on
constitution saving throw, but remain unaware what the way to the chosen location, and creatures who start
you have done unless they have Chakra sight or True their turn in the gas, must succeed a constitution saving
sight. throw becoming poisoned and taking 5d8 poison
On a failed save creatures becomes lightly infested damage. At the beginning of a creatures turn where they
with your insects. A creature who is infested can become start inside the gas they repeat the saving throw. As a
aware if their passive perception beats your jutsu save bonus action on each turn thereafter, for this jutsu’s
DC or they make an active perception check vs your save duration you may move this cloud 30 feet.
DC. For the duration infested creatures who would At Higher Ranks: For each rank you cast this jutsu
attempt to cast a jutsu that requires and of the following above B-Rank, increase the cost of this jutsu by 3 and
components, they increase the cost of the jutsu by +4 for damage by 2d8
each component the jutsu cast has;
• Hand Seals (HS) A-RANK:
• Chakra molding (CM)
• Chakra Seals (CS) PARASITIC GIANT INSECT
• Mobility (M) Classification: Hijutsu
Rank: A-Rank
INSECT JAR TECHNIQUE [CHANGED] Casting Time: 1 Action
Classification: Hijutsu Range: 120 feet
Rank: C-Rank Duration: Instant
Casting Time: 1 Reaction, when you are targeted by a Components: HS
creature you can see. Cost: 20 Chakra
Range: 10 Foot Radius Sphere Keywords: Hijutsu, Ninjutsu
Duration: 1 Round Description: As part of the activation of this jutsu, you
Components: HS, CM select one creature you can see within range. The target
Cost: 7 Chakra creature becomes swarmed by parasitic beetle as they
Keywords: Hijutsu, Ninjutsu land on them and begins to attempt to burrow into their
Description: Your insects swarm around you creating a skin. The target makes a constitution saving throw at the
10-foot barrier centered on you. The barrier erected has beginning of each of its turns for the next minute as they
6d10 hit points, last until the beginning of your next resist having the beetles burrow into them.
turn and is treated as total cover until the end of the Each time a creature fails this saving throw, they gain
current turn. Creatures within the radius gain the a rank of Envenomed, Weakened and Dazzled for the
benefits of this jutsu as well. next 10 minutes. A creature who fails this saving throw 5
At Higher Ranks: For each rank you cast this jutsu or more times begins to experience a violent outburst of
above C-Rank, increase the cost of this jutsu by 3 and hit constantly reproducing beetles as they escape through
points by 2d10 the targets skin and flesh taking 10d12
poison damage and 12d10 chakra damage.
B-RANK: A creature who succeeds their saving
throw 5 or more times ends this jutsu
INSECT AMP [CHANGED] immediately.
Classification: Hijutsu Once you cast this jutsu, you
Rank: B-Rank cannot cast it again until
Casting Time: 1 Bonus Action you spend at least 10
Range: Self minutes nurturing a new
Duration: Concentration, up to 1 minute. parasitic giant insect.
Components: HS At Higher Ranks: For each rank
Cost: 14 Chakra you cast this jutsu above A-Rank,
Keywords: Hijutsu, Ninjutsu increase the cost of this jutsu by 3,
Description: You fill your insects with an intense surge the damage by 2d12 poison and
of chakra enhancing their overall potential and abilities. 2d10 chakra damage.
When using other Aburame jutsu increase their damage
by one damage die, your ninjutsu ability modifier and
their chakra cost increase by an amount equal to their
rank.
(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)

33
AKIMICHI CLAN [CHANGED] Food Pills: At 3rd Level, the you gain access to a special
form of military food pills. These Pills enhance the
“...Are you sure you’ve got this big guy?” The nervous
intensity of your metabolism allowing for powerful
kunoichi in blue asks her ally, a stocky but seemingly
bonuses based on which pill you take. The Pills can be
focused boy in a green jacket. “Are you still nervous, I GOT
taken in whichever order you wish once you gain access
THIS!” he yells as he grows almost three times his original
to them. Regardless, if you ever take two of these pills,
size and begins charging into a group of bandits as he leaps
after one minute you must succeed a DC 20 Constitution
and allows his full body weight to come crashing down on
Save. On a Failure you are Poisoned and Gain 3 ranks in
top of them. His massive size also creates a large hole in the
Exhaustion. You gain each pill at the described levels.
ground revealing the underground cave system he was
If you would consume all three pills you enter the
looking for, from the beginning.
Unconscious condition and must immediately begin to
—Tatsunami Aburame
make DC 25 Constitution saves. If You fail 3 of these
The Long Road, Ch. 6 excerpt.
saves, you enter the Dying condition. If you are not
A large restaurant newly opened on the edge of the
healed in 1 hour after entering the dying condition. The
village. The sign on the door says they open in 10
poison overtakes your body and you die.
minutes, but the line is already wrapped around the
building by people wearing similar clothing, and all • Green Spinach Pill: At 3rd level, you gain the green
sporting markings on their plump cheeks. The doors spinach pill. As a Bonus action you can eat this pill.
open and this place is full of hungry patrons, waiting to Upon consumption, you lose 5 calories. You gain +4
try this new meal. Able to taste the slightest difference in Strength and +4 Constitution for 1 Minute. You gain
texture, salt and herbs. The defining characteristic of Temporary hit points equal to your level for the
consuming all that lie before them and enjoying the duration of this pills effect. After 1 minute, you gain 1
spice of life are what tie all Akimichi together. Rank of Weakened until you complete your next rest.
• Yellow Curry Pill: At 7th Level, you gain the yellow

BIG APPETITE curry pill. As a Bonus action you can eat this pill. Upon
Ingestion, you lose 5 calories. Increase the Damage die
The Akimichi Clan is one of the four noble clans of
of all Unarmed Attacks and Taijutsu by 1 Step (d4> d6>
Konohagakure. Many of their clan's techniques revolve
d8> d10> d12) for 1 minute, after 1 minute, you gain 1
around the manipulation of their body weight and size
ranks of exhaustion.
through the use of Yang Release. Members of the clan • Red Chili Pill: At 11th Level, you gain the Red Chili Pill.
possess great physical strength and are able to quickly
As a Bonus action you can eat this pill. Upon Ingestion,
convert calories into chakra, which they then use in their
reduce you lose 5 Calories. Double all damage die of
various secret techniques. Most of these techniques
Unarmed attacks, and Akimichi Clan Jutsu once per
rapidly consume the user's chakra during use, and
casting. This lasts for 1 minute. After 1 minute you
maintaining them during a prolonged battle can be
becomes Dazed, which cannot be removed by any
tiring. For this reason, the Akimichi have high chakra
means until you complete your next long rest.
levels and eat a lot in order to build up or replenish their
chakra reserves. As a tribute, members of the clan wear Fat Conversion: At 7th level, as a bonus action, you can
the kanji for "food" on their clothing. If standard convert 1 Calorie into 1 Chakra Points, you can convert as
calories aren't enough for a battle, Akimichi can use the many calories into chakra up until you reach 0 Calories.
clan's three colored pills to convert excess fat into Fat Insulation: Beginning at 15th level, your fat
chakra, at the cost of one's health. protects you from harmful conditions. When you would
suffer the Shocked or Chilled conditions you can spend 4
AKIMICHI TRAITS Calories to end one of such conditions.
Ability Score Increase: +2 Con, +1 Str Master Metabolic Manipulation: At 18th level you
Speed: Your base walking speed is 30 feet. reduce the calorie cost of all Akimichi Clan Jutsu by 2
Skill Proficiencies: Athletics, Survival (Min of 1)

AKIMICHI FEATURES
Akimichi Clan Jutsu: The Akimichi have access to a
separate list of jutsu unique to their Clan. You can add
these jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list.
Lunch Breaks: When you take a short rest, you Regain
Additional Hit Points Equal to twice your current
Calories.
Calories: At first level you have a set number of
Calories equal to your Level+ your constitution modifier
(Min.1). You gain 1 Calorie every level hereafter. You
regain a number of calories equal to your constitution
modifier after a short Rest, and all calories after a long
or Full Rest. You can spend these Calories to use Clan
Jutsu or Clan Features.

34
AKIMICHI CLAN JUTSU At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the chakra cost of this jutsu by 3

D-RANK: or the Calorie cost by 1 and damage by 2d12 and 2d6. If


this jutsu is cast at B-Rank or higher your hair spikes as
you deal an additional 4d6 piercing damage to the target
BODY FAT CUSHION creature and creatures you pass through. If this jutsu is
Classification: Hijutsu
cast at S-Rank, increase the distance you can move up to
Rank: D-Rank
90 feet, being able to move in any direction and turn
Casting Time: 1 Reaction, which you take when you
corners. Creatures can only be affected by this jutsu no
would take damage.
more than twice if you would pass over them more than
Range: Self
once using this additional movement.
Duration: Instant
Components: CM PARTIAL EXPANSION
Cost: 4 Chakra or 2 Calories Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu Rank: D-Rank
Description: You expand your body like a balloon Casting Time: 1 Bonus Action
reducing damage by cushioning impacts. You gain Range: Self
Immunity to Bludgeoning and Slashing damage and Duration: Concentration, Up to 1 minute
resistance to Earth, Water, and Wind Damage until the Components: HS, CM
start of your next turn. You gain Vulnerability to Piercing Cost: 4 Chakra or 2 Calories
& Lightning Damage until the start of your next turn. Keywords: Hijutsu, Taijutsu
Description: If you spend Calories to activate this jutsu,
EMPTY CRASH you do not have to spend chakra to maintain this jutsu for
Classification: Hijutsu
the duration. You temporarily expand a portion of your
Rank: D-Rank
body enhancing the impact potential of each unarmed
Casting Time: 1 Action
attack. Your unarmed attack range is 10 feet for the
Range: 30 Feet
duration and your unarmed damage die becomes a d8.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: M
above D-Rank, increase the chakra cost of this jutsu by 3
Cost: 4 Chakra or 2 Calories
or the Calorie cost by 1. When cast at B-Rank, increase
Keywords: Hijutsu, Taijutsu
the damage by 1d8 (2d8). When cast at S-Rank, increase
Description: You smash the ground upheaving chunks of
the damage by 2d8. (3d8).
stone and hurling them towards a target creature within
range. Make a Ranged Taijutsu attack. On a Hit you deal
4d6 Bludgeoning damage. If the Partial Expansion Clan
C-RANK:
jutsu is active when you use this jutsu, you instead deal
6d6 Bludgeoning damage.
FULL-BODY-EXPANSION
Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu
Rank: C-Rank
above D-Rank, increase the chakra cost of this jutsu by 3
Casting Time: 1 Action
or the Calorie cost by 1 and damage by 2d6
Range: Self

HUMAN BOULDER [CHANGED] Duration: Concentration, Up to 1 Minute


Components: HS, CM
Classification: Hijutsu
Cost: 8 Chakra or 4 Calories
Rank: D-Rank
Keywords: Hijutsu, Ninjutsu
Casting Time: 1 Action
Description: If you spend Calories to activate this jutsu,
Range: 30 feet
you do not have to spend chakra to maintain this jutsu for
Duration: Instant
the duration. You temporarily expand your entire body
Components: HS, CM, M
growing in size. For the Duration you increase your Size by
Cost: 5 Chakra or 3 Calories
1 Category (Medium > Large > Huge) increase damage you
Keywords: Hijutsu, Taijutsu, Clash
deal using Akimichi clan jutsu that use strength by Xd4
Description: You expand your body like a balloon
(X= your Strength Modifier). This bonus damage
retracting your arms and legs inside your fat. You
can be applied no more than twice per turn. You
use your chakra to spin your body like a bowling ball
also gain advantage on all Constitution ability
while also preventing yourself from getting dizzy.
checks and saving throws. You can cast this
You hurl yourself in a straight line towards a target
Jutsu a second time, increasing your size by
creature and crush everyone else in your way.
1 category to a maximum of Huge. This
Move yourself up to 30 feet in a straight line,
makes the Cost of maintaining this jutsu
ending your movement occupying the space of the
become 8 Chakra per round. If you become
target creature. Make a melee taijutsu attack
huge as a result of this Jutsu, the bonus
against the target creature dealing 2d12+your
damage your Akimichi clan jutsu deals
strength modifier bludgeoning damage on a
instead becomes Xd6. Also, creatures
successful hit. The target creature is moved to
make saving throws against Akimichi
the closest space of your choice within 5
Clan Jutsu you cast at disadvantage.
feet that it can occupy.
Creatures in your path, whom you
pass through must make a dexterity
saving throw, taking 4d6 bludgeoning
damage on a failed save and half as much on
a successful one.

35
MULTI-SIZE ARM MISSILE [NEW] You increase the damage you deal making melee weapon
Classification: Hijutsu or unarmed attacks or casting Akimichi Hijutsu using
Rank: C-Rank strength, by an amount equal to Xd6 (X= your Strength
Casting Time: 1 Action Modifier). This bonus damage can be applied no more
Range: Self (30-foot line) than twice per turn. You also gain advantage on strength
Duration: Instant and constitution ability checks and saving throws. When
Components: HS, CM, M this jutsu ends, you lose all remaining Calories and
Cost: 9 Chakra or 5 Calories cannot gain calories until you complete a long rest.
Keywords: Hijutsu, Taijutsu, Clash
Description: You can only cast this jutsu while gaining CALORIC RECHARGE [NEW]
the benefits of either Partial Expansion or Full-Body- Classification: Hijutsu
Expansion Akimichi clan jutsu. Rank: B-Rank
When you cast this jutsu you hold your arm out in Casting Time: 1 Action
front of you as you then inject a mass of chakra and Range: Self
calories into it as it rapidly expands. So quickly in fact Duration: Instant
that it strikes, crushes and pushes everyone in a 30-foot Components: CM
line originating from you. All creatures in range must Cost: Special
make a Strength saving throw taking your unarmed Keywords: Hijutsu, Taijutsu
damage + 2d8 on a failed save or half as much on a Description: By spending any number of calories, you
success. are able to regain hit points by forcibly converting them
Creatures who failed their saving throw are bruised, into healing energies.
knocked back 10 feet, and are knocked prone. For every Calorie spent this way, you regain 1d6+1 hit
At Higher Ranks: For each rank you cast this jutsu point, up to a maximum of 10 calories spent. Once you
above C-Rank, increase the chakra cost of this jutsu by 3 have spent a total of 10 calories in this way casting this
or the Calorie cost by 2 and damage by 2d8. jutsu prior to completing a rest of any type, you must
complete a rest before you can recast this jutsu in this
SUPER OPEN HAND SLAP [CHANGED] way.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: C-Rank above B-Rank, increase the maximum number of
Casting Time: 1 Action calories you can spend by +3. If this jutsu is cast at S-
Range: Touch Rank, the die used to regain hit points is increased to a
Duration: Instant d10.
Components: CM, M
Cost: 9 Chakra or 5 Calories A-RANK:
Keywords: Hijutsu, Taijutsu, Clash
Description: As part of the requirements of this jutsu, BUTTERFLY BULLET BOMB
you must already have either Partial Expansion or Full- Classification: Hijutsu
Body-Expansion jutsu active. Chakra erupts from the Rank: A-Rank
palm of your hand to the point of it becoming visible. Casting Time: 1 Action
This chakra increases the weight, muscle density and Range: Touch
impact of your palms. As a part of the activation of this Duration: Instant
jutsu, make a Melee Taijutsu Attack. On a Hit, you deal Components: HS, CM, M
your unarmed damage + 5d8. Cost: 20 Chakra
Regardless if you hit or not, all creatures, excluding Keywords: Hijutsu, Taijutsu, Clash
the original target creature, within 10-fee of the original Description: As part of the requirements for this jutsu,
target, must make a Dexterity saving throw, taking 4d8 you must have either Full-Body-Expansion or Butterfly
bludgeoning damage on a failed save or half as much on Mode jutsu active. You forcibly convert all of your
a successful one. remaining calories into chakra and funneling it into your
At Higher Ranks: For each rank you cast this jutsu fist as you attempt to make a devastating single attack.
above C-Rank, chakra cost of this jutsu by 3 or the Reduce your remaining calories to 0. Make a melee
Calorie cost by 2 and the Damage by 2d8 taijutsu attack against a creature in range. On a hit, you
deal 10d10 Bludgeoning + 1d10 additional damage for
B-RANK: every Calorie you had remaining before this jutsu’s
casting and all creatures in a 30-foot cone behind the
BUTTERFLY MODE [CHANGED] target creature must make a Dexterity saving throw,
Classification: Hijutsu taking half the damage dealt as bludgeoning damage,
Rank: B-Rank being knocked back 20 feet and becoming staggard on a
Casting Time: 1 Action failed save. After the conclusion of this jutsu, Butterfly
Range: Self Mode ends immediately.
Duration: 1 minute At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM above A-Rank, chakra cost of this jutsu by 3 and the
Cost: 6 Calories initial damage by 2d10.
Keywords: Hijutsu, Ninjutsu
Description: You release chakra from your back as it
forms into the shape of butterfly wings and becomes
visible to the naked eye of your design. For the duration
of this jutsu, you cannot use the Full-Body-Expansion
jutsu and you gain immunity to the poisoned condition.

36
FUMA CLAN [CHANGED] Working the Angles [Reworked]: Beginning at 7th
level, when you use a weapon with the Thrown property
“You aren’t going to get away with this!” The injured kunoichi
to make an attack, you can use your Bonus Action to turn
wearing red says aloud to the enemy standing before her. A thin
it into a Trick Shot. A Trick Shot Attack can originate from
but seemingly athletic man glares at her before responding. “And
any point within your weapons range, as you use the
who exactly is gonna hold me accountable? They left you here to
angles to your advantage. You can only target a creature
watch the safe, it’s their fault for being dumb enough to~” he
still within your original range. At 15th level you no
stops mid-sentence as a spinning Fuma-shuriken chops his ally
longer have to spend a Bonus action.
in half. He drops into a defensive stance with eyes darting around
Additionally, weapons with the returning property can
the room. Unable to find where it could have come from there is
be returned to you at any range.
only one entrance. A figure appears in the same entrances path. It
Fuma Shuriken Master: Fuma Clansmen are named after
reaches into a back pouch before launching multiple shuriken
their most prolific ninja tools, The Shuriken. Beginning at 11th
into the room so much so that it begins to tear into the thin man.
level, you increase the damage dice of Shuriken, Fuma-
“It’s a shame. They sent you to rob it” the man wearing a chunin
Shuriken, and Monster Shuriken are all increased. Shuriken
vest says while looking sternly at his student’s adversary.
now deal 2d4, Fuma Shuriken now deal 2d8 and Monster
—Tatsunami Aburame
Shuriken now deals 2d12. Jutsu and effects that would
The Long Road, Ch. 2 excerpt.
multiply your weapons damage die by any amount, excluding
The training field has thrown weapons stabbed all across the
critical hits, instead increases your damage die by an amount
targets with some stabbed in blind spots. A single young girl
equal to the following; (Double: +1, Triple: +2, Quadruple: +3,
sits in the middle of the field sweating and standing while
Quintuple: +4, Sextuple: +5.)
using her knees as a bracing tool. Training to never miss, and
Lethal precision: Fuma are rarely known for their lack of
always hit their target is what ties the Fuma Clan together.
accuracy. Beginning at 11th level, when making a ranged

WE NEVER MISS attack with a Weapon with the Thrown property increases
their Critical Threat Range by +1. This increases to +2 at 18th
The Fuma Clan is a traveling clan that stays within the level.
borders of the Land of Fire. Many of their clan's techniques
revolve around the manipulation of weapons but most
prolifically, the Fuma-Shuriken. Members of the clan
possess visual prowess and are able to quickly analyze the
angles of attacks increasing the probability to hit with a
weapon, which they then use in their various secret
techniques. If standard weapons aren't enough for a battle,
Fuma can use the clan's secret Bukijutsu to overwhelm their
opponents even defeating enemies who prove to be resistant
to normal weapon attacks.

FUMA TRAITS
Ability Score Increase: +2 Dex, +1 Wis
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Perception, Martial Arts
Weapon Proficiencies: You are proficient with all ranged
Weapons.

FUMA FEATURES
House of Flying Daggers: The Fuma have access to a
separate list of Jutsu unique to their Clan. You can add these
Jutsu to your jutsu list instead of selecting jutsu from the
Normal jutsu list.
Specialized Tools [New]. The Fuma may be known for
their Shuriken but they are masters of all Ninja Tools. You
may attach Paper Bombs to any weapon with the Thrown
Keyword, not just Kunai. At 3rd Level, you may also attach
Battle Wire to weapons with the Thrown Keyword and give it
the Returning Keyword and at 7th level, weapons you attach a
Battle Wire to also gain the grapple keyword.
Immaculate Precision [Changed]: Fuma Clansmen are
known for their superior skill using throwing weapons.
Beginning at 1st level, when making a ranged weapon or
taijutsu attack with weapons with the Thrown Property you
can use Dexterity in place of Strength for your Taijutsu
Ability Modifier. Additionally, you gain a +1 Bonus to Damage
rolls. This bonus increases to +2 at 7th and +3 at 15th.
Razor Sharp Senses: Fuma Clansmen are expected to
predict the trajectory of an attack long before they even draw
their weapon, allowing them to bounce attacks off of
unsuspecting surfaces. Beginning at 3rd level, twice per short
rest, when you would miss a ranged weapon, or taijutsu
attack that uses a weapon with the Thrown Property, you can
remake the attack roll, taking the second result.

37
FUMA CLAN JUTSU FALLING HEAVEN: STORM [CHANGED]
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

FALLING HEAVEN: DIVIDE [CHANGED]


Range: 60 Feet
Duration: Concentration, Up to 1 Minute
Classification: Hijutsu
Components: M, W (Any Thrown & Battle Wire)
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Bukijutsu
Range: 60 Feet
Description: You launch your weapons that are lined with
Duration: Instantaneous
your battle wires surrounding a target creature before you
Components: M, W (Any Thrown)
pull back snapping the wire, constricting them. Target
Cost: 5 Chakra
creature must succeed a Strength saving throw, being
Keywords: Hijutsu, Bukijutsu
Restrained for the duration, on a failed check. Target
Description: By Coating your weapon in chakra, and creating
creature can remake the Strength (Athletics) check on their
an extremely powerful spin you sharpen the edge just enough
turn as an action to end this effect.
to split the air and even sound. Make a Ranged taijutsu attack,
dealing 3d10+ Taijutsu ability modifier Slashing damage on a
hit.
C-RANK:
FALLING HEAVEN: CROSS [CHANGED]
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Classification: Hijutsu
the damage by 2d10
Rank: C-Rank
FALLING HEAVEN: SPLIT [CHANGED] Casting Time: 1 Action
Classification: Hijutsu Range: 60 Feet
Rank: D-Rank Duration: Instant
Components: M, W (Any Shuriken)
Casting Time: 1 Action
Cost: 9 Chakra
Range: Self (30 Foot Cone)
Duration: Instant Keywords: Hijutsu, Bukijutsu
Components: M, W (Any Thrown) Description: You perform an enhanced version of Falling
Cost: 5 Chakra Heaven: Divide launching 2 Shuriken with either hand
Keywords: Hijutsu, Bukijutsu forming a cross as it cuts through anything to reach its
Description: You release a collection of thrown weapons that objective. Make two ranged taijutsu attacks, dealing
weapons damage+ 2d8 Slashing damage on each hit. If you
cover a wide range piercing through everything and one in
their path. Creature in range must make a Dexterity saving land both hits on the same creature, they must make a
throw, taking your weapons damage+ 2d8 on a failed save or Strength Saving throw, falling prone on a failed save.
At Higher Ranks: For each rank you cast this jutsu
half as much with a successful one.
At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the
above D-Rank, increase the cost of this jutsu by 3 and damage by 1d10 for each hit.

FALLING HEAVEN: PENETRATE [CHANGED]


damage by 2d8.

FALLING HEAVEN: RAIN [CHANGED] Classification: Hijutsu


Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Bonus Action
Range: Self
Casting Time: 1 Action
Duration: 1 minute
Range: 60 feet (30 Foot radius sphere)
Duration: Instant Components: CM
Components: M, W (Any Thrown) Cost: 8 Chakra
Keywords: Hijutsu, Bukijutsu
Cost: 4 Chakra
Keywords: Hijutsu, Bukijutsu Description: You focus chakra onto the edge of your next
Description: You launch the thrown weapons into the weapon thrown. For the duration, ranged attacks made with
a Weapon with the Thrown keyword increases its damage
sky before your weapons collide bouncing off of each
other as they rain downward in a cascade of dangerous die by 1 step. (d4>d6>d8>d10>d12) and gains a +1 bonus to
steel. Every creature in the target area must succeed a its critical threat range.
At Higher Ranks: For each rank you cast this jutsu
Constitution Saving throw to weather the rain of steel.
On a failure they take your weapons damage+1d10 and above C-Rank, increase the cost of this jutsu by 3 and
gaining 1 rank of Bleeding. On a success they take half critical threat range by 1.
damage and suffer no effects.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d10.

38
FALLING HEAVEN: PROTECT [CHANGED] A-RANK:
Classification: Hijutsu
Rank: C-Rank FALLING HEAVEN: EXECUTION [CHANGED]
Casting Time: 1 Reaction, that you take when you are hit Classification: Hijutsu
by an attack. Rank: A-Rank
Range: Self Casting Time: 1 Action
Duration: 1 Round Range: 90 Feet Line
Components: M, W (Any Thrown) Duration: Instant
Cost: 7 Chakra Components: M, W (Any Thrown)
Keywords: Hijutsu, Bukijutsu Cost: 20 Chakra
Description: You spin your weapon in front of you while Keywords: Hijutsu, Bukijutsu
coated in your chakra creating a spinning shield. When Description: The perfected and secret art of the Fuma Clan.
you take damage, roll your weapons damage, reducing The most lethal of their Falling Heaven series of jutsu. The
the damage by the result. user takes their Shuriken and line it with chakra thin enough
At Higher Ranks: For each rank you cast this jutsu to separate water molecules, and coats the blades of their
above C-Rank, increase the cost of this jutsu by 3 and weapon in such an aura before launching it with enough
reduce damage by an additional 1d6. force to momentarily cut through gravity itself making the
weapon immune to the forces of gravity for a short time.
B-RANK: Make one Ranged Taijutsu Attack roll, and compare it to each
creature’s AC in a 5 feet wide, 90 feet long line. On a hit they
FALLING HEAVEN: FOCUS [CHANGED] take weapons damage +10d10 Slashing Damage. If you beat
Classification: Hijutsu their AC by 10, they take double damage.
Rank: B-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: M, CM
Cost: 10 Chakra
Keywords: Hijutsu
Description: You pour chakra into your retina’s increasing
your focus and overall accuracy with ranged weapons. For the
duration, when you make a ranged attack, you may roll an
additional 1d6 adding the result to your roll. On a roll of 6 you
increase your weapons damage die by +1.

FALLING HEAVEN: CALAMITY [CHANGED]


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (40-feet)
Duration: Instant
Components: M, W (Any Thrown)
Cost: 13 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You begin to spin launching weapons in every
direction piercing and slashing enemies as they fall within
range. Creatures of your choice, within 40 feet of you must
succeed a Dexterity saving throw, taking your weapons
damage+ 5d8 Slashing damage on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.

39
HEBI CLAN [CHANGED] Beginning at 7th level your regenerative abilities are
enhanced further. You gain resistance to poison damage
Lyo draws his blade just as quickly as his enemies drew
and immunity to the poisoned condition. Additionally,
theirs. Standing in the middle of the road, he realizes he has
when you regain hit points at the beginning of each of
been surrounded by about a dozen adversaries. They assault
your turns, you regain an additional 1d4 + Proficiency.
him from the shadows throwing kunai and shuriken at him
At 15th level, you gain immunity to Poison damage
with relentless efficiency. He with his sword drawn begins to
and when regaining hit points as a result of this feature,
parry them all with ruthless focus. Each swing of his cuts,
you regain an additional 3d4 + Proficiency.
breaks, or deflects three or more weapons launched at him.
Poison Potency: The Hebi clans’ rituals, have been
He keeps up this defense before he realizes he can’t keep it
ingrained into you, enhancing your knowledge of
up much longer. He takes a deep breath, as the weapons
poisons and their potency when you use them.
begin to strike his body, bouncing off of his skin as he dashes
Beginning at 3rd level, you have learned to coat your
into the darkness. The singing of blades cutting through the
weapons in a potent poison. As a bonus action you coat a
air ring out as the fighting slowly quiets down to nothing
weapon you are holding in a type of poison known as the
more than a whisper. Lyo comes staggering out of the brush
Vipers Venom. For the next minute your weapon gains a
with his hand up in victory, showing his client that he is a lot
+1 bonus to damage rolls and deals poison damage. This
tougher than he looks.
bonus increases to a +2 at 11th, and +3 at 18th. You can
—Tatsunami Aburame
coat a weapon in poison this way twice per short rest and
The Long Road, Ch. 4 excerpt.
a weapon coated in this way still counts as its original

THE BASILISK’S BLESSINGS damage type for the purpose of qualifying for Bukijutsu.
Beginning at 7th level, once per turn, when you deal
The Hebi Clan is a Custom Homebrew Clan, created by 20 or more poison damage to a creature with this
Kingsare4ever and Soren Uzumaki. This clan, began as a weapon, they must succeed a constitution save vs DC (8
clan of mercenaries. Their infamy spread all across the + proficiency Bonus + Constitution Modifier) being
country, for their skill and ability. Their true home is in poisoned on a failed save for 1 minute. A Creature
the Land of Grass, but they are found all across the Poisoned this way, reduces all hit points gained by half.
continent. They are universally known as the Hebi clan, Additionally, you ignore resistance to Poison damage.
but different countries have different titles for them. In
the Land of Fire, they are also known as the Viper Clan,
in the land of Earth, they are known as the Cobra Clan.
Their ability to mix blade and poison is unmatched even
against a skilled Medical-Nin. The Hebi Clan have also
learned to mix techniques learned from Serpents
themselves after generations of study and worship.

HEBI TRAITS
Ability Score Increase: +2 Str or Dex, +1 Con
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Survival, Animal Handling
Weapon Proficiencies: You are proficient with Katana’s,
Broadswords and Odachi’s.
Tool Proficiencies: Poisoner’s Kit.

HEBI FEATURES
Hebi Clan Jutsu: The Hebi have access to a separate
list of Jutsu unique to their Clan. You can add these Jutsu
to your jutsu list instead of selecting jutsu from the
Normal jutsu list.
Snake Speech: Hebi Clansmen are known for their
affinity with snakes of all types. Due to their connection
with these reptiles over generations, you can
communicate with and understand snakes of any breed.
Serpent Mimicry: Beginning at 1st level, your heritage
and history with snakes grants you enhanced senses,
similar to theirs. You have Darkvision up to 60 feet and
Tremor sense up to 30 feet.
Beginning at 11th level, you have learned to use your
connected heritage to increase your ability to stalk your
prey. Dexterity (Stealth) Checks made in natural
environments such as forests, woods, and tundra’s are
always made at advantage.
Regeneration: You have learned to tap into your clan’s
innate ability to enhance its self-regeneration.
Beginning at 1st level you can as a bonus action begin to
focus on your self-regeneration for the next minute.
For the duration, at the start of each of your turns you
can spend 5 Chakra to regain Hit points equal to twice
your Constitution Modifier and gain advantage against
the Poisoned conditions.

40
HEBI CLAN JUTSU STRIKING STANCE: PYTHON [CHANGED]
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Bonus Action

ADAPTIVE CAMOUFLAGE TECHNIQUE


Range: Self
Duration: 1 Minute
[CHANGED] Components: M, W (Broadsword, Kunai, Katana or Odachi)
Classification: Hijutsu
Cost: 5 Chakra
Rank: D-Rank
Keywords: Hijutsu, Bukijutsu
Casting Time: 1 Action
Description: You can only gain the benefit from one
Range: Self
Striking Stance at a time. If you enter another Striking
Duration: 1 Minute
Stance while currently benefiting from this one, the one
Components: HS, CM
immediately ends.
Cost: 5 Chakra
You enter the striking stance of a Python. For the
Keywords: Hijutsu, Ninjutsu
duration, taijutsu attacks made using a component weapon
Description: Your coat your body in chakra, performing a
deals double damage to creatures gaining a bonus to their
more advanced version of the Body Camouflage Technique
AC as a result of a jutsu, feature or trait or double damage
changing the texture of your skin while also adapting to
to a structure summoned as a result of a jutsu, feature or
the changing environment not having to consistently focus
trait intended to intercept damage dealt no more than
on your surroundings. For the duration, you gain a +1d10
twice per casting.
bonus to Dexterity (Stealth) checks and cannot be tracked
except by chakra-based means. You leave behind no tracks
or traces of your movement.
C-RANK:
STRIKING STANCE: COBRA [CHANGED] MAMBAS HARDENED SCALES [CHANGED]
Classification: Hijutsu
Classification: Hijutsu
Rank: C-Rank
Rank: D-Rank
Casting Time: Reaction, to being damaged.
Casting Time: 1 Bonus Action
Range: Self
Range: Self
Duration: 1 round
Duration: 1 Minute
Components: CM
Components: M
Cost: 6 Chakra
Cost: 4 Chakra
Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Bukijutsu
Description: You skin becomes encased in chakra taking
Description: You can only gain the benefit from one
the shape of a snake’s scales layering itself and hardening
Striking Stance at a time. If you enter another Striking
at the point of impact reducing the potency of the attack.
Stance while currently benefiting from this one, the one
Reduce damage of incoming attacks by 7, including the
immediately ends.
triggering attack until the beginning of your next turn.
You enter the coiling stance of a Cobra. For the duration,
At Higher Ranks: For each
weapon and taijutsu attacks made using a component
rank you cast this jutsu
weapon ignores temporary hit points, instead dealing
above C-Rank, increase
direct damage to the target creature.
the cost of this jutsu by 3
FORMATION OF ONE THOUSAND SNAKES and damage reduced by

[CHANGED] 5.
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self (15-foot Cube)
Duration: Instant
Components: M, W (Broadsword, Kunai, Katana or Odachi)
Cost: 5 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You release a series of blade swings so much
so that you create the visage of one thousand snakes
coiling around you. Your attacks are so viscous that all
creatures of your choice in a 15-foot cube originating from
you must succeed a dexterity saving throw. A creature who
fails the save takes double your weapons damage die plus
your taijutsu ability modifier or half as much on a
successful save. If the weapons has two or more base
damage die (such as an Odachi’s 2d6), you instead add one
additional damage die.
A creature who would fail their saving throw by 5 or
more gains 1 rank of bleed.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the dice
multiplier by 1. (Double or +1 damage die > Triple or +2
damage die > Quadruple or +3 damage die > Quintuple or
+4 damage die > Sextuple or +5 damage die).

41
POISON COBRA DANCE [CHANGED] B-RANK:
Classification: Hijutsu
Rank: C-Rank SERPENT ADAPTATION
Casting Time: 1 Action Classification: Hijutsu
Range: 30 Feet Rank: B-Rank
Duration: Instant Casting Time: 1 Action
Components: M, W (Broadsword, Kunai, Katana or Odachi) Range: Self
Cost: 9 Chakra Duration: Concentration, up to 1 minute
Keywords: Hijutsu, Bukijutsu Components: M, CM
Description: You perform a flurry of graceful strikes each Cost: 12 Chakra
with the deadly precision of a cobra’s bite. Make two melee Keywords: Hijutsu
Taijutsu attacks, dealing your weapons damage + 3d8 on Description: You pour chakra throughout your body,
each successful hit. You do not add your ability modifier to growing fangs, poison sacks, hardening your skin and
damage. If you deal poison damage with your weapon, you allowing you to elongate your arms and legs like whips.
may instead make up to 3 melee taijutsu attacks. For the duration, your melee attack, and Bukijutsu range
At Higher Ranks: For each rank you cast this jutsu above increased by 5 feet as you stretch your arms to compensate.
D-Rank, increase the cost of this jutsu by 3 and the damage Your movement speed increases by 10 feet. If you have
by 1d8 damage. Mamba’s Hardened Scales on your known jutsu list,
casting it does not consume chakra.
PYTHONS GAZE [CHANGED]
Classification: Hijutsu MAMBA POISONOUS BLADE [CHANGED]
Rank: C-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: B-Rank
Range: Self (30-foot radius) Casting Time: 1 Action
Duration: Concentration, up to 1 minute Range: Self
Components: HS, CM Duration: 1 Minute
Cost: 7 Chakra Components: HS, CM, W (Katana, Broadswords or Odachi)
Keywords: Hijutsu, Ninjutsu Cost: 14 Chakra
Description: You inject a surge of chakra into your eyes Keywords: Hijutsu, Ninjutsu, Bukijutsu
increasing your visual perception, making it look like the Description: You envelop your weapon in a poison only
world is slowing down around you. You do not spend found in the infamous Black Mamba. Your weapon deals an
chakra to maintain concentration with this jutsu. additional 2d6 poison damage. Hebi clan Bukijutsu you
For the duration, creatures whom you can see within cast using the weapon deals an additional 1d6 poison
range actions seemingly slow down to a crawl. Melee damage. Creatures who take damage from an attack that
weapons attacks or Hebi clan Bukijutsu you cast cannot be includes the coated weapon must make a constitution
made at disadvantage and creatures within range cannot saving throw, gaining the poisoned condition on a failed
gain advantage against any Hebi clan Bukijutsu. save.
Creatures who are poisoned by another source must
STRIKING STANCE: VIPER [CHANGED] make the saving throw, becoming poisoned by this jutsu
Classification: Hijutsu, Bukijutsu instead on a failed save. A creature poisoned by this jutsu
Rank: C-Rank cannot take reactions and must, if they would make a
Casting Time: 1 Bonus Action saving throw to resist being poisoned by this jutsu, succeed
Range: Self or be envenomed on a failed save. A creature Envenomed
Duration: Concentration, up to 1 minute by this jutsu instead rolls 1d8.
Components: W (Katana, Broadswords or Odachi)
Cost: 7 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You can only gain the benefit from one
Striking Stance at a time. If you enter another Striking
Stance while currently benefiting from this one, the one
immediately ends. You do not spend chakra to maintain
this Jutsu.
You enter the poisonous stance of a Viper. For the
duration, weapon attacks and Hebi clan Bukijutsu cast
using one of this jutsu’s components ignore slashing
resistance and ignores damage reduction, instead dealing
direct damage to the target creature.
Additionally, the component weapons chosen can now
be used as components with Bukijutsu that requires Melee
Piercing.

42
VIPERS POISONOUS WAVE [CHANGED]
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (30 feet)
Duration: Instant
Components: HS, CM, W (Katana, Broadswords or Odachi)
Cost: 12 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You create a wave of poisonous chakra that
erupts from your weapon as you swing it. All creatures in a
10-foot wide, 30 feet long line must succeed a Dexterity
saving throw, taking 6d8 Poison damage and half as much
on a failed save.
If the weapon you use is under the effects of Mamba’s
Poisonous Blade, or the Poison Potency Hebi Clan Feature,
creatures make their save with a 1d6 penalty. If the weapon
you use is under the effects of both Mamba’s Poisonous
Blade and the Poison Potency Hebi Clan Feature, you
instead deal 6d10 Poison damage or half as much on a
failed save.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and damage by
2d8 or 2d10.

A-RANK:
SILVER COBRAS BLESSING
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Instant
Components: HS, CM
Cost: Special
Keywords: Hijutsu, Taijutsu
Description: You ingest a powerful potent Poison that
reduces your current chakra to 0. You gain the Poisoned
condition at the conclusion of this jutsu which cannot be
removed, resisted, or ignored by any means for the next
hour. For the next minute you gain the following effects;
• You cannot suffer the effects of the Bruised, poisoned,
weakened, slowed condition for the duration.
• Your Taijutsu ability score increases by any amount
equal to your Proficiency bonus.
• You can cast all Hebi clan jutsu that you have on
your known jutsu list at no cost.
• Hebi clan jutsu that have the “Striking Stance:”
pre-fix can be cast using an action, bonus
action or reaction.
• You can concentrate on up to 3 different Hebi
Clan Jutsu ignoring any effects that would
prevent you from maintaining more than
one Striking Stances.

After one minute, you fall unconscious for


the next hour, being unable to be awoken
until the hour has passed. When you awake,
you awake with 1 Chakra.

43
HOSHIGAKI CLAN [CHANGED] Beginning, at 3rd level, you tap into your innate
bloodline limit, allowing you to become one with your
Alistair stares down the man in Red. Drawing his Odachi to
inner apex predator. As a bonus action on your turn, you
confront him. He moves in swinging it with ruthless
enter a shark like form, growing large gills on your neck,
tenacity. He stabs the blade into the ground after his first
large wing like fins grow from your shoulders down to
attack weaving handsigns and conjuring a massive wave of
your wrists, you grow webs between your fingers, your
water that turns into Sharks before they collide with their
hair, if any fuses into your scalp, as your head,
target. When the dust settles, Alistair looks for his enemy
shoulders, and neck fuse into each other as your spine
who seems to have been completely blow away by his
also grows into a long tail like appendage. You cannot
assault. “Oh…Well…Looks like I went a tad bit overboard for
cast Ninjutsu that does not have the Water Release
training, hehe.”
Keyword. For the next minute you gain the following
—Tatsunami Aburame
benefits;
The Long Road, Ch. 13 excerpt.
• You can, as an Action perform the Apex Gaze against a
THE TAILLESS BEAST single creature you can see within 60 feet of you. The
target must succeed a make an Intimidation check
The Hoshigaki Clan is a clan that hails from the Land of
contested by their wisdom saving throw. On a success,
Water and is famous for all the wrong reasons. Every
you treat the targets AC as 2 lower against you and
prominent member of their clan has betrayed their
your attacks for the next minute. They can repeat this
home village in more than one way. But this does not
save at the end of each of their turns, ending this
brand them all as traitors, instead it has caused a vast
effect on a successful save. A creature can only be
majority of them to branch out and move to other
affected by this gaze twice per rest, with its effects
villages to break the stigma of their history.
stacking.
HOSHIGAKI TRAITS • You have advantage on Strength & Constitution
Ability Score Increase: +2 Con, +1 Str Checks and Saving throws.
• You gain a swim speed of twice your movement speed.
Speed: Your base walking speed is 30 feet.
• You gain 30 feet of true sight while submerged
Skill Proficiencies: Animal Handling, Athletics
Weapon Proficiencies: Odachi (Greatsword) underwater
• When you make a melee attack using strength, you
Dark Vision: You have Darkvision up to 30 Feet.
Passive Affinity: You have Water Release Affinity (You gain a bonus to damage equal to your Constitution
can learn Ninjutsu with the Water Release Keyword) modifier.
• When you grapple a creature while in this form, they
Water Literacy: Your Ninjutsu ability score is counted as
being +2 higher, for the purpose of casting jutsu gain the Lacerated condition for the duration of the
Higher Ranked jutsu with the Water Release Keyword grapple, losing all stacks gained as a result of the
through any Ability score Restrictions (SHB, pg.190). grapple when the grapple ends.
• You have resistance to Bludgeoning, Piercing, or
HOSHIGAKI FEATURES Slashing damage. (Pick 2, This can’t be changed later).
Aquatic Adaptation: You have a Swimming and water • Select two Ninjutsu with the water release keyword
walking speed equal to your walking speed. that deal damage when you enter this form (This
Amphibious: You can breathe air and water. cannot be changed until you reactivate this form). The
Commander of the Deep: Aquatic beasts have an chosen jutsu now deals chakra damage equal to half of
affinity with people of your clan. You can communicate the damage it deals to a creature of your choice. You
simple ideas with beasts that can breathe water. They gain a number of temporary chakra points equal to
can understand the meaning of your words, though you your proficiency bonus once per casting.
have no special ability to control them directly.
Once you enter this form, you must complete a long
Water Release Simplicity: When creating or learning
rest before you are able to enter this form again. You
Ninjutsu with the Water Release affinity reduce the time
gain an additional use of this form beginning at 7 th level,
it takes to complete the task by half. This does not stack
then a third at 15th level per short or long rest.
with other similar effects.
Shark Tooth: Beginning at 1st level, you gain
proficiency in intimidation and access to a Bite Attack.
You can replace one or more of your attacks, made with
the attack action. This bite attack counts as a weapon
attack and deals 1d6+ strength modifier piercing
damage. This damage increases as you grow in level to
1d8 at 11th , 1d10 at 15th and 2d6 at 18th.
Beginning at 7th level, when you would hit a creature
with your Bite attack, the creature must also make a
Strength saving throw vs your Taijutsu save DC, being
grappled by your bite attack. You can only grapple one
creature at a time.
Shark Skinned Predator [Changed]: Beginning at 1st
level, your skin begins to resemble that of a sharks
becoming tougher and more resilient. You can use your
Constitution instead of Dexterity to calculate your
Armor Class.

44
HOZUKI [CHANGED] Reflective Surface: Beginning at 7th level, whenever you
cast a Ninjutsu with the Water Release Keyword, gain an
The Rogue from the badlands, sits waiting patiently, hunting
amount of Temporary Hit points equal to the rank of jutsu
his prey. He takes a jug of water from his pouch and begins to
used, until the beginning of your next turn. (D-Rank: 3, C-
drink from is carefully, not wasting a single drop. After
Rank: 6, B-Rank: 10, A-Rank: 15, S-Rank: 20).
finishing, he reaches behind himself and grabs a large Odachi
When you reach 15th level the amount of temporary hit
with one hand, as his arm expands showing a massive increase
points gained becomes the following; (D-Rank: 5, C-Rank:
in strength. He leaps from his hiding place bring the blade down
10, B-Rank: 15, A-Rank: 20, S-Rank: 25)
on his mark.
—Hato Hyoshi
At Worlds End, Ch. 17 excerpt.

DEMONS SECOND COMING


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

HOZUKI TRAITS
Ability Score Increase: +2 Str, +1 Int
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Martial Arts, Chakra Control.
Water Release Affinity: You begin with the Water Release
affinity (You can learn Ninjutsu with the water release
Keyword.)
Lightning Release Inability: You cannot use or Learn
Ninjutsu with the Lightning Release Keyword

HOZUKI FEATURES
Hozuki Techniques: The Hozuki Clan has access to a
separate list of Jutsu unique to their Clan. You can add these
Jutsu to your jutsu list instead of selecting jutsu from the
Normal jutsu list(s).
Amphibious: You can breathe air and water.
Water Dependency: The Hozuki has a dependency on
water, they must consume at least a gallon of water or
immerse themselves in water for one hour each day. If the
Hozuki fails to do this they suffer 1 level of exhaustion at the
end of that day. The Hozuki, can recover from this
exhaustion by drinking a gallon of water or immersing
yourself in water for at least 1 hour.
Made of Water: Starting at 1st level, your body counts as a
sufficient source of water to reduce the cost of Water release
Jutsu (You cannot gain the alternative effect of a Water Release
Jutsu using this feature). If the Jutsu cast cannot have its cost
reduced by having a sufficient source of water, you instead
reduce the cost of ninjutsu with the Water Release Keyword
by an amount equal to the Rank of the jutsu cast. (D-Rank: 1,
C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
Water Reservoirs: Beginning at 3rd level, you store extra
water in your body, giving you an amount of uses equal to
your proficiency bonus per long rest. You can use these
reservoirs to empower a ninjutsu with the Water Release
Keyword, either increases its damage by 1 damage die or
save DC by +1. At 11th level, increase the damage die or save
DC by 2 and at 18th level, increase the damage die or save DC
by 3.

45
HOZUKI CLAN JUTSU WATER MUSCLES
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

GREAT WATER ARM [CHANGED]


Range: Self
Duration: Concentration, up to 1 minute.
Classification: Hijutsu
Components: CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Water Release
Range: 5 feet
Description: You empower your muscles by controlling the
Duration: Instant
water inside your body. This jutsu does not cost chakra to
Components: W (Any Melee), CM, M
maintain concentration. For the duration damage dealt with
Cost: 5 Chakra
attacks or jutsu or Ability checks that rely on your Strength
Keywords: Hijutsu, Ninjutsu, Bukijutsu, Water Release
adds 2d4 for their rolls.
Description: you quickly enlarge your main arm by moving
If you are currently benefitting from the Hydrofication Clan
the water in your body.
jutsu, you instead add an additional 3d4.
Make a melee Ninjutsu or Taijutsu attack with the weapon
If you would cast a Jutsu that would allow you to deal your
used to cast this jutsu. On a hit, you deal your weapons
weapons damage that is under the effects of this jutsu, you
damage + 2d8 and force a target to make a Strength saving
only deal this jutsu’s damage once, after which you default to
throw. On a failed save, they are knocked back 15 feet and are
your original weapons damage.
dazed. On a success, nothing happens.
At Higher Ranks: For each rank you cast this jutsu above
If you are gaining the effects of the Hydrofication Hozuki
D-Rank, increase the cost of this jutsu by 3 and the bonus by
clan Jutsu, increase the damage die by 1 step.
1d4.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3. If this jutsu is
cast at C-Rank or higher, increase the damage by 1d8. If this
WATER ESCAPE
Classification: Hijutsu
jutsu is cast at B-Rank or higher, increase the number of
Rank: D-Rank
attacks made by +1. If this jutsu is cast at S-Rank, increase
Casting Time: 1 Bonus Action
the damage die by one step.
Range: Self

WATER BODY
Duration: 1 Round
Components: CM
Classification: Hijutsu
Cost: 5 Chakra
Rank: D-Rank
Keywords: Hijutsu, Ninjutsu, Water Release
Casting Time: 1 Reaction, which you take when you are
Description: You turn yourself into water to escape your
targeted or would take damage from an attack that targets
restraints. If you are currently grappled or restrained, you
you.
turn into a puddle of water, escaping the grapple or
Range: Self
restrained conditions.
Duration: Instant
Components: -
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release
Description: You are able to quickly turn yourself into water,
allowing you to dodge more attacks. When targeted for an
attack, you may increase your AC by +5 until the start of your
next turn. Additionally, you gain resistance to bludgeoning,
piercing and slashing damage until the start of your next
turn. If you are currently using Hydrofication jutsu, you are
instead immune to bludgeoning, piercing and slashing
damage.

46
C-RANK WATER GUN
Classification: Hijutsu
HOZUKI BLADE [CHANGED] Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 60 feet
Casting Time: 1 Bonus Action Duration: Instant
Range: Self Components: HS, CM
Duration: Concentration, up to 1 minute. Cost: 7 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Water Release
Cost: 9 Chakra Description: You form a bullet on the edge of your finger and
Keywords: Hijutsu, Ninjutsu, Water Release shoot it at a target within range. Make two ranged Ninjutsu
Description: You weave together streams of water to create a attacks against two separate creatures within range. On a hit,
sword of solidified water in your hand. This construct sword you deal 5d8 + Ninjutsu ability Modifier cold damage. If you
lasts until the jutsu ends. It counts as a simple melee weapon are currently using Hydrofication jutsu, increase the damage
with which you are proficient. It deals 3d6 + your Strength or die by one step (d8 > d10).
Dexterity modifier in either Cold, Slashing, Piercing or At Higher Ranks: For each rank you cast this jutsu above
Bludgeoning damage on a hit and has the Versatile (d8), D-Rank, increase the cost of this jutsu by 3 and the damage
Deadly and Finesse properties. You choose the damage type by 2d8.
at the time of casting this jutsu.
In addition, when you use the sword to attack a target that WATER GUN: DOUBLE [CHANGED]
is at least halfway submerged in water, you make the attack Classification: Hijutsu
roll with advantage. If you are currently using the Rank: C-Rank
Hydrofication Jutsu, the dice size increases by one step (d6 > Casting Time: 1 Action
d8 > d10 > d12). If you drop the weapon, it dissipates at the Range: Self (15-foot cone)
end of the turn. Thereafter, while the jutsu persists, you can Duration: Instant
use a bonus action to cause the sword to reappear in your Components: HS, CM
hand. Cost: 9 Chakra
If you would cast a jutsu that would allow you to deal this Keywords: Hijutsu, Ninjutsu, Water Release
weapons damage that is under the effects of this jutsu, you Description: You form bullets on the edge of each of your
only deal this jutsu’s damage once, after which you default to fingers and fire them off with enough spread to imitate a
2d6 (or d8, if holding with two hands) shotgun. Creatures in a 15-foot cone in front of you must
succeed a Dexterity saving throw, taking 6d6 cold damage
WATER BLOB [CHANGED] and being chilled on a failed save, or half as much on a
Classification: Hijutsu successful one.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Action C-Rank, increase the cost of this jutsu by 3 and the damage
Range: 5 feet by 2d6 and the cone size by 5 Feet.
Duration: Concentration, up to 1 minute.
Components: CM B-RANK
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release HYDROFICATION [CHANGED]
Description: A target creature you can see within range must Classification: Hijutsu
succeed on a Dexterity saving throw or they are now grappled Rank: B-Rank
with their head being submerged in a bubble of water, made Casting Time: 1 Action
from your body. While grappled this way, they begin to Range: Self
suffocate. While suffocating this way, it is difficult to Duration: Concentration, up to 1 minute.
maintain concentration on jutsu and must make a Components: HS, CM
Constitution (Chakra Control) check to maintain Cost: 12 Chakra
concentration, losing the jutsu on a failure. A creature begins Keywords: Hijutsu, Ninjutsu, Water Release
to drown after a number of rounds equal to its Constitution Description: You turn yourself into a mixture of water and
modifier (Min 1). oil, liquifying entirely turning into a sentient pool of fluid
While grappled in this way, when a creature attempts to that you can control. For the duration of this jutsu, you can
escape this grapple, they can spend their action to make their transform any part of your body into this liquid mixture,
Strength (Athletics) or Dexterity (Acrobatics) checks allowing you to fit through any crack large enough for water
contested by either your Strength (Chakra Control), or to fit through. You gain resistance to bludgeoning, piercing,
Constitution (Chakra Control) check. slashing and immunity to fire damage. You gain vulnerability
At the start of its first turn after these rounds and the to Lightning Damage.
beginning of each of its turns it remains grappled, it takes Additionally, your strength and Constitution scores
necrotic damage equal to 4d8 + Your Ninjutsu ability increase by +4, while using this jutsu.
modifier. If you are currently using the Hydrofication Jutsu,
ability checks made to escape the grapple is made with a 1d4
penalty.

47
WATER BALLOON A-RANK
Classification: Hijutsu
Rank: B-Rank DEMON WAVE [CHANGED]
Casting Time: 1 Action Classification: Hijutsu
Range: 60 Feet (15-foot Cube) Rank: A-Rank
Duration: Concentration, up to 1 minute. Casting Time: 1 Action
Components: HS, CM Range: Self
Cost: 10 Chakra Duration: Concentration, up to 1 minute.
Keywords: Hijutsu, Ninjutsu, Water Release Components: HS, CM
Description: You create a puddle of water mixed with oil, Cost: 16 Chakra
producing bubbles that float around you. These bubbles are Keywords: Hijutsu, Ninjutsu, Water Release
then launched at a 15-foot cube of area within range with Description: As a requirement to activate this jutsu, you
enough speed to cause concussive damage. Creatures of your must have Hydrofication currently active. You end your
choice, who first enter the chosen area or who begin their concentration on that jutsu and this one takes its place. You
turn within it must succeed a Dexterity saving throw taking retain all effects of Hydrofication, including extra effects
4d10 bludgeoning damage and being Dazed or half as much given to other jutsu and add this jutsu's effects to them.
on a successful save. Additionally, you can only cast jutsu with the Water
As an action on your turn, you can choose to move the Release keyword while this jutsu is active.
target area up to 30 feet in any direction within range. You create and merge with a larger body of water,
If you are currently using the Hydrofication Jutsu, increase increasing your size to large and increasing your Strength
the damage die by 1 step. (d10 > d12). score by +4.
At Higher Ranks: For each rank you cast this jutsu above Additionally, as a reaction when you see an allied creature
B-Rank, increase the cost of this jutsu by 3 and damage by within 10 feet of you, targeted for an attack, you can
2d10. interpose for that ally changing the target of that attack to
you.

48
HYŪGA CLAN • Main House: The Head portion of the family
considered the “royal” part of the clan overall. This
“You don’t quite understand the situation you're in...do you
Portion of the clan Focuses on the Hyūga clan’s secret
boy?” Haizo bellowed out from the darkness he created with
techniques. If you select this branch of the family, you
his Ninjutsu. “The Darkness is my ally, while you skulk
will have access to the main house’s Hyūga clan
through it, I was born of it. I have made it my partner in
techniques. This is due to the fact, most main branch
battle.” He speaks in a tone of assured victory, guaranteed of
Hyuga’s do not become ninjas or shinobi in the
his success, his acute senses allow him to feel where his
classical sense instead becoming staff in the Villages
target is, a boy of average height who looks remarkably slim
information council.
with long dark hair. Haizo begins to make his assault final
• Side House: The guardian/protector portion of the
as he rushes towards the boy who has been standing
Hyūga clan. They are generally made to be like
remarkably still the entire time. As Haizo enters striking
servants to the main house while inside the Hyūga
range the boy reacts with monstrous precision striking
villa. While not given access to the entirety of the
Haizo in multiple points across his torso in the blink of an
Hyūga clan’s secret techniques, they have formulated
eye dispersing the Jutsu he had up, allowing light to shower
their own advanced versions of the general gentle fist
the two. “But how!? It was total Darkness how did you know
and 8 trigram techniques.
where I would strike!?” Haizo cried out. The boy stared at
him, eyes pale white with veins running across his face
leading both too and from his eyes as they stare almost
through Haizo. “You overestimated yourself and
underestimated my Byakugan, that was your fatal mistake”
the boy said with a grin that would infuriate even the most
composed of men.
—Tatsunami Aburame
The Long Road, Ch. 3 excerpt.
Byakugan: One of the hidden Leaf village’s 2 great
THE VILLAGES STRONGEST dojutsu. The Byakugan is an eye of extreme refined
The Hyūga Clan is one of the four noble clans of Konoha focus. At 1st level you can spend 5 chakra to activate the
as well as the strongest clan in the village. All members Byakugan as a bonus action which remains active for up
born into this clan possess the Byakugan, a bloodline to 1 hour. You may deactivate and reactivate the
trait that gives them extended fields of vision and the Byakugan during this time period with no additional
ability to see through solid objects and even the chakra cost. While active the Byakugan gains the following
circulatory system, amongst other things. Members of benefits:
this clan also possess an innate ability which allows • All Seeing White Eye: You have 500 feet of chakra sight
them to excel chakra from any of the tenketsu in their while out of combat and half of that, while in combat.
body. The Hyūga clan are descendants from the You gain the ability to see a creature’s chakra nature, if
Ōtsutsuki clan, specifically from Hamura Ōtsutsuki's any. You can see through material up to 10 feet thick.
lineage. As a result, they are also distant cousins of the creatures cannot be obscured to you in any way if you
Uchiha, Senju, Uzumaki, and Kaguya clans. They are can see through the obstruction.
considered to be one of, if not currently, the most • 360° Vision: You can see in a 360-degree field around
powerful clan in Konoha. Their fame and prowess you up to half your chakra sight range, originating from
stretch far and wide, leading others to both praise and you in combat. While out of combat, your field of vision
covet their abilities. increases to match your chakra sight range. You can see
The clan is separated into two parts: the main house without having to turn your head or avert your eyes.
and the branch house, a system that protects the secrets
At 3rd Level, while training with your Byakugan, you
of the Byakugan from outsiders. The main house runs
gain one of the following additional features that further
the family while the branch house protects it.
exemplify your skill with the Dojutsu. At 11th and 18th
HYŪGA TRAITS Level you may select an additional feature from this list.
Ability Score Increase: +2 Wis, +1 Dex • Combat Insight: You gain amazing combat senses while
Speed: Your base walking speed is 30 feet. your Byakugan is active. While active, if you aren’t
Skill Proficiencies: Perception, Insight proficient in Dexterity Saving Throws, add your
Dark Vision: Even without the power of a fully active Wisdom ability Modifier to their result. You also add
Byakugan, you have Darkvision up to 30 Feet. your Wisdom ability modifier to the first unarmed
Hyūga Hijutsu: You know 1 additional Hyūga Clan D- attack roll, using the Gentle Fist Stance, you make on
Rank Jutsu, this does not count against your jutsu each of your turns.
known. • Immense Distance: Doubles the range of Chakra sight to
1,000ft. You can see things up to 1 mile away as if they
HYŪGA FEATURES were within 50 feet of you.
Hyūga Clan Jutsu: The Hyūga Have access to a separate • Penetrative Vision [Changed]: You gain True Sight for 30
list of Jutsu unique to their Clan. You can add these Jutsu feet. You can see through obstructions up to 30 feet
to your jutsu list instead of selecting jutsu from the thick within your chakra sight range. You add twice
Normal jutsu list. You can only Add these Jutsu to your your Wisdom modifier to perception checks while your
list as long as you are from the correct branch within the Byakugan is active. Increase the cost of activating the
clan Unless it does not have any restrictive keywords. Byakugan by 5 chakra.
Branch Family: At first Level, choose which part of the
Hyūga Family you reign from. This cannot be changed
later on.

49
• Perceptive Insight [New]: You can discern a creature
from any clones they may make, regardless of the clone
HYŪGA CLAN JUTSU
used. Additionally, when speaking to a creature, you
can make a Wisdom (Insight) check at advantage to see D-RANK:
if they are lying.
• Perceptive Predictions [New]: You gain unmatched GENTLE COUNTER
Classification: Hijutsu
predictive combat senses. While in initiative and your
Rank: D-Rank
Byakugan is active, creatures who act immediately
Casting Time: 1 Reaction, which you take when you are hit
before and after you, who would target you with an
with a melee attack.
attack suffers a 1d4 penalty to their first attack made on
Range: Self
their turns, against you, as you predict their attacks.
Duration: Instant
Increase the cost of activating the Byakugan by 5
Components: CM, M
chakra.
Cost: 4 Chakra
• Perceptive Resilience: Increases your resistance to
Keywords: Hijutsu, Taijutsu
being affected by misdirection. Saving throws against
Description: As a part of casting this jutsu, you must be
Genjutsu with only the Visual Keyword, cannot be
gaining the benefits of the Gentle Fist Stance. You instantly
made at disadvantage. When you would make a
react to an incoming attack. When you are damaged with a
Wisdom saving throw against a Genjutsu with the
melee attack, you may roll 1d8 + Your Unarmed attack
Visual keyword regardless of the other keywords, you
bonus. Reduce the damage you received by the result.
add an 1d4 to the result.
At Higher Ranks: For each rank you cast this jutsu above
Gentle Fist Stance: The Gentle Fist is the Premiere D-Rank, increase the cost of this jutsu by 3 and reduce
fighting style for the Hyūga clan. Starting as young as 5 damage by an additional 2d8.
years old, both main and side branch clansmen are
trained in this art of Taijutsu. The primary focus is on PALM ROTATION
Injecting chakra into an opponent’s chakra network Classification: Hijutsu
dealing internal damage as well as disrupting the flow of Rank: D-Rank
Chakra in a creature's chakra network. Casting Time: 1 Reaction, which you take when you are
Beginning at 1st Level, you can use Dexterity instead targeted for an attack, would take damage, or make a
of Strength while in this stance, for the attack and Strength or Dexterity saving throw.
damage rolls of unarmed strikes and Hyūga Clan Range: Self (5 feet)
Taijutsu attack rolls and Save DC’s calculations. Duration: 1 Round
Also, at 1st level you can roll a d6 for your unarmed Components: CM, M
damage. When you deal unarmed damage to a creature Cost: 5 Chakra
using this stance, you instead reduce the creature’s Keywords: Hijutsu, Taijutsu, Clash
chakra pool instead of their hit points, also known as Description: You spin at a violent speed, while releasing
Chakra Damage. This becomes 2d6 at 7th level and a 3d6 chakra from every chakra point on your body. Creating a
at 11th level. If you attempt to deal chakra damage while dome of blue chakra repelling most attacks. Until the start
they have 0 chakra, you instead deal an equal amount of of your next turn, you have a +5 Bonus to AC including to
force damage to their Hit points. If you choose to deal the triggering attack. If you are subject to a jutsu that
damage to a creatures Hit Points while they have chakra requires you to make a Strength or Dexterity saving throw
in this stance, your damage die is a d6, and does not you make the save at advantage. Creatures who are within 5
scale. feet of you when you cast this jutsu must succeed a Strength
Beginning at 3rd level if you deal chakra damage with saving throw, taking 2d8 Force damage and being pushed
this stance and the target has 0 chakra, you instead deal back 5 feet on a failed save.
double force damage to the targets hit points. If the
target is a construct or undead, you instead treat the
target as if they have resistance to your unarmed
attacks while in this stance.

50
PALM STRIKE C-RANK:
Classification: Hijutsu
Rank: D-Rank 8-TRIGRAMS 32 PALMS [CHANGED]
Casting Time: 1 Action Classification: Hijutsu
Range: 5 Feet Rank: C-Rank
Duration: Instant Casting Time: 1 Action
Components: CM, M Range: Touch
Cost: 4 Chakra Duration: Instant
Keywords: Hijutsu, Taijutsu, Finisher Components: CM, M
Description: As part of the requirements of this jutsu be Cost: 9 Chakra
benefiting from the Gentle Fist Stance. You make a single Keywords: Hijutsu, Taijutsu, Combo
decisive strike against the chakra network of your Description: As part of the requirements of this jutsu you
opponent. Make a Melee Taijutsu attack, on a Hit you deal must have Byakugan active and be benefitting from the
3d8 Chakra damage. The target creature must make a Gentle Fist Stance. You perform the imperfect final maneuver
constitution saving throw, becoming unable to mold of the Gentle fist. Make a single melee Taijutsu attack,
chakra until the start of your next turn on a failed save. If comparing the result against all creatures of your choice AC
the target creature has 0 Chakra, you instead deal double within 5 feet of you. On a hit, you deal 6d8 chakra damage
damage to their hit points. and half of the result as force damage and affected creatures
If this jutsu is used as a Finisher, you instead deal 5d8 must also make a constitution saving throw, losing the
Chakra damage. ability to mold chakra for 1d4 of their turns. If the target
At Higher Ranks: For each rank you cast this jutsu creature has 0 Chakra, you instead treat all chakra damage
above D-Rank, increase the cost of this jutsu by 3 and dealt as double force damage (When you calculate the chakra
damage by 2d8. If this jutsu is used as a Finisher, instead damage from your damage roll, you double the result. You do
increase the damage by 3d8. not add an additional half of the result as damage.)
Also, by spending 10 chakra, you gain an additional
TENKETSU NEEDLE [CHANGED] Action, which you can use to cast another Hijutsu at the
Classification: Hijutsu rank this Jutsu was cast, with the “8-Trigrams”, prefix,
Rank: D-Rank at no additional cost. You may not cast the same Hijutsu
Casting Time: Special twice in a single turn in this manner.
Range: 5 Feet Alternatively, until the end of your turn, you can
Duration: Instant target one affected creature with a Hyūga Taijutsu
Components: CM, M Finisher, regardless of range, once per turn, using either
Cost: 4 Chakra an action, bonus action, or reaction, ignoring its listed
Keywords: Hijutsu, Taijutsu casting time.
Description: As part of the requirements of this jutsu you At Higher Ranks: For each rank you cast this jutsu
must have Byakugan active and be benefitting from the above C-Rank, increase the cost of this jutsu by 3 and
Gentle Fist Stance. When you hit a creature with an damage by 2d8.
unarmed or Taijutsu attack, you can cast this jutsu as a
part of the same action. When you do, the creature must GIANT PALM ROTATION
succeed a constitution saving throw. On a failed save, they Classification: Hijutsu
increase the cost of all of their jutsu by 5 until the end of Rank: C-Rank
their next turn on a failed save. Casting Time: 1 Reaction, when you or an allied creature
At Higher Ranks: For each rank you cast this jutsu within range are targeted, would make a Strength,
above D-Rank, increase the cost of this jutsu by 3 and Dexterity, Constitution saving throw, or take damage.
the cost of the targets jutsu by 5. Range: Self (10 Foot radius sphere)
Duration: 1 Round
VACUUM PALM [CHANGED] Components: CM, M
Classification: Hijutsu Cost: 9 Chakra
Rank: D-Rank Keywords: Hijutsu, Main Branch, Taijutsu, Clash
Casting Time: 1 Action Description: The perfected form of the “Palm Rotation”
Range: 30 Feet taught only to those of the main branch of the Hyūga
Duration: Instant clan. As part of the requirements of this jutsu you must
Components: CM, M be benefitting from the Gentle Fist Stance. This creates a
Cost: 5 Chakra dome of visible blue chakra and repelling every attack
Keywords: Hijutsu, Taijutsu that tries to strike you and repelling creatures whom you
Description: As a part of casting this jutsu, you must be choose up to 15 feet away in a radius centered on you.
gaining the benefits of the Gentle Fist Stance. You thrust Until the start of your next turn, you and all creatures
your palm forward at a creature you can see in range you have selected to not be affected by this jutsu within
creating an invisible blast of chakra. Make a Ranged 10 feet of you benefit from this Jutsu’s effects. You &
Taijutsu attack. On a Hit you deal 5d4 force damage. affected allies gain a +5 Bonus to AC; This includes the
At Higher Ranks: For each rank you cast this jutsu triggering attack. If any of you are subject to a jutsu that
above D-Rank, increase the cost of this jutsu by 3 and requires you to make a Strength, Dexterity or
damage by 2d4. Constitution saving throw you make the save at
advantage.
Hostile creatures who are within 10 feet of you when
you cast this jutsu must succeed a Strength saving throw
against your Taijutsu Save DC taking 4d8 Force damage
and being knocked back 10 feet on a failed save.

51
ONE-BODY BLOW [CHANGED] (When you calculate the chakra damage from your damage
Classification: Hijutsu roll, you double the result. You do not add an additional half
Rank: C-Rank of the result as damage.)
Casting Time: 1 Reaction which you are grappled, All affected targets must also make a constitution saving
restrained, or Prone as a result of a hostile creatures throw, losing the ability to mold chakra and reducing their
jutsu, feature, trait or Action. movement speed by 15 for 2d4 of their turns (This stacks with
Range: Self 32 Palms chakra molding blocking effect.) on a failed save.
Duration: Instant Also, by spending 10 chakra you gain an additional
Components: CM Action, which you can use to Cast another Hijutsu at the
Cost: 6 Chakra rank this Jutsu was cast, with the “8-Trigrams”, prefix,
Keywords: Hijutsu, Side Branch, Taijutsu at no additional cost. You may not cast the same Hijutsu
Description: You release chakra from every chakra point twice in a single turn in this manner.
in the body creating a shockwave originating from you Alternatively, until the end of your turn, you can
knocking creatures around you away from you. target one affected creature with a Hyūga Taijutsu
First, if you are under the effect of a jutsu, feature, Finisher, regardless of range, once per turn, using either
trait or action that would allow you to make an ability an action, bonus action, or reaction, ignoring its listed
check or saving throw to end any of the triggering casting time.
conditions, you automatically succeed the ability check Alternatively, if this jutsu is used as a Finisher, you
or saving throw. deal a bonus 6d8 Chakra damage to each affected
Finally, all creatures of your choice, within 10ft of you creature. If cast as a Finisher, this jutsu loses its Combo
must make a Strength saving throw, being knocked keyword and does not trigger other jutsu’s Finisher
prone on a failed save and becoming unable to mold bonuses.
chakra for until the end of your next turn. At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
VACUUM WALL PALM damage by 2d8.
Classification: Hijutsu
Rank: C-Rank 8-TRIGRAMS 64 PALMS DEFENSE [CHANGED]
Casting Time: 1 Action Classification: Hijutsu
Range: 60 Feet Rank: B-Rank
Duration: Instant Casting Time: 1 Action or 1 Reaction to being damaged.
Components: CM, M Range: Self (5 feet)
Cost: 8 Chakra Duration: Instant
Keywords: Hijutsu, Taijutsu Components: CM, M
Description: You thrust both of your palms forward Cost: 14 Chakra
creating an extremely powerful gale of chakra aimed to Keywords: Hijutsu, Main Branch, Taijutsu, Clash
disrupt your opponent’s chakra flow at a distance. You Description: Created by a main branch Hyūga years ago.
make a Ranged Taijutsu Attack at a creature you can see This is a variation on the “8-Trigrams 64 Palms”. As part of
in range. On a hit, you deal 10d4 Bludgeoning damage the requirements of this jutsu you must have Byakugan
and the target creature must make a constitution saving active and be benefitting from the Gentle Fist Stance.
throw, becoming unable to Mold Chakra for 1d4 rounds As an action, when using this jutsu, all creatures of your
on a failed save. choice in a 5-foot radius centered on you must succeed a
At Higher Ranks: For each rank you cast this jutsu dexterity saving throw, taking 8d8 force damage and being
above C-Rank, increase the cost of this jutsu by 3 and pushed back 5 feet. Until the start of your next turn, you
damage by 2d4. gain a +3 AC bonus.
As a Reaction to taking damage. Until the start of your
B-RANK: next turn, you gain a +8 bonus to AC against the triggering
attack and all subsequent attacks. If this reaction triggers a
8-TRIGRAMS 64 PALMS [CHANGED] Clash, add 1d6 to your clash check.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank above B-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Action damage by 2d8.
Range: 5 Feet
Duration: Instant
Components: CM, M
Cost: 12 Chakra
Keywords: Hijutsu, Taijutsu, Finisher, Combo
Description: You have perfected the Hyūga clan's most
powerful technique. As part of the requirements of this
jutsu you must have Byakugan active and be benefitting
from the Gentle Fist Stance and have casted the 8-Trigrams
32 Palms Hyūga Hijutsu.
Make a single melee Taijutsu attack, comparing the
result against all creatures of your choice AC, within 5
feet of you, dealing 8d8 Chakra damage and half of the
result as force damage. If the target creature has 0
Chakra, you instead treat all Chakra damage dealt as
double the result in force damage.

52
MOUNTAIN CRUSHER [CHANGED] LION PALM [CHANGED]
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self (30-foot cone) Range: Self
Duration: Instant Duration: Concentration, up to 1 minute
Components: CM, M Components: CM
Cost: 12 Chakra Cost: 15 Chakra
Keywords: Hijutsu, Side Branch, Taijutsu, Clash Keywords: Hijutsu, Main Branch, Taijutsu, Clash
Description: As part of the requirements of this jutsu Description: The ultimate culmination of the Main
you must have Byakugan active and be benefitting from Branches research and training. You release chakra from
the Gentle Fist Stance. An advanced and amplified version your hands coating and molding it into two guardian
of the “Vacuum Wall Palm”. All Creatures in range must lions with a visible but intimidating presence. For the
make a constitution saving throw, taking 15d4 force Duration of this jutsu, you do not spend chakra to
damage on a failed save, being knocked back 15 feet, and maintain this jutsu.
falling prone on a failed save. On a successful save, they As part of the requirements of this jutsu you must
instead take half damage with no additional effects. have Byakugan active and be benefitting from the Gentle
At Higher Ranks: For each rank you cast this jutsu Fist Stance.
above B-Rank, increase the cost of this jutsu by 3 and Additionally, unarmed attacks using the Gentle Fist
damage by 2d4. Stance and Hyūga Clan Hijutsu that make Melee Taijutsu
attacks use a D10 damage die, Hyūga Clan jutsu cost 3
A-RANK: less chakra to cast & Hyūga clan jutsu deal an extra
damage die on a hit.
8-TRIGRAMS 128 PALMS [CHANGED] As a Bonus action on your turn, you can make a
Classification: Hijutsu Ranged Taijutsu attack on a creature you can see up to 30
Rank: A-Rank feet away, firing off one of the Lions on your hand at
Casting Time: 1 Action them like a missile. On a Hit, you deal 3d10 + Taijutsu
Range: Self (10 Foot Radius) ability modifier in Force Damage.
Duration: Instant
Components: CM, M
Cost: 20 Chakra
Keywords: Hijutsu, Side Branch, Taijutsu, Combo,
Finisher
Description: This is the result of years of training and
trying to achieve greater techniques than the main
branch usually allows. This is the absolute peak of the
Hyūga Gentle Fist technique within the Side Branch. As
part of the requirements of this jutsu you must have
Byakugan active and be benefitting from the Gentle Fist
Stance and have the 8-Trigrams 64 palms learned.
Make a single melee Taijutsu attack, comparing the
result against all creatures of your choice AC, within 10
feet of you as you dash between each one striking faster
than the eye can see. On a hit, you deal 15d8 Chakra
damage, while dealing half of the result as force damage
the targets hit points. Affected targets must also make a
constitution saving throw, losing the ability to mold
chakra and reducing their movement speed by half for
5d4 rounds on a failed save. If the target creature has 0
Chakra, you instead treat all Chakra damage dealt as
double the result in force damage. (When you calculate
the chakra damage from your damage roll, you double the
result. You do not add an additional half of the result as
damage.)
Also, by spending 10 chakra, you gain an additional
Action, which you can use to cast Palm Strike at no
additional cost, upcasted to S-Rank. You may not cast
the same Palm Strike twice in a single turn in this
manner.
Alternatively, until the end of your turn, you can
target one affected creature with a Hyūga Taijutsu
Finisher, regardless of range, once per turn, using
either an action, bonus action, or reaction, ignoring its
listed casting time.
Finally, if this jutsu is used as a Finisher, you deal a
bonus 12d8 Chakra damage to each affected creature If
cast as a Finisher, this jutsu loses its Combo keyword
and does not trigger other jutsu’s Finisher bonuses.

53
INUZUKA CLAN [CHANGED] Your Nin-Dog adds their full proficiency bonus to
their AC. Features and Ability score increases your Nin-
“Come on Sutemaru, let's sniff these guys out,” Aria says
Dog gains cannot be switched. Your Nin-Dog is familiar
while petting the head of her ninja-dog who’s sniffing some
with all Inuzuka Clan jutsu you know, and can switch
left behind tents. “Are we sure he can find them? I mean,
any of their known jutsu with 1 week of downtime. Nin-
he’s not all that smart” Aria’s teammate Levi says while
Dogs cannot be bigger than Large.
looking unamused at the ninja dog sniff through random
Finally, your Nin-Dog is of a specific breed only raised
objects. As Sutemaru begins to dig at the ground directly
by the Inuzuka. Choose between one of the following
under him. “See he just wants to play. Dumb dog” Levi says
breeds;
as he begins to walk away annoyed the dog's antics. “Hey
don’t be mean to him, He’s trying-” Aria begins before she • Young Inuit: A breed know for its hunting skill. Your
is cut off by Sutemaru and starts scratching at Metal beneath Nin-Dog becomes proficient in Investigation and
the dirt. “You’ve gotta be kidding me…” Levi says while Stealth and gains expertise in Perception. Their
looking in complete disbelief. “Told you to give him a movement speed increased by 10 feet and they ignore
chance. He’s a good boy!” difficult terrain. This breed can also Dash and
—Tatsunami Aburame Disengage as a bonus action. Beginning at 7th level,
The Long Road, Ch. 1 excerpt. your Nin-Dog’s critical threat range increases by +1
While traveling with man's best friend, a ninken (or and your Nin Dog gains the benefits of your Wild Sense
ninja dog). Exploring the countryside, training together feature.
and understanding one another and growing close • Young Kugsha: A breed known for its combat skill.
enough to know what the other is thinking is the bond Your Nin-Dog becomes proficient in Acrobatics and
Inuzuka’s share with their Ning-Dog and one another. Martial Arts, and gains expertise in Athletics. Your
Nin-Dog gains both D-Rank summon features and
THE MOST LOYAL can make a Bite attack as a bonus action. Beginning at
7th level, your Nin-Dog gains a +2 bonus to all attack
The Inuzuka Clan or Inuzuka Family is a family of
and damage rolls and saving throws.
shinobi in Konoha known for their use of ninja-dogs as • Young Tamaskan: A breed known for its chakra
fighting companions and are easily identified by the
control kill. Your Nin-Dog becomes proficient in
distinctive red fang markings on their cheeks. The
Insight and Ninshou and gains expertise in Chakra
members are given their own canine partner(s) when
control. Jutsu your Nin-Dog casts has its cost reduced
they reach a certain age. Thereafter, the shinobi and
by an amount equal to the rank cast (D-Rank: 1, C-
their dog(s) are practically inseparable. The shinobi and
Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). Beginning at
canine allies fight using Cooperation Ninjutsu, which
7th level, your Nin-Dog’s AC increases by +1 for each
takes advantage of their teamwork and their sharp claws
jutsu they are concentrating on, or Inuzuka clan jutsu
and teeth. The clan members are also able to
they are benefitting from (Max +3).
communicate with canines. The members of this clan,
much like their canine partners, have greatly enhanced In the event you are incapacitated or absent, your
senses, especially their sense of smell. companion acts on their own based on how you've
commanded them before. They consider your allies, its
INUZUKA TRAITS [CHANGED] allies, and will follow them until you cross paths again.
Ability Score Increase: +2 Str or Dex, +1 Wis If your Nin- Dog is alone, they will perform perception
Speed: Your base walking speed is 35 feet. or investigation checks to find you. If your Nin-Dog dies,
Skill Proficiencies: Animal Handling, Acrobatics you can spend 1 week of downtime with your clan
Extra Language: Dog-Speak, you can speak to & training another Nin-Dog.
understand canine creatures. Starting at 11th level, you and your Nin-Dog have
Inuzuka Hijutsu: You Nin-Dog knows 1 Inuzuka Clan D- bonded in such a way where there is no need to verbally
Rank Jutsu, that you do not need to add to your known communicate. It continues to act
jutsu list. on your turn as normal, but no
longer requires a bonus action
INUZUKA FEATURES to command.
Inuzuka Clan Jutsu: The Inuzuka have access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list.
Beast Master [Changed]: Starting at 1st level you have
a canine companion raised and breed by the Inuzuka
clan known as a Nin-Dog. Your Nin-Dog possesses the
same statistics as a Dog/Wolf summon from the
summoning technique, and follows the same
progression, gaining the features, traits, jutsu, skills,
ASI's, etc. Canines from the Inuzuka clan, however, are
far more capable at aiding their masters.
Your Nin-Dog shares your level and is proficient in all
saving throws. Additionally, each time your Nin-Dog
gains a level, they gain bonus maximum hit points
increases by half your proficiency bonus. When you
would gain an ability score improvement in a class, your
Nin-Dog increases one of their ability scores by +2, or
two scores by +1.

54
Feral Ability [Changed]: Beginning at 1st level you
specialize in a quick, fast and feral fighting style to better
INUZUKA CLAN JUTSU
synergize with your canine companion. You can use Dexterity
as your Taijutsu ability modifier for Inuzuka clan Jutsu. D-RANK:
Wild Sense: Beginning at 3rd level, you have learned to
imitate your Nin-Dogs nasal and auditory senses with BEAST-HUMAN CLONE [CHANGED]
Classification: Hijutsu
chakra. You can use Intelligence for Perception and
Rank: D-Rank
Investigation checks. When you do, you gain a 1d4 bonus to
Casting Time: 1 Bonus Action
your rolls. This bonus becomes 2d4 at 11th level and 3d4 at 18th
Range: Self
level.
Duration: 10 minutes
Savage Attack [Changed]: Beginning at 3rd level, you
Components: HS, CM
and your Nin-Dog carry within them the savage fighting
Cost: 4 Chakra
spirit of the Inuzuka. When you and your Nin-Dog are on
Keywords: Hijutsu, Ninjutsu
opposite sides of a creatures, the first attack roll either
Description: Your Nin-Dog uses the advanced
of you make is at advantage.
transformation technique, transforming to look exactly
Starting at 7th level, when either you or your Nin-Dog
like you, with notable differences. They still need to be on
scores a critical hit, you deal an additional die of
all fours and they cannot talk, so they make poor
damage. If this critical hit was scored with an Inuzuka
replacements for infiltration.
Clan jutsu, you can deal two additional die of damage.
While in this form, when your Nin-Dog is within 15 Feet
Beginning at 15 th level, when either you or your Nin-
of you and either of you, are the target of an attack, the
Dog damage a bloodied (Under 50% hit points) creature,
other one, not being targeted, can switch places with the
with an unarmed strike, weapon attack, or Inuzuka clan
target of the attack and make an unarmed or natural
jutsu, you increase the damage die by 1 step.
weapon attack (their choice) as a reaction. If the result of
Bestial Fury: Beginning at 11th level, you have advantage
their attack roll is higher than the triggering creature’s
on initiative checks. If you already have advantage on
attack was a melee attack, the creature automatically takes
initiative checks, you instead add a+5 to the result.
damage attributed to the attack type you or your Nin-Dog
Additionally, when you would roll for initiative, you or your
chose.
Nin-Dog can cast an Inuzuka Clan jutsu as part of rolling for
At Higher Ranks: For each rank you cast this jutsu above
initiative, ignoring the Jutsu’s listed casting time, but only
D-Rank, increase the cost of this jutsu by 3 and the
one of you can do this. The jutsu cast cannot target an allied
distance the special reaction can be used by 10 feet. If this
or hostile creature aside from you or your Nin-Dog.
jutsu is cast at B-Rank, while you are within 15 feet of your
Finally at 18th level, when either you or your Nin-Dog casts
Nin-Dog, if you cast an Inuzuka Clan Hijutsu that has a
an Inuzuka Clan jutsu and the other has not acted, the other
casting time of “1 Action, 1 Bonus Action”, you can choose
can use their reaction to cast the same Inuzuka clan jutsu
to only spend 1 action. If you do, both you and your Nin-
targeting the same creature.
Dog cast the jutsu simultaneously, attempting to target the
same creature.

DYNAMIC MARKING [CHANGED]


Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self (10-foot radius)
Duration: 10 Minutes
Components: M
Cost: 4 Chakra
Keywords: Hijutsu, Taijutsu, Sensory
Description: Your Nin-Dog leaps into the air, and spins
while releasing chakra charged urine over the area.
Creatures in a 10-foot radius centered on the Nin-Dog
are covered in the Urine. Affected creatures exude a faint
but obvious stench that can be tracked by you or
your Nin-Dog. For the duration, you & your nin-
dog have blindsight when searching for or attacking
creatures affected by this jutsu. When you make a
perception check to find an affected creature, you gain
advantage on the roll. Also, when you or your Nin-Dog
make an attack using an Inuzuka clan jutsu against an
affected creature, roll a 1d4, adding the result to your
attack roll.

55
FOUR LEGS TECHNIQUE [CHANGED] At Higher Ranks: For each rank you cast this jutsu above
Classification: Hijutsu C-Rank, increase the cost of this jutsu by 3 and damage by
Rank: D-Rank 1d6 for each damage type for only your attack using the
Casting Time: 1 Bonus Action jutsu.
Range: Self
Duration: 1 Minute FANG TEARING FANG [CHANGED]
Components: HS, CM Classification: Hijutsu
Cost: 4 Chakra Rank: C-Rank
Keywords: Hijutsu, Ninjutsu
Casting Time: 1 Action
Description: You gain the ability to move like a dog. For the
Range: Touch
duration of this jutsu, you ignore difficult terrain and your
movement speed increases by 15 feet and your wall Duration: Instant
walking, water walking, and climbing speed becomes equal Components: M
to your movement speed. Your movement speed also Cost: 7 Chakra
cannot be reduced as a result of a jutsu, feature or trait. Keywords: Hijutsu, Taijutsu
(This does not count for conditions). Description: As part of the requirements of this jutsu you
At Higher Ranks: For each rank you cast this jutsu above must have the Four Legs Technique active. As part of the
D-Rank, increase the cost of this jutsu by 3 and movement activation of this jutsu, make two melee Taijutsu attacks
speed bonus by +5. against a target creature in range. On a hit you deal unarmed
damage + 2d6. If you hit with both attacks, the target
TUNNELING FANG [CHANGED] creature must succeed a strength saving throw, being
Classification: Hijutsu knocked prone on a failed save.
Rank: D-Rank You also gain an additional Bonus action until the end of
Casting Time: 1 Action this turn.
Range: 30 Feet At Higher Ranks: For each rank you cast this jutsu above
Duration: Instant C-Rank, increase the cost of this jutsu by 3. If this jutsu is
Components: CM, M cast at B-Rank or higher, increase the number of attacks
Cost: 5 Chakra made by +1. If this jutsu is cast at S-Rank, increase the
Keywords: Hijutsu, Taijutsu number of attacks made by +1
Description: As part of the requirements of this jutsu you
must have the Four Legs Technique active or your Nin-Dog
must have Beast-Human Clone active. You or your nin-dog
begin to spin at an accelerated rate attempting a spiraling
body slam. Move up to 30 feet into an adjacent space next
to the target creature and make a melee Taijutsu attack
against it, so long as you can see or smell it within range.
On a hit, you deal 2d6 slashing and 2d6 bludgeoning
damage.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d6 for each damage type.

C-RANK:
FANG OVER FANG [CHANGED]
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action, 1 Bonus Action.
Range: 30 Feet
Duration: Instant
Components: CM, M
Cost: 7 Chakra
Keywords: Hijutsu, Taijutsu, Clash
Description: As part of the requirements of this jutsu you
must have the “Four Legs Technique” active and your
Nin-Dog must have “Beast-Human Clone” active. You or
your Nin-Dog begin to spin at an accelerated rate chasing
down enemies and performing a spiraling body slam in
rapid succession.
As an action, make a melee Taijutsu attack against a
target creature in range. On a hit dealing 3d6 slashing
damage and 3d6 bludgeoning damage.
As a bonus action you may command your Nin-Dog to
attack using this jutsu. Make a melee attack using your
Taijutsu attack bonus. On a hit they deal 3d4 slashing
damage and 3d4 bludgeoning damage.
If both Attacks Hit the same creature, the target creature
must make a strength save, falling prone on a failed save.

56
IRON FANGS [CHANGED] FANG WOLF FANG [CHANGED]
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: 90 Feet
Duration: 1 minute Duration: Instant
Components: HS Components: HS, CM, M
Cost: 6 Chakra Cost: 13 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Taijutsu
Description: You or your nin dog focus chakra into your Description: As part of the requirements of this jutsu, you
nails, enhancing their sharpness and hardness, making your must have the Double Headed Wolf Inuzuka clan jutsu active.
unarmed strikes and Taijutsu much more effective. For the You perform a much more devastating variation of the
duration, your unarmed damage becomes 4d4 Slashing tunneling fang as a double headed wolf, tearing into your
damage and you can use Dexterity for unarmed attack rolls target and ripping them apart. Make a melee Taijutsu attack,
for the duration. You cannot add your ability modifier to dealing 5d6 slashing & 5d6 piercing damage.
unarmed damage rolls. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
above C-Rank, increase the cost of this jutsu by 3 and damage by 2d6 for each damage type.
damage by 1d4.
A-RANK:
B-RANK:
TAIL CHASING FANG [CHANGED]
DOUBLE HEADED WOLF [CHANGED] Classification: Hijutsu
Classification: Hijutsu Rank: A-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 120 Feet
Range: Self Duration: Instant
Duration: Concentration, up to 1 Minute Components: M
Components: HS, CM Cost: 15 Chakra
Cost: 12 Chakra Keywords: Hijutsu, Taijutsu, Clash
Keywords: Hijutsu, Ninjutsu Description: As part of the requirements of this jutsu, you
Description: As part of the requirements of this jutsu you must have the Double Headed Wolf Inuzuka clan jutsu active.
must be in direct contact with your Nin-Dog. An ultra-violent variation on the Fang Wolf Fang technique
You perform the Inuzuka Clans Secret Transformation where you curl into a ball and roll at a ferocious speed
Technique, fusing you and your dog, and transforming you towards an enemy as if chasing after your own tail. Move up
both into a huge creature with 2 heads and combining your to 120 feet in any direction, being able to turn or change
senses and strengths. For the duration, you gain the direction. At the end of your movement, all creatures in the
following benefits; You do not need to spend chakra to path of your movement must make a Dexterity saving throw,
maintain this jutsu, and you cannot lose concentration on taking 7d8 slashing & 7d8 piercing damage on a failed save,
this jutsu as a result of damage. or half as much on a successful one.
• Increase your Strength, Dexterity, Constitution and
Wisdom Ability scores by +4.
• You are now a large creature.
• You can no longer perform hand seals, but can
perform any Inuzuka Clan jutsu ignoring its need for
hand seals (HS) if any.
• Your speed is increased by 30 feet.
• You gain resistance to bludgeoning, piercing, and
slashing damage.
• You gain a pool of Temporary hit points equal
to 10 times you or your Nin-Dogs
constitution modifier (whichever is
higher). When this pool of Temporary hit
points are reduced to 0, this jutsu end
early.
• You can no longer command your Nin-
Dog, but you gain all of its senses,
traits, features, skill proficiencies,
and attack actions for the duration of
this jutsu.
• Inuzuka clan jutsu you cast while in
this form cost is reduced by half and
adds your Strength and Dexterity
modifier to damage rolls if they don’t
already, ignoring any limitation such as
with Iron Fangs.

57
NAMIKAZE [CHANGED] Beginning at 11th level you can use the following
additional Supernatural Speed Features by spending
A hot headed, blond shinobi stands at the beginning of the
Speed Die.
starting line. Other shinobi approach the starting line nervous
that the blond shinobi is here at all. A start sound erupts as • Swift Focus [Changed]: While you are gaining the
the adjacent shinobi all begin to race each other. The blond benefits of a Namikaze clan Hijutsu, that requires
dashes forward with relative ease as he accelerates faster and concentration, by spending 1 Speed die, you may
faster. They cross the finish line. As everyone sits around tired reduce the chakra cost to maintain the jutsu by the
and exhausted. He says “Good effort guys. Too bad I won result of your roll, once per turn.
twice already.” One of the other shinobi question what he • Like the Wind: When you would deal wind Damage to
means. To which he explains, the moment the race started he a creature as a result of casting a Jutsu with the
blinked passed the finish line, and caught back up with the Lightning or Wind Release Keywords, you may spend a
other racers so they didn’t give up and so he could see who speed die, increasing the damage dealt by the result,
would come in second place, unfortunately he also came in and as a part of the same action used to cast the jutsu,
second place. you teleport behind the target and gaining a bonus to
—Shurira Nata your next attack roll against the same target equal to
At Worlds End, Ch. 1 excerpt. the result of your roll.
• Flash of Defense: When you would take damage from

FASTER THAN THE EYE CAN SEE a creature as a result of an attack that targeted you, or
saving throw you were forced to make, you may spend
The Namikaze Clan is a clan that doesn’t know its origins,
any number of Speed die, reducing the damage dealt
but it’s assumed they hail from the land of fire. Their
by the result.
most prominent member became its 4th Hokage. The
Namikaze Clan doesn’t have a powerful family name, nor Swift Release [Changed]: The Namikaze clan has a
does it share a family compound or hold any high- unique talent for manifesting Swift Release due to their
ranking title. It is embodied by its ideal of speed and close affinity to both Wind and Lightning Release.
potential. The Namikaze clan has produced some of the Beginning at 7th level you gain the second Nature
fasted shinobi in the leaf, and the continuation of this release you didn’t select from Swift Release Affinity clan
tradition will move further into future. trait. When casting a jutsu with either Lightning or Wind
Release keywords, you can change the damage type to
NAMIKAZE TRAITS [CHANGED] wind. Also, at 7th level, when casting a Namikaze Clan
Ability Score Increase: +2 Dex, +1 Int jutsu you can reduce the cost of the jutsu by 2 (Min 1).
Speed: Your base walking speed is 30 feet. Beginning at 15 th level, once per turn, when you would
Skill Proficiencies: Acrobatics, Chakra Control. deal wind damage, you add your proficiency bonus to the
Swift Release Affinity: You begin with either Wind or damage roll.
Lightning Release Affinity. (Pick one) Evasive Nature: Namikaze clan members speed and
agility allows them to better protect themselves from
NAMIKAZE FEATURES harm. Beginning at 1st level if you are wearing the
Swift Techniques: The Namikaze Clan has access to a following armors you gain their corresponding benefits;
separate list of Jutsu unique to their Clan. You can add
• If you are wearing no armor, your AC is calculated
these Jutsu to your jutsu list instead of selecting jutsu
instead by doing the following; 10 + your proficiency
from the Normal jutsu list(s). They do not need both
bonus + Dexterity bonus. You also gain a +5 bonus to
Nature Release’s to use their Clan jutsu.
your Speed.
Supernatural Speed: The Namikaze are known for their
• If you are wearing light armor, you gain add +1 bonus
incredible reflexes and agility. Starting at 1st level, your
to your AC. This bonus increases to a +2 at 11 th level.
speed increases by 5 feet. You gain an additional 5 feet
speed increases at 11th and 18th levels. Additionally, while you are benefiting from a
Additionally, beginning at 3rd level, due to you to your Namikaze Clan Jutsu, creatures have disadvantage on
natural gift for speed, you develop a natural talent for opportunity attacks against you.
extremely expeditious movement. Represented by Speed Beginning at 15 th level, when you would be forced to
die, which are D8’s. You have a number of speed die equal make a Dexterity saving throw to take half damage, you
to your proficiency bonus. You can spend up to three of can choose to succeed instead, taking no damage or any
your speed die on the following effects per turn. You adverse effects. You can only use this effect of Evasive
regain your speed die on a long rest. Nature twice before a long rest.
• Speed Amplification: You can spend any number of
speed die, gaining movement speed equal to 5 x the
result of the roll until the beginning of your next turn.
• Quickened Assault: When you take the attack action to
make a weapon attack, you may spend speed die. You
make one additional weapon attack for each speed dice
spent. You deal damage with these weapon attack equal
1d8, and do not add your ability modifier.
• Blink of an Eye: When you would move, you instead
choose a location you can see within your movement
speed range. Spend one Speed Die, you teleport to the
desired location. If you were to make a melee weapon
attack against a creature within 5 feet of you, you roll
1d8, adding the result to your attack roll.

58
NAMIKAZE CLAN JUTSU Each time a creature targets you with an attack during
the jutsu's duration, roll a d20 to determine whether the

D-RANK attack instead targets on of your clones. If you have


three clones, you must roll a 6 or higher to change the
attack's target to a clone. With two clones, you must roll
SWIFT RELEASE: EXPEDIENCE [CHANGED] an 8 or higher. With one clone, you must roll an 11 or
Classification: Hijutsu
higher. If the creature that targets you has true sight or
Rank: D-Rank
tremor sense, you make this roll with disadvantage.
Casting Time: 1 Bonus Action
A clone's AC equals 10 + your Dexterity modifier + half
Range: Self
your proficiency bonus. If an attack hits a clone, the
Duration: Concentration, Up to 1 minute.
clone is destroyed. A clone can only be destroyed only by
Components: HS, M
an attack that hits it. It ignores all other damage and
Cost: 4 Chakra
effects. The jutsu ends when all three clones are
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
destroyed.
Release.
Description: You focus your chakra, granting yourself SWIFT RELEASE: PHASE [CHANGED]
immense speed. You do not spend chakra to maintain Classification: Hijutsu
this jutsu. When you cast this jutsu, and then as a bonus Rank: D-Rank
action on each of your turns, until the jutsu ends, you Casting Time: 1 Reaction, which you take when you take
gain a +30 bonus to your movement speed. damage or would make a Dexterity saving throw.
Range: Self
SWIFT RELEASE: MIRROR IMAGE Duration: 1 round.
TECHNIQUE Components: HS, M
Classification: Hijutsu Cost: 5 Chakra
Rank: D-Rank Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Casting Time: 1 Action Release.
Range: Self Description: Just before being hit by an attack, you
Duration: 1 minute. vibrate fast enough to make most attacks harmlessly
Components: HS, CM, M pass through you. Until the start of your next turn, you
Cost: 5 Chakra gain a +5 bonus to AC against attacks and advantage on
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Dexterity saving throws.
Release.
Description: You mold your Wind and Lightning Release
chakra into very convincing clones of yourself. Three
clones of yourself appear in your space. Until the jutsu
ends, the clones move with you and mimic your actions,
shifting positions at hyper speed so it’s impossible to
track which image is real. You can use your bonus action
to dismiss the clones.

59
SWIFT RELEASE: AIR SHATTERING STRIKE SWIFT RELEASE: SHADOWLESS FLIGHT
Classification: Hijutsu [CHANGED]
Rank: D-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: C-Rank
Range: 30 Feet Casting Time: 1 Bonus Action
Duration: Instant Range: Self
Components: CM, M Duration: 1 round
Cost: 5 Chakra Components: HS, M
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Cost: 6 Chakra
Release. Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Description: You mold and compress your chakra Release.
around yourself and instantly strike out with it faster Description: You imbue yourself with incredible speed,
than the eye can see. Make a melee Ninjutsu attack roll enhancing your physical form. Until the start of your
against a target you can see within range. On a hit, the next turn, once per turn, you can make an additional
target takes 4d6 Wind Damage. weapon or unarmed attack when you use your action to
At Higher Ranks: For each rank you cast this jutsu make at least one Taijutsu, weapon or unarmed attack.
above D-Rank, increase the cost of this jutsu by 3, the This additional attack ignores resistances, and if it is
damage by 2d6 and you can make one additional attack made against a target that used a Taijutsu or made a
against another creature within range. weapon attack as part of its last turn, you have
advantage on the attack roll.
C-RANK Additionally, while this jutsu is active, you impose
disadvantage on melee attacks against you.
SWIFT RELEASE: AURA OF QUICKNESS
Classification: Hijutsu SWIFT RELEASE: THUNDER FLASH
Rank: C-Rank [CHANGED]
Casting Time: 1 Action Classification: Hijutsu
Range: Self (30-foot Sphere) Rank: C-Rank
Duration: 8 Hours. Casting Time: 1 Action
Components: HS, CM Range: Self (Special)
Cost: 7 Chakra Duration: 1 round
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Components: HS, M
Release. Cost: 7 Chakra
Description: You extend your chakra creating a 30-foot Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
radius bubble of chakra, that occasionally crackles with a Release.
soft yellow lightning. For the duration of this jutsu, the Description: You focus chakra into your legs and rush
aura moves with you, centered on you. Each creature of forward with explosive power. As a part of casting this
your choice, that begins its turn within your aura has its jutsu, you move to the last unoccupied space in a 30-foot
speed increased by 15 feet until the end of their next long, 10-foot-wide line from your starting position. This
turn. movement does not provoke opportunity attacks. Each
If used during exploration or land travel, you treat creature you pass through during this movement must
normal travel pace as Fast travel pace, and you double make a Dexterity saving throw, taking 6d6 wind damage
Fast travel paces distances. on a failed save, and half as much on a successful one.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, and above C-Rank, increase the cost of this jutsu by 3, the
their movement speed by an additional 10 feet. damage by 2d6 the distance you move by 10 feet.

60
B-RANK A-RANK
SWIFT RELEASE: FLASH STEP SWIFT RELEASE: SPEED SIPHON [CHANGED]
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 60 feet
Duration: 1 minute. Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 12 Chakra Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release. Release.
Description: You focus your chakra into your legs, Description: Your mastery of Swift Release allows you to
granting you an immeasurable amount of speed, leaving remove speed from one creature within range. Select a
the view of all until you’re prepared for your next move. creature you can see within range. You begin to attempt
Roll a d20 at the end of each of your turns for the to drain them of their movement and speed. Target
duration of the jutsu. On a roll of 11 or higher, you vanish creature, at the beginning of each of their turns, must
from your current location, moving at hyper speed. At make a Constitution saving throw. On a failed save, they
the start of your next turn, and when the jutsu ends if gain 2 ranks of Weakened and Slowed.
you are still running, you return to an unoccupied space While the target is slowed or weakened in this way,
of your choice that you can see within 10 feet of the the target cannot gain bonuses to speed by any means.
space you vanished from. If no unoccupied space is The target also has disadvantage on all attack rolls,
available within that range, you appear in the nearest ability checks and saving throws except Constitution
unoccupied space chosen at random. You can dismiss ability checks and saving throws, as its speed, reaction
this jutsu as an Action. time, and movement ability to being taken away.
While moving at hyper speed, your chakra flow to your Finally, if a target tries to cast a jutsu, it must first
senses are slightly restricted. You can only see shades of make a Constitution saving throw. On a failed save the
gray, and you can’t see anything more than 60 feet away target fails the jutsu’s casting, and the chakra is wasted
from the space you vanished. You can’t affect anything as if they cast the jutsu.
while in this state either. A target suffering from this speed siphoning make a
constitution saving throw at the end of each of its turns.
SWIFT RELEASE: SPIRALING FLASH [NEW] On a successful save, they remove 1 rank of the Slowed or
Classification: Hijutsu Weakened conditions, of their choice. The target gains
Rank: B-Rank an additional application of the slowed or weakened
Casting Time: 1 Action condition each time it fails its saving throw.
Range: 30 Feet
Duration: Instant
Components: HS, M
Cost: 13 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release.
Description: You can briefly become faster than the eye
can see as you go to strike a selection of targets. Select a
number of creatures within range, up to an amount
equal to your proficiency bonus. Make a melee
Ninjutsu attack against each target. On a hit, a
target takes 7d8 wind damage.
For every successful attack you make,
you gain a +1 bonus to your next
Saving throw or ability check, up
to a maximum of +5, until the
end of your next turn.
Additionally, after all attacks
have been made, you can then
teleport to an unoccupied space
you can see within 5 feet of one
of the targets you hit or missed.

61
NARA CLAN Master Tactician [Changed]: Descendants of the Nara
Clan are unusually tactical; they are able to offer
Shinbi looked across the battlefield where multiple bodies
guidance both inside and outside of battle using this
lay either lifeless or almost there. Fireballs and Walls of
amazing Wit and cleverness. Beginning, at 3rd level you
Stone pepper the battlefield as the attacks have not stopped.
can provide a Tactical Die (D4), to any ally that you can
She closed her eyes for a moment to envision the world in
see within 60 feet of you that lasts for 1 hour as a bonus
her mind’s eye. She saw the enemies begin to move towards
action. After receiving it, they can roll the die and add
the left flank to be stopped by her men trying to stave them
the number rolled to one Attack roll, ability check or
off. This leads to more troops bursting through the defense
saving throw. They can wait until after they roll but
set up in the center of the battlefield, her men would be
before the result of the roll is revealed to use the tactical
powerless to stop it, she would be assaulted and the battle
die. An ally can only have 1 tactical die at a time. You can
would be lost. She opens her eyes and begins to speak “The
use this clan feature a number of times equal to your
enemy knows we are wounded and weak, allow them to
proficiency bonus per long rest. At 11th Level, the die
think that. They will be coming soon, it’s a trap we will set
becomes a d6 and at 18th level a d8.
for them, let them come, Set explosive Traps along the way.
Genius Potential [Changed]: Nara are people of
We are making a tactical retreat.” Her men look confused
mental flexibility and potential, able to pick up on things
but listen nonetheless. As they make their way out, the left
faster than others. At 7th level When you would make a
flank is breached as they rush towards the retreating party,
Dexterity, Intelligence, or Wisdom saving throw to resist
Shinbi makes a single hand seal as the explosives go off
a hostile creatures feature, trait or jutsu, you may add
stopping them in their tracks and crippling their assault.
your Intelligence Modifier to the result. You may use this
—Tatsunami Aburame
feature a twice per long rest. You gain an additional use
The Long Road, Ch. 10 excerpt.
of this feature at 15th level.

INCONCEIVABLE FORESIGHT Masterwork Skill: Nara Are known for their adept
ability at completing complex mental tasks. At 7th Level
The Nara Clan or Nara Family is one of the many clans of You may select two skills, you gain proficiency in these
Konohagakure. They are known for tending deer and skills. You select two more skills at level 18th level.
their ability to manipulate shadows through the use of Masters of The Shadows: Nara’s Hijutsu are known
Yin Release. for being able to bend shadows to their will. Beginning at
There are stories of men and women who can see 7th level, when you would restrain a creature using a
battles before they happen, see victories and defeats Nara clan Hijutsu, if that creature is in bright light,
before the first weapons are drawn and can route those increase the Save DC of that Hijutsu by +2. If they are in
victories or prevent those defeats all within the span of a Dim light increase the Save DC by +1. This bonus
moment. These men and women came together and over increases to by an additional +1 for both environmental
the years consolidated their knowledge and insight and conditions at 15th level.
became known as the Nara Clan. The Nara clan has a
special relationship with the Akimichi and the
Yamanaka clan. For several generations, members of
these three families have formed "Ino–Shika–Chō"
trios.

NARA TRAITS
Ability Score Increase: +2 Int, +1 Cha
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Investigation, Insight
Preplanned Jutsu: You know 1 additional Nara Clan D-
Rank Jutsu. This does not count against your total jutsu
known.

NARA FEATURES
Shadow Possession Techniques: The Nara have
access to a separate list of Jutsu unique to their Clan.
You can add these Jutsu to your jutsu list instead of
selecting jutsu from the Normal jutsu list.
Coordinate [Changed]: Beginning at 1st
level, you can spend an action directing your
allies. Make an Intelligence check (DC 10 +
1 for each ally you are targeting). You
provide those selected allies within 30
feet and yourself a +1 bonus on their
attack rolls, ability checks and Saving
throws. This bonus increases to a +3 at 7th
level and a +5 at 18th. The bonus lasts until
the end of your next turn. You can coordinate
a number of allies equal to your proficiency
bonus. A creature can only benefit from
your Coordinate twice per short rest.

62
NARA CLAN JUTSU Clan allows the user to mold chakra into their shadow,
controlling it. Select one creature you can see within

D-RANK
range. Target creature has to make a Dexterity Saving
throw. On a failed save they are restrained for the
duration of the jutsu and they cannot take actions. They
SHADOW IMITATION make the exact same physical movements you make.
Classification: Hijutsu You cannot make them attack themselves, nor can you
Rank: D-Rank make them cast jutsu of any type. They mirror your
Casting Time: 1 Reaction, to an ally being the target of movements and gestures and nothing else. As an action
an attack that you can see on the affected creatures turn, they can make a Strength
Range: 45 Feet saving throw to end this Jutsu’s effect on them.
Duration: 1 Round The Shadow possession jutsu is unique in that it is
Components: HS, CM most affected by the time of day and the amount of
Cost: 5 Chakra available light a Nara is in. In Dim Light, this Jutsu’s
Keywords: Hijutsu, Ninjutsu range is reduced by half. In complete darkness, this jutsu
Description: As part of the requirements of this jutsu, cannot be used.
you must know the Shadow Possession Jutsu. You At Higher Ranks: For each rank you cast this jutsu
manipulate your shadow and stretch it outwards,
above D-Rank, increase the cost of this jutsu by 3, the
attempting to fuse your shadow with a willing creature.
range of this jutsu by 15ft, The Initial Save DC by +1, and
As a reaction, you grant the target creature your shadow
is attached to a +2 to their AC and an advantage on creatures no longer make the exact same physical
Dexterity saving throws until the end of the current turn. movements you make unless you want them too.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and C-RANK:
the AC Bonus by +1.
SHADOW GATHERING
SHADOW NECK BINDING Classification: Hijutsu
Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Bonus Action Range: 45 Feet
Range: 45 Feet Duration: Concentration
Duration: Instant Components: CM
Components: HS, CM Cost: 6 Chakra
Cost: 5 Chakra Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Ninjutsu Description: As part of the requirements of this jutsu,
Description: As part of the activation requirement of you must know the Shadow Possession Jutsu. You
this jutsu, you must have a creature already restrained materialize thin tendrils of shadows that you can control
by the Shadow Possession, Shadow Imitation Field, to interact with objects. This jutsu can be used to slide
Shadow Sewing Needle or Black Spider Lily Jutsu. As a under doors, through small holes, and other entrances
Bonus action, creatures Restrained by any of the that would otherwise be impossible to squeeze through.
aforementioned jutsu, take 4d6 Necrotic Damage. Make a DC 15 Ninshou Ability Check to handle
At Higher Ranks: For each rank you cast this jutsu complicated objects like keyboards, door handles, or
above D-Rank, increase the cost of this jutsu by 3 and locks. This jutsu can also be used to retrieve items and
damage by 2d6. pull them back to the user no heavier than 25 pounds.

SHADOW SILHOUETTE DISTRACTION SHADOW IMITATION FIELD


Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 45 Feet Range: 20 Foot Radius on the ground.
Duration: Instant Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 3 Chakra Cost: 6 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements of this jutsu, Description: As part of the requirements of this jutsu,
you must know the Shadow Possession Jutsu. By molding you must have the Shadow Possession Jutsu. You expand
chakra into your shadow, you are able to give it a shape your shadow in a 20-foot radius circle centering from
as it stands up from the ground, but it retains an you capturing all creatures within it who are on the same
extremely thin width. Your shadow stands as tall as you surface as you. All Creatures in the radius upon
and follows your every whim. It cannot grab or carry activation, must make a Strength saving throw against
anything nor can it touch or interact. This jutsu is your Ninjutsu Save DC, being restrained and being
extremely useful for distractions and misdirection. This unable to take actions on a failed save for the duration.
jutsu can be used from stealth without revealing your On an affected creatures turn, they can make a Strength
location and can also be used alongside a stealth roll. saving throw to break free from this jutsu, ending its
effect on them.
SHADOW POSSESSION At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu above C-Rank, increase the cost of this jutsu by 3, the
Rank: D-Rank radius by 5ft, and The Initial Save DC by +1.
Casting Time: 1 Action
Range: 60 Feet
Duration: Concentration, up to 1 Minute.
Components: HS, CM
Cost: 4 Chakra
Keywords: Hijutsu, Ninjutsu
Description: The famous Shadow possession of the Nara

63
SHADOW SEWING NEEDLE A-RANK:
Classification: Hijutsu
Rank: C-Rank SHADOW WEB EXECUTION
Casting Time: 1 Action Classification: Hijutsu
Range: 60 Feet. Rank: A-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: HS, CM Range: 90 Feet
Cost: 9 Chakra Duration: Instant
Keywords: Hijutsu, Ninjutsu Components: HS, CM
Description: As part of the requirements of this jutsu,
Cost: 18 Chakra
you must know the Shadow Possession Jutsu. You
Keywords: Hijutsu, Ninjutsu
materialize your shadow but splinter and sharpen them
into needle-like spikes. You create 5 needle-like threads Description: As part of the requirements of this jutsu,
of shadow. Make a ranged ninjutsu attack against up to 5 you must know the Black Spider Lily Jutsu active and
target creatures within range. On a hit, deal 2d6 piercing have at least 1 creature restrained by a Nara Clan Hijutsu.
damage for each tendril. If you are sending multiple As a Bonus action, all creatures currently captured must
needle tendrils towards a single creature, make a single succeed a constitution saving throw. On a failed save
ranged Ninjutsu attack for each thread targeting them affected creatures take 12d8 Necrotic damage and suffer
dealing 2d6 piercing damage for the first tendril and 1d6 1 rank of Exhaustion or half as much on a successful save
for each additional tendril. Each creature hit must and no further effects.
succeed a Strength saving throw. For every two tendrils
that successfully hits the same creature after the first,
increase the initial save DC by +1. On a failed save they
fall under the effects of the Shadow Possession Nara Clan
Jutsu.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
number of tendrils by 1.

B-RANK:
BLACK SPIDER LILY
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 90 Feet
Duration: Instant
Components: HS, CM
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements of this jutsu,
you must know the Shadow Possession Jutsu. This is an
advanced version of the “Shadow Possession” jutsu.
Select up to 8 Creatures within range, each creature
must make a Dexterity saving throw. On a failed save the
target is restrained and counts as being under the effect
of the Shadow Possession Nara clan Hijutsu of equal rank
to this Jutsu’s Casting.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, and
select 1 additional target creature in range.

SHADOW TRANSPORT TECHNIQUE


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Instant
Components: CM
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements of this jutsu,
you must have the Shadow Possession Jutsu. You can
select a creature currently restrained by the Shadow
Possession, Shadow Imitation Field, Shadow Sewing
Needle or Black Spider Lily jutsu. You can fall into your
shadow, moving through it and coming out within 5ft of
a restrained target. You must still be in range of other
creatures you have restrained, otherwise those jutsu
immediately ends on those creatures.

64
RANTON • Storm Style (New):
o Shocking Wave: Beginning at 1st level, Hijutsu
A Jonin wearing the Cloud Villages vest, being confronted by
you cast that deals lightning damage to a creature
an adversarial village as he’s been caught alone without any
who has taken damage from or been under the
allies to back him up. He tries to make a move to escape, but he
effects of a jutsu with the water release keyword,
is quickly stopped by more enemies around him. “You think it
they take an additional 1d6 lightning damage
was smart to go out alone huh?” the enemy shinobi speaks
once per casting. This damage increases by 1d6 at
rather directly and aggressively. The Jonin grits his teeth,
11th level (2d6) and 18th level (3d6).
before he quickly weaves handseals. The adversarial shinobi
o Shocking Storm: Beginning at 3rd level, when you
leaps back scattering in random directions saying “Can’t fire in
would cast a jutsu with the water release keyword
unorthodox directions now can Y~”. They are quickly cut off by
you may super charge it with lightning. By
beams of bending lightning that tears through them all.
spending 1 chakra die for each creature of your
—Ren Nara
choice who would make a saving throw against or
At Worlds End, Ch. 7 excerpt.
take damage from your jutsu with the

LASER FOCUSED aforementioned keyword, they gain 1 rank of the


shocked condition.
The Ranton Clan is a clan that hails proudly from the Land • Laser Style (New):
of Lightning. Known to work closely with the Raikage, but o Pervasive Lightning: Beginning at 1st level,
not limited to that one country. Their bloodline has spread Ranton Hijutsu you cast that requires you to make
widely throughout the continent, they are for sure reliable an attack, gains a +1 bonus to hit against a
allies, and even greater enemies. When given a task, they creature for each rank of the shocked condition
are usually focused to a fault, on accomplishing a goal. they have, once per casting. This bonus applies to
damage beginning at 11th level. Beginning at 18th
RANTON TRAITS level, these attacks ignore resistance and damage
Ability Score Increase: +2 Dex, +1 int reduction effects.
Speed: Your base walking speed is 35 feet. o Pervasive Jolts: Beginning at 3rd level, when you
Skill Proficiencies: Ninshou, Nature. would cast a jutsu with the lightning release
Storm Release Affinity: You begin with either Water or keyword, you may reduce the cost by 2, if you are
Lightning Release Affinity. (Pick one) near a sufficient source of water.

RANTON FEATURES Storm Release [Changed]: The Ranton clan has a unique
Storm Techniques: The Ranton Clan has access to a talent for manifesting Storm Release due to their close
separate list of Jutsu unique to their Clan. You can add affinity to both Water and Lightning Release. Beginning at
these Jutsu to your jutsu list instead of selecting jutsu from 7th level you gain the second Nature release you didn’t
the Normal jutsu list(s). They do not need both Nature select from Storm Release Affinity clan trait. Also, at 7th
Release’s to use their Clan jutsu. level, when casting a jutsu with either Water or Lightning
Twin Style [Changed]: Beginning at 1st level, you hail Release keywords, you can change the damage type to
from one of two different styles of Storm Release. Either lightning and increase the damage dealt by +1 damage die
Storm Style, or Laser Style. Storm style utilizes Lightning per casting. At 15th This bonus is increased to +2 damage
Charged water to create powerful shocking tides, while die per casting.
laser style prioritizes the fluid properties of water to create Galvanation [New]: At 11th level, you can evolve a
beams of lightning. Select between either Storm Style or creatures shocked condition to a new level, called
Laser Style. Once chosen, this cannot be changed later. Galvanized. When a creature with 5 ranks of the shocked
Your chosen style grants you access to different Ranton condition would gain another rank of the shocked
Clan Hijutsu and some unique Ranton Clan features with condition, they instead become Galvanized. A
the corresponding style keyword as follows; Galvanized creature suffers the following effects.
• A Galvanized creature loses all ranks of the shocked
condition, is counted as Shocked 5 for the purposes of
interacting with features, traits and jutsu and cannot gain
ranks of shocked condition while they are Galvanized.
• A Galvanized creature takes 2d6 lightning when
they would take lightning damage.
• A Galvanized creature cannot cast jutsu with
the Mobility (M) component.
• A Galvanized creature has a -5 Penalty to
Strength Saving throws and ability checks.
• The Galvanized condition lasts for 1 minute.

65
RANTON CLAN JUTSU STORM RELEASE: SECONDARY DISCHARGE
[CHANGED]
D-RANK Classification: Hijutsu
Rank: D-Rank

STORM RELEASE: LIGHTNING WHIP Casting Time: 1 Reaction, which you take when you hit a

[CHANGED]
single creature with a jutsu that requires an attack, that
deals lightning damage.
Classification: Hijutsu
Range: 60 Feet
Rank: D-Rank
Duration: Instant
Casting Time: 1 Action
Components: HS, CM
Range: 30 Feet
Cost: Special
Duration: Instant
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Components: HS, CM
Release.
Cost: 4 Chakra
Description: You redirect part of the attack that hit the
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
triggering target within range, forcing it to hit a second
Release.
target within this jutsu’s range. Spend an amount of chakra
Description: You form a current of water like lightning
equal to the original jutsu’s cost +2. Make a melee or ranged
in your hand, swinging it at a creature within range.
ninjutsu attack (your choice). On a hit, you reroll the jutsu’s
Make a melee ninjutsu attack, dealing 4d6 lightning
base damage, dealing half of the result.
damage on a ht. A creature who takes damage from this
At Higher Ranks: For each rank you cast this jutsu above
jutsu must succeed a constitution saving throw, gaining
D-Rank, increase the cost of this jutsu by 3, and target one
the shocked condition on a failed save.
additional creature.
If you score a critical hit with this jutsu, the creature is
grappled by the lightning. A creature grappled in this
STORM RELEASE: THUNDER CLOUD INNER
way is simply grappled in place as if grappled by your
jutsu. They remain grappled until the end of your next
WAVE [NEW]
Classification: Hijutsu
turn.
Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action.
above D-Rank, increase the cost of this jutsu by 3, and
Range: Self (30 feet)
damage by 2d6.
Duration: Concentration, up to 1 minute

STORM RELEASE: LASER BEAM [CHANGED] Components: HS, CM


Cost: 5 Chakra
Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Rank: D-Rank
Release, Storm Style
Casting Time: 1 Action
Description: You conjure a thick ring of thunderclouds
Range: Self (60 Feet line)
around yourself. For the duration, once per turn as an action
Duration: Instant
or bonus action, you may fire a jolt of lightning from
Components: HS, CM
yourself targeting a space you can see within 30 feet of you.
Cost: 5 Chakra
All creatures within 5 feet of the chosen space must make a
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
dexterity saving throw taking 2d8 lightning damage and
Release, Laser Style
gaining 1 rank of the shocked condition.
Description: You conjure a beam of lightning
Alternatively, once per round, as a reaction on another
and water that bends around
creatures turn, you can fire off a defensive jolt of
corners and piercing its targets
lightning towards a single creature. Make a ranged
with lethal efficiency. All creatures
ninjutsu attack against a creature within 30 feet of you.
in a 60-foot line must succeed a
On a hit, you deal 3d8 lightning damage and the targets
Dexterity saving throw, taking 3d6
speed is reduced to 0 until the end of the current turn.
lightning damage on a failed save,
At Higher Ranks: For each rank you cast this jutsu
or half as much on a success.
above D-Rank, increase the cost of this jutsu by 3,
If a creature within range has the
and the damage by 2d8.
shocked condition, this jutsu bends and
shifts ignoring its normal shape and
direction, instead coiling and moving to
target the shocked creature. This jutsu can
target up to two shocked creatures this way.
A shocked creature makes their Dexterity
save at with a 1d4 penalty.
At Higher Ranks: For each rank you cast
this jutsu above D-Rank, increase the cost
of this jutsu by 3, and damage by 2d6.

66
STORM RELEASE: STORM’S SHOCK [CHANGED] STORM RELEASE: SNAKE CHAINS [CHANGED]
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Self (15-foot cube) Range: 60 Feet
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Release Release.
Description: An advanced version of the Lightning Release: Description: Select one target creature you can see within
Thunderbolt jutsu, you form a large ball of lightning and range as snakes made of Water & lightning shoots towards
water release chakra, discharging it into a shockwave, using the target, attempting to restrain them. Target creature(s)
the waters properties to avoid your allies. must make a Dexterity saving throw. On a failed save, they
Each creature of your choice within a 15 feet cube, become restrained and shocked for the duration, unable to
originating from you must make a constitution saving make handseals.
throw, taking 2d6 lightning damage and being shocked Additionally, if the target is standing on a body of
on a failed save, or half as much damage and no further water when this jutsu is cast, they make their saving
effects on a successful one. throw with a 1d4 penalty.
At Higher Ranks: For each rank you cast this jutsu above D- At Higher Ranks: For each rank you cast this jutsu above
Rank, increase the cost of this jutsu by 3, the damage by 1d6, C-Rank, increase the cost of this jutsu by 3, and you may
and the size of the cube by 5 feet. choose one additional creature to target with this jutsu.

C-RANK STORM RELEASE: TRI-BEAM [CHANGED]


Classification: Hijutsu
STORM RELEASE: LASER SIGHT [CHANGED] Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: Self (30-foot cone)
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: Self (30-foot Radius) Components: HS, CM
Duration: Instant Cost: 9 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Cost: 8 Chakra Release, Laser Style
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Description: You form your storm chakra into a small
Release sphere in front of you, which then fires outward into a 30-
Description: You fire bolts of storm chakra at each creature foot cone originating from you. Each creature in range must
within a 30-foot radius. This radius extends around corners, make a Dexterity saving throw, taking 4d10 lightning
and you do not need to see the creatures to affect them. When damage on a failed save. The chakra then reforms into a ball
you cast this jutsu, you can designate any number of creatures in front of you. For the duration of this jutsu, you can use an
to be unaffected by this jutsu. Affected creatures take 4d4 action on each subsequent turn to fire this wave again in
lightning damage and must make a Constitution saving throw, any direction, but always in a 30-foot cone, originating
being shocked on a failed save. from yourself.
Creatures already shocked make this saving throw A creature already shocked takes an additional 1d10
with a 1d4 penalty. lightning damage.
At Higher Ranks: For each rank you cast this jutsu above C- At Higher Ranks: For each rank you cast this jutsu above
Rank, increase the cost of this jutsu by 3, and radius by 10 feet. C-Rank, increase the cost of this jutsu by 3, and the damage
by 2d10.
STORM RELEASE: LIGHTNING SPLASH
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 60 Feet (25-foot Cube)
Duration: Instant
Components: HS, CM
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Release, Storm Style
Description: You throw a bubble of lightning at a point you
can see within range. The bubble explodes filling a 25-foot
cube. Creatures within range, must succeed a Constitution
saving throw, taking 3d8 Lightning damage and being
shocked, on a failed save or half as much damage on a
successful one and no additional effects.
Creatures already shocked increases the damage die
by 1 step. (D8> D10> D12)
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3, and damage by
2d8.

67
B-RANK Range: Self (60-foot Cone)
Duration: Instant
STORM RELEASE: BLACK LIGHTNING [NEW] Components: HS, CM
Classification: Hijutsu Cost: 13 Chakra
Rank: B-Rank Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Casting Time: 1 Bonus Action Release, Storm Style
Range: Self Description: You conjure and fire a 60-foot cone in front of
Duration: Concentration, up to 1 Minute you. All Creatures in the radius must succeed a Constitution
Components: HS, CM saving throw, taking 8d8 lightning damage and gaining 2
Cost: 10 Chakra ranks shocked for 1 minute on a failed save, or half as much
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning damage, and 1 rank of shocked until the end of an affected
Release creatures next turn on a successful save.

A-RANK
Description: You begin to release a surge of chakra from
your body, boosting your Storm release to new heights. Your
lightning release chakra begins to turn black or darker in
tone and color. STORM RELEASE: LASER CIRCUS
If a Hostile creature is using a non-chakra enhanced Classification: Hijutsu
weapon, and they use a Feature, Jutsu, or Ability that grants Rank: A-Rank
them a bonus to their AC, with the weapon as a core Casting Time: 1 Action
requirement or component, and you hit them with this Range: 120 Feet
enhanced weapon, their non-Chakra enhanced weapon is Duration: Instant
destroyed as you slice right through it. Components: HS, CM
If you would cast a jutsu that would allow you to deal your Cost: 20 Chakra
weapon damage, you only deal this jutsu’s damage once, Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
after which you default to your original weapons damage. Release, Laser Style
Description: You fire an absurd amount of Lightning beams
STORM RELEASE: LASER DANCE towards up to 10 targets of your choice. You make a ranged
Classification: Hijutsu ninjutsu attack per creature, against your selected target(s)
Rank: B-Rank within range. You can direct any number of these beams
Casting Time: 1 Action towards a single target or many, up to the number of beams
Range: 90 feet you fire. On a hit, you deal 1d12 per beam, plus your Ninjutsu
Duration: Concentration, up to 1 Minutes ability modifier. These beams ignore half and three quarters
Components: HS, CM cover.
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning STORM RELEASE: RAGING WAVE
Release, Laster Style Classification: Hijutsu
Description: You form your storm chakra into a large sphere Rank: A-Rank
and send it to a point you can see within range. As part of Casting Time: 1 Action
casting this jutsu, and as an action on each of your Range: Self (60 Foot Radius)
subsequent turns, you can fire up to three beams of Duration: Concentration, up to 1 Minute
lightning, making up to 3 ranged ninjutsu attacks against Components: HS, CM
creatures within a 30-foot radius of the sphere. You can Cost: 20 Chakra
direct these beams towards a single target or many, up to Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
the number of beams you fire. On a hit, you deal 3d6 Release, Storm Style
lightning damage. Description: An advanced version of Water Release:
If you hit the same creature with at least two beams, the Maelstrom, you expel an enormous amount of water
creature must succeed on a Constitution saving throw, from your mouth, simultaneously charging it with
being stunned until the end of your next turn on a failed lightning, and making it swirl in a 60-foot radius
save, overloading their body with supercharged storm around you. Until the jutsu ends, this area is difficult
chakra. terrain for any creature except you, and any creature
At Higher Ranks: For each rank you cast this jutsu above that starts its turn there or moves there for the first time
C-Rank, increase the cost of this jutsu by 3, and the number on their turn must succeed on a Strength saving throw.
of attacks by one. On a failed save, a creature takes 7d10 lightning damage
and is pushed 15 feet away from the center of the area.
On a successful save, a creature takes half as much
damage, and is only pushed 5 feet away.
Additionally, a creature that starts its turn in the area
or moves there for the first time on their turn must also
succeed on a Constitution saving throw, gaining 3 ranks
of shocked and 1 rank of slowed on a failed save.

STORM RELEASE: STORM WAVE


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action

68
ADDED IN SASU’DADDY EXHAUSTION
PATCH
Some special abilities and environmental hazards, such
as and the long-term effects of freezing or scorching
temperatures, can lead to a special condition called
CONDITIONS exhaustion. Exhaustion is measured in six levels. An
effect can give a creature one or more levels of
Conditions alter a creature’s capabilities in a variety of
ways and can arise as a result of a Jutsu, a class feature, a exhaustion, as specified in the effect’s description.
monster’s attack, or other effects. Most conditions, such If an already exhausted creature suffers another effect
as blinded, are impairments, but a few, such as invisible, that causes exhaustion, its current level of exhaustion
can be advantageous. increases by the amount specified in the effect’s
A condition lasts either until it is countered (the prone description. A creature suffers the effect of its current
condition is countered by standing up, for example) or level of exhaustion as well as all lower levels. For
for a duration specified by the effect that imposed the example, a creature suffering level 2 exhaustion has its
condition speed halved and has disadvantage on ability checks.
If multiple effects impose the same condition on a An effect that removes exhaustion reduces its level as
creature, each instance of the condition has its own specified in the effect’s description, with all exhaustion
duration, but most condition’s effects don’t get worse. A effects ending if a creature’s exhaustion level is reduced
creature either has a condition or doesn’t. below 1. Finishing a long rest reduces a creature’s
In rare conditions such as “Bleeding” or “Slowed” exhaustion level by 1, provided that the creature has also
these conditions can get worse if applied multiple times ingested some food and drink.
detailed by the Condition gaining a number next to it
(I.e., Bleeding 3 or Slowed 5). A select few of these
E XHAUSTION LEVEL
conditions will persist outside of combat. The following Rank Effect
definitions specify what happens to a creature while it is
1 Disadvantage on ability checks
subjected to a condition.
2 Speed halved
DEATH, DYING AND DISABLED 3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
DYING 5 Speed reduced to 0
You are bleeding out or otherwise at death’s door. You
automatically enter the dying condition when you would 6 Death
fall to 0 hit points don’t die as a result of instant death.
While you have this condition, you are Unconscious.
UNCONSCIOUS
Whenever you start your turn with 0 hit points, you
• An unconscious creature is incapacitated (see the
must make a special saving throw, called a death saving
throw, to determine whether you creep closer to death or condition), can’t move or speak, and is unaware of its
hang onto life. Unlike other saving throws, this one isn’t surroundings
• The creature drops whatever it
tied to any ability score. You are in the hands of fate
now, aided only by Jutsu and features that improve your holding and falls prone.
• The creature automatically
chances of succeeding on a saving throw. Roll a d20. If
the roll is 10 or higher, you succeed. Otherwise, you fail. fails Strength and Dexterity
A success or failure has no effect by itself. On your third saving throws.
• Attack rolls against the creature
success, you become stable (see below). On your third
failure, you die. The successes and failures don’t need to have advantage.
• Any attack that hits the creature
be consecutive; keep track of both until you collect three
of a kind. The number of successful death saves are reset is a critical hit if the attacker is
to zero when you regain any hit points or become stable. within 5 feet of the creature.
The number of failures does not reset until you complete
a short rest.
Rolling 1 or 20. When you make a death saving throw
and roll a 1 on the d20, it counts as two failures. If you
roll a 20 on the d20, you regain 1 hit point and remove
two failed death saving throws from the count.
Damage at 0 Hit Points. If you take any damage while
you have 0 hit points (for example, by catching fire
because your limbs were all chopped off next to a pit of
lava), you suffer a death saving throw failure. If the
damage is from a critical hit, you suffer two failures
instead. If the damage equals or exceeds your hit
point maximum, you suffer instant death.

INCAPACITATED
• An incapacitated creature can’t take actions or
reactions.

69
ELEMENTAL FROSTBITE (NEW)
• A Frostbitten creature is counted as Chilled for the
BURNED (CHANGED) purposes of interacting with Features, Traits and Jutsu and
• A Burned Creature or object takes 1d8 fire damage at the cannot gain ranks of Chilled while they are Frostbitten.
start of each of their turns for the duration of this • A Frostbitten creature takes 5d6 cold damage at the start of
condition or 1 minute has passed, whichever comes first. each of their turns.
• Burned can be applied to a creature up to 5 times total. • A Frostbitten creature cannot cast Jutsu with the Hand Seal
Each application increases the amount of fire damage by (HS) component.
1d8, up to a maximum of 5d8 at max ranks. • A Frostbitten creature takes a -5 Penalty to Dexterity
• A creature takes a -2 Penalty to Concentration Checks for Saving throws and Ability Checks for each Rank of Chilled
each Rank of Burned they are currently affected by. they are currently affected by.
• Creatures that are immune to fire damage are immune to • A Creature Immune to Cold Damage Cannot be Chilled and
this condition. therefor is immune to this condition.
• A creature who would gain a sixth (or more) Ranks of the
Burned Condition immediately becomes Immolated, CORRODED
ending the Burned Condition. • A corroded creature gains a -1 to all Ability Checks and
• A Creature can spend an Action to make a DC 15 Dexterity attack rolls.
(Survival) Check to put out the flames. On a successful • A Corroded creatures takes 1d4 Acid damage at the
check, the condition ends or submerging themselves fully beginning of each of their turns.
into a body of water. • The Corroded condition can grow in lethality, if the
creature affected by the corroded condition is affected by
IMMOLATED (NEW) the corroded condition again, they gain another rank
• An Immolated creature is counted as Burned for the (Corroded 2), increases the penalty to all Ability Checks
purposes of interacting with Features, Traits and Jutsu and and attack rolls by -1, and Acid damage by 1d4.
cannot gain ranks of Burned condition while they are • A creature can end the corroded condition by using their
Immolated. action making a DC 15 Dexterity or Constitution saving
• An Immolated creature takes 5d10 fire damage at the throw or submerging themselves fully into a body of
beginning of each of their turns. water.
• An immolated creature automatically fails concentration
checks. POISONED
• Creatures that are immune to fire damage is immune to • A poisoned creature has disadvantage on attack rolls
this condition. and ability checks.
• A Creature can spend an Action to make a DC 20 Dexterity • A Poisoned Creature do not gain the benefits of a Short
(Survival) Check to put out the flames. On a successful or Long Rest.
check, the condition ends or submerging themselves fully
into a body of water. ENVENOMED
CHILLED (CHANGED)
• An envenomed character takes 1d6 poison damage at the
beginning of each of its turns for the duration.
• A Chilled creature’s speed is reduced by 5 feet. • Creatures that are immune to the poisoned condition or
• A Chilled Creature has its body overwhelmed by cold, poison damage are immune to the envenomed condition.
taking 1d6 cold damage at the start of each of their turns • Envenomed can be applied to a creature a up to 5 times
for the duration of this condition or 1 minute has passed, total. Each application increases the amount of poison
whichever comes first. damage by 1d6, up to a maximum of 5d6 at max ranks.
• Chilled can be applied to a creature up to 5 times total. • Each application of Envenomed does not reset the time a
Each application increases the amount of cold damage by creature is poisoned unless otherwise stated.
1d6 and the speed penalty by 5 feet, up to a maximum of • Creatures that apply the poisoned condition can choose to
5d6 and -25 speed at max ranks. apply the envenomed condition instead, however, the
• A creature takes a -1 Penalty to Dexterity Saving throws duration is halved (to a minimum of 1 round), if any.
and Ability Checks for each Rank of Chilled they are
currently affected by. SHOCKED (CHANGED)
• A creature who would gain a sixth (or more) Ranks of the • A Shocked Creature takes an additional 1d6 Lightning
Chilled Condition immediately becomes Frostbitten, ending damage when they would take lightning damage, for the
the Chilled Condition. duration of this condition or 1 minute has passed,
• A creature resistant or Immune to Cold Damage also has whichever comes first.
resistance or immunity to this condition or taking fire • A shocked creature has a -1 Penalty to Strength Saving
damage automatically ends this condition. throws and ability checks.
• Shocked can be applied to a creature up to 5 times
total. Each application increases the Penalty by -1, up
to a maximum of -5 at max ranks.
• A creature who would gain a sixth (or more) Ranks of
the Shocked Condition immediately becomes
Galvanized, ending the Shocked Condition.
• A creature resistant or Immune to Lightning damage
also has resistance or immunity to this condition.

70
GALVANIZED (NEW) BLEEDING (CHANGED)
• A Galvanized creature is counted as Shocked for the • At the end of their turn, a bleeding creature takes 1d4
purposes of interacting with Features, Traits and Jutsu necrotic damage which cannot be reduced by any
and cannot gain ranks of shocked condition while they means.
are Galvanized. • A Bleeding creature cannot gain the benefits of a rest.
• A Galvanized creature takes 2d6 lightning when they • The creature may attempt to stop the bleeding by
would take lightning damage. succeeding on a DC 15 medicine check.
• A Galvanized creature cannot cast jutsu with the • The Bleeding condition can grow in lethality, If the
Mobility (M) component. creature affected by the bleeding condition is affected
• A Galvanized creature has a -5 Penalty to Strength by the Bleeding condition again, they gain another
Saving throws and ability checks. rank, increasing the necrotic damage by 1d4.
• A creature resistant or Immune to Lightning damage • A creature who would gain a sixth Rank of the Bleeding
also has resistance or immunity to this condition. condition immediately gains 1 rank of the Lacerated
• The Galvanized condition lasts for 1 minute. Condition in place of the additional rank of bleeding.

PETRIFIED LACERATED (NEW)


• A petrified creature is transformed, along with any • A Lacerated creature is counted as Bleeding for the
object it is wearing or carrying, into a solid inanimate purposes of interacting with Features, Traits and Jutsu
substance (usually stone). Its weight increases by a • At the beginning of a Lacerated creatures turn, they
factor of ten, and it ceases aging. take 1d6 necrotic damage which cannot be reduced by
• The creature is incapacitated (see the condition), can’t any means.
move or speak, and is unaware of its surroundings. • A Lacerated creature cannot gain the benefits of a rest.
• Attack rolls against the creature have advantage. • The creature may attempt to stop the Laceration by
• The creature automatically fails Strength and succeeding on a DC 20 Dexterity (Medicine) check.
Dexterity saving throws. • The Lacerated condition can grow in lethality, a
• The creature has resistance to all damage. lacerated creature gains another rank of laceration at
• The creature is immune to poison and disease, the end of their turns.
although a poison or disease already in its system is • A creature immune to the bleeding condition is
suspended, not neutralized. immune to the lacerated condition.

PHYSICAL DAZED (CHANGED)


• A Dazed creature is recovering from a powerful blow and
BRUISED (NEW) cannot take as many actions as usual.
• A Bruised creature suffers a -1 penalty to all Strength or • A Dazed creature can only either move or take an action,
Dexterity based attack rolls and ability checks. not both.
• Bruised can be applied to a creature up to 5 times total. • A Dazed creature cannot take a bonus action.

Each application increases the maximum penalty of • The Dazed Condition lasts until the End of the affected
Strength or Dexterity based attack rolls and ability checks, creature’s next turn.
up to a maximum penalty of -5 at max ranks.
• A Bruised creature takes +2 bonus damage from all sources GRAPPLED
of bludgeoning or earth damage. • A grappled creature’s speed becomes 0, and it can’t
• Creatures that are immune to bludgeoning or Earth benefit from any bonus to its speed.
damage are immune to this condition. • The condition ends if the grappler is incapacitated
• A creature who would gain a sixth (or more) Ranks of the (see the condition).
Bruised Condition immediately becomes Staggered, ending • The condition also ends if an effect removes the
the Bruised Condition. grappled creature from the reach of the grappler or
• A Creature can spend an Action to make a DC 15 Strength grappling effect.
(Medicine) Check to end this condition by applying the
appropriate amount of pressure to the wound. PARALYZED
STAGGERED (NEW)
• A paralyzed creature is incapacitated (see the
condition) and can’t move or speak.
• A Staggered creature is counted as Bruised for the purposes • The creature automatically fails Strength and
of interacting with Features, Traits and Jutsu. Dexterity saving throws. Attack rolls against the
• A Staggered creature cannot take the Disengage, Dash or creature have advantage.
Dodge Actions. • Any attack that hits the creature is a critical hit if the
• A Staggered creature takes a -5 penalty to all Strength or attacker is within 5 feet of the creature.
Dexterity based Attack rolls or ability checks.
• A Staggered creature cannot take reactions.
• A Staggered creature takes +4 bonus damage from all
sources of bludgeoning or earth damage.
• A Staggered creature, remains staggered until they spend
one Full-Turn-Action gathering themselves, losing the
Staggered condition at the beginning of their following
turn after this Full-Turn Action.

71
PRONE MENTAL
• A prone creature’s only movement option is to crawl
which they can do, up to half their movement speed BERSERK
unable to gain any bonuses to their speed, unless it • A berserk creature must use its action each round to
stands up and thereby ends the condition. attack the creature nearest to it. If it can make extra
• The creature has disadvantage on melee attack rolls. attacks as part of the Attack action, it uses those extra
• The creature has disadvantage on ranged attack rolls attacks, moving to attack the next nearest creature
against targets within 30 feet. after it fells its current target. If it has multiple
• An attack roll against the creature has advantage if the possible targets, it attacks one at random. If the
attacker is within 5 feet of the creature or the weapon creature can use its reaction and/or bonus action to
used has the reach property. Otherwise, the attack roll deal damage directly to a creature, it must do so.
has disadvantage. • When a non-hostile creature moves out of a berserk
creature's reach, it provokes an opportunity attack.
RESTRAINED • A berserk creature has disadvantage on all Wisdom
• A restrained creature’s speed becomes 0, and it can’t and Intelligence ability checks and saving throws. It
benefit from any bonus to its speed. does not make its Wisdom or Intelligence saving
• Attack rolls against the creature have advantage, and throw to end this condition at disadvantage though.
the creature’s attack rolls have disadvantage. • A berserk creature is immune to the charmed and
• The creature has disadvantage on Dexterity saving frightened conditions.
throws. • The condition ends if the berserk creature starts its
turn with no creatures within 60 feet of it that it can
STUNNED see or hear.
• Creatures that are immune to the charmed condition
• A stunned creature is incapacitated (see the
are also immune to the berserk condition. A Jutsu
condition), can’t move, and can speak only falteringly.
• The creature automatically fails Strength and which cures the charmed condition also cures this
Condition.
Dexterity saving throws.

CHARMED
• Attack rolls against the creature have advantage.

WEAKENED Some special abilities and jutsu can lead to a special


condition called Charmed sometimes called Enamored.
• A weakened creature deals only half damage with Charmed is measured in 5 levels (or ranks). An effect can
melee attacks, and has disadvantage on Strength and give a creature one or more levels of charmed as specified in
Dexterity checks and saves. the effect’s description. All conditions listed only take effect
• The weakened condition last for the duration of its while you can see the creature you are charmed by.
duration or 1 minute has passed, whichever comes
first C HARMED LEVEL
• A weakened creature has a -2 penalty to Strength, Rank Effect
Dexterity, and Constitution Ability checks and saving
1 You have disadvantage on Charisma and Wisdom Ability
throws.
checks against your charmer. Additionally, you cannot
• A weakened creature's speed is reduced by 10 feet, to a
attack or intentionally bring harm to your charmer.
minimum of half its base speed.
• A Weakened Creature can be Weakened even further 2 Your charmer has advantage on all Charisma ability
with multiple applications of this condition. If a checks made against you. You see your charmer in a
Weakened creature is affected by the Weakened primarily favorable light.
Condition again, they take a further -2 Penalty to 3 You cannot maintain concentration on more than one
Strength, Dexterity, and Constitution Ability checks jutsu while you can see your charmer.
and saving throws per rank of Weakened and their
speed is reduced by 10 feet, to a minimum of half its 4 You automatically fail all Wisdom and Charisma ability
base speed. checks made against your charmer.
5 You believe that your charmer is the most trustworthy
person in your immediately vicinity.

72
FEAR/FRIGHTENED STUPEFIED (NEW/CURRENTLY UNUSED)
Some special abilities and jutsu can lead to a special • A stupefied creature takes 1d8 bonus psychic damage
condition called Fear sometimes called Frightened. Fear
which cannot be reduced by any means each time it
is measured in 5 levels (or ranks). An effect can give a would take psychic damage as a result of an attack,
creature one or more levels of fear as specified in the
jutsu or feature.
effect’s description. All conditions listed only take effect • A stupefied creature suffers a -1 penalty to all
while you can see the cause of your fear.
Intelligence based ability checks, attack rolls, and saving
F EAR LEVEL throws.
• A stupefied creature can be afflicted further with
Rank Effect multiple applications of this condition. If a stupefied
1 Disadvantage on ability checks creature suffers another rank of stupefied. They suffer
2 Disadvantage on Attack Rolls another penalty to Intelligence based ability checks,
attack rolls and saving throws.
3 Cannot maintain concentration on Jutsu or effects • A stupefied creature cannot concentrate on more than
4 Disadvantage on Strength, Dexterity, and one jutsu at a time.
Intelligence Saving throws
5 Stunned CLUMSY (NEW/CURRENTLY UNUSED)
• A Clumsy creature that would make an attack roll or

SLOWED ability check must succeed a DC 20 saving throw using


the ability score that they would use to make said attack
• A slowed creature has its speed reduced by 10. roll or ability check. On a failure they suffer a -5 penalty
• Slowed creatures have their AC reduced by 2 while they to their roll and are unable to gain advantage or any
are slowed and have disadvantage on Dexterity saving jutsu, feature or trait-based bonus to hit or damage.
throws. • A clumsy creature that would move more than half their
• A Slowed Creature can be slowed even further with full movement, falls prone.
multiple applications of this condition. If a Slowed • A clumsy creature that would roll a dice, as a result of a
creature is affected by the Slowed Condition again, their jutsu’s effect rerolls all die, taking the lower result.
AC is further reduced by 2, and their speed is reduced by • A clumsy creature cannot gain the benefit of the help
10 again. action.
• Slowed creatures can only use an action or bonus action
on their turn, not both. A slowed creature can also never MADDENED (NEW)
make more than one attack per turn.
• A Maddened creature cannot speak or communicate with
• The slowed condition last for the duration of the original
other creatures clearly.
jutsu or 1 minute has passed, whichever comes first.
• A maddened creature that begins its turn, rolls a 1d8

CONFUSED (NEW) performing the following based on the result of the roll;
1) Take their turn as normal.
• Jutsu a confused target would cast that would allow
2) Cast a damaging jutsu of their highest rank at the
them to select targets, now instead affects all creatures closest creature to it.
in its given range ignoring distinctions of hostile or 3) Cast a damage jutsu at their lowest rank at the
otherwise. furthest creature to it.
• A confused creature increases the cost of jutsu, features, 4) Cast a healing or supportive jutsu at their highest
and traits they cast by an amount equal to the rank of the rank at the furthest creature from it.
jutsu used to inflict this condition. (D-Rank: 2, C-Rank: 4, 5) Cast a healing or supportive jutsu at their lowest
B-Rank: 6, A-Rank: 8, S-Rank: 10) rank at the closest creature to it.
• At the end of a Confused creatures turn, they make a 6) Drop all ryo on the ground, wasting their action
Flat, DC 11 Intelligence Check, ending this condition on a doing so.
success. 7) Drop all weapons on the ground, wasting their
action doing so.
CONCUSSION/CONCUSSED (NEW) 8) Attack themselves with their most damaging
• A concussed creature takes 1d4 psychic damage which weapon, treating the attack as a critical hit, dealing
cannot be reduced by any means at the beginning of maximum damage to themselves.
each of their turns. • A maddened creature remakes the original failed saving
• A concussed creature suffers a -1 penalty to all Wisdom throw at the end of each of their turns, ending this
and Charisma based ability checks, attack rolls, and condition on a successful save.
saving throws.
• A concussed creature can be concussed further with
multiple applications of this condition. If a concussed
creature suffers another concussion they suffer another
penalty to Wisdom ability checks, attack rolls and saving
throws, and increasing the psychic damage by 1d4, up to
a maximum of -5 penalty and 5d4 psychic damage.
• At the end of a Confused creatures turn, they make a
Flat, DC 11 Intelligence Check, ending this condition on a
success.
• A concussed creature cannot gain the benefit of a Long
or Full-Rest.

73
SENSORY
BLINDED
• A blinded creature can’t see and automatically fails any
ability check that requires sight.
• Attack rolls against the creature have advantage, and the
creature’s attack rolls have disadvantage.
• A creature can willingly close their eyes as a free action
for an extended period of time. Doing so imposes this
Condition on them until the beginning of their next turn,
they cannot reopen their eyes until then, unless they are
forced to do so by some other means.

DAZZLED (NEW)
• A dazzled creatures eyes become overloaded with flashes
of colors, gaining a -2 penalty to all perception and
Investigation checks that rely on sight.
• A dazzled creature suffers a -2 penalty to Ranged attack
rolls and cannot gain advantage on Ranged attack rolls.
• A dazzled creature can suffer greater levels of this sensory
affliction. This condition stacks up to 5 times, stacking all
penalty up to a -10.
• A Dazzled creature remains dazzled until the end of their
next turn. If a creature has more than 1 rank of dazzled
they instead remove 1 rank of this condition at the end of
each of their turns.

DEAFENED
• A deafened creature can’t hear and automatically fails any
ability check that requires hearing.
• A deafened creatures has a -10 Penalty to their Passive
Perception.
• Creatures Currently Hidden from a Deafened creature do
not need to reroll Dexterity (Stealth) Checks to maintain
Stealth against them.
• Wisdom Rolls made by the creature are made at
disadvantage.
• A creature can willingly cover their ears for an extended
period of time as a bonus action. Doing so imposes this
Condition on them and occupies both hands until the
beginning of their next turn.

INVISIBLE
• An invisible creature is impossible to see without the
aid of powers or a special sense. For the purpose of
hiding, the creature is heavily obscured. The
creature’s location can be detected by any noise it
makes or any tracks it leaves.
• Attack rolls against the creature have disadvantage,
and the creature’s attack rolls have advantage.

74
SCOUT-NIN [ADDED 6/19/22] this rework/redesign. The Elemental Scout will now
function as the best scout to use a specific element and

SLIGHT REDESIGN will enhance that element. It will no longer have


everything that made it overpowered. It will be brought
The scout class has seen its share of ups and downs, but
down. This may upset people. But regardless of their
recently more ups, than downs which is a good thing.
emotional attachment to the stronger features or
But the class as a whole has become the top of constant
maneuvers this will be done.
Best in game conversations, which I tend to ignore
• Pathfinder: This scout is unique in that it operates as the
because it’s usually opinion based, but after playing
speed-based scout. This scout was initially meant to
some games myself as a Tactical Scout-Nin, seeing how
function in the same space as the Cloning Scout, but
others play the class, and the heavy focus towards a
from playtesting myself, it does not live up to that space.
specific subclass, it has become apparent that the class
It does not do anything spectacular and even the things
has its obvious stand outs and it is also designed poorly
it does do well, it does poorly. This must be changed to
in a few key areas. Primarily in its intended fantasy.
make this subclass more desirable and less niche.
A Scout-Nin is intended to be the ultimate generalist.
• Phantom: This scout was intended to function in lock
The class that is good at everything, but is best at
step with a Hunter-Nin themed space, but has been
nothing. Its siblings (the other core classes) should all
touted as being significantly superior to the Hunter-Nin
surpass the scout in their core focuses. A Ninjutsu
in this aspect. Hunter-Nin is in line for its own Test
specialist should always out-ninjutsu a Scout. A Weapon
document tweaking, but for now Phantom Scout will
Specialist should always be better at Bukijutsu and have
instead follow its big brother, the Hunter-Nin and not
an edge over a Scout, Etc. etc. But that is not what has
surpass it base. This Subclass deals a significant amount
been happening. The scout Class and its subclasses are
of damage to both HP and chakra, can block cakra
seen as the better pick over some other classes, which is
molding, stun, inflict fear, and other Genjutsu centric
problematic. This is due to a combination of class
things. This class should lean heavier into these roots
features, maneuvers, and raw number-based effects
while taking inspiration from the Hunter-Nin, and not
that shouldn’t exist in today’s game state. This redesign
stepping on its toes while also stealing its lunch money.
is an attempt to address this. All class/subclass features
• Tactical Scout: As some of you know, the Tactical scout
that are adjusted will have the word ‘(Changed)’ affixed
is in a very weird space. This subclass was originally
to its name. If a new feature is introduced the word
designed to act as the Scoutiest-Scout. The Most
(New) will be affixed to its name. This is to clearly point
generalized of the generalized. The Scout that can do it
out the changed features instead of making you look for
all slightly better than other scouts without it being
them.
oppressive. But that was a lie. As time has gone on. This
The core Design philosophy I am following for each
Subclass has become more and more obscure, weak and
Scout-Nin Subclass will be as follows to help guide
absolutely weak, except for one thing. Its ability to hit
myself, and others to understanding what and why any
better than any other class, clan, feature combination in
specific changes may have been made;
the game due to a combination of Precision attack and
• Arbiter: This scout should embody the ability to tag
Signature Maneuver. It can also infinitely gain a bonus to
team with any of its allies. This scout should be the its Saving throws, Boosts to its Save DC’s Consistent
peak of all Scout Subclasses in support and will be Advantage etc. This subclass lived and died by its
primarily inspired by the Intelligence Operative Core maneuvers, which in the grand scheme of things should
class. have been fine, but the rest of its class feats were
• Assault: This scout should embody the best attacking absolutely horrendous and scaled poorly. Some of you
scout. This scout should hold true as the most may also know that I play a Tactical scout so you may be
offensively capable scout of all scout Subclasses and thinking, this is a roundabout way to buff this subclass,
will be primarily inspired by the when in fact I will be negatively affecting my own
Taijutsu/Ninjutsu/Genjutsu Specialist Core Classes. combat potential in some ways, while also boosting
• Cloning: This scout should embody the best Clone other traits this subclass should embody. This subclass
based caster of other casters. This scout carries a will once again lean into being the best generalist while
unique space in that instead of being primarily losing out on some of the more powerful effects that
focused on a style of casting or a general theme, it originally salvaged it.
enhances a specific type of jutsu and brings it to the • Trickster: Another anomaly within the Scout-Nin Space.
next level. Much like the Elemental Scout, this scout functioned in
• Defensive: This scout should embody the most its own bubble. It has fundamentally been allowed to do
Defensive and guardian centric scout of all scout its own thing and while for the most part it has not been
subclasses. This scout has no close inspiration from as bad as Elemental, it absolutely needs to be kept in
other core classes. check so that it does not get out of hand as a result of a
• Elemental: This scout has operated in its own bubble for combination of features, feats and jutsu.
the longest time. It functioned as the Elemental adjacent • All Scout Maneuvers: All maneuvers will be reviewed and
class similar to Nin-Tai, and Primal Weapon Subclasses will be either toned down, or brought up to snuff with
from the Taijutsu specialist and Weapon specialist other maneuvers. This will result in some of the stronger
classes respectively. But unlike those classes, this class maneuvers being nerfed to allow weaker ones to shine.
functioned as the premier scout. It could deal the most • Maneuver Limitations: Will be standardized and not
damage, was the most efficient, could cast Genjutsu randomly favoring some classes over others. If a Class
using Ninjutsu ability modifier, could inflict the best would enhance a maneuvers use limitation or otherwise,
conditions, could upcast beyond its limits, and make the it will not have a separate feature that does this.
most attacks of all classes save for Taijutsu specialist.
This class was overloaded. This was either due to my
own incompetency or my indifference towards it due to
me not making the class, but that is being rectified in

75
CLASS FEATURES SHINOBI’S TACTICS [NEW]
You learn to cover your tracks better than most other
As a Scout-Nin, you gain the following class features.
people of your caliber. Creatures who would make a

PROFICIENCIES [CHANGED] perception check to search for you, suffers a 1d4 penalty to
this check if you are hidden from, or unseen by the
Armor: Light armor, medium armor, heavy Armor searching creature.
Weapons: All Simple and Martial Weapons
Ninja Tools: Select Any two Toolkits. SHINOBI’S GENERAL LITERACY[CHANGED]
Saving Throws: Strength, Constitution You can count your ability scores as being 1 higher for the
Skills: Choose four from Ninshou, Illusions, Martial Arts, purposes of casting all jutsu of B-Rank or higher through
Insight, Investigation, Nature, Acrobatics, Athletics, any ability score restrictions.
History, Stealth, Perception, Medicine, Chakra Control.
SHINOBI’S TOOL LITERACY [NEW]
EQUIPMENT [CHANGED] You can select one tool between Chili Pepper Bombs, Paper
You start with the following equipment, in addition to the Bombs, Flash Tags or Smoke Bombs. The select tool can be
equipment granted by your background: used by you as a bonus action instead of an action.
• (a) Padded Armor or (b) Combat Jacket or (c) Flak
Jacket SHINOBI’S PRECISION [NEW]

Select one Keyword from the following; Ninjutsu, Taijutsu,
(a) 1 Simple Weapon or (b) 1 Martial Weapon

Bukijutsu, or Genjutsu. Jutsu you cast with the following
(a) One Kunai stack or (b) One Shuriken stack

Keyword that requires an attack roll, reduces a creatures
(a) 1 Paper Bomb or (b) 1 Flash Tag
Damage reduction by 5, once per casting.
• Select any one Toolkit.

SHINOBI’S EDGE
FIGHTING STANCE You have trained for countless hours, to become a more
Beginning at 1st Level you adopt a particular style of skilled shinobi. Select one between Ninjutsu, Genjutsu,
fighting as your specialty. Choose one of the Fighting Taijutsu or Bukijutsu. The chosen jutsu type reduces the
Stances located in Chapter 13: Customization Options, cost to maintain concentration on their jutsu by -1. (Min 1.)
between Taijutsu Stance and Weapon Stance. You can’t
take a Stance more than once, even if you get to choose SHINOBI’S DRIVE [NEW]
again later. Your perseverance can be called upon with the flick of the
wrist. When making a saving throw or ability check, by
DEFT EXPLORER [CHANGED] spending 1 Hit die, you are able to call on your Shinobi
Beginning at 1st level you are an unsurpassed generalist Drive, adding half of the spent Hit die’s result to your
in most all environments. You gain the Canny benefit ability check or saving throw.
below, and an additional benefit when you reach 6th level
and 11th level in this class. SHINOBI’S FOCUS [NEW]
You have trained for endless hours to be considered a more
CANNY (1ST LEVEL) [CHANGED] focused shinobi. When you would make a check, attack roll
Choose any one skill. You gain proficiency in this skill. If or saving throw while you have disadvantage or are
you have proficiency in this skill already, you instead gain suffering from a penalty of any type, imposed by a Jutsu,
Expertise. feature or trait from a hostile creature, you can spend 1
Chakra die to treat your d20 roll as if you have no penalties
MOBILE (6TH LEVEL) [CHANGED] applied to it.
Your wall and water walking speed is equal to your
walking speed. You also gain a Swimming and climbing SCOUTING TECHNIQUE
speed equal to your walking speed.
Starting at 3rd level, choose a technique that you strive to
TIRELESS (11 LEVEL) [CHANGED V2]
TH emulate in combat and style. The Scouting Technique you
You require less time to rest and recover. Once per long choose grants you features at 3rd, 6th, 9th, 14th, 17th and
rest you can spend a full turn Action recollecting yourself. 20th Levels.

ABILITY SCORE IMPROVEMENT/FEAT


When you do, you recover all spent superiority die that
you would normally recover on a short rest.
When you reach 4th and again at 8th, 12th, 16th, and 19th,
SHINOBI ADEPT [CHANGED V3] level, you can increase one ability score by +1 & a Feat of
Beginning at 2nd Level, your ability as a Shinobi has your choice that they qualify for. As normal you can’t
blossomed, granting you a breadth of optional paths for increase an ability score above 20 using this feature.

EXTRA ATTACK
you to decide between. You can choose between two of the
following features. Beginning at 13th level, select two
additional features you didn’t pick at 2 nd level. Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
SHINOBI’S TRAINING [CHANGED]
You can learn any D-Rank or lower Jutsu in half the time.
This does not stack with other features that reduce the
time to learn jutsu. When you would reach 13th level, this
benefit extends to C-Rank jutsu as well.

76
JACK OF ALL, MASTER OF NONE using the chosen Jutsu. You may switch which jutsu this

[CHANGED] feature affects whenever you would learn a new jutsu from
leveling up in this class. You can select a second Signature
Starting at 5th Level, you exemplify the ideal of effect and Jutsu to gain the benefits of both effects
generalized combat. Select one of the following beginning at 15th level.
generalizations between Combat, Control, Mobility, Skill, and
Support. When you do, you gain its benefits. You can switch SIGNATURE POWER [CHANGED]
which generalization you have when you complete a rest. When you use your chosen jutsu, you deal additional
Alternatively, you can spend one superiority die from your damage equal to your Jutsu Types Ability Modifier
Scout-Nin Subclass to switch the Generalization you are (Ninjutsu, Genjutsu or Taijutsu.), you also ignoring
benefiting from. You can only switch in this way, once per resistance to your chosen jutsu’s damage type and the
short rest. jutsu cast cannot be negated or dispelled the turn it is cast.

COMBAT SIGNATURE RAMPING [CHANGED]


You gain a +1 bonus to attack & damage rolls made with When you would upcast your chosen jutsu, If your upcast
Ninjutsu, Taijutsu, Genjutsu and Bukijutsu you cast. This adds additional die of any type. Add one additional die, per
bonus increases to +2 at 11th level. rank upcast. Otherwise, increase the save DC of the chosen
Additionally, while you are gaining the benefits of this Jutsu (If any) by +1 for every two ranks upcast.
generalization, when you would take the attack action, you
can make a weapon attack as a bonus action, once per turn. SIGNATURE CONTROL
When you would cast your chosen jutsu, reduce the cost of
CONTROL [CHANGED] the chosen jutsu by 2. If this would reduce the cost of the
Jutsu and Maneuvers you use that would inflict a condition jutsu to 0, it instead costs 1. If your chosen jutsu requires
on a creature are even more difficult to resist. Creatures concentration, reduce the cost to maintain the jutsu by 2
who would make a saving throw to resist a condition this can reduce the cost to maintain a jutsu to 0.
inflicted by a jutsu you cast or maneuver you use suffer a -1
penalty. This penalty increases to -2 at 11th level. SIGNATURE TECHNIQUE
Additionally, while you are gaining the benefit of this
Beginning at 10th level, you temporarily commit to a
generalization you gain a 1d4 bonus to clash checks.
technique that assists you in dealing with a variety of

MOBILITY scenario’s. When you complete a rest, select one of the


following which helps in building out your already broad
You gain a +10 bonus to your speed, and +1 bonus to Saving
skillset. Beginning at 18th level, you can instead gain the
throws made to resist hostile effects. These bonus
benefit of two of these options.
increases to +15 and +2 at 11th level.
Additionally, while you are gaining the benefit of this
generalization whenever you would make a saving throw
HIDDEN TECHNIQUE [CHANGED]
You can remain perfectly still for long periods of time to set
using an ability you are not proficient in to end a condition
up ambushes. Twice per long rest, you can use a bonus
or effect placed on you by a hostile creature or
action. When you do, you and all allies within 5 feet of you
environment, you gain a bonus 1d4 to the saving throw.
become invisible, along with any equipment they are

SKILL wearing or carrying and any creatures who would attempt to


make any checks to search or look for you or creatures
Select one ability score when you select this generalization.
under the effect of this feature, suffer a -5 penalty to checks
In order to change this ability score, you must complete a
made to complete such a task until the start of your next
rest. You gain a +1 bonus to all ability checks made using
turn if in combat or until you would move more than half
this ability score. This bonus increases to +2 at 11th level.
your movement speed if outside of combat.
Additionally, while you are gaining the benefits of this
While you are gaining this benefit, if you haven’t moved
generalization, select two toolkits. You gain proficiency in
since your last turn, you and allies affected by this feature
these toolkits.
cannot be found as a result of tremorsense, jutsu with the
SUPPORT [NEW] sensory keyword or chakra sight. If you or an allied creature
You can use the Help and Search actions as a bonus action. attacks a creature while benefiting from this feature, the
attacking creatures attack scores a critical hit if the attack
When you would use the Help action, you can aid
an ally in attacking a creature, making an ability check in a result is at least 5 or greater than the targets AC. Once a
skill you are not proficient in, or providing them some critical hit has been scored in this way, it cannot be
triggered again until you complete a long rest.
support in combat, allowing you to spend a reaction to

AGGRESSIVE TECHNIQUE
interpose an attack, switching the target of a hostile attack
from an allied creature to yourself. You can complete the
You are able to fight for longer periods of time. You gain the
Help action in this way aiding an ally within 30 feet of you.
ability to extend your fighting potential, in the form of
This range of support increases to 45 feet at 11 th level.
controlled breathing.
Additionally, while you are gaining the benefits of this
On your turn, as a bonus action, you can breathe in
generalization, creatures within weapon attack range who
deeply, regaining hit points equal to 1d10 + your scout level.
would make an attack or cast a jutsu targeting an allied
Alternatively, you can as a bonus action, breathe in a
creature triggers an attack of opportunity for you.
slightly different way, regaining chakra points equal to 1d10

SIGNATURE JUTSU + half your scout level.


You can use this feature twice per long rest.
Beginning at 7th level, you have found a jutsu that you
specialize in better than anyone else who may have come
before. Select one Jutsu you know of B-Rank or Lower. You
gain one of the following benefits of your choice when

77
SCOUTING TECHNIQUE BATTLEFIELD JUDICATION [CHANGED]
[ADDED 6/19/22]
Also, at 3rd level, you become the leader your team
needs in times of strife and conflict. Once per turn, when
you would take the attack action, you instead, in place of
ARBITER SCOUT making one attack granted to you by said action, you
order one friendly creature who can see or hear you, to
The Scout-Nin who choose to become Arbiters focus on
take your action as if it were their turn. They may use
enhancing their allies, utilizing their skills beyond what
this action to cast a Jutsu that requires an attack roll,
most shinobi could only dream of doing, and enabling
make a weapon attack, Ability check, Dodge, or
their team to perform feats of amazing prowess with
disengage (moving up to half their movement away).
just a bit of Arbitration.
Additionally, when a friendly creature makes an attack
SUPERIOR ARBITRATION [CHANGED] roll of any type, you can spend a Superiority die adding
Beginning at 3rd level you lean maneuvers that are the result of the roll to their attack.

ABSOLUTE AUTHORITY [CHANGED]


fueled by a special dice called Superiority Dice
Maneuvers: You learn three maneuvers of your choice,
Beginning at 6th level, you and allied creatures within
which are detailed in the Arbitration Maneuvers Section
30 feet of you, can add Half of your Charisma Modifier
at the end of this class. You earn more at higher levels as
(Rounded Down) to their AC so long as they are not
shown in the “Maneuvers Known” Column of the
wearing Heavy Armor.
Superior Arbitration table. Many Maneuvers enhance an
attack in some way. You can only use one Maneuver per
attack or allied creature per turn. When you take a long
COMMANDING PRESENCE [CHANGED]
Beginning at 9th level, when you would benefit from the
rest, you may switch one maneuver you know for
Master of Arbitration class feature, the creature whom
another you qualify for.
you have made Charisma checks against, makes their
Superiority Dice: You have three superiority dice, which
next Insight check at disadvantage.
are d8’s, you earn more at higher levels, as shown in the
Additionally, when an allied creature under the effect
Superiority Dice column of the Superior Arbitration
of a Genjutsu is within 10 feet of you, they immediately
table. A superiority die is expended when you use it. You
make an additional saving throw to end the Genjutsu’s
regain all of your expended superiority dice when you
effect. A creature can only benefit from this feature once
finish a short or long rest
per short rest.
SUPERIOR ARBITRATION TABLE You may spend one superiority die on any creature
Scout-Nin that makes a saving throw to resist a genjutsu within 10
Level Superiority Dice Maneuvers Known feet of you. They gain a bonus to their saving throw
equal to half the result of the die (Min 1.)
3rd 3 3
4th 3 3 PARAGON’S PRESENCE
5th 3 3 Beginning at 14th level, all allied creatures within 30 feet
of you are immune to the Berserk, Charmed or
6th 4 3
Frightened Conditions. You decide which condition at
7th 4 3 the end of a Short rest.
8th 4 4
TIRELESS COMMAND
9th 5 4 Beginning at 17th level, you can roll d4’s in place of
10th 5 4 expending Superiority Die for your Master of Arbitration,
11th 5 4 Battlefield Judication, or Commanding Presence class
features.
12th 6 4
13th 6 5 WHO DECIDED THAT!?
Beginning at 20th level, when you would fail a saving
14th 6 5
throw of any kind, you instead pass, suffering no
15th 7 5 additional effects twice per short rest.
16th 7 5 Additionally, when a creature other than you, within
30 feet of you would fail a saving throw of any kind you
17th 7 5
may spend a superiority dice. They instead pass,
18th 8 6 suffering no additional effects. A creature can only
19th 8 6 benefit from this feature once per long rest.
20th 8 6

MASTER OF ARBITRATION [CHANGED]


Starting at 3rd level, you learn to enforce your presence
into any discussion or squabble. You gain proficiency in
Deception, Intimidation and Persuasion.
Additionally, you may spend a Superiority die when
making any Charisma Ability check, adding the result to
check.

78
ASSAULT SCOUT DEVASTATING CRITICAL
Starting at 14th level, when you score a critical hit with a
Those Scout-Ninja who choose to become Assault
melee attack, you gain a bonus to that attack's damage
Specialists focus on the development of raw physical
roll equal to your Scout Nin level.
power honed to deadly perfection. Assault Specialist
When you score a critical hit with a ranged attack, you
Scouts combine rigorous training with physical
gain a bonus to that attack’s damage roll equal to half of
excellence to deal devastating blows.
your Scout Nin level.

SUPERIOR ASSAULT [CHANGED] SURVIVOR


Beginning at 3rd Level you learn maneuvers that are
At 17th level, you attain the pinnacle of resilience in
fueled by a special dice called Superiority Dice.
battle. At the start of each of your turns, you regain hit
Maneuvers: You learn three maneuvers of your choice,
points equal to 5 + your Constitution modifier if you
which are detailed in the Assault Maneuvers Section at
have less than half of your hit points left. You don’t gain
the end of this class. You earn more at higher levels as
this benefit if you have 0 hit points.
shown in the “Maneuvers Known” Column of the
Superior Assault table. Many Maneuvers enhance an
RELENTLESS ASSAULT
attack in some way. You can only use one Maneuver per Starting at 20th level, whenever you would use the
attack. When you take a long rest, you may switch one Brutish Assault feature you deal additional damage equal
maneuver you know for another you qualify for. to your proficiency bonus.
Superiority Dice: You have three superiority dice, which Whenever you would use an Assault Maneuver you deal
are d4’s, you earn more at higher levels, as shown in the additional damage equal to your proficiency bonus.
Superiority Dice column of the Superior Assault table. A
superiority die is expended when you use it. You regain S UPERIOR A SSAULT TABLE
all of your expended superiority dice when you finish a
Scout-Nin
short or long rest.
Level Superiority Dice Maneuvers Known
BRUTISH ASSAULT 3rd 3 3
Additionally, at 3rd level, whenever you hit with a melee 4th 3 3
or ranged attack and deal damage, you deal additional
5th 3 3
damage equal to 1d4. This increases based on your level
in this class, as shown on the Assault Growth Table. This 6th 3 3
bonus damage can only happen twice per turn. 7th 4 4

A SSAULT G ROWTH TABLE 8th 4 4


9th 4 4
Level Bonus Damage
10th 4 4
3rd 1d4
11th 5 5
6th 1d6
12th 5 5
9th 1d8
13th 5 5
14th 1d10
14th 5 5
17th 1d12
15th 6 6

BRUTISH DURABILITY 16th 6 6


Also, at 3rd level once per short rest, whenever you make 17th 6 6
a saving throw, you may add a superiority die to the 18th 6 6
result. This does not spend the die. If you would use this
feature again before completing a short rest, you may 19th 7 7
spend a superiority die to activate this feature an 20th 7 7
additional time.
If applying this bonus to a death saving throw
increases the total to 20 or higher, you gain the benefits
of rolling a natural 20.

UNTAPPED POTENTIAL [CHANGED]


Beginning, at 6th Level your superiority die begins to
grow in strength as you do. Your superiority die grows 1
step, into a D6. It repeats this process becoming a d8 at
14th.
Additionally, you can spend one superiority die when
you would deal damage, adding twice the result to the
damage dealt. You can only spend one superiority die in
this way per turn.

REMARKABLE ATHLETE
At 9th level, you can add half your proficiency bonus
(rounded down) to any Strength, Dexterity, or
Constitution check you make that doesn't already use
your proficiency bonus.

79
CLONING SCOUT SUPERIOR CLONES
Beginning at 9th level, when you use a ninjutsu to summon
Those Scout-Nin that choose to become Cloning specialist
clone(s) of any type, you gain 1 superiority die. The size of
employ superior numbers as their primary method of
this die is a d6. If you do not spend this die, it is lost when all
combat. They hone this skill through repeated use of their
clones are killed or dispersed or 1 minute has passed. You can
Clones in different situations allowing them to becomes
gain the benefit of this feature a number of times equal to
masters of duplicative combat. Not every scout has the
your Intelligence Modifier before a long rest.
ability to use Clones the way a Cloning Scout can and it
Additionally, clones you summon, can use maneuvers you
shows through their tactics and abilities available to them.
know spending your superiority die.

CLONING TACTICS [CHANGED] CLONE RECOIL


Beginning at 3rd Level you learn maneuvers that are fueled
Starting at 14th level, if a clone dies to an attack, their
by a special dice called Superiority Dice.
remaining chakra is released in a violent show of force.
Maneuvers: You learn three maneuvers of your choice,
Creatures within 10 feet of your clone when it died must
which are detailed in the Clone Maneuvers Section at the
succeed a Dexterity saving throw vs Your Ninjutsu save DC,
end of this class. You earn more at higher levels as
taking force damage equal to half your level on a failed save
shown in the “Maneuvers Known” Column of the
(Rounded down).
Superior Cloning table. Many Maneuvers enhance you or
Additionally, when a clone of yours dies you may spend
your clones in some way. You can only use one maneuver
your reaction to use your Clone Inclusive class feature
per attack. When you take a long rest, you may switch
summoning an additional clone of the same type.
one maneuver you know for another you qualify for.
Summoning a clone in this manner does not spend a
Superiority Dice: You have three superiority dice, which
superiority die. You can only summon a clone in this way,
are d8’s, you earn more at higher levels, as shown in the
using this feature twice per rest. If you attempt to use this
Superiority Dice column of the Superior Defense table. A
feature any additional times after the first two it costs 1
superiority die is expended when you use it. You regain
Superiority die per use.
all of your expended superiority dice when you finish a
short or long rest
SELF SUFFICIENT CLONES
SHADOW CLONE SEARCHING
Beginning at 17th level, you can use your reaction to spend a
superiority dice. When you do, all clones currently active
Starting at 3rd Level, you learn the Shadow Clone Technique,
gains either Hit points and Chakra points or Temporary Hit
this does not count against your Known jutsu limit for this
points and Temporary Chakra points equal to twice the result
class. Clones Summoned using this jutsu can use 1 chakra
of your superiority die + Your Ninjutsu ability Modifier.
every minute to extend their active time by an additional
minute.
SUPREME CLONES
CLONE INCLUSIVE
Beginning at 20th level, Select one Clone Maneuver. Your
clones can perform this maneuver without expending a
Starting at 3rd Level, you ignore any Nature Release
superiority die.
keyword limitations when learning or using Ninjutsu with
“Clone” in its name. S UPERIOR C LONING TABLE
Additionally, clones you summon which have restrictions
on jutsu Keywords, no long have such restrictions and can Scout-Nin
cast any Jutsu you know as if they were a Shadow Clone. Level Superiority Dice Maneuvers Known
Also, you can spend 1 Superiority die to 3rd 3 3
summon a Clone as if casting any
Ninjutsu you know that summons 4th 3 3
clones. When you do you do not spend 5th 3 3
chakra and treat the clone as if you
summoned it at the highest rank casting 6th 4 3
available to you. Regardless of the 7th 4 3
Clone summoned with this
feature, it can only cast 1
8th 4 4
jutsu. 9th 5 4

CLONES 10th 5 4
EVERYWHERE 11th 5 4
At 6th level, when
12th 6 4
you would summon
clones as a result of a 13th 6 5
Ninjutsu with Clone
14th 6 5
in its name, you
always summon 1 15th 7 5
additional clone at no
16th 7 5
additional cost. This does not
work if a clone is summoned as a 17th 7 5
result of the Clones Inclusive feature.
18th 8 6
19th 8 6
20th 8 6

80
DEFENSIVE SCOUT You can recover a barriers hit points as a bonus action
by spending chakra. By spending 1 chakra, your barrier
Those Scout Ninja who choose to become Defensive
recovers 2 Hit points.
Scouts train to bolster those around them. They can
For as long as your barrier has hit points, you are
inspire their allies with renewed vigor, lifting them to
considered proficient in the Chakra Control skill for the
new heights, while simultaneously protecting them
purpose of maintaining concentration on Ninjutsu &
from harm.
Genjutsu.

SUPERIOR DEFENSE [CHANGED]


When a hostile creatures hits you with a melee attack
while your barrier has hit points, they take force damage
Beginning at 3rd Level you learn maneuvers that are
equal to your Intelligence modifier (minimum of 1).
fueled by a special dice called Superiority Dice.
Maneuvers: You learn three maneuvers of your choice,
which are detailed in the Defensive Maneuvers Section at
PROJECTED BARRIER [CHANGED]
Beginning at 6th level, you’ve learned how to
the end of this class. You earn more at higher levels as manipulate your barrier to create new effects. As an
shown in the “Maneuvers Known” Column of the
action, you can spend a superiority die to create a unique
Superior Defense table. Many Maneuvers enhance your
effect. You have two such effects: Chakra Sphere, and
allies in some way. You can only use one maneuver per Chakra Wave.
attack or ally per turn. When you take a long rest, you
Chakra Sphere. You create a protective spherical
may switch one maneuver you know for another you
barrier in a 10-foot-radius sphere on a point you can see
qualify for. within 30 feet that lasts until the start of your next turn.
Superiority Dice: You have three superiority dice, which
Creatures within the barrier have three-quarters cover
are d8’s, you earn more at higher levels, as shown in the
from attacks originating from outside the barrier. You
Superiority Dice column of the Superior Defense table. A
can maintain the barrier by spending your bonus action
superiority die is expended when you use it. You regain
at the start of each of your turns.
all of your expended superiority dice when you finish a
Chakra Wave. You create a wave of chakra in a 15-foot
short or long rest.
cone. Each creature within the cone must make a
S UPERIOR DEFENSE TABLE Strength saving throw against your Ninjutsu Save DC. On
a failed save, a creature takes Xd6 Force damage and is
Scout-Nin pushed back to the edge of the cone. On a success, they
Level Superiority Dice Maneuvers Known take half damage and aren’t pushed. (X= Your
3rd 3 3 Proficiency bonus).

REGENERATIVE SHIELDING
4th 3 3
5th 3 3 Starting at 9th level, you can convert your chakra into
6th 3 4 your barriers hit points far more efficiently. For every 1
chakra you spend, your barrier regains 3 hit points, and
7th 3 4
gains resistance to damage until the end of your next
8th 4 4 turn.
9th 4 5
10th 4 5
RALLYING BARRIER [CHANGED]
Beginning at 14th level, you learn how to inspire your
11th 4 5 allies to fight on past their injuries. When you would
12th 4 6 complete a rest, you can choose up to three creatures
within 60 feet of you that are allied with you. Each one
13th 5 6
gains temporary hit points equal to your Scout level,
14th 5 6 provided that the creature can see or hear you during
15th 5 7 your rest.

16th 5 7
ADAPTIVE SHIELDING
17th 5 7 At 17th level, when your chakra barrier takes damage,
18th 6 8 you can have it gain resistance to subsequent damage of
that type until the start of your next turn (no action
19th 6 8
required). If it takes damage of more than one type
20th 6 8 simultaneously, you can choose which type it gains
resistance to. Your barrier can only have resistance to
CHAKRA BARRIER one type of damage at a time.
Also, at 3rd level, you learn to manifest a powerful
barrier of chakra. Whenever you complete a short or SUPERIOR SHIELDING [CHANGED]
long rest, you create a barrier on yourself or 1 creature Beginning at 20th level, you learn to apply your Chakra
that is within 30 feet, that lasts until you finish a short barrier to all of your allies. As an action, you may select
up to 3 creatures you can see within 60 feet of you that
or long rest. That barrier has hit points equal to Three
times your scout-nin level. Your barrier can never have you are allied with. Each creature gains a chakra barrier
hit points greater than three times your scout-nin level. with hit points equal to your Scout-Nin level. They
cannot spend their own chakra to recover their barriers
Whenever you take damage, the barrier takes the
damage instead. If this damage reduces the barrier to 0 hit points, and when it reaches 0, they lose their chakra
hit points, you or the creature benefiting from this barrier and cannot gain a new one until you all complete
feature take any remaining damage. While the barrier a short or long rest.
has 0 hit points, it can’t absorb damage, but its power
remains.

81
ELEMENTAL SCOUT ELEMENTAL STRIKE [CHANGED]
Also, at 3rd level, when you would cast a Ninjutsu using
The Scout-Nin who choose to become Elementalist learn
your chosen nature release, you can as a bonus action
to wield a Nature Release and have it constantly flowing
make a weapon attack. It deals an additional 1d6 damage
through their chakra coils, just beneath the surface.
of your chosen nature release. (Water Release = Cold
Making their element stronger and themselves sturdier
Damage). Beginning at 9th level the additional damage
against it.
die becomes 1d8.

SUPERIOR ELEMENTS [CHANGED] ELEMENTAL RESISTANCE


Beginning at 3rd level you lean maneuvers that are fueled
Beginning at 6th level, you gain resistance to the
by a special dice called Superiority Dice
damage of your chosen nature release (Water Release =
Maneuvers: You learn three maneuver of your choice,
Cold Damage). When you or an allied creature within 30
which are detailed in the Elemental Maneuvers Section at
feet of you would make a saving throw against a jutsu
the end of this class. You earn more at higher levels as
with the select nature release keyword, add half of your
shown in the “Maneuvers Known” Column of the
Intelligence Modifier (rounded down) to the result.
Superior Elements table. Many Maneuvers enhance an
attack in some way. You can only use one Maneuver per
attack. When you take a long rest, you may switch one
ELEMENTAL POWER
Beginning at 9th level, the strength of your element is
maneuver you know for another you qualify for. unquestionable. Once per long rest when you would deal
Superiority Dice: You have three superiority dice, which damage using a jutsu with your chosen nature release
are d6’s, you earn more at higher levels, as shown in the keyword, you can choose to instead spend 2 superiority
Superiority Dice column of the Superior Elements table. A
die. When you do, the jutsu cast deals maximum
superiority die is expended when you use it. You regain all damage. The jutsu cast in this way, cannot score a
of your expended superiority dice when you finish a short
critical hit.
or long rest.
SUPERIOR ELEMENTS TABLE PRIMORDIAL STRIKE [CHANGED]
Beginning at 14th level, the residual elemental chakra
Scout-Nin Level Superiority Dice Maneuvers Known from your jutsu have become empowered. When you
take the attack action, those attacks deals an additional
3rd 3 3 1d8 damage of your chosen nature release. (Water
4th 3 3 Release = Cold Damage).
5th 3 3 Additionally, the damage you deal with your chosen
nature releases damage type ignores resistance and
6th 3 4 treats immunity as resistance.
7th 3 4
8th 4 4 ELEMENTAL SUPERIORITY
Beginning at 17th level, your body is constantly
9th 4 5 producing nature release chakra of your chosen element.
10th 4 5 When you would use a maneuver, you can choose to
spend two superiority die to calculate its results instead
11th 4 5
of one.
12th 4 6 Additionally, you may spend one superiority die (no
13th 5 6 action). You gain immunity to your chosen nature
14th 5 6 releases damage for a number of turns equal to half the
result.
15th 5 7
16th 5 7 PRIMAL STORM [CHANGED]
Beginning at 20th level, you have learned to unleash a
17th 5 7
massive quantity of nature release chakra with your
18th 6 8 jutsu or attacks. When you deal damage to a creature
19th 6 8 with a Jutsu with your chosen nature release or with a
weapon attack and you spend a superiority die or use a
20th 6 8
maneuver as a part of the attack or jutsu cast you deal

ELEMENTAL KNOWLEDGE [CHANGED] additional damage equal to, five times the result of your
superiority die.
Starting at 3rd level, you have focused your efforts on
harnessing your innate Nature Release. Select one Nature
Release (Earth, Wind, Fire, Water, or Lightning Release).
You gain the ability to cast Jutsu with the corresponding
Keyword. If you could already cast jutsu with the selected
keyword, you learn one jutsu with the corresponding
keyword that you qualify for.
Additionally, when you make a Ninshou ability check,
you may spend a Superiority die adding the result to the
check made.
Finally, when you or an allied creature within 30 feet of
you would cast a Ninjutsu that does not have your chosen
Nature release, you can spend one superiority die
enhancing the Jutsu, giving it your chosen Nature release
Keyword and adding the spent die to the damage dealt.

82
PATHFINDER SCOUT You learn another jutsu from this list when you would
reach 6th, 9th and 14th levels, all being able to cast with a
The Scout-Nin who choose to become Pathfinder Scouts
superiority die as the first.
use extreme speed to nearly teleport around the
battlefield. They use their extreme speed to protect their BURST OF SPEED [CHANGED]
allies and maneuver them more effectively during battle. Also, at 3rd level, you can Dash as a bonus action or spend
half of your movement to teleport. If you would teleport,
SUPERIOR MOVEMENT [CHANGED] you may roll your superiority die. You can teleport a
Beginning at 3rd level you lean maneuvers that are fueled
number of feet equal to 10 x the result. This movement,
by a special dice called Superiority Dice counts as a Jutsu that would Teleport you or grant you a
Maneuvers: You learn one maneuver of your choice, boost to speed. When you would gain the benefit of a Jutsu
which are detailed in the Pathfinder Maneuvers Section at
that would Teleport you or grant you a boost to speed you
the end of this class. You earn more at higher levels as
gain a boost to your next attacks damage roll equal to 2d4.
shown in the “Maneuvers Known” Column of the This bonus increases to 4d4 at 9th level and 6d4 at 17 th level
Superior Movement table. Many Maneuvers enhance an
in this class.
attack in some way. You can only use one Maneuver per
Finally, you ignore any Nature Release Keyword and
attack. When you take a long rest, you may switch one Ability score limitation when learning or using Ninjutsu,
maneuver you know for another you qualify for.
Genjutsu or Taijutsu that would teleport you or grant you a
Superiority Dice: You have two superiority dice, which are
bonus to movement speed.
d6’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Movement table. ADDITIONAL PASSENGER [CHANGED]
A superiority die is expended when you use it. You regain Beginning at 6th level, when you would move as a result of
all of your expended superiority dice when you finish a a jutsu teleporting you or while under the effects of a jutsu
short or long rest. that increases your movement speed, one willing creature
SUPERIOR MOVEMENT TABLE of your size or smaller that can touch you can also move in
the same way.
Scout-Nin Level Superiority Dice Maneuvers Known An allied creature who would be moved as a result of this
feature gains the benefit of your Burst of Speed class feature
3rd 3 3 as well. A creature other than you can gain the benefit of
4th 3 3 the Burst of Speed feature once per turn.
5th 3 3
SUPERIOR SPEED [CHANGED]
6th 3 3 Beginning at 9th level, you can concentrate on up to 3
7th 4 4 Jutsu that would allow you to Teleport or grant you a bonus
to Movement speed.
8th 4 4
Also, jutsu you cast that would allow you to Teleport or
9th 4 4 grant you a bonus to movement speed have their cost
10th 4 4 reduced by -2.
11th 5 5
TRANSVERSE DEFENSE
12th 5 5 Beginning at 14th level, your learned speed enables you to
13th 5 5 quickly dodge to lessen the harm done to you during battle.
When you take damage from an attack or jutsu, you can use
14th 5 5
your reaction to give yourself resistance to all of that
15th 6 6 attack’s or jutsu’s damage on this turn.
16th 6 6
17th 6 6 NATURAL TRANSPOSITION
Beginning at 17th level, you have used teleportation and
18th 6 6 swift movement techniques enough that you have learned
19th 7 7 to use it naturally. As a bonus action, you can teleport up to
45 feet to an unoccupied space you can see. You can use
20th 7 7
your Transpose and Extended Step maneuvers to modify this

MOBILE SAVANT [CHANGED]


feature.

Starting at 3rd level, you learn the Chakra Movement


Ninjutsu. This does not count against your known jutsu
SUPERIOR TRANSPOSITION [CHANGED]
Beginning at 20th level, you can unleash your accelerated
limit. The Casting time of this jutsu becomes;
chakra to manifest a field of influence that you control.
Special (When you would move at least 10 feet).
Select a space you can see within 120 feet of you. As a free
You also choose between the following;
action on your turn, You manifest a 30-foot radius sphere
• Wind Release: Zephyr Strike centered on this point. Yourself and all creatures and loose
• Lighting Release: Lightning Speed objects within this space are subject to your control. As an
• Graceful Cat Action, bonus action or reaction by spending one
• Flower Petal Escape superiority die, you can select one creature or object that
you can see and attempt to move it to any other space
You learn the selected jutsu which also does not count
within the radius of the sphere. The affected creature or
against your known jutsu limit. The selected jutsu can be
object must make a Charisma saving throw vs your
cast by spending 1 superiority die, in place of chakra. If
Ninjutsu (or Genjutsu) save DC. On a failed save they are
the jutsu would requires concentration, you can maintain
moved to the chosen point, unable to take reactions to this
it at no additional chakra cost.
forced movement.

83
PHANTOM SCOUT PHANTOM’S TOUCH [CHANGED]
Also at 3rd level, you learn to blend your superior
The Scout-Nin who choose to become a Phantom
phantasm techniques with your own martial prowess.
becomes a ghost who fades in and out of sight, acting as
Once per turn, you can deal an extra d8 damage to one
a specter who is virtually impossible to touch or find. A
creature you hit with a melee attack if you have
master of Stealth and expert in assassination, using your
advantage on the attack roll.
ghostly Ninjutsu and Genjutsu to execute your objectives
The amount of extra damage increases as you gain
with little to no opposition.
levels in this class, becoming 2d8 at 6th level, 3d8 at 9th,

SUPERIOR PHANTASM [CHANGED] 4d8 at 12th, and 5d8 at 15th.

Beginning at 3rd level you lean maneuvers that are


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

SUPERIOR PHANTASM TABLE GHOST WALK [CHANGED]


Scout-Nin Beginning at 9th level, you have learned to make you
Level Superiority Dice Maneuvers Known entire body ethereal, capable of phasing through solid
3rd 3 3 matter, like a ghost.
As a bonus action, you assume a spectral form. While
4th 3 3
in this form, you have a flying speed equal to half of your
5th 3 3 movement speed, you can hover and attack rolls have
6th 3 4 disadvantage against you. You can also move through
creatures, objects and walls as if they were difficult
7th 3 4
terrain. You take 1d10 force damage if you end your turn
8th 4 4 inside a creature or an object. This form does not allow
9th 4 5 you to pass through surfaces, barriers, or walls made by
Jutsu.
10th 4 5
You can remain in this form for 10 minutes or until
11th 4 5 you end it as a bonus action. Regardless, once you use
12th 4 6 this feature once, you cannot use it again until you
complete a long rest. If you would attempt to use this
13th 5 6
feature again you must spend a superiority die each time
14th 5 6 you would gain its benefits after its initial use.
15th 5 7
16th 5 7
GHASTLY LEECH
Beginning at 14th level, when you would gain the
17th 5 7 benefits of the Phantom’s Touch Class feature, you
18th 6 8 regain a number of chakra points equal to half of the
damage dealt. You can gain the benefits of this feature
19th 6 8
twice per long rest.
20th 6 8
ETHEREAL SNAP [CHANGED]
PHANTASM’S KNOWLEDGE Beginning at 17th level, you have mastered the art of
Starting at 3rd level, you begin to become familiar with becoming, ethereal and have learned to even make it a
your ghastly jutsu and how it interacts with the world part of your fighting style. When you would gain the
around you. You gain proficiency in Illusions, Insight, benefits of the Phantom’s Grip class feature, increase
and Stealth if you are not already. When you would make the damage die by 1 step or the number of ranks a
an Ability check using Stealth, you can use Wisdom in condition gives by 1.
place of Dexterity.
Additionally, when you would make a Stealth check POLTERGEIST [CHANGED]
using Dexterity or Wisdom, you can spend one Beginning at 20th level, you can become a ghastly figure
superiority dice adding it to your checks result. of complete terror. You gain the following benefits;
• You can now use Phantom’s Touch once per turn
without requiring Advantage.
• You can now use Ghost Walk twice per short rest.

84
TACTICAL SCOUT Select one Maneuver from one of the Following Scout-
Nin Subclasses, learning it and adding it to your
Those Scout Ninja who choose to become Tactical
Maneuvers known, not counting it against your known
Specialists employ martial techniques passed down
maneuvers limit. If the Maneuver has the Specialized
through generations. To a Tactical Specialist, combat is an
keyword, you cannot take it or gain the benefits of it. You
academic field, sometimes including subjects beyond
can select one more Maneuver from the aforementioned
battle such as weaponsmith or armor craft. Not every scout
subclasses at 14th and 20th levels
absorbs the lessons of history, theory, and artistry that are
• Arbiter Scout
reflected in the Tactical Specialty, but those who do are
• Assault Scout
well-rounded fighters of great skill and knowledge.
• Cloning Scout

SUPERIOR TACTICS [CHANGED] • Defensive Scout


Beginning at 3rd Level you learn maneuvers that are fueled • Pathfinder Scout
by a special dice called Superiority Dice. • Phantom Scout
Maneuvers: You learn three maneuvers of your choice,
which are detailed in the Tactical Maneuvers Section at the EXPERT OF ALL, JACK OF NONE [CHANGED]
end of this class. You earn more at higher levels as shown Starting at 9th Level, your knowledge and experience has
in the “Maneuvers Known” Column of the Superior Tactics provided you with amplified knowledge on how to handle
table. Many Maneuvers enhance you or your allies in some difficult, if not impossible situations.
way. You can only use one maneuver per attack. When you You can gain the benefit of two Generalizations of
take a short rest, you may switch any maneuver you know your choice at a time from the Jack of All, Master of None
for another you qualify for. class feature.
Superiority Dice: You have two superiority dice, which are
d10’s, you earn more at higher levels, as shown in the MASTERED SIGNATURE TECHNIQUE
Superiority Dice column of the Superior Defense table. A [CHANGED]
superiority die is expended when you use it. You regain all At 14th level, others wish they were of your caliber. You
of your expended superiority dice when you finish a short may gain the benefit of an additional feature, granted by
or long rest. the Signature Technique class feature.
Saving Throws: Some of your maneuvers require your
target to make a saving throw to resist the maneuver’s MASTERED SIGNATURE JUTSU [CHANGED]
effects. The saving throw for each maneuver is listed At 17th level, you can choose the final benefit granted by
within the maneuver itself. the Signature Jutsu class feature.

MASTER OF TACTICS [CHANGED] UNMATCHED TACTICS [CHANGED]


Starting at 3rd Level, Unlike other Shinobi, your ability to At 20th level, you can gain the benefit of any number of
control a combat comes from your masterful control of the maneuvers you would like per attack.
battlefield and tactical acumen. You can gain the benefit of Additionally, you may gain the benefit of an additional
up to two Maneuvers per attack or jutsu cast. Generalization granted by the Jack of All, Master of None
Additionally, once per creature, per turn you can class feature.
choose to spend one superiority die. When you do select S UPERIOR T ACTICS T ABLE
either yourself or one allied creature within 30 feet of
you. The chosen creature gains a bonus to their next d20 Scout-Nin
roll, equal to the result. Level Superiority Dice Maneuvers Known
Beginning at 6th level, whenever you would score a 3rd 3 3
critical hit with an attack or roll a natural 20 on an
4th 3 3
ability check or Saving throw, you regain 1 Superiority
die. 5th 3 3
6th 4 4
SIGNATURE MANEUVER [CHANGED] 7th 4 4
Also at 3rd Level, you have learned to efficiently utilize
your learned maneuvers’ far better than other Shinobi you 8th 4 4
consider your peers. Select one maneuver that you know 9th 5 5
with the Tactical keyword. Whenever you use that
10th 5 5
maneuver you can choose to roll a d4, and use it instead of
expending a superiority die once per turn. You can select a 11th 5 5
second maneuver beginning at 9th level. 12th 6 6
You can switch all selected Signature Maneuvers when
13th 6 6
you would complete a rest.
14th 7 7
TACTICAL SUPERIORITY [CHANGED] 15th 7 7
Beginning at 6th level, your training has lead you down a
16th 8 8
path unexplored by many. You have made it your job to
become the most well-prepared Shinobi in a room full of 17th 8 8
shinobi some would consider superior to even you. 18th 9 9
19th 9 9
20th 10 10

85
TRICKSTER SCOUT TRICKSTERS SOUL BINDING [CHANGED]
Beginning at 6th level, you learn to fuse with your void
The Scout-Nin who choose to become a Trickster have
soul becoming your true, fully realized self for a short
become true to themselves and those around them. By
period of time. As a bonus action, you can fuse with your
accepting who they truly are, they have gained the
Void Soul for up to 1 Minute. While fused, you are treated as
ability to manifest the best version of themselves, albeit
if you have summoned your Void soul but you cannot
in the most romanticized way. Using this power to assist
summon them as a separate creature with the Void Soul
them in life, both in and out of combat.
Awakening class feature. This form ends early if you are

SUPERIOR TRICKSTER unconscious or die. This fusion manifests itself as a helmet


or mask of your description. While fused you gain the
Beginning at 3rd level you lean maneuvers that are
following benefits; You can use this feature once per short
fueled by a special dice called Superiority Dice
rest. If you would attempt to gain this benefit again after
Maneuvers: You learn one maneuver of your choice,
using it once, you may spend 1 Superiority Die to do so.
which are detailed in the Trickster Maneuvers Section at
the end of this class. You earn more at higher levels as • Tricksters Potential. When you score a critical hit, roll a
shown in the “Maneuvers Known” Column of the natural 20 or a hostile creature targeting you critically
Superior Trickster table. Many Maneuvers enhance an fails, or rolls 10 or less total, against you or a jutsu you
attack in some way. You can only use one Maneuver per casts Save DC, you can roll 2 Hit die, regaining the result
attack. When you take a long rest, you may switch one as hit points. (This does not spend the hit die.)
maneuver you know for another you qualify for. • Tricksters Sight. You can see normally in darkness, both
Superiority Dice: You have two superiority dice, which are normal and chakra based out to a distance of 120 feet.
d6’s, you earn more at higher levels, as shown in the • Tricksters Spirit. You have advantage on Wisdom and
Superiority Dice column of the Superior Movement table. Charisma Saving throws and ability Checks.
A superiority die is expended when you use it. You regain • Tricksters Words. You can influence a creature in battle
all of your expended superiority dice when you finish a once per turn. If influencing an allied creature, they add
short or long rest. 1d6 to any one ability check, saving throw or attack roll
they make. If influencing a hostile creature, they reduce
VOID SOUL AWAKENING their next ability check, saving throw or attack roll by
Starting at 3rd level, you learn a special Fuinjutsu half of 1d6. (Your Choice) You can use Tricksters words
technique to create a Chakra Construct known as a Void in this way a number of times equal to your Charisma
Soul, a manifestation of your true self, that you can call Modifier per rest.
upon for support, both in and out of combat. You can
name it if you wish as it will always abide by your HEAT RISER [CHANGED]
command regardless of the title you give it. Beginning at 9th level, your ability to drag down enemies
This chakra construct can be summoned or called upon or to enhance the hearts of your allies have strengthened.
for aid as a bonus action. When summoned it occupies When you use a Trickster Maneuver on a creature, you may
your space alongside you and becomes visible to everyone as a part of the same action, use another maneuver
who can manipulate chakra, also while summoned you targeting the same creature. The maneuver selected must
can calculate your AC using your Charisma instead of your either help or hinder the target based on the triggering
Dexterity for the duration. Maneuver or Tricksters Words Effect. You must spend a
Once summoned, you can command it as a free action. Superiority die as normal.
When you do, it uses your Actions, Bonus Actions and • If the triggering effect would boost, increase or aid the
Reactions as needed to accomplish the given task. Your creature, the additional maneuver must boost, increase
Void soul uses the following Statistics found at the end of or aid the creature in some way.
this class section; Your Void soul has the following rules • If the triggering effect would impose a penalty, reduce or
• Your Void Soul can cast any jutsu you know using its hinder the creature, the additional maneuver must
own statistics and can use any Scout-Nin class impose a penalty, reduce or hinder the creature in some
features or Maneuvers you can as if you used them. way.
• Has the same movement speed as you and can exist no
further than 120 feet away from you before it WILLPOWER SURGE
dismisses itself. Beginning at 14th level, your ability to call upon your Void
• Shares your Chakra Points. soul has reached a new level of control and prowess. When
• If you and your Void Soul would make a saving throw casting a jutsu without your Void soul active, you may
against the same effect, you only make one save, using temporarily call upon your Void soul. When you do this,
the higher bonus, instead of two saves and suffer the your Void soul momentarily comes forth and casts the
effects only once, not twice. jutsu for you. When casted this way the jutsu ignores any
• The Void Soul Selects two Ability score in which it Hand Sign (HS) component it may have.
gains proficiency in its saving throws the first time it Additionally, the jutsu deals additional damage equal to
is summoned. Once selected it cannot be switched. The twice your charisma modifier or increases the dc of your
void souls calculates its saving throws as normal. jutsu by half of your charisma modifier (Rounded Down).
Beginning at 14th level, you select a third ability score. Alternatively, if you are benefiting from Tricksters Soul
Binding when you use this feature, you both cast the jutsu
You can dismiss your Void soul as a bonus action on
simultaneously enhancing it. You gain the previous benefit
your turn or when you fall unconscious. Finally, your Void
allotted by this feature, in addition to a bonus to attack and
soul’s Ability Scores increase the stronger your
damage rolls equal to your Charisma Modifier.
personality becomes. For every +1 bonus you have to your
Regardless, you may use this feature a number of times
Charisma Modifier, you can increase two of your Void
equal to your charisma modifier per long rest. If you
soul’s ability scores by +2, up to a maximum of 20.
attempt to use this feature when you have no more uses
left, you may spend a superiority die to use it once.

86
CHANGE OF HEART [CHANGED]
Beginning at 17th level, your resolve has strengthened,
and with it, your Void soul has strengthened as well.
Your Void soul gains immunity to non-chakra enhanced Medium Construct, unaligned
attacks or resistance to two damage types of your choice.
(Pick one).
Alternatively, while you are gaining the benefit of
your Tricksters Soul Binding class feature, you gain one of
Speed Equal to yours
following additional benefits. You must complete a long
rest to switch which benefit you gain;
• Messiah. When a creature within 60 feet of you would 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
be reduced to 0 hit points or less, you can, as a
reaction spend 1 superiority die. When you do, they
instead fall to 1 hit point, then gain temporary hit
Senses Darkvision 30 ft., passive Perception 10
points equal to 5 times the result.
• Izanagi. When you would spend a superiority die
Immutable Form. The Void Soul is immune to any Jutsu or effect that would
targeting an allied creature, if the combined total of
alter its form.
their d20 and your superiority die is 20 or greater,
they treat it as rolling a natural 20. Inexhaustible. The Void Soul cannot cast jutsu or use effects that would
• Satanael. Your superiority die are now D8’s and the die increase its own ranks of exhaustion.
used for Tricksters words becomes a d8 as well. Chakra Construct. The Void Soul attacks are chakra enhanced.

MASTERY OF SELF
Beginning at 20th level, the resolve in your heart has
reached its apex. Your will cannot be faltered and you are
now able to stand against all your hardships in life with
steadfast determination.
While your Void soul is summoned, or you are gaining
the benefits of Tricksters Soul Binding you and your Void
soul gain immunity to the charmed, fear, berserk, dazed, Credit: Persona 5 Royal
and weakened conditions.

SUPERIOR TRICKSTER TABLE


Scout-Nin Level Superiority Dice Maneuvers Known
3rd 3 3
4th 3 3
5th 3 3
6th 4 3
7th 4 3
8th 4 4
9th 5 4
10th 5 4
11th 5 4
12th 6 4
13th 6 5
14th 6 5
15th 7 5
16th 7 5
17th 7 5
18th 8 6
19th 8 6
20th 8 6

87
SCOUT-NIN MANEUVERS LEADERS AUTHORITY [CHANGED]
[ADDED 6/19/22]
Scout-Nin Keyword: Specialized
When you hit a creature with an attack, you can expend
The maneuvers are presented in alphabetical order. one superiority die. All hostile creatures within 15 feet of
you must make a Wisdom saving throw vs your Save DC
ARBITER MANEUVERS (If Weapon or Unarmed, Taijutsu save DC), gaining 1
rank of fear of you for the next minute. A Creature
ASSISTED ACCURACY frightened by this effect remakes their saving throw at
You may spend a superiority die targeting one allied the end of their turns to end the condition.
creature within 30 feet of you. When you do, the next
time they would make an attack of any type, they add the LEADERS PRESENCE [NEW]
superiority die to the attack roll. On a successful hit of When you hit a creature with an attack, you can expend
the allied creatures attack, if you make the same type of one superiority die. All allied creatures within 15 feet of
attack, targeting the same creature, on your next turn, you can feel your presence, automatically ending any 1
you add the same superiority die to your attack roll. Mental or Sensory based Condition currently afflicting
them, if any of your choice.
ASSISTED CONTROL
You may spend a superiority die targeting one allied LEADERS WILL [CHANGED]
creature within 30 feet of you. When you do, the next When you hit a creature with an attack, you can expend
time they would force a hostile creature to make a saving one superiority die. When you do, if you are under any
throw of any type using a Jutsu they cast, they add half effects that required you to make a saving throw of any
of the result of the superiority die to the save DC (Min 1.). type and you previously failed, causing you to suffer
If a hostile creature failed the saving throw of your allied those effects. You immediately remake the saving throw,
Creatures Jutsu, if you make an attack of any type, adding the superiority die to the result of your saving
targeting one of the failing creature(s), on your next throw.
turn, you add the same superiority die to your first
damage roll against that creature. LEADERS ARBITRATION [NEW]
Scout-Nin Keyword: Specialized
ASSISTED DEFENSE [NEW] As an action, you can spend one superiority die,
You may spend a superiority die targeting one allied targeting all creatures of your choice within 60 feet of
creature within 30 feet of you. When you do, the next you. All selected creatures must succeed a Wisdom or
time they would make a saving throw of any type, they Intelligence saving throw (Your choice) vs your Ninjutsu
add half the superiority die to the result. On a successful (or Genjutsu save DC). On a failed save they become
save, you add the same superiority die to your next unable to willingly lie, deceive or even speak with a
saving throw before the end of your next turn. hostile tone or nature towards you and other creatures
allied with you, instead preferring to find a middle
ASSISTED POWER ground or one both sides can benefit from.
You may spend a superiority die targeting one allied
creature within 30 feet of you. When you do, the next
time they would make an attack of any type, they add the
superiority die to the damage roll. On a successful hit of
the allied creatures attack, if you make the same type of
attack, targeting the same creature, on your next turn,
you add the same superiority die to your damage roll.

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

LEADERS EXAMPLE [CHANGED]


When you hit a creature with a melee attack,
you can expend one superiority die adding
the result to your attack roll. On a successful
hit, select one allied creature within 30 feet
of you. If that creature makes the same type
of attack, targeting the same creature on their following
turn, they add the result to their next attack roll.

88
ASSAULT MANEUVERS MENACING WEAKNESS [CHANGED]
Spend one superiority die in an attempt to strike at the
AMPLIFIED FORCE [CHANGED] target weakness. The next time you would make an
Scout-Nin Keyword: Specialized attack, add twice the number rolled to the damage of the
When you cast a jutsu, that forces a creature to make a attack. Select one creature you can see within 30 feet of
saving throw of any kind, you can expend one you. That creature must succeed on a constitution saving
superiority die, increasing the save DC by half the result. throw vs your Highest Jutsu DC, if tied pick one. On a
failed save select one damage type from the following;
AMPLIFIED CRIPPLING [CHANGED] Bludgeoning, Piercing or Slashing. You deal double
When you hit a creature with an attack, you can expend a damage to the chosen creature with the chosen damage
superiority die to cripple its movement. Add twice the type the next time you would deal that type of damage.
number rolled to the damage rolls of the attack. The
creature must succeed on a Constitution saving throw vs MENACING PRECISION [NEW]
your attacks save DC (If Weapon or Unarmed, Taijutsu When you make an attack roll of any type against a
save DC) or have its movement speed halved. A creature creature, you can expend one superiority die to add the
must spend an action to make a Constitution (Athletics) result to the roll. You can use this maneuver before or
check vs the save DC, regaining its full movement speed after making the attack roll, but before any effects of the
on a success. attack are applied. On a successful hit, you gain half of
the original bonus to the next attack you make before
AMPLIFIED CRITICAL [CHANGED] the end of the current turn. On a successful hit of the
Scout-Nin Keyword: Specialized second attack, you gain half of the previous attacks
When you declare an attack, you can expend a bonus to hit, to the first attack you make at the
superiority die, recording the result. The first attack beginning of your next turn.
made increases its critical threat range by half of the
result (Rounded down). MENACING FEINT [NEW]
When you would miss with an attack, you can spend one
AMPLIFIED KNOCK BACK [CHANGED] superiority die, the next time you would make an attack
When you hit a creature with an attack, you can expend against the same creature before the end of the current
one superiority die to attempt to knock the opponent turn, you add twice the number rolled to the attack roll
back. You add twice the superiority dies result to the of that attack. On a hit, you gain the benefits of the
attack’s damage roll, and the target must make a Disengage action allowing you to move away from the
Strength saving throw vs your save DC (If Weapon or damaged creature without provoking opportunity
Unarmed, Taijutsu save DC). On a failed save, the target attacks.
is thrown back a number of feet equal to 10 x the result
of the superiority Die and falls prone. A creature who’s MENACING RETALIATION [NEW]
movement is interrupted by a solid surface (such as a When you would take damage from an attack, from a
tree or wall) takes bludgeoning damage equal to 2d6 for creature within range of one of your unarmed, weapon
every 10 feet you would have thrown them. or Melee or Ranged Jutsu based attacks, you can spend
one superiority die and your reaction, to make one
AMPLIFIED STRIKES [CHANGED] unarmed or weapon attack, or cast one jutsu that
When you would cast a jutsu that requires an attack roll, requires you to make no more than one melee or ranged
you can expend one superiority die, recording the result. attack roll, adding twice the spent superiority dies result
Select a number of creatures within 5 feet of your first to the damage dealt.
target. Add your superiority die to the first attack roll of
the jutsu cast. On a hit, the initial target and all selected
targets, suffer the damage of that attack as if they were
the original target. This does not inflict any effects the
jutsu would normally inflict to a creature hit by it, to
chosen adjacent creatures.

MENACING ASSAULT [CHANGED]


Spend one superiority die to attempt to frighten
everything around you. The next time you would make
an attack, you add twice the superiority dies result to the
attack’s damage roll and all creatures within 20 feet of
you, of your choice must make a Wisdom saving throw
vs the Save DC (If Weapon or Unarmed, Taijutsu save
DC). On a failed save, affected creature gains ranks of
fear equal to half the result of your superiority die for
the next minute. A creature who would deal damage to
you ends the fear condition on itself.

89
CLONING MANEUVERS CLONE FRENZY [CHANGED]
If you have one or more clones active, you may spend a
CLONES AGILITY [CHANGED] superiority die. The next time you command your clones to
When you use a bonus action to command a clone to attack, they add the result of the roll to the attack and
perform an action of any type, you can expend one damage rolls they make if any. Additionally, clones that
superiority die to allow a number of clones equal to half of would normally deal half damage instead, deals the full
the result (Rounded down) to take an additional damage of the jutsu.
movement. When they take this additional movement,
their movement speed is doubled until the end of the CLONES MORALE BOOST [CHANGED]
current turn. This movement does not provoke attacks of Scout-Nin Keyword: Specialized
opportunities. When you use a bonus action to command your clones to
perform an attack of any type, you can spend one
CLONE SWAP [CHANGED] superiority die to increase the result of the attack roll of up
When you are hit with an attack, as a reaction, before the to 2 clones by the result rolled, or the Save DC by Half the
effect of the attack applied to you, you may spend a result rolled (Min 1).
superiority die to switch places with a clone within 30 feet
of you. When you switch places, no movement is made, you PREPARED CLONE [CHANGED]
and the clone instantly swap places. When you or a clone would take damage from an attack, you
can spend your reaction, when you do, all clones currently
CLONE COMBO [CHANGED] active casts a Jutsu targeting the triggering creature. At the
When you use a melee or ranged attack, if you have at least conclusion of this casting all active clones are dismissed.
one clone active, you can spend one superiority die to have
the clone perform the same attack as a part of the same DURABLE CLONE [CHANGED]
action, dealing half damage on a success. You can spend an When you command your clones to take any action or when
additional superiority die for each additional clone you want your clones would take damage, you can, spend a
to perform the same attack. If the attack you are using is the superiority die. They gain temporary hit points equal to five
result of a Jutsu you cast, each selected may cast the select times the result until the end of the current turn.
jutsu at half cost.
ELITE CLONE [NEW]
CLONE DEFENSE [CHANGED] Scout-Nin Keyword: Specialized
When an allied creature is hit with an attack that is within 15 When you would summon more than one clone as a result of
feet of your clone, as a reaction, before the effect of the casting a Jutsu that summons a clone, you can spend a
attack applied to them, you may spend a superiority die to superiority die as a part of the casting. When you do, you
have either yourself or a clone interpose the attack, taking instead only summon one clone, but this clone has the
the damage or effect of the attack. You or the clone must be combined total Hit and Chakra points that all summoned
aware of the attack to use this maneuver. The protected ally clones would have separately. If the clones summoned
gains a bonus to their AC or All Saving throws equal to half instead has a limited number of jutsu it can cast, it instead
the result of the superiority die, until the beginning of their now has an increased limited on that number equal to the
next turn. sum that all summoned clones would have separately. This
clone adds twice the chosen superiority die to all damage
CLONE ENDURANCE [CHANGED] rolls it makes, once per turn for the duration of its
When you summon at least one clone, you may spend a existence. You can only have One clone created by this
superiority die. When you do, one of the clones summoned Maneuver active in this way at a time.
can cast a number of additional jutsu equal to half the result
of the superiority die. If the clone summoned has chakra, it CLONED TECHNIQUE [NEW]
instead gains a number of chakra points equal to Scout-Nin Keyword: Specialized
twice result of the die. Select at least one clone currently active. You can
spend one superiority die. When you do the clone
can gain the benefits of all of your Class
and Clan features until the end
of your next turn.

90
DEFENSIVE MANEUVERS REVENGE GUARD [NEW]
Scout-Nin Keyword: Specialized
DISTRACTING DEFENSE [CHANGED] When you would cast a Jutsu that would grant you,
When you see an allied creature is targeted with an Damage reduction or Temporary hit points, you can
attack, you can expend one superiority die to distract the spend a superiority die. When you do, the first instance
creature, giving your allies an opening. The ally gains a of damage your Temporary hit points, or your Damage
bonus to their AC equal to half the result against the reduction would interact with this turn is echoed
triggering attack, and can spend their reaction to make outward affecting all hostile creatures within 10 feet of
an Unarmed or Weapon attack at advantage against the you. All Hostile creatures of your choice within range
triggering creature, adding the superiority die to the must succeed a Dexterity saving throw against the
attack’s damage roll. original DC of the Attack or Jutsu (If Weapon or
Unarmed, Taijutsu save DC). On a failed save they take
DEFENSIVE ENHANCEMENT [CHANGED] the same damage inflicted from the attack or jutsu +
You can expend one superiority die to enhance an allied twice the result of your Superiority die. On a successful
creature you can see, other than yourself, granting them save they take half. you add twice the result of your
temporary hit points equal to twice your superiority die Superiority die to the result.
roll + your Scout-Nin Level, which last for 1 minute.
Additionally, the next time the target makes a Strength TEAM GUARD [NEW]
or Constitution ability check or saving throw while it has When you are within 10 feet of an allied creature, you can
these temporary hit points, it gains a bonus equal to spend one superiority die. All allied creatures, including
your superiority die. It can only gain this bonus once per yourself, within range gain a +2 Bonus to their AC, and
use of this maneuver. all Saving throws made until the end of your next turn so
long as they remain within 10 feet of you. If any affected
DEFENSIVE GOADING [CHANGED] creature would take damage you reduce the damage
When you would deal damage to a creature, you can taken by the result of the superiority die.
expend one superiority die to attempt to goad the target
into attacking you. You add the superiority die to the LAYERED SHIELD [NEW]
damage roll and the target has disadvantage on all attack Scout-Nin Keyword: Specialized
rolls against targets other than you until the end of your When you would take damage while your Chakra Barrier
next turn. has 0 Hit points, you can spend any number of
superiority die. When you do, it gains a number of hit
DEFENSIVE RALLY [CHANGED] points equal to 5 times the result, until the end of the
On your turn, you can use a bonus action expend one current turn, returning back to 0 hit points.
superiority die to bolster the resolve of all of your
companions. When you do so, all allied creatures of your
choice gains temporary hit points equal to three times
the result of your superiority die until the end of each of
their turns.

DEFENSIVE REASSURANCE [CHANGED]


You can expend a superiority die and call out to a
creature within 60 feet that can see or hear you that has
to make a Dexterity or Intelligence saving throw, as you
reassure them of your presence and aid. When you do so,
that creature adds half of the amount rolled to their save.
If that creature would pass their saving throw, you gain a
1d4 bonus to your next Dexterity or Intelligence Saving
throw made within the next minute.

DEFENSIVE RAMPING [NEW]


When you would cast a Jutsu that would grant you and
no one else, Temporary Hit points, you can spend a
superiority die. When you do, all allied creatures within
10 feet of you gain the benefit of the jutsu cast, until the
end of the current turn, regardless of the jutsu’s
duration. When you would roll to determine the number
of temporary hit points gained, you add twice the result
of your Superiority die to the result.

DEFENSIVE REBUKE [NEW]


When you would cast a Jutsu that would grant you and
no one else, Damage reduction, you can spend a
superiority die. When you do, all allied creatures within
10 feet of you gain the benefit of the jutsu cast, until the
end of the current turn, regardless of the jutsu’s
duration. When you would roll to determine the damage
reduction gained, you add twice the result of your
Superiority die to the result.

91
ELEMENTAL MANEUVERS PRIMAL RECOVERY [CHANGED]
Scout-Nin Keyword: Specialized
ELEMENTAL DISRUPTION [CHANGED] You may quickly send a surge of chakra through your
When you hit a creature with a weapon or jutsu attack, chakra coils, giving them a burst of energy. You may
you may strike them in such a way that their chakra spend a superiority die, regaining chakra points equal to
pathways get blocked up. Expend one superiority die, the the results of the.
next jutsu that creature casts costs additional chakra
equal to twice number rolled. PRIMAL POWER [NEW]
You may quickly send a surge of chakra through your
ELEMENTAL BEING [CHANGED] body, enhancing your next attack with elemental power,
Scout-Nin Keyword: Specialized so unwieldy that it becomes difficult to control. You may
As a reaction to being targeted by an attack, you can turn expend one superiority die, adding four times the result
into your element and have it pass through you. You may to the damage dealt, but reducing your to hit by the
expend one superiority dice and increase your AC by an result.
amount equal to half the number rolled until the end of
the current turn. PRIMAL ENHANCEMENT [NEW]
If the triggering creature is within 5 feet of you and Scout-Nin Keyword: Specialized
their attack misses, they then take damage equal to When you would cast a jutsu that reduces damage or
three times the number rolled as your chosen element's gives yourself Temporary Hit points with your chosen
damage type. (Water Release = Cold) nature release keyword, you may spend one superiority
die increases the die used to reduce damage or grant
ELEMENTAL MALADY temporary hit points by one step, and adds twice the
Scout-Nin Keyword: Specialized result of the superiority die to the result.
When you cast a Jutsu with your chosen nature release
keyword, that deals damage, you may expend one PRIMAL BULLY [NEW]
superiority die and add it to the damage dealt or half the When a creature would be afflicted by a condition as a
result to the Save DC. If the Jutsu inflicts a condition, it result of a jutsu you cast, you can spend one superiority
inflicts an additional rank of the condition (If able). If it die, when you do you inflict the condition of your nature
doesn't inflict a condition, creatures hit by it must make release as shown in the Elemental Condition table.
a Constitution Saving Throw against your relevant Save
DC or gain an Elemental Condition until the end of your E LEMENTAL C ONDITION TABLE
next turn. (See Elemental Condition table)
Nature Release Conditions
HEIGHTENED JUTSU [CHANGED] Fire Release 1 Ranks of Burned
Scout-Nin Keyword: Specialized
You can empower your Elemental Jutsu to a much higher Water Release 1 Ranks of Chilled
degree, breaking through defenses. When you cast a Wind Release 1 Ranks of Bleeding
Jutsu with your chosen nature release keyword, you may Earth Release 1 Rank of Bruised
expend one superiority die and add three times it’s
result to the damage. Lightning Release 1 Ranks of Shocked

NATURED JUTSU
Scout-Nin Keyword: Specialized
You can amplify any Jutsu with your Nature Release and
even give it the properties of such. When you would cast
a Genjutsu, Taijutsu, or Bukijutsu, you may expend one
superiority die and add it to the damage dealt or increase
the Save DC by +1. It gains your chosen Nature Release
Keyword and it’s damage is now that of your chosen
nature release (Water Release = Cold).

PRIMAL AFFLICTION
Scout-Nin Keyword: Specialized
You may surround your weapon or hands
and feet in Elemental Chakra, giving it
additional strength. When you hit a
creature with a melee attack, you
may expend one superiority die.
When you do, you deal additional
damage equal to twice the result of
your chosen nature releases
associated damage type. (Water
Release = Cold). They must also
make a Constitution Saving Throw
against the relevant Save DC, gaining
the condition of your element shown in
the Elemental Condition table.

92
PATHFINDER MANEUVERS SWITCH PORT [CHANGED]
Scout-Nin Keyword: Specialized
BLITZ ASSAULT [NEW] When you cast a jutsu that allows you to teleport or
While you are gaining the benefits of a jutsu that grants you and only you, a bonus to your movement
increases your movement speed or you have teleported speed, you can spend a superiority die and target an
immediately before declaring an attack, with the attack allied creature within 10 feet of you. If the jutsu would
action, you can spend one superiority die. When you do, teleport you, that creature teleports instead, and can add
you can make a number of additional attacks equal to the the superiority die to the next attack roll it makes before
result of the superiority die. You cannot add your ability the end of its next turn. If the jutsu would grant you a
modifier or any bonus to damage rolls only using your bonus to your movement speed, they gain the effects of
weapons or unarmed damage die, unmodified by jutsu, the jutsu instead of you for its listed duration as if they
seals, feats or features. had cast it. If the jutsu requires concentration, you can
choose if they or you will maintain concentration when
BLITZ STEP [CHANGED] this maneuver is used. Once decided, you cannot change
When you cast or use a jutsu that allows you to teleport who is maintain concentration.
or increase your movement speed, you can spend a
superiority die to increase the distance of your teleport SWAP SPOTS [CHANGED]
or the increase in movement speed, increase the Scout-Nin Keyword: Specialized
distance or speed increase by a number of feet equal to 5 When you cast or use a jutsu that allows you to teleport,
times the number rolled, until the end of the current you can expend a superiority die and choose a creature
turn. within the teleport's range. You swap places with that
creature, and if they are a willing ally, you add the result
BLITZ SHOCK [CHANGED] of the superiority die roll to that creature's AC against
Immediately after you cast or use a jutsu that allows you the next attack targeting them. If the creature is
to teleport, you can expend a superiority die. Each unwilling, they must succeed on a Charisma saving
creature within 5 feet of you takes force damage equal to throw against your Ninjutsu (or Taijutsu) save DC. On a
three times the superiority die result. failed save they swap places with you. An unwilling
creature has their AC reduced by an amount equal to half
BLITZ GUARD [CHANGED] of the result of your superiority die.
While you are gaining the benefits of a jutsu that
increases your movement speed, and you would take BLITZ STRIKE [CHANGED]
damage, you can spend one superiority die and a While you are gaining the benefits of a jutsu that
reaction. When you do, reduce your current speed by increases your movement speed, and you would cast a
half, until the end of your next turn. jutsu that requires no more than one melee attack, you
Reduce the triggering damage by 5, for every 10 feet of can spend a superiority die. You convert your speed into
movement your speed was reduced, up to a maximum of strength, rolling your superiority die adding three times
10 times the result of the spent superiority die. the result to the damages roll and overwhelming the
target on a hit, forcing them to make a Constitution
BLITZ SWAP [CHANGED] saving throw vs the Jutsu’s save DC. On a failure, they
As a reaction when one of your allies within 60 feet of become incapacitated until the end of their next turn.
you is targeted by an attack or forced to make a saving
throw, you can expend a superiority die to swap places BLITZ RECOVERY [CHANGED]
with them, becoming the new target of the attack of While you are gaining the benefits of a jutsu that
forcing you to make the saving throw. Add half of the increases your movement speed, and you would cast a
superiority die result as a bonus to both your own and jutsu or use a feature that restores hit points to only
the allied creatures AC and saving throws against the yourself, you can spend one superiority die, adding twice
triggering effect, until the end of the current turn. the result to the healing.

SPEEDY RECOVERY [NEW]


Scout-Nin Keyword: Specialized
While you are under the effects of a condition, jutsu, or
trait that would reduce your movement speed or prevent
you from taking reactions, you can spend a superiority
die. Immediately make an additional saving throw or
ability check to resist the condition, jutsu or trait vs its
original DC, adding the result of your superiority die to
your saving throw or ability check bonus. If it does not
have a DC to resist, the DC becomes 10 + Triggering
creatures or environmental effects level/rank (D-Rank:
5, C-Rank: 7, B-Rank: 9, A-Rank: 11, S-Rank: 13)..

93
PHANTOM MANEUVERS PHANTOM HAUNTING [CHANGED]
Scout-Nin Keyword: Specialized
GHASTLY STRIKE [CHANGED] When a creature within 5 feet of you would move away
When you would deal damage with an attack, you can from you any number of feet, you may, as a reaction,
quickly make the attack ethereal, attacking their mind spend 1 superiority die. When you do, you become
form by spending 1 Superiority Die. The damage of the invisible and move a number of feet, up to your maximum
attack becomes Psychic Damage, adding twice the result speed, ignoring difficult terrain and other creatures
of the superiority die to the result. The target must make a spaces, ending your movement as close as possible to the
Wisdom Saving throw vs the attack types DC (If Weapon triggering creature. Your invisibility immediately ends, as
or Unarmed, Taijutsu save DC). On a failed save the target you make a single weapon attack against the creature at
gains 1 rank of fear against you for the next minute. If the advantage, adding twice the superiority die result to the
target of this maneuvers attack has 2 or more ranks of damage roll.
fear, you instead add four times the result to the damage
dealt. PHANTOM MOVEMENT [CHANGED]
Scout-Nin Keyword: Specialized
GHASTLY VISAGE [CHANGED] When you would make a saving throw or ability check in
As a bonus action, you can spend one superiority die. an attempt to move through a normally impassable
When you do, you transform your body into one with surface, barrier, or wall. (Such as the effects of the
either a horrifying physique or a calming look. Uzumaki Clan Jutsu; Adamantine Barrier, or Non-
If horrifying; Hostile creatures within 30 feet of you must Elemental Ninjutsu; Forcecage) You may spend 1
succeed a Wisdom Saving throw vs your Genjutsu Save DC. superiority die. When you do, you become ethereal,
On a failed, save they drop their weapons and must spend becoming able to move through solid surfaces, until the
all their movement attempting to get away from you until end of your movement.
the end of each of their next turns. Additionally, you add the result to your Saving throw,
If calming; All allied creatures within 30 feet of you or double the result to your Ability check made to move
currently Charmed, Berserked, Dazed, Feared, or Blinded, towards, or through the normally impassable surface,
are healed of one of the listed conditions (your choice). barrier or wall.

GHASTLY WAIL [CHANGED] SHADOW SNATCH


Scout-Nin Keyword: Specialized When a creature you can see within 30 feet of you would
You can release a powerful echoing force of ghostly hit an allied creature with an attack, you may spend a
chakra that vibrates the spirits of those caught within. superiority die. When you do, you create a ghostly web of
As an action, by spending a superiority die, all creatures chakra that grabs ahold of their ethereal selves, reducing
of your choice within 30 feet of you must succeed a their attack roll, by the result.
Charisma saving throw vs your Ninjutsu (or Genjutsu)
Save DC (Your choice). On a failed save, the next Saving SHADOW DRAIN [NEW]
throw each creature makes is reduced by the result of your Scout-Nin Keyword: Specialized
superiority die and becomes blinded until the end of their When a creature you can see within 30 feet of you would
next turn. gain a bonus to hit or damage from a jutsu, feature or
trait, you may spend a superiority die. When you do, you
PHANTOM AVOIDANCE [CHANGED] attempt to drain and steal a bit of their power through
Scout-Nin Keyword: Specialized their shadow, into your own. They must make a Wisdom
You become ethereal, just as an attack would strike you. saving throw vs your Ninjutsu (or Genjutsu) save DC. On
As a reaction, when you would be hit by an attack or a failed save, they lose the bonuses granted to hit or
would make a saving throw that would deal damage to damage, while you gain the benefit of that bonus to hit
you, you can spend 1 Superiority die, when you do, you or damage for a number of turns equal to half the result
become incorporeal just as the attack would hit you. You of your superiority die.
take reduced damage equal to 3 times the result. Once you
use this Maneuver, you must use another Maneuver or SHADOW POOL [NEW]
complete a short rest, before using this maneuver again. While you are in Dim light or Darkness, you can spend a
superiority die. When you do, you and all creatures of
PHANTOM CLAW [CHANGED] your choice within 10 feet of you, gain Darkvision up to
When you target a creature whom you are hidden from or 60 feet which can see through chakra-based darkness
count as unseen against with a melee attack, you layer and gain a bonus to Stealth equal to the result of your
your attack in phantasmal chakra to tear through your superiority die while producing no sound when they
targets chakra coils, changing the damage type to Chakra move until the beginning of your next turn. This
Damage, while adding the result of the superiority die to movement does not include attacks or conversations.
the damage result.

94
TACTICAL MANEUVERS TACTICAL BREAKTHROUGH [NEW]
Scout-Nin Keyword: Tactical
SUPERIOR DISARMING TRIP [CHANGED] When you would make an attack or cast a jutsu that would
Scout-Nin Keyword: Tactical deal damage to a creature their reactionary attempts were
When you hit a creature with a melee attack, you can already a part of your calculations. Spend one superiority
expend one superiority die to attempt to knock the target die, recording the result.
down and take away any advantage they may have had If the target would reduce your damage or gain
over you physically. You add the superiority die to the temporary hit points as a result of a Reaction based jutsu,
attack’s damage roll, and if the target is large or smaller, feature or trait, you reduce their damage reduction or
it must make a Strength saving throw vs your attacks temporary hit point value by an amount equal to twice the
Save DC (If weapon or unarmed then Taijutsu Save DC). result of your superiority die until the end of the current
On a failed save, you knock the target prone, disarm and turn.
kick its weapon, if any 10 feet away and their movement
speed is reduced by half until the end of their next turn. TACTICAL ESCAPE [CHANGED]
You can expend one superiority die. When you do, you gain
SUPERIOR FEINT [CHANGED] the effects of the Disengage and Dash actions and you gain
When you would make an attack of any type, you can advantage on all Strength (Athletics) or Dexterity
Spend one superiority die to feint. When you do, your (Acrobatics) checks until the end of your next turn.
attack is made in a way to completely overcome your
targets defenses. Reduce the targets AC against the TACTICAL OVERWRITE [NEW]
attack by an amount equal to half the result of your Scout-Nin Keyword: Tactical
superiority die. When you would make an attack targeting a creature their
reactionary attempts were already a part of your
SUPERIOR MANEUVERS [CHANGED] calculations. Spend one superiority die, recording the
When you hit a creature with an attack, you can expend result.
one superiority die to maneuver one of your comrades If the target would gain a bonus to their AC as a result of
into a more advantageous position. You add the a Reaction based jutsu, feature or trait, you reduce the
superiority die to the attack’s damage roll, and you bonus to their AC by an amount equal to the result, to a
choose a friendly creature who can see or hear you. That minimum of their AC prior to the jutsu’s activation until
creature can move up to its full movement speed without the conclusion of your attack.
provoking opportunity attacks, gaining a bonus to their
next attack roll equal to half the result of your TACTICAL PARRY [CHANGED]
superiority die. When another creature damages you with an attack, you
can use your reaction and expend one superiority die to
SUPERIOR PRECISION [CHANGED] reduce the damage by three times the result of your
Scout-Nin Keyword: Tactical superiority die.
When you make an attack roll of any type against a If you would spend your reaction to cast a jutsu that
creature, you are attempting to strike the most vital reduces damage or grants you temporary hit points, you
point open against the target, you can spend up to four can instead spend a superiority die, adding twice the result
superiority die. When you do, increase your attacks to the damage reduced.
critical threat range by +1 for each spent superiority die. If this maneuver would help in causing an attack to miss
On a hit, you add all spent superiority die to the damage. or reduce the damage you take to your normal hit points to
0, the attacking creature is caught off guard becoming
SUPERIOR RIPOSTE [CHANGED] vulnerable to the next instance of damage you inflict on it
Scout-Nin Keyword: Tactical before the end of your next turn.
When a creature misses you with an attack, you can use
your reaction and expend one superiority die to make a TACTICAL STRIKE [CHANGED]
melee or ranged weapon attack against the creature. If When you take the Attack action on your turn, you can
you hit, you add twice the superiority dies result to the forgo one of your attacks to direct one of your companions
attack’s damage roll, and the creature gains 1 rank of to strike. When you do so, choose a friendly creature who
weakened. can see or hear you and expend one superiority die. That
creature can immediately use its reaction to take the attack
SUPERIOR SUPPRESSION [CHANGED] action or cast one jutsu of C-Rank or lower, adding the
Scout-Nin Keyword: Tactical superiority die to their attack or Damage roll (their choice).
When a Creatures currently under the effects of a jutsu
you cast would make a saving throw to resist its effects, TACTICAL TECHNIQUE [CHANGED]
you impart a lasting weight on them regardless of their Scout-Nin Keyword: Specialized
results. Spend one superiority die, reducing both their When you would make a weapon attack with a weapon with
next ability check and attack roll, by the result of your the Disarm, Grapple, Multiattack or Versatile properties
superiority die. you can spend a superiority die enhancing their effects
until the end of your next turn;
• Disarm/ Grapple: The opposing creature makes their
ability check at disadvantage.
• Multiattack: You can make a two weapon attacks with
this weapon as a bonus action, adding your ability
modifier.
• Versatile: The Versatile Damage Die is doubled for the
first attack made with the weapon.

95
TRICKSTER MANEUVERS POWER UP: FOCUS [NEW]
You spend a bonus action and expend a superiority to
DEBILITATE: RAKUNDA strengthen the next Jutsu you cast. You roll your
When you would make an attack or cast a Ninjutsu or superiority die and record the result. The next time you
Genjutsu that affects a hostile creature, you can expend deal damage with a Jutsu you cast, you increase the
a superiority die to weaken a creature’s defensive damage die by 1 Step.
capabilities. If this maneuver is used by your Void soul, or while you
One creature who would fail your Jutsu's saving throw are benefiting from Tricksters Soul Binding you instead,
takes additional damage equal to your level, the next increase the damage die by two steps and add twice the
time they take damage before the end of the current Superiority die to the damage rolled.
turn. If your attack does not trigger a saving throw then
affected creatures must make a Charisma Saving throw RAMP UP: RAKUKAJA
vs your Ninjutsu or Genjutsu save DC (Your choice.) In place of one of your attacks made by the Attack action,
If this maneuver is used by your Void soul, or while you you spend a superiority to strengthen an allies defense.
are benefiting from Tricksters Soul Binding, they instead gain Target an allied creature within 20 feet of you and roll
vulnerability to the first instance of damage before the end your die. The target’s AC is increased by the result against
of your next turn. the next attack made against it or it gains a bonus to its
next saving throw made equal to the result. Whichever
DEBILITATE: TARUNDA comes first.
When you would make an attack or cast a Ninjutsu or If this maneuver is used by your Void soul, or while you
Taijutsu that affects a hostile creature, you can expend a are benefiting from Tricksters Soul Binding you also grant
superiority die to cripple a creature’s power. Record the the creature, resistance to one damage type of your choice
result. that lasts a number of its turns equal to the result.
Target creature must make a Strength saving throw vs
your Ninjutsu or Taijutsu Save DC. On a failed save, the RAMP UP: TARUKAJA
next attack or jutsu the target makes/casts has its In place of one of your attacks made by the Attack action,
damage reduced by the result of twice your superiority you spend a superiority to strengthen an allies power.
die (Min 1.). Target an allied creature within 20 feet of you and roll
If this maneuver is used by your Void soul, or while your die. The next attack the target makes is heightened.
you are benefiting from Tricksters Soul Binding you Increase the attack and damage roll by the result or if they
instead reduce their Damage by three times result. Reroll cast a jutsu that requires a saving throw, increase the Save
1’s and 2’s, taking the second result. DC by half of the result. Whichever comes first.
If this maneuver is used by your Void soul, or while you
DEBILITATE: SUKUNDA are benefiting from Tricksters Soul Binding, they also reroll
When you would make an attack or cast a Genjutsu or all 1’s and 2’s when making their damage rolls, taking the
Taijutsu that affects a hostile creature, you can expend a second result, or they increase the save DC by the total
superiority die to cripple a creature’s power. Record the result instead of half. (Pick one)
result
Target creature must make a Wisdom saving throw vs RAMP UP: SUKUKAJA
your Taijutsu or Genjutsu Save DC. On a failed save, the You spend a bonus action and a superiority die superiority
targets attack bonuses are reduced by an amount equal to strengthen an allies speed. Target a willing allied
to the result, until the end of their next turn. creature within 20 feet of you and roll your die.
If this maneuver is used by your Void soul, or while Immediately takes their turn. (This counts as them taking
you are benefiting from Tricksters Soul Binding you also their turn.) They gain a bonus to their speed equal to the
reduce their AC by an amount equal to half the result. result x 5.
(Min 1.) until the end of their next turn. If this maneuver is used by your Void soul, or while you
are benefiting from Tricksters Soul Binding you instead
POWER UP: CHARGE grant the creature a bonus to movement speed equal to
You spend a bonus action and expend a superiority to the result x 10 and they gain advantage on the first attack
strengthen the next Taijutsu or Bukijutsu you cast. The roll, ability check, or saving throw they make during the
next time you deal damage with a Taijutsu or Bukijutsu, turn you just granted them. (Whichever one comes first).
you reroll all 1’s and 2’s.
If this maneuver is used by your Void soul, or while ULTIMATE: REVOLUTION [NEW]
you are benefiting from Tricksters Soul Binding you You spend a bonus action and expend a superiority to
instead, deals double the damage rolled. introduce the highest stakes gamble you can make.
Record the superiority die result.
POWER UP: CONCENTRATE All willing creatures within 60 feet of you gains a bonus
You spend a bonus action and expend a superiority to to their critical threat range equal to half the result of
strengthen the next Ninjutsu or Genjutsu you cast. The your superiority die, until the end of each of their turns,
next time you deal damage with a Ninjutsu or Genjutsu, but they also gain vulnerability to the next instance of
you reroll all 1’s and 2’s. damage they take before the end of your next turn.
If this maneuver is used by your Void soul, or while If this maneuver is used by your Void soul, or while you
you are benefiting from Tricksters Soul Binding you are benefiting from Tricksters Soul Binding you also,
instead, deals double the damage rolled. reduce the cost of each creatures next jutsu cast by the
result of your superiority die.

96
HUNTER-NIN [ADDED This Subclass may in turn become more Ninja Tool

6/19/22]
focused in place of being specifically trap focused.
• Undertaker: This Hunter was designed initially to be the
Poison based Hunter. While this goal is mostly
SLIGHT REDESIGN completed and achieved, it is also not good at the job it
The Hunter class has been seen often as an inconsistent has. This will be updated alongside Blade Warden and
class. This redesign, is intended to approach and rectify Grave Stalker.
this. Hunter-Nin is intended to be the ultimate assassin, • Vice Agent: This creed is a unique one. Unlike a style of
lurker, Tracker, infiltrator and spy. But at the moment, assassination, it instead attempts to pull from another
they do not do this well. In fact, they do this rather media entirely and meld it around the concept of
poorly, with haphazardly designed features, which are assassination. For the most part it works, but it has
entirely my fault as a designer. needed to have its features updated in order to not be
The core Design philosophy I am following for the seen as poor or weak. I will review this subclass as per
Hunter-Nin core class moving forward will be to ensure usual and ensure that it meets my personal expectations
that the class does its job exceedingly well without the for this class moving forward.
need of extra Feats or Class dips. This class should never • Void Hunter: This creed is intended to operate in a niche
feel like another class can do its job better than it. This space where movement is king. For the most part, it
Class is a high damage, single attack focused class that works. This feels like the most well put together hunter,
should be able to keep up with and surpass other classes and by all accounts the strongest. This is not a death flag
in terms of single attack potency. The following Hunter- and I am not going around in an attempt to nerf things.
Nin Subclass will be as following the listed design But if any class features feel like they are a bit too strong
principles to help guide myself, and others to for the new class design overall, then it will be dealt with
understanding what and why any specific changes may accordingly.
have been made; • Wolf’s Creed: This creed was a personal project. It was
• Blade Warden: This creed was intended to function as worked on and released with Sekiro; Shadows die twice
the Kakashi Adjacent subclass, but it fails in so many in mind. The features are all selected with that media in
ways that it is extremely painful to even consider it as mind. It does what I wanted it to do rather well, but there
such. Moving forward this class will focus on trying to are a few mechanics that simply do not work well for it
capture the feel of Kakashi Hatake in a melee. This and needs to be redesigned in order to make it a more
Subclass will make use of potent martial features that consistent class.
• Hunters Exploits: When Hunters exploits were
will enable them to feel like a melee combatant
without also feeling like it is getting all of its tools too introduced, it was an attempt to fill out the slow and
slow/late. seemingly uneventful gameplay of the Hunter. It was a
• Field Medic: This creed is a part of the wrong Core great add, but what it didn’t do was fill in the dead space.
class. But It feels like it is far too late to remove it. This Moving forward Exploits will have a massive balance
Creed is attempting to make use of Healing based pass over each of them. Exploits will be broken up into
features within a class that broadly does not support Combat/Skill/Exploration based buckets. They will no
healing as a mechanic. This normally shouldn’t be a longer all function with combat in mind.
problem because Jutsu can shore up their lack of
options, but this is compounded by the fact Hunter-
Nin is a Low-Casting class. So, their issue are
compounded even further. This will be a difficult class
to fix honestly and I don’t want anyone to get their
hopes up. While it has been around a long time, it may
also be removed for complete/total lack of synergy
with its parent class. I will do my best, but this
subclass has its work cut out for it.
• Grave Stalker: This Subclass was initially
meant to act as the best-in-class Stealth/Spy.
This subclass was meant to be the one people
would use if they wanted to be able to get in and out
of a situation and no one even knew you were there.
But that is not what happened. Its subclass features
veered towards a mix of different goals that had
nothing to do with the initial design idea. This is one
of the older subclasses along with Blade Warden and
Undertaker so it is due for a philosophy update
alongside them both. Being one of the 3 oldest
subclasses, they are in line to have basically their
entirety rewritten to fit into the modern game.
• Trapsmith: This Hunter was meant to act as a Trap
based Ninja. Able to use traps in combat, in an attempt
to always get the drop on their foes. With the release
of the Tool-kit update, this class has fundamentally
become Redundant. This class along with its name will
most likely be reworked to instead work alongside
these kit-based traps, while also creating new ways to
use and set the traps provided by the kits in question.

97
CLASS FEATURES LETHAL ATTACK [CHANGED]
As a Hunter-Nin, you gain the following class features.
Finally, at 1st level, you know how to exploit a foes

PROFICIENCIES [CHANGED] distraction, drop in guard, and moment of hesitation.


Once per turn, you can deal an extra 1d8 damage to one
Armor: Light armor creature you hit with an attack if you have advantage on
Weapons: All Simple Weapons, Broadsword, Iron Claw, the attack roll or if another enemy of the target is within
Jitte, Katana, Odachi, Scythe, Battle Wire, Knuckle 5 feet of it, that enemy isn’t incapacitated, and you don’t
Blades, Chakram, Longbow, Fuma-Shuriken have disadvantage on the attack roll.
Ninja Tools: Disguise Kit, Forensics Kit, Forgery Kit The amount of extra damage increases as you gain
Saving Throws: Dexterity, Intelligence levels in this class, as shown in the lethal attack column
Skills: Stealth, Choose four other skills of your choice. of the Hunter-Nin Table.

EQUIPMENT [CHANGED] CUNNING ACTION


You start with the following equipment, in addition to
the equipment granted by your background: Beginning, at 2nd level, your quick thinking and agility allow
you to move and act quickly. When you would attempt to
• Padded Armor Conceal an object, Hide or Sneak you gain a +1d4 bonus to
• (a) 2 Simple Weapons or (b) 1 Martial Weapon
your Dexterity (Stealth) check made to accomplish those
• (a) One Kunai stack or (b) One Shuriken stack
tasks.
• (a) 1 Flash tags or (b) 1 Paper Bomb
Also, while sneaking you can move your full movement
• 2 Kits of your Choice
speed and you can choose to use your Dexterity (Stealth)

SWIFT RESPONSE
check result from your Hide attempt instead of making
another check each time you would sneak.
Beginning at 1st level, you learn to react with swift and Additionally, as a bonus action, you can take the Dash,
decisive action in combat. You ignore difficult terrain Disengage, or Hide action.
and you add your full proficiency bonus to initiative rolls
instead of half. HUNTERS PATTERNS [NEW]
LETHAL PRECISION [NEW]
Also, at 2nd level you have begun to develop patterns from
your mentors, heroes, enemies or even allies. These patterns
Also, at 1st level, Select one between Taijutsu & manifest themselves in a multitude of ways. You begin with a
Bukijutsu. You can cast the chosen Jutsu type using single learned pattern. You develop an additional Pattern at
Dexterity in place of Strength for all calculations. You 9th and 15th levels.
cannot switch this choice later.

98
PRIMARY TARGET [CHANGED] HUNTED TARGET [NEW]
nd
Finally, at 2 level, you have experience researching, Beginning at 6th level, a creature marked as your
tracking, and hunting. You can effectively read and track Primary Target, who has 50% or less Hit points, is
any creature you come across. Once on each of your counted as Hunted against you. A creature counted as
turns, you can select any creature you can see within 120 Hunted in this way counts as having at least one
feet and mark it as your Primary Target at no action cost. condition for the purposes of interacting with Primary
You can only have one creature marked as your Primary Target. While a creature is counted as Hunted, when they
Target at a time. For the next hour, you gain the would regain hit points by any means, even from
following benefits; another creature targeting them was a jutsu that
• You become aware of any damage immunities, recovers their hit points, the hunted creature triggers an
Attack of opportunity.
resistances or vulnerabilities they have and as a result
Beginning at 11th level, a hunted creature who would
of what feature, jutsu or trait, if any.
• For every rank of a condition a creature has as a result attempt to disengage, cast a jutsu or dodge also triggers
an Attack of opportunity from you. Additionally, a
of a Jutsu or Feature you or a creature allied to you has
hunted creature who would trigger an attack of
cast or used, the target suffers a -1 Penalty to its AC
opportunity from you does not spend your reaction.
against attacks you make against it. This penalty can

HUNTERS STRIKE [CHANGED]


be no larger than -5.
• You have Advantage on Wisdom checks made to track
or search for your Primary Target so long as they are Also at 6th level, you know when to strike and how to
within the same countries borders as you. make it hurt. When attacking a creature marked as your
Primary Target and they are Incapacitated,
STEADY AIM [REMOVED] Unconscious, Dazed, Restrained, Stunned, Surprised,
Blinded, deafened or slowed you increase the weapon,
.
unarmed or jutsu damage by 2 die, of the largest size if

HUNTER CREED [CHANGED] there are multiple dice being rolled for damage. You
increase the number of damage dice rolled by one at 10 th,
Beginning at 3rd level you begin to follow a Creed of the 14th, and 20 th levels. The bonus damage dice can only be
Hunt, enabling you to shape your skillset further. Your Creed applied once per turn.
grants you features at 3rd, 7th, 10th, 14th and 17th levels.
DEFENSIVE TACTICS [UNDER REVIEW
HUNTERS EXPLOITS [CHANGED] FOR CHANGE]
Also, at 3rd level you learn to exploit your skills to the Beginning at 11th Level, you learn how to fight defensively
betterment of your hunt. You learn two exploits, as detailed against your targets, leading them into a false sense of
at the end of this class description. You learn an additional security in confrontations against you. You gain two of the
exploit at 10th and 17th level in this class. You can switch a following features of your choice.
learned exploit when you would complete a long rest.
• Escaping Danger: Attacks of opportunity and attacks

ABILITY SCORE IMPROVEMENT/FEAT made as a result of a creatures reaction, against you are
made at disadvantage.
When you reach 4th and again at 8th, 12th, 16th, and 19th, • Unbroken will: You have advantage on saving throws to
level, you can increase one ability score by +1 & a Feat of your resist any Mental or Sensory Condition.
choice that they qualify for. As normal you can’t increase an • Hunter's Revenge: When you are hit by a creature's
ability score above 20 using this feature. attack. The next time you deal damage to that creature

UNCANNY DODGE
you can Lethal Attack regardless of circumstance.
• Evasion: When you are subjected to an effect, that allows
Starting at 5th level, when a creature that you can see you to make a Dexterity saving throw to take only half
would deal damage to you, you can use your reaction to damage, you instead take no damage if you succeed on a
halve the triggering attack, jutsu or effect, damage saving throw, and only half damage if you fail.
against you.
ELUSIVE
EXPERTISE [NEW] Beginning at 13th Level, you are so evasive that attackers
Also at 5th level, choose any combination of two skill rarely gain the upper hand against you. No Attack roll has
and tool Kits that you have proficiency in. You gain advantage against you while you aren’t incapacitated
expertise in these two choices.
When you would reach 15th level, you can select two ASSASSINATE
more proficiencies (in skills or tools) to gain this benefit.
At 20th level, you have mastered the art of Hunting,
tracking, and assassinating targets. When you hit a
creature marked as a Primary Target and would trigger
your Hunters Strike, they take triple damage.

99
HUNTERS CREEDS [ADDED you can choose to instead make an Intimidation check in its

6/19/22]
place. Additionally, a creature who’s charisma modifier is
equal to or lower than yours suffers a 1d6 penalty to all
Wisdom and Charisma based ability checks interacting with
BLADE WARDEN you or any creature allied with you.
When you would roll initiative at the beginning of
Some Hunter-Nin seek to master weapons to better remove
combat, you can choose to use your Intimidation Bonus as
their foe from the equation. Followers of this Creed learn
your Initiative bonus. (You cannot gain the benefit of expertise
specialized fighting techniques for use against the direst
with this check.)
threats, from an onslaught of enemies to towering Brutes
If you do have expertise in Intimidation you roll your

WARDEN’S PROFICIENCY [NEW] initiative at advantage and can make Intimidation ability
checks as a Bonus action if you would spend your action to
Beginning at 3rd Level, you gain proficiency in the Athletics
make an attack. On a successful Intimidation check a
and Intimidation Skills. You can make any checks with the
creature gains 1 rank of Fear against you for the next
aforementioned skill using Strength or Dexterity.
minute.
Also, you have learned to fully invest into a singular

BLADE’S AGGRESSION [NEW]


weapon designed to best capitalize on your free-flowing
form of combat. Select one simple weapon type that you
Beginning at 1oth level, your Wardens Weapon’s damage die
have proficiency in, that does not have the Two-Handed or
is increased by 1 step.
Heavy properties. This weapon is hereby treated as your
Also, if you have advantage on an attack against a target
Warden Weapon. A Warden Weapon gains a new weapon
on your turn, that was not made as a part of a bonus action,
property unique to it, that other shinobi wish they knew
you can immediately make an additional weapon attack
how to utilize. Select one Warden Weapon Property from the
using your Warden Weapon after the attack at advantage is
following granting the weapon the listed property effects.
made.
You can switch your Warden Weapon Technique when you
complete a rest of any type. You can select a second
property when you reach 10 th level.;
I WOULDN’T DO THAT [NEW]
Also, starting at 10th level, when engaging a creature who
WARDEN WEAPON PROPERTY TABLE would become hostile as a result of a failed Charisma based
interaction. You being present make them rethink their life
Weapon choices in the moment.
Property Effect When you or an allied creature would fail a Charisma
Flurry A weapon with the Flurry Attack property can be used to make based ability check against a creature, if they would become
Attack two weapon attacks as a bonus action, if your action was used hostile, you give a look of your description meant to cause
to make a Single Attack of any type, once per turn. Bonus them hesitation. The affected creature must make a Wisdom
action attacks made in this way do not add your ability ability Check vs your passive Intimidation [Intimidation
Bonus + 10], you do not calculate expertise into your passive
modifier to damage, but does add bonus damage from other
intimidation for this check. On a failed check, they
Hunter-Nin Class features.
choose to not engage in combat instead
Lethal A Weapon with the Lethal property ignores Temporary hit finding another way to resolve the situation. If
points and damage reduction-based effects, instead dealing another creature would become hostile or
damage directly to a creatures hit points once per turn. initiate combat, a creature who hesitated
Fatal A Weapon with the Fatal property cannot have its damage as a result of this feature does not roll
reacted to when used as a part of your first weapon attack or initiative, instead acting last in the
Bukijutsu attack, per turn. initiative.
A creature who is immune to the Fear
condition is immune to this feature.
BLADE’S PREY [CHANGED]
Also at 3rd Level, your tenacity can wear down the most WARDENS RETALIATION
fortuitous foes. When you hit a creature with a weapon
[CHANGED]
attack using your Warden Weapon, the creature takes an Beginning at 14th level, you gain the ability to
extra 1d6 damage if it’s below its hit point maximum. counterattack when your target tries to sabotage
Additionally, you gain exclusive access to the Wardens you. If your Primary Target forces you to make a
Assault, Hunter Exploit. This does not count against your saving throw, you can use your reaction to make one
Exploit Limit. weapon attack against them. You make this attack

AGGRESSIVE ATTACK [NEW]


immediately before making the saving throw. If the attack
hits, you gain advantage on the saving throw.
Starting at 7th level, when you make a weapon attack, with a
Warden Weapon you can add your Strength and Dexterity
TERRIFYING [NEW]
Modifier to your Attack and Damage rolls instead of one or Also, at 14th level, you gain a +1 bonus to all Saving throws
the other. If you do attack aggressively in this way, you for each creature in initiative who has a rank of fear as a
forgo any additional attacks granted by the Attack action if result of you making an intimidation check, casting a jutsu,
any, unless granted by a Hunter-Nin Class feature. or using an Exploit, up to a maximum of +5.

WARDEN’S PRESENCE [NEW] SUPERIOR OFFENSE [CHANGED]


Starting at 7th level, your presence has become passively At 17th level, you are so accurate that attacks rarely rely
intimidating to all creatures who you are not allied with, on sight, if at all and cannot be diverted. You gain 30 feet
and even your allies respect your intimidating aura. of blindsight and attacks you make cannot be made at
While you are not in combat, whenever you would interact disadvantage nor have their damage reduced in any way.
with a creature and make a Deception or Persuasion check,

100
NECROTIC HAND [CHANGED] MEDICINAL BLADE [CHANGED]
Also, at 3rd level, you learn to putrefy a weapon your
Some Hunters follow an offensive Medical teaching,
using making it sickening to the touch for a creature you
using the art of necrosis to fight off enemies. These
harm with it. Select one weapon you are proficient in,
Hunters are trained in taking their twisted Medical arts
coating it in a venomous and horrific black mist
and putting powerful enemies down with unmoving and
designed to harm a creatures cellular structure on
cold eyes, fit for a surgeon. These Hunters are known as
contact. Your weapon now deals necrotic damage and
the Necrotic Hand.
when you would deal at least 10 damage with a single

MEDICAL PROFICIENCY [CHANGED] weapon attack using this putrefied weapon, the target
becomes envenomed until the end of their next turn. A
At 3rd level, you gain proficiency in Medicine and
creature can never gain more than 1 rank of envenomed
Medicine Kits. You can make any checks using the
per turn from this feature.
aforementioned skills with Intelligence or Wisdom.
Additionally, you gain exclusive access to the Festering
Also, you have learned to take the teachings of the
Siphonage Hunter Exploit. This does not count against
medical core of your village or from your direct master
your Exploit Limit.
and blend it into your assassination techniques. You
learn the Necrosis Ninjutsu. When you do, it loses the
Medical Keyword and deals Necrotic damage instead of
ANATOMICAL STUDIES [CHANGED]
Beginning at 7th level, you can assess a foe’s anatomy
Poison. Your teachings have also taught you have to take
with great insight and precision, identifying key points
this Jutsu and blend in the following techniques making
of weakness.
it more apt for assassinations. Select one of the
As an Action, you can make a Medicine check
following techniques augmenting the Necrosis jutsu
targeting a creature you can see within 90 feet vs a DC
when cast. A Jutsu with any of the following techniques
equal to 10 + the creatures Level. On a success on this
cannot be taught to another creature and cannot be
check, you know the targets current Hit points, if it is
customized, modified or augmented using the Jutsu
affected by any diseases or poisons and if it has
customization options or any Non-Hunter-Nin class
consumed a potion, pill or any other ingestible
features. You can switch your Medical Assassination
substance that would grant it any additional benefits or
Technique when you complete a rest of any type. You can
penalties if any.
select a second technique when you reach 10 th level;
Additionally, you can make a Medicine check vs a DC
MEDICAL ASSASSINATION TECHNIQUE TABLE 15 +Rank of Jutsu cast or trap used, targeting an allied
creature who has one of the following Conditions;
Assassination Bruised, Bleeding, Blinded, Dazzled, Deafened and
Technique Effect Weakened as a result of said trap or jutsu. On a success
Cell Failure A creature who fails their constitution saving you end one of the following conditions. (You cannot
throw instead gains two ranks of the Weakened gain the benefit of expertise with this check.) (D-Rank: 1,
condition, in place of Envenomed, for the next C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.)
minute. If you do have expertise in Medicine you roll your
medicine checks using this feature at advantage and can
Overdose A creature who fails their constitution saving make Medicine ability checks as a Bonus action.
throw instead becomes Maddened, in place of
Envenomed. NECROTIC TOUCH [NEW]
Sedative A creature who fails their constitution saving Also, at 7th level, when you would deal Necrotic damage
throw instead gains two ranks of the slowed to a creature using a jutsu, feature or weapon you force
condition in place of Envenomed, for the next the target to make a Constitution saving throw vs your
Ninjutsu save DC. On a failed save they experience rapid
minute.
cellular degradation. A creature who experiences this
Sepsis A creature who fails their constitution saving reduces their Constitution score by 1 for the next hour. A
throw instead becomes poisoned and they gain creature who’s constitution modifier was be reduced as a
two ranks of Laceration, in place of being result of their score being affected, has their maximum
Envenomed. and current hit points reduced by an amount equal to its
Viral A creature who fails their constitution saving level.
throw treats the envenomed condition as a Alternatively, you can spend a use of this feature to
jutsu cast at one rank higher than what this cast the Necrosis Ninjutsu targeting an allied creature,
restoring hit points equal to the damage rolled.
jutsu was originally cast.
You can only use this feature a number of times equal
Undiagnosed This jutsu’s DC is increased by +1. to your Intelligence modifier per long rest.
Destructive This jutsu’s base Damage is increased to 3d12.
Surgical This jutsu adds your Casting ability modifier to
the damage rolls.
Narcotic This jutsu reduces its upcast cost by 1.
Salutary This jutsu reduces its base cost by 2.

101
SWIFT RESUSCITATION [CHANGED] RESIDENT OF REGRET [NEW]
Beginning at 10th level, you learn to make use of the Beginning at 14th level, for every rank of a condition a
Medical tools you have access to, in order to better creature marked as your Primary Target has as a result
utilize them to help an injured ally. Your skill with the of your Necrosis ninjutsu, you gain a +1 bonus to damage
Medicine Kit has accelerated to compensate for your lack rolls against them with attack roll based jutsu.
of Medical Ninjutsu. Your new found skills are expressed
in the following ways; MORTAL WOUND [NEW]
Also, at 14th level, A creature who has 25% or less hit
• Medical Check Up: You reduce the time spent down to
points becomes exceedingly obvious to you. They begin
1 minute.
to glow a soft red color that only you can see, making it
• Light Patch up: You increase the die size to a d6.
difficult for them to hide or maintain invisibility.
• Condition Treatment: The die used is changed from a
You can see a creature with 25% or lower hit points
d6 into 2d4.
through Darkness, cover and up to 5 feet of material. You
• Blood Pill Creation: You can create two pills per kit
are treated as having True sight against this creature for
before spending any charges.
the purposes of always being able to see them at all

FATAL SURGEON [NEW] times, in an attempt to finish them off.


Also, at 10th level, you learn to make use of your
signature Jutsu Necrosis beyond your base Assassination
DR. DEATH
Beginning at 17th level, your talents at life taking
Techniques. When you would trigger your Lethal Attack
medical assassination have become effortless and
class feature while casting Necrosis you can choose to
legendary. Casting Necrosis at C-Rank or less costs 0
activate any one of the following effects;
Chakra. You also increase the upcasting damage bonus
• The target makes any saving throw against Necrosis, from 1d12, to 2d12 at each rank.
at disadvantage.
• The target loses concentration on one jutsu it is
concentrating on at random.
• The target has its movement speed reduced to 0 until
the beginning of its next turn.

102
GRAVE STALKER SHADOW STALKER [CHANGED]
Also at 3rd level, you gain Blindsight out to 20 feet. When you
Some Hunter-Nin become consumed by the thrill of the
would make an attack while in an area counted as total
hunt. Only heard and never seen, they revel in the violence
darkness until the end of that same turn, you produce no
of a silent battle. Followers of this Creed hone their abilities
sound or vibrations rendering you unable to be seen, noticed
to track others utilizing a variety of techniques: camouflage,
or tracked by creatures with Tremor sense or blind sight.
infiltration, surveillance, and target acquisition. Once done,
Additionally, while you are out of combat and
they work to ensure that they are always striking from the
following a creature marked as your Primary target
shadows and always have the upper hand in combat.
while you are Sneaking in Dim light or Darkness, you can

STALKERS PROFICIENCY [NEW] dash without breaking stealth as you can, once per
round remake a Stealth Check if another creature would
Beginning at 3rd level, you gain proficiency in the Sleight of
succeed on their Wisdom (Perception) check vs your
Hand and Illusion skill. Additionally, whenever you make a
previous Dexterity (Stealth).
Stealth or Sleight of Hand Check, you make that check at
Finally, you gain exclusive access to the Shadow Step
advantage. Additionally, you can make any checks using the
Hunter Exploit. This does not count against your Exploit
aforementioned skills with Dexterity or Wisdom.
Limit.
Also, you have learned to take the teachings of the Anbu
Black-Ops, Root and Corpse Hunters and attack with the
Shadows as your weapon. You learn the Weapons of Darkness
MARKED FOR DEATH [CHANGED]
Beginning, at 7th level, while you are hidden from a creature
Genjutsu. When you do, it gains the Bukijutsu Keyword and
marked by your Primary Target feature, you gain a +1 bonus
loses the Visual Keyword. Your teachings have also taught
to your critical threat range. This bonus ignores Critical
you how to take this Jutsu and blend in the following
threat range limits. Additionally, while you have a Shadow
techniques making it more thrilling hunts. Select one of the
Weapon you can make a single attack with it as a bonus
following Shadow assassination techniques augmenting the
action.
Weapons of Darkness jutsu when cast. A Jutsu with any of
the following techniques cannot be taught to another
MASTER AMBUSHER [CHANGED]
creature and cannot be customized, modified or augmented Starting at 7th level, you excel at leading ambushes, both
using the Jutsu customization options or any Non-Hunter- socially and in combat. You can use Smoke Bomb’s as a bonus
Nin class features. When you cast this jutsu, while action.
maintaining concentration on it, the weapon summoned When you and other allied creatures would begin combat
counts as a Shadow Weapon. A Shadow Weapon cannot be while hidden or unseen, you can choose to use your Stealth
broken, can use your attack action to make a Genjutsu or bonus in place of your own and each allied creatures
Taijutsu attack against a creature in range, as described in initiative. If you begin combat while out of stealth, you have
the jutsu text and cannot be used as a component for a advantage on initiative rolls.
Bukijutsu. You can switch your Shadow Assassination When you or an allied creature within 30 feet of you are
Technique when you complete a rest of any type. engaged in a social encounter and would fail a Charisma
You can select a second technique when you reach based ability check, you can choose to interject, creating a
10th level; new circumstance, situation, lie or otherwise throwing the
person you are speaking to off. Make a Deception check vs a
SHADOW ASSASSINATION TECHNIQUE TABLE
DC (10 + targets level). On a success, you shift the
Assassination conversation, rendering the previous failure as if it never
Technique Effect occurred as the target immediately forgets as they are
Shadow This jutsu can take on the shape of a shuriken of your overwhelmed with new information. You can attempt to
Shuriken description at will. Ranged attacks with this shadow interject socially in this way, once every 10 minutes.
weapon have a range of 60 feet.
Shadow Tanto This jutsu can take on the shape of a Tanto of your
description at will. Melee attacks made with this
Shadow weapon adds your Taijutsu or Genjutsu ability
modifier to the damage rolled.
Shadow Battle This jutsu can take on the shape of Battle Wires of your
Wire description at will. You can attempt a grapple check
from up to 30 feet away, using Dexterity or Wisdom
(illusion) in place of Athletics contested by the targets
Wisdom (Insight)
Shadow This jutsu can take on the shape of a Broadsword of
Broadsword your description at will. This weapon gains the
Disarming and blocking weapon properties.
Shadow Iron This jutsu can take on the shape of Battle Wires of your
Claw description at will. This weapon has the critical and
deadly weapon properties
Dark Blood If you would deal 15 damage with this weapon in a
single attack, the target suffers a rank of Bleeding.
Dark Lethality Increase this jutsu’s critical threat range by 1.
Dark Focus This jutsu’s concentration cost is reduced by 1.
Dark Efficiency This jutsu’s base cost is reduced by 2.

103
ONE WITH THE DARKNESS [CHANGED]
Beginning at 10th level, you’ve become adept at evading
creatures that rely on their senses, regardless of what they
are. Your blindsight increases to 40 feet. While you are
lightly or heavily obscured, creatures that rely on any form
of vision or special senses such as; Chakra sight, Dark
vision, blind sight, true sight, tremor sense or jutsu with the
Sensory keyword cannot see or sense you by any means so
long as you don’t spend more than half of your base
movement on each of your turns. If you would move more
than half of your base movement or take damage while
gaining the benefit of this feature you lose this features
benefit until the end of your next turn.

FANG OF THE NIGHT [NEW]


Also at 10th level, you’ve become adept acting as the
passenger in the dark. The stalker in the night. The one who
silences screams before they even echo from your targets
lungs, all under the cover of the night, before anyone even
knows you are there. When you would score a Lethal attack
against a creature marked as your Primary Target, using
your Weapons of Darkness jutsu, while you are in Dim light
or Darkness or they are blinded, you increase your Weapons
of Darkness Damage die by 1 step.

A WALKING SHADOW [NEW]


Starting at 14th level, whenever you are heavily obscured
and you would take damage, you can spend your
reaction to blend into the very ether of shadows avoiding
all damage from the triggering effect or attack. You can
avoid damage in this way up to twice per rest.

A PREPARED PREDATOR [NEW]


Also at 14th level, when you would complete a rest of any
type. Roll two d20’s. Record the results. Whenever you or
another creature would make an Ability check using
Dexterity, Wisdom or Charisma you can replace their
original d20 result with one of the d20’s you previously
rolled, spending that roll.

SHADOW ASSASSINATION [NEW]


Starting at 17th level, if you would make an attack
against a creature marked as your Primary Target
while you are lightly or heavily obscured, double
your attacks damage die.

104
ARSENALIST [CHANGED] Arsenal Weapons: Increase the weapons damage die by
1 Step and they gain the Hidden Weapon property. The
Some Hunters treat their hunt like a game, one which
Weapon also gains a +2 bonus to damage from weapon
they come more than prepared to. They set traps,
attacks. This bonus increase to +4 at 10 th and +6 at 17th
waiting for their prey to fall victim to them, capturing
level.
them and going in for the kill. They use Explosives, with
the intent to take out as many enemies as possible with a TOOLS OF THE TRADE [CHANGED]
single explosion. These Hunters are Known as Also, at 3rd level, you become able to make use of a
Arsenalist’s series of items and Ninja tools that go rarely used,
catching enemies off guard or using tools much faster
ARSENAL’S PROFICIENCY [NEW] than what they would expect. Select one of the following
At 3rd level, you gain proficiency in Crafting and one of
when you complete a rest of any type. You can use any of
the following; Alchemists, Demolitions or Trappers kits.
the below a number of times equal to your Proficiency
Additionally, you can make checks using the bonus per rest.
aforementioned kits with Dexterity or Wisdom.
Finally, you gain exclusive access to the Sharp Rain
Also, you have learned to take the teachings of your
Hunter Exploit. This does not count against your Exploit
villages quartermaster or weapon master. You become Limit.
very in tuned with a series of different weapons and
• Caltrops. As a bonus action, you can select a space you
tools. Select four of the following. You can select two
more at 10 th level; can see within 30 feet of you. You throw caltrops
covering the ground equal to a 10 -foot cube. Any
• Manipulated Tools: Blade Kick
creature that enters the area of your caltrops while
• Manipulated Tools: Blade Rain
they remain, are treated as if you have marked them
• Manipulated Tools: Blade Wall
with your Primary Target feature while they remain
• Paper Bombs
within your target space. Also, the creature who enters
• Explosive Tag Ball’s
the space takes piercing damage equal to 1d6 + your
• Fire Bomb’s
Dexterity Modifier, and gain 1 rank of bleeding. Once a
• Flash Tag’s
creature exits your caltrops space, after being affected
• Ice Bomb’s
by them the caltrops remain, unless a creature spends
• Poison Tag’s
an action scattering them. Beginning at 10 th level the
• Shock Bomb’s
space you can fill, becomes a 20-foot cube.
• Weapons with the Thrown Keyword • Ball Bearings. As a bonus action, you can select a
• Weapons with the Multiattack Keyword.
space you can see within 30 feet of you. You throw ball
• Weapons with the Light Keyword. bearings covering the ground equal to a 10 -foot cube.
• Weapons with the Finesse Keyword That space is treated as difficult terrain for anyone
If you select a jutsu, you learn it. Regardless of what other than yourself. A creature who is currently
you select, the chosen jutsu, items or weapons become a gaining the benefit of any bonus to speed such as from
part of your Arsenal. Weapons, items or jutsu that are a a jutsu or the Dash action, they immediately slip,
part of your Arsenal can be used in far superior ways falling prone. Beginning at 10 th level the space you can
compared to other creatures. A Jutsu learned this way fill, becomes a 20-foot cube.
• Johyo: As a bonus action, you can swing this whip dart
cannot be taught to another creature and cannot be
customized, modified or augmented using the Jutsu targeting a creature up to 60 feet away. Make a ranged
customization options or any Non-Hunter-Nin class weapon attack as if you were proficient in this
features. weapon. On a hit, they are snared and can be pulled up
Arsenal Jutsu: Reduce their cost to cast by -1. This cost to 20 feet in a straight line closer to you. This forced
reduction increases to -2 at 10 th, and -3 at 17th. movement can trigger attacks of opportunities.
Additionally, if the jutsu would deal damage, it can Beginning at 10 th level the distance you can pull a
trigger Lethal Attack even if it doesn’t require an attack creature increases to 40 feet.
• Hidden Weapon Launcher. Select one weapon you
roll. The trigger for Lethal Attack instead becomes failing
the saving throw. have that has the Hidden property. As a bonus action
Arsenal Tools: At the end of a rest of any type, roll 1d4 you can call upon this weapon instantly. As a part of
+ 1. You gain a number of your Arsenal Tools equal to the this bonus action, you can make one weapon attack at
result. The items can only be used by you, they are of advantage. You must reset the launcher with a bonus
base quality and last until your next rest. Increase the action before you can use it again. Beginning at 10 th
dice size by 1 step at 10th and 17th levels. Additionally, if level it no longer requires a bonus action to reset the
the item would deal damage, it can trigger Lethal Attack Launcher, instead costing your object interact action
even if it doesn’t require an attack roll. The Lethal attack and you can make two weapon attacks instead of one.
triggering in this way, only affects one creature of your
choice. LETHAL WEAPONS [CHANGED]
Beginning at 7th level, a creature who would take
o Paper Bombs/ Explosive Tag Balls: Increase damage from a trap you set, can trigger your Lethal
damage die by 1 Step. (This affects tools not Attack Class Feature. Lethal attack can only be triggered
created by this feature as well.) once using this feature. This does not spend your normal
o Fire/Ice/Shock Bomb’s: Increase the base once per turn limitation of Lethal attack.
range to 60 feet, instead of 30. (This affects Additionally, you can use any Arsenal Tool as an Action
tools not created by this feature as well.) or bonus action.
o Flash/Poison Tag’s: Increase the DC +2. (This
affects tools not created by this feature as well.)

105
HIDDEN TRAPS [NEW]
Also at 7th level, you learn the secrets of hiding and
detecting traps of all kinds, even social ones. You have
advantage on Wisdom or Intelligence based ability
checks to detect hidden doors, mechanisms, and traps.
Also, a creature attempting to make an ability check to
find Traps you set makes their checks at disadvantage to
detect them.

CRITICAL ARSENAL [CHANGED]


Beginning at 10th level, when a creature would fail any
of the following save DC’s by 5 or more, they take double
damage from it;
• A trap you set.
• A jutsu you cast that is a part of your Arsenal.
• A Ninja tool that is a part of your Arsenal.

ARSENAL BUILDER [NEW]


Also at 10 th level, you learn to make use of the tools you
have access to, in order to better utilize them to take
down an enemy. You have developed new found skills
using your tools in the following ways;

A LCHEMISTS K IT
• Create Chemical Bombs: You reduce the time spent
down to 1 minute, no short rest needed. Items created
are 1 use and can only be used by you.

D EMOLITIONS KIT
• Craft Paper Bombs, Explosive Tag balls and Fire
Bombs: You reduce the time spent down to 1 minute,
no short rest needed. Items created are 1 use and can
only be used by you.

T RAPPERS KIT
• Create Traps: You divide the time spent to build the
trap by 10, to a minimum of 1 minute. If you spend an
additional charge per trap, you reduce the time needed
to create it to a Full-Turn-Action.

EYE FOR QUALITY [NEW]


Beginning at 14th level, when you are engaging a
creature who has weapons, armor or tools that you can
see, you become aware of the quality, special effects,
features, or even seals placed upon them and what they
can do.

LETHAL ARSENAL [NEW]


Also, at 14th level, traps you make, and tools you use
that have a predefined DC that is lower than your
Highest Save DC, has it raised to a value equal to
your Highest Save DC. Also, traps that trigger your
Lethal attack class feature, can trigger it any
number of times per turn.

UNLIMITED BLADE WORKS [NEW]


At 17th level, when you would deal damage
with any weapon, jutsu or tool that is apart
of your Arsenal, you trigger the Lethal Attack
feature. You can trigger the Lethal Attack
feature in this way, twice per turn.

106
UNDERTAKER [CHANGED] TOXIC ASSASSINATION TECHNIQUE TABLE
Some Hunter-Nin focus on making those who stand in
their way suffer a long, slow and painful demise. Those Assassination
who adhere to this creed are born killers, poison experts Technique Effect
and above all, Shinobi. Poison, Disguises and subterfuge Aconite On a hit or failed saving throw, once per turn, the target
help you eliminate your foes with deadly efficiency. loses the ability to speak or communicate effectively.
They also find it difficult to breathe suffering a -2 to
TOXIC PROFICIENCY [NEW] Constitution ability checks and saving throws until the
At 3rd level, you gain proficiency in Deception and
end of its next turn.
Disguise & Poison Kits. Additionally, you can make
checks using the aforementioned kits with Dexterity or Akee On a hit or failed saving throw, once per turn, the target
Intelligence. gains the weakened condition until the end of its next
Also, you have learned to take the teachings of the turn. If the target takes a reaction before the end of its
Black Medics, the Bloody Devils and the Hebi Clan and next turn, the weakened condition does not end, instead
apply them to your unique form of Combat. You learn to lasting for 1 minute.
apply a unique poisonous chakra of your creation to both Belladonna On a hit or failed saving throw, once per turn, the target
your weapons and ninjutsu. This poison comes from loses the ability to discern allies from hostiles. If a jutsu or
combining a series of different poisonous substances
Area of effect would allow them to choose targets, they
within yourself and then exhaling it or infusing it into
cannot exclude their allies at will until the end of their
the attacking weapon or ninjutsu of your choice. Select
next turn.
one of the following Toxic Assassination techniques
augmenting your attacks with a vicious combination of Daphne On a hit or failed saving throw, the target gains the
toxins. As a bonus action on your turn, you can choose to bruised condition.
activate this toxic chakra. When you do, select one Fire On a hit or failed saving throw, once per turn, the target
ninjutsu you know or one weapon you are holding. For Salamander gains one rank of the corroded condition.
the next minute that jutsu or weapon is infused with
your Toxic chakra, changing its damage type to Poison Foxglove On a hit or failed saving throw, once per turn, the target
and gaining additional effects based on the Toxic gains two ranks of the bleeding condition.
Assassination technique(s) chosen. Frost Frog On a hit or failed saving throw, once per turn, the target
If a ninjutsu chosen would only trigger its effects with gains the chilled condition until the end of its next turn. If
a damage type other than Poison, it instead triggers said the target takes a bonus action on its turn, the chilled
effects with poison damage. Once you infused a weapon condition does not end, instead lasting for its listed
or ninjutsu with your Toxic chakra, you cannot infuse duration.
another weapon or jutsu until 1 minute has passed.
Hemlock On a hit or failed saving throw, once per turn, the target
Bukijutsu cast using your infused weapon do not gain
your Toxic Assassination techniques effects, as these gains the envenomed condition.
effects can only trigger with weapon attacks. You can Seizing Viper On a hit or failed saving throw, once per turn, the target
switch your Toxic Assassination Technique when you gains the shocked condition until the end of its next turn.
complete a rest of any type. If the target moves more than half its movement before
You can select a second technique when you reach the end of its next turn, the shocked condition does not
10th level; end, instead lasting for its listed duration.

POISONOUS EMBRACE [CHANGED]


Also, at 3rd level your skill with Poisons are better than FALSE FACES [CHANGED]
most. When you would complete a short rest, while you Beginning at 7th level, you have learned a much more
have access to a Poison Kit, you create 2 vials of Assassins advanced Transformation technique, allowing you to
Blood. This Poison is a special variation, but becomes inert physically imitate any humanoid creature who you have met
when you would take a rest of any type. This Poison is before. This allows you to physically duplicate them. This
much more potent than a normal. The DC of this poison duplication cannot be discerned with physical identification
becomes equal to your Ninjutsu save DC and the base alone as you have even adopted their finger prints and blood
damage it deals becomes 3d6. type. This transformation requires at least 1 hour and can be
You can apply this poison to your weapon as a part of dismissed at will, at no action cost.
the action used to make the attack. The number of Vials Also, with additional time you can learn to unerringly
you can create and the damage the poison deals mimic that same person's speech, writing, and behavior.
increases to 3 vials and 4d6 at 7 th level, 4 vials and 5d6 at You must spend at least one hour studying the person's
11th level and 6 vials and 6d6 at 17 th level. behavior, listening to them and examining handwriting.
Finally, you gain exclusive access to the Incurable Your ruse is indiscernible to the casual observer. If a
Affliction Hunter Exploit. This does not count against wary creature suspects something is amiss, you have
your Exploit Limit. advantage on any Deception check you make to avoid
detection.
Once you have maintained a creatures physical
appearance, speech, writing and behavior for at least 1
week straight, you no longer require 1 hour to assume
their appearance or mimic them, instead being able to
manifest this likeness as a Bonus action.

107
VENOMOUS ASSAULT [NEW] KISS OF DEATH [CHANGED]
Also at 7th level, you have learned how to extend your Toxic Beginning at 17th level, when you would trigger the Lethal
Assassination technique to your Bukijutsu. Select one Attack class feature against a creature marked as your
Bukijutsu you know. This Bukijutsu can now be infused with primary target who has two or more conditions inflicted by
your toxic chakra, and gain the benefits of your Toxic you, treat all damage die rolled a part of your Lethal Attack
Proficiency class feature when you would activate it. that are 4 or lower, as 5.
Additionally, a creature who fails a saving throw
LICK OF VENOM [CHANGED] against a Poison of your creation, they take double the
Beginning at 10th level, you have closely adapted to the art of Poisons damage.
poisonous combat. When a creature is poisoned by you, you
may choose to apply one of the additional effects:
• The creature cannot regain hit points until the end of their
next turn.
• The creatures speed is reduced by half, for the duration of
their poisoned condition.
• If the creature is reduced to 0 hit points, it becomes stable.
• The creature gains a rank of weakened for the duration of
their poisoned condition.
• The creature is deafened for the duration of their poisoned
condition.

DECEPTIVE EXCHANGE [NEW]


Beginning at 10th level, you have closely adapted to the art
of poisonous conversation and deceptive tactics. When you
are engaged in a social exchange with a creature and they
would attempt to deceive you, they suffer a -5 penalty to
their deception check. You can choose to also make
contested Deception check vs their result. On a success you
gleam one piece of truthful information based on the lie or
deception they tried to pass off to you.
Additionally, when you would make a Deception ability
check against a creature in an attempt to lie or deceive
them, you make your check at advantage. On a success they
believe in your deception so much that unless given
irrefutable evidence they take your statement as the
infallible truth, so long as the deception being made is
within reason and does not interfere with events that the
target creature has experienced themselves in the past.

CRIMSON ROT [NEW]


Beginning at 14th level, your toxic chakra has become so
abhorrent and dangerous that it has taken on a reddish hue.
This toxic chakra is known at crimson rot. A creature who
becomes Poisoned as a result of a feature, jutsu or item you
created, also gains 3 ranks of Envenomed, which cannot be
removed without a jutsu with the Medical Keyword or a
Medical tool of S-Rank that remove the Poisoned condition.

THE PERFECT POISON [NEW]


Also at 14th level, when you would create vials of
assassins blood, you can choose to instead half the
amount of vials you create. If you do, you instead
create Kamizuru Venom. This venom’s DC becomes
equal to your Ninjutsu save DC.

108
VICE AGENT [CHANGED] VICE ASSASSINATION TECHNIQUE TABLE
Some Hunters fall under a grey area in their dealings and
Assassination
morals than most shinobi, but some choose to go even
Technique Effect
further than that, learning to use some of man’s
cardinal Sin’s and Vices as a weapon against them. These Anger This jutsu injects a feeling of malice and aggression
Hunters are known as Agents of Vice, or Vice Agents for into the target. Until the end of the targets next turn,
short. if they would make an attack or cast a jutsu that
targets a creature, they must target the creature
SIN’S PROFICIENCY [NEW] closest to them. If two or more creatures are an
When you choose this Creed at 3rd level, you gain equal distance, their target is chosen at random.
proficiency in Persuasion and Insight. Additionally, you
can make an ability check using either of the skills using Arrogance This jutsu injects feelings of pride into the target.
Wisdom or Charisma. Until the end of the targets next turn, they cannot
Also, you have learned to take the teachings of the take a reaction that would reduce damage or grant
greatest interrogators, silver tongues and Beguilers, themselves temporary hit points.
blending them into your vile and sinful form of combat Envy This jutsu injects feelings of jealously into its target.
allowing you to learn to pray on your enemies vices and Until the end of the targets next turn, when they
take advantage of them. You learn the Shadow Bite would see an allied creature attempt to aid a
Genjutsu. When you do, it gains the Ninjutsu Keyword, creature other than themselves, then they must
loses the Visual Keyword. If this jutsu would be cast
attempt to counter, negate or dispel the aiding
using your Ninjutsu attack bonus, when you would deal
effect.
damage, you instead add your Ninjutsu ability modifier,
in place of your Genjutsu ability modifier for damage. If Gluttony This jutsu injects feelings of excess into its target.
this jutsu would be cast using your Genjutsu attack Until the end of the targets next turn, when they
bonus, you can choose to instead use your Charisma would cast a jutsu that would aid themselves, they
instead of wisdom to calculate this. Finally, your must recast the same jutsu targeting themselves if
teachings have also taught you how to blend in the sins able, losing their ability to attack or cast a jutsu that
of man into this jutsu, making it far more deadly to be would target or affect another creature.
struck by it. Select one of the following Vice Assassination
Greed This jutsu injects feelings of greed into its target.
techniques augmenting the Shadow Bite jutsu when cast.
Until the end of the targets turn, when they would
A Jutsu with any of the following techniques cannot be
cast a jutsu that would allow them to aid their allies,
taught to another creature and cannot be customized,
they instead can only aid themselves.
modified or augmented using the Jutsu customization
options or any Non-Hunter-Nin class features. You can Lust This jutsu injects feelings of desire into its target.
switch your Vice Assassination Technique when you Until the end of the targets next turn, they gain 2
complete a rest of any type. You can select a second ranks of Charmed.
technique when you reach 10th level;
Sloth This jutsu injects feelings of inactivity into its target.

GREED’S SHELL [CHANGED] Until the end of the targets next turn, they gain 1
rank of Slow.
Also, at 3rd level, you can surround your skin in a sleek

ARROGANCE’S INFLUENCE [NEW]


metallic looking coat of chakra, that is a color and design
of your choice. This chakra like armor lasts for 1 minute.
Beginning, at 7th level, you have a constant aura of
When you would activate this armor your skin hardens
influence around you designed to affect those of your
granting you protection from a limited amount of
choice with an arrogant mindset. Creatures of your
damage and making you far harder to harm. You can
choice within 30 feet of you, who would attempt to make
activate this protective armor a number of times equal to
a Charisma based check may add 1d6 to their check as
your Genjutsu ability modifier per rest.
their self-confidence aids them.
First, for the duration, while you are not wearing
Additionally, whenever a creature who is engaged in a
armor, your Armor Class (AC) is calculated as follows;
social encounter with you and who is not your ally,
10 + Dexterity Modifier + Genjutsu ability modifier + Half
would doubt your ability to accomplish a task no matter
Proficiency bonus (rounded down).
how simple or mundane, you gain a +5 bonus to any
Second, you gain a pool of temporary hit points equal
skill-based ability check made in attempt to accomplish
to your level in this class + twice your Genjutsu ability
the task.
modifier.
Also, you gain exclusive access to the Fox’s Sin, Hunter
Exploit. This does not count against your Exploit Limit.

WRATH’S FOCUS [CHANGED]


Beginning, at 7th level, when a creature marked as your
Primary Target deals damage to you, the next time you
deal damage with Shadow Bite, you deal additional
damage equal to your level, once per turn.
If you would gain the benefit of this feature when you
would trigger Lethal Attack, increase Shadow Bites
damage die by 1 step.

109
ENVIOUS THEFT [CHANGED] EPITOME OF SIN
Beginning at 10th level, when a creature within 60 feet At 17th level, you have begun to embody the very essence
of your casts a jutsu you are eligible to learn or cast, you of man’s sin. You find it hard to be bested or challenged.
may use your reaction to try and steal it, for immediate You want more than you need. Your anger is unmatched
use soon after. Make an ability check using the relevant and you have tones of jealousy that has no rival and all
ability modifier for the jutsu type. The DC is: other hostile combatants deserve to be looked at with
12 + the rank of the jutsu (D-Rank: 1, C-Rank: 2, B-Rank: pity and not respect.
3, A-Rank: 4, S-Rank: 5). Select a one effect from the Vice Assassination table.
On a success, you steal the jutsu right before it is cast, You gain that effects when casting any Genjutsu.
storing it inside yourself. A jutsu stolen in this way is not
cast but the target spends its chakra as if it was. This
counts as jutsu negation or countering for the purposes
of interacting with features, jutsu or traits.
A jutsu stored within you in this way can be cast as if
you know it, ignoring all keyword limitations. A jutsu
cast this way uses your ability scores to calculate attack,
damage, save DC and any other effects dictated by the
casters statistics. You can store a number of jutsu this
way equal to your Charisma modifier. A jutsu stored
inside of you remains until your next rest, before
harmlessly dissipating.

LUSTFUL ASSUMPTIONS [NEW]


Also at 10th level, when you are engaged in a social
encounter with a creature who does not have a negative
or hostile disposition towards you, and you would
succeed on a persuasion check, you can choose to make
them gain 1 rank of charmed against you, for the
next hour.

SLOTH’S EMBRACE [NEW]


Beginning at 14th level, when a creature of your
choice within 60 feet of you, that you can see, would
gain the benefit of another Action, Bonus Action, or
Reaction after taking one, before the beginning of
their next, you can force them as no action cost, to
make a Wisdom saving throw vs your Genjutsu saving
throw. On a failed save, they cannot gain the benefit of
more than one Action, Bonus Action or Reaction for the
next minute. You can inflict sloth in this way once per
rest.
A creature who is suffering from sloth in this way can
attempt another saving throw at the end of each of their
turns. They can also choose to spend their Action, Bonus
Action or Reaction to repeat the save. Each time they
would fail a saving throw by spending an action of any
type, they lose the ability to use that action until the end
of their next turn and they suffer a -2 penalty to their
saving throw to end this feature for the duration.

GLUTTONOUS AMBITION [NEW]


Also at 14th level, you have attained an ambitious level
of gluttonous intentions. When you would cast a
Genjutsu that would give you a boost, benefit or
boon, you can gain the benefit of that Genjutsu
twice if ever recast, such as with Bless or
Confidence. When you would gain the benefit of a
genjutsu twice in this way, if the genjutsu
would require an action, bonus action or
reaction in order to maintain their effects, and
they both require the same action to maintain,
you can spend that action and it would count
towards the requirements to maintain both.
Genjutsu that you are gaining the benefit twice
from are still counted as separate jutsu when
rolling to maintain concentration or chakra cost
to maintain concentration.

110
VOID WALKER [CHANGED]
Some Hunters utilize Time & Space Ninjutsu, to get in
and out of combat as easily as blinking. These Shinobi
specialize in hit and run tactics.

STALKER PROFICIENCY [CHANGED]


At 3rd level, you gain proficiency in the Ninshou and
Survival skills. Additionally, you can make an ability
check using either of the skills using Intelligence or
Wisdom.
Also, you have learned to take the teachings of the
greatest strikers, Fuin-crafters, and Ninjutsu specialist,
blending them into your high speed and fast paced form
of combat allowing you to outwit, out speed and out play
your targets. You learn the Chakra Mark Ninjutsu. This
jutsu can be cast as a part of activating the Primary
Target class feature. If cast in this way, Chakra Mark’s
cost is reduced by 1, it’s range instead becomes 120 feet,
and requires no attack roll to mark a creature. A creature
marked by your Chakra Mark in this way, is instead
marked until you score an attack that activates your
Lethal Attack class feature, or mark another creature
with Chakra Mark in this way after which the jutsu ends.
Finally, your teachings have also taught you how to
blend in different Fuinjutsu seals into your Chakra Mark
making it significantly more potent for your assaults.
Select one of the following Void Assassination techniques
augmenting the Chakra Mark jutsu when cast. A Jutsu
with any of the following techniques cannot be taught to
another creature and cannot be customized, modified or
augmented using the Jutsu customization options or any
Non-Hunter-Nin class features. You can switch your
Void Assassination Technique when you complete a rest
of any type. You can select a second technique when you
reach 10th level; • +1 bonus to critical threat range on your next attack

BLINK [CHANGED]
against them until the end of the current turn.
• +1d4 to your AC until the beginning of your next turn.
Also, at 3rd level, you learn to use your chakra to slip
• +1d6 to your next saving throw until the beginning of
between points in space, teleporting short distances in
your next turn.
the blink of an eye. As a part of your movement, you can
• +1d10 bonus to damage on your next attacks, damage
spend half of your movement to teleport a distance equal
roll made against them until the end of the current
to half of your movement to an unoccupied space you
turn. This increases to 2d10 at 10 th level, and 3d10 at
can see.
17th level.
If you teleport within 5 feet of a creature marked by
the Chakra Mark ninjutsu or Primary Target class Also, you gain exclusive access to the Void Assault,
feature, using this feature or a Void Assassination Hunter Exploit. This does not count against your
technique, you gain one of the following of Exploit Limit.
your choice. You can only choose one;

VOID ASSASSINATION TECHNIQUE TABLE


Assassination
Technique Effect
Aether A creature marked with this jutsu who would make a saving throw against a jutsu with the Fuinjutsu keyword suffers a 1d4 penalty, once
per turn. This penalty increases to 1d6 at 10th and 1d8 at 17th.
Arcane You can mark a construct, structure or surface of your choice (at no action cost). When you do, you can you teleport to a spa ce within 5
feet of the marked construct, structure or surface as a reaction to taking damage. When you do, the seal breaks, needing to be reapplied.
You can only have 1 seal active in this way at a time.
Enigma A creature marked with this jutsu who would take damage from a Genjutsu, suffers a -1 Penalty to all of their attack rolls until the end of
their next turn. This penalty increases to -3 at 10th and -5 at 17th levels.
Mystic A creature marked with this jutsu who would take damage from a Ninjutsu without a Nature Release Keyword that takes additional
damage equal to two damage die, once per turn. This damage increases by an additional die at 10 th and 17th levels.
Natural A creature marked with this jutsu who would take damage from a Taijutsu, suffers a -1 penalty to all of their Saving throws until the end of
their next turn. This penalty increases to -3 at 10th and -5 at 17th levels.
Rune You can mark a weapon or weapon stack with the thrown property (at no action cost). When you deal weapon damage with a ranged
weapon attack using the marked weapon, you can spend 10 feet of movement to teleport to a space within 5 feet of the damaged
creature.
111
VORPAL STRIKE [NEW] SEALING AURA [NEW]
Beginning at 7th level, you manifest a limited pool of vorpal Also at 14th level, you passively generate an aura of
seals that you can use to infuse your next attack with a sealing chakra. This chakra is so potent that it forcefully
Fuinjutsu meant to divide space. You manifest a number of binds and even restricts the use of other creatures
these vorpal seals equal to your Ninjutsu ability modifier. chakra when they are not actively attempting to utilize
When you would make an attack you can spend a use of your it. While in a social encounter with a creature, you can
Vorpal seals. When you do, the attack penetrates through all make a Ninshou check vs all creatures of your choice,
forms of defense, ignoring temporary hit points, damage within 15 feet 10 + their level.
reduction and passing through structures or constructs that On a success, you seal away any jutsu, features, or
would normally intercept your attack. trait-based effect that would grant them bonus to their
Alternatively, you can spend a use of this feature infuse a Charisma based ability checks. These effect remain
vorpal seal into a weapon for a more potent striking sealed for the next minute or until combat would begin.
potential for the next minute. When you do the weapon
infused gains a +1 bonus to its critical threat range and SPATIAL DISPLACEMENT [NEW]
increases its damage by 1 die. At 17th level, you are able to effortlessly move between
You regain all charges of your Vorpal seals when you space, even using this offensively or defensively.
would complete a rest of any type. As an action, you can target one creature you can see
marked as your Primary Target class feature or by your
VOID STEP Chakra Mark ninjutsu. When you do, you teleport to
Also at 7th level, when you take the Dash action, you can them, ignoring distance, cover or no space that can hold
teleport whenever you move until the end of your turn. You you as if a space is occupied by another creature that you
can split up this teleportation just like you can with regular would end your teleportation in they are forcibly
movement. If you end your movement within 5 feet of a teleported into your previous space. When your
hostile creature, you gain the benefits of the dodge action teleportation’s movement ends, you can make a weapon
against that hostile creature. attack as a part of this teleportation targeting the select
creature. On a hit you automatically score a critical hit.
SEALING ARTS [NEW] You can perform this action twice per rest.
Beginning at 10th level, you learn of a variety of techniques Additionally, whenever you would be targeted by an
that people use to seal, conceal or even hide the residual attack, you may as a reaction, spend two vorpal seals to
effects of a chakra-based effect. do one of the following;
When you are within 60 feet of a chakra-based effect
• Melee Attack: Teleport up to your Movement speed
created by a Ninjutsu you become aware of its existence. By
away to an unoccupied space dodging the attack.
spending an action to make a Ninshou check vs the Ninjutsu
• Ranged Attack: Teleport the attack away, redirecting
save DC of the caster. If there is no caster and this instead is
it to target another creature of your choice, making a
a natural phenomenon then the DC is calculated as; 10 + The
Ninjutsu attack against the selected creature, on a
Rank of the Mission this effect is taking place in or an
success, the target takes the attack as if they were the
equivalent jutsu rank effect; (D-Rank: 5, C-Rank: 9, B-Rank:
original target.
13, A-Rank: 17, S-Rank: 21)
On a successful check, you are able to seal away this
effect, effectively ending it temporarily for a duration of
your choice for no longer than 10 minutes. You can only
target a creature gaining the benefit of a chakra-based
effect twice per rest in this way.

FUIN-FIELD [NEW]
Also at 10th level, You learn to cast Chakra Mark as a
bonus action. When you do, you must spend a use of
your Vorpal Strike’s vorpal seals. When you do the
Chakra Mark jutsu is modified in a number of
ways as follows;
• The range of this jutsu becomes 60 feet
(10-foot cube).
• It does not require a successful attack roll
to mark a creature instead automatically
marking all creatures in the jutsu’s range at
the casters choice.
• This jutsu cannot be upcast, if cast in this way.

VORPAL CASTING [NEW]


Beginning at 14th level, You learn to infuse your Ninjutsu
with Vorpal seals as they are being cast. When you would
cast a jutsu that requires an attack roll targeting a creature
marked with either your Primary Target class feature or
Chakra Mark Ninjutsu. When you do, you can spend a Vorpal
seal. A jutsu infused with your vorpal seals range becomes
irrelevant as it is instantly teleported to its target. You still
require a successful attack roll in order to deal damage as
normal.

112
WOLVES LEGACY [CHANGED] Additionally, Ability checks or jutsu cast against you
in an attempt to grapple, trip or push you are made at
Some Hunters find that hesitation is defeat. So, they forget
disadvantage and on a failed attempt, the triggering
what hesitation means. They train their body to a point
creature triggers an attack of opportunity from you that
where it breaks down, so they can build it back better and
does not spend your reaction.
stronger. These Hunters are known as Wolves.
Also, you gain exclusive access to the Deflection,
Violently efficient, Aggressively driven, and unhindered by
Hunter Exploit. This does not count against your Exploit
Fear. Limit.

WOLF’S PROFICIENCY [NEW/CHANGED] POSTURE BREAK [CHANGED]


At 3rd level, you have learned to patiently wait for an Beginning at 7th level, a creature marked as your
opponent to slip up and capitalize on it with unforgiving
Primary Target, who has 3 or more total ranks of any
accuracy. You gain proficiency in the Martial Arts and
condition(s), cannot take reactions in response to an
Insight skill. Additionally, you can make an ability check attack you make or damage you deal. Additionally, if the
using either of the skills using Dexterity or Wisdom.
marked creature has 5 or more total ranks of any
Also, you have willingly chosen to replace your
condition(s) your Lethal Attack damage die increases to a
organic arm with that of a shinobi prosthetic. An arm d10.
made of wood, metal and other synthetic martials that
you control using your chakra, that sits in place of your EYES OF A SHINOBI [NEW]
original arm. This prosthetic is able to be fitted with a Also at 7th level, you have tapped into a latent skill that
tool that can aid you in combat. Select two of the has been lost to most shinobi. The ability to sense a
following Prosthetic Attachments. You can select two creatures presence, strengths and weaknesses. As a
more at 10 th level. If a tool would require a creature to bonus action you can activate your shinobi sense,
make a Saving throw, you would use your Taijutsu Save allowing you to sense the presence of all living creatures
DC. You can use any of your Prosthetic Attachments a within 30 feet of you, with or without chakra until the
number of times equal to your proficiency bonus per end of your next turn. All living creatures glow a soft
rest. blue hue allowing you to even sense a creature through
You can switch your chosen Prosthetic Attachments walls no more than 5 feet thick. While sensing a creature
when you complete a rest of any type. in this way, you also become aware of the gaps in their
defenses if any, allowing you to become aware of the AC
SHINOBI’S KARMA: BODY [NEW] of all creatures of your level or lower.
Also, at 3rd level, your strength of body has reached new You can tap into this well of preternatural sensory
levels compared to other Hunters of your caliber. You
ability a number of times equal to your Wisdom ability
gain proficiency in Strength saving throws.
modifier per rest.

PROSTHETIC ATTACHMENTS TABLE


Assassination
Technique Effect
Divine Your arm is outfitted with a fan you can quickly pull out to gain a boost to stealth. As an action you cloak yourself in divine winds,
Abduction giving yourself advantage on your next stealth check.
Elemental Vent In your arm you have equipped a small cannon that unleashes a blast of fire on your foes. As an action you can force every creature
15-foot cone make a dexterity saving throw, taking 4d6 fire damage on a failed save and half as much on a success. If you have a ccess
to another nature release, you can instead use that elements corresponding damage type (Water = Cold). This damage increase by
2d6 at 10th and 17th levels.
Loaded Your arm is fitted with exceedingly sharp shuriken, launched from a wheel bound with extreme tension. As a bonus action you m ay
Shuriken select a creature you can see and make a ranged weapon attack as if using shuriken, with double its normal range. On a hit, you deal
4d4 slashing damage and inflict 1 ranks of bleed. The damage die and ranks of bleed increase by 2 at 10 th and 17th levels.
Loaded Your arm is outfitted with an indestructible, iron ribbed umbrella made to absorb damage and disperse it harmlessly around you. As
Umbrella a reaction when you would take damage, you open this umbrella intercepting it and all other damage until the end of the current
turn and reducing each instance of damage you take by 4d8. The damage you reduce is increased by 3d8 at 10 th and 17th levels.
Mist Raven Your arm is fitted with a special feather that gives you the ability to teleport in a cloud of mist to avoid damage. As a reaction when
you would take damage, you teleport up to 30 feet away, while reducing the triggering damage you would take by 3d6. The damage
you reduce is increased by 3d6 at 10 th and 17th levels.
Sabimaru Your arm is equipped with a secret poison, with which you can coat your weapon to quickly poison your foes when you make a melee
attack with a weapon or make a melee Taijutsu attack as part of casting a Bukijutsu. As a part of the same action used to att ack, you
can spend a use of your Prosthetic attachments. On a hit you deal an additional 3d6 poison damage. The target must make a
constitution saving throw. On a failed save, they gain the envenomed condition for 1 minute. If you score a critical hit with this attack,
the target instead gains 3 ranks of the Envenomed condition.
Shinobi Your arm is equipped with a firecracker that is made for disorienting your foes. As a bonus action you can force every creature in a 10-
Firecracker foot cube originating from you to make a Wisdom saving throw. On a failed save, they become dazed and blinded until the beginning
of their next turn.
Shinobi Rope Your arm is equipped with a 60-foot rope with a kunai and weight on one end, that is launched from a spring engine. As a bonus
action you can fire this rope towards a creature you can see within 60 feet of you. The target must make a Dexterity saving throw,
being restrained by you on a failed save. A Restrained creature makes a Strength save to escape at the end of each of their t urns.

113
WOLF TECHNIQUES [NEW] DEVOTION TO THE CREED [NEW]
Beginning at 10th level, you have learned both to value Also at 14th level, your devotion to your creed has
patience, but at the same time that hesitation leads to exceeded all others. When you would complete a rest,
defeat. You have become privy to a series of elite select one Adversary Class (Caster, Controller, Defender,
techniques taught only to members of your creed who Lurker, Generalist, Striker or Supporter). You become
have survived as long as you have. Select 1 of the aware whenever an adversary with that class is within
following jutsu. The selected jutsu are now counted as 120 feet of you and where they are.
your Wolf Techniques. The jutsu selected are added to If you would engage them socially, your training has
your Jutsu known and also gain their listed effects. You led to you researching as much as possible in regards to
can cast a jutsu counted as your Wolf Technique, by interacting with them. You can choose to use your
spending two uses of your Prosthetic Attachment instead Wisdom in place of Charisma when making a Charisma
of spending chakra. A jutsu cast in this way ignores its based ability check. Additionally, you gain a 1d6 bonus to
Component requirement, instead being able to be cast all such checks made to interact with them.
using any weapon and is always cast as if it were B-
Rank. KAGES DIE TWICE [CHANGED]
At 17th level, your sheer spirit and resolve to keep
• Kunai Assault: X always equals 8.
fighting allows you to defy even death itself. Once per
• Weapon Deflect: Bonus damage increases to a d10.
long rest, when your hit points are reduced to 0, you can
• Weapon Break: Your weapon is treated as a B-Rank or a
choose to slowly stand back up, regaining hit points
+2, whichever is higher in the given scenario.
equal to twice your hunter-nin level, and gaining
• Earth Breaker: Increase the saving throw damage die to
resistance to all damage until the end of your next turn.
a d10, and instead make two melee taijutsu attacks
Additionally, when you are revived this way, you
against a prone target.
immediately gain 2 failed death saving throws, which
• Reapers Swing: The Jutsu’s casting cannot be reacted
cannot be removed by any means until you complete a
to.
long rest.
• Triple Windmill Blades: The jutsu’s range is increased
to 90 feet.
• Ichimonji: Make one additional attack.
• Judgement Cut: Reduce the additional cost to target the
same space to 4 chakra.

OWLS TEACHINGS [NEW]


Also at 10th level, you have begun to also learn from
another creed of Hunters, known as the Owls. Their
teachings guide you down the road of a shinobi, deeper
than most others would dare travel.
While observing a creature, you can as an action,
make an Insight check vs the targets Passive Deception
(10 + Charisma (Deception) Bonus). On a success, you can
see through them, almost as if looking into their spirits
directly. You can select one of the following, granting
you this boon for the next minute. You cannot use this
feature on the same creature no more than once, every
hour.
• A creature who would even attempt to lie, makes you
instantly aware of their trickery.
• A creature who would have hostile intentions towards
you or anyone near them, makes you instantly aware
of their malice.
• A creature who would have romantic or admiration-
based feelings towards you or anyone near them,
makes you instantly aware of their feelings.

SHINOBI’S KARMA: WILL [NEW]


Beginning at 14th level, your strength of will has reached
levels incomparable to other Hunters of your caliber.
You gain proficiency in Charisma saving throws.
Additionally, saving throws you make against a
Genjutsu that would Restrain, incapacitate, slow or
stun you are made at advantage.

114
HUNTERS EXPLOITS [ADDED CHAKRA RECOIL [CHANGED]
6/19/22]
Skill: Chakra Control
You attempt to recover chakra for yourself after
Choose from the following exploits. In order to choose casting a jutsu. When you would cast a jutsu, Make a
an exploit, you must be proficient in the associated Chakra Control check vs a DC 8 + Rank of jutsu cast
skill. You can use these features a combined number (D-Rank: 5, C-Rank: 9, B-Rank: 13, A-Rank: 17, S-Rank:
of times equal to your Proficiency bonus per short rest. 21). If you have expertise in chakra control, you
instead add a +1d4 bonus in place of expertise. On a
AIM [CHANGED] success, you reduce the cost of the jutsu by 1d6, down
Skill: Perception to a minimum of 0. If you beat the DC by 5 or more,
When you make an attack, you attempt to line it up you instead reduce the cost by 2d6.
against a creature you can see. Make a Perception
check vs the targets AC. If you have expertise in CHARMING [CHANGED]
perception, you instead add a +1d4 bonus in place of Skill: Persuasion
expertise. On a success, attacks attack made against As an action, you attempt to influence one creature you
the target creature is made at advantage. If multiple can see within 30 feet that can hear and understand you.
attacks are made as a part of the same action or as the Make a Persuasion check contested by the target’s
result of a jutsu cast, the first attack made is at Wisdom saving throw. If you have expertise in
advantage. Additionally, if your check beats the persuasion, you instead add a +1d4 bonus in place of
opposing creatures by 10 or more, you also increase expertise. If you have dealt damage to the creature in the
your first attack made after using this exploits, critical last hour, it has advantage on its save. On a success, the
threat range by +2. target gains 1 rank of the charmed condition in regards
to you, until combat would begin.
ANALYZE [NEW]
Skill: Investigation CONFUSE BEAST [CHANGED]
As a bonus action, you attempt to figure out who your Skill: Animal Handling
enemy is and what they are about. Make an Investigation You attempt to confuse one beast on the battlefield.
check contested by the target’s Deception check. If you Make an Animal Handling check contested by the
have expertise in investigation, you instead add a +1d4 target’s Wisdom saving throw. If you have expertise in
bonus in place of expertise. On a success, you become animal handling, you instead add a +1d4 bonus in place
aware of the targets Adversary role or Clan (your choice). of expertise. If your check succeeds, the beast cannot
take actions or reactions until the end of your next turn.
ANGLE
Skill: Perception DEFLECTION [NEW]
You attempt to predict the behavior of a creature you Skill: Martial Arts
can see within 30 feet of you. Make a Perception check Requirements: Wolves Legacy
contested by the target’s Dexterity saving throw. If When you would take damage from a melee attack you
you have expertise in perception, you instead add a can deflect the attack weakening the posture of your
+1d4 bonus in place of expertise. If your check assailant, weakening their stance to allow you to
succeeds, the first attack roll the target makes before strike them in response. Until the end of the current
the start of your next turn has disadvantage, and the turn each time a creature would target you with an
first saving throw the creature makes before the start attack or deal damage to you as a result of an attack,
of your next turn has disadvantage. you make a Martial arts check contested by the targets
attacking ability scores, saving throw. If you have
BATTLE CRY [CHANGED] expertise in Martial Arts, you instead add a +1d4 bonus
Skill: Intimidation in place of expertise. On a success, roll your Lethal
You attempt to demoralize one creature you can see Attack dice, reducing damage by the result. If the
within 30 feet of you that can see and hear you. Make deflected attack was a melee one, reduce the
an Intimidation check contested by the target’s triggering creatures AC by 1d4, until the end of your
Charisma saving throw. If you have expertise in next turn. If a creatures AC would be reduced by 10 or
intimidation, you instead add a +1d4 bonus in place of more as a result of this exploit, the next attack
expertise. On a success, the target becomes targeting them automatically scores a critical hit.
demoralized, suffering a -2 penalty to all attack rolls,
ability checks, saving throws and even their AC. A DIPLOMACY [CHANGED]
creature immune to fear cannot be affected by this Skill: Persuasion
exploit. A demoralized creature can attempt to repeat As an action, you attempt to convince one creature you
their saving throw vs your Highest save DC at the end can see within 30 feet that can hear and understand you.
of each of their turns, ending the demoralized effect Make a Persuasion check contested by the target’s
on a success. A creature who is demoralized, can be Charisma saving throw. If you have expertise in
demoralized no more than twice at any single time. persuasion, you instead add a +1d4 bonus in place of
expertise. If you have dealt damage to the creature in the
BRUTE [CHANGED] last hour, it has advantage on its save. On a success, you
Skill: Athletics are able to convince them to increase their disposition
When you would score a hit with a melee attack, you towards you. They may feel more willing to assist you
attempt to overwhelm them. Make an Athletics check and your allies towards accomplishing a goal against
contested by the target’s Strength saving throw. If you their better judgement.
have expertise in athletics, you instead add a +1d4
bonus in place of expertise. On a success, the target
gains 1 rank of weakened.

115
DISTRACTION [CHANGED] FOX’S SIN [NEW]
Skill: Deception Skill: Persuasion
As a Bonus action or a Reaction when an allied creature Requirements: Vice Agent Subclass
would make an attack targeting a creature range, you When you would deal damage with your Shadow Bite
attempt to distract one creature you can see within 30 jutsu, you can entice the target to give you any
feet of you that can see and hear you. Make a Deception bonuses, boosts, or boons they are benefiting from.
check contested by the target’s Wisdom saving throw. If Make a Persuasion check contested by the targets
you have expertise in deception, you instead add a +1d4 Wisdom saving throw. If you have expertise in
bonus in place of expertise. On a success, the target Persuasion, you instead add a +1d4 bonus in place of
becomes surprised until the end of the current turn expertise. On a success, any one jutsu, feature or trait
against the chosen allied creature. that are granting the target a bonus, boost or boon,
you steal it, gaining its benefit for the remaining
EMULATE PREDATOR [CHANGED] duration. If the jutsu stolen required concentration,
Skill: Nature you begin to maintain concentration in place of the
You attempt to emulate the sounds of a natural predator original target spending 0 chakra at the beginning of
of a creature you can see within 30 feet, that cannot see each of your turns. The target loses the jutsu as if it
you. Make a nature check contested by the target’s were dispelled. If the benefit stolen was from an
Wisdom saving throw. If you have expertise in Adversary trait, they lose the traits benefit until the
persuasion, you instead add a +1d4 bonus in place of end of your next turn as you gain its benefit for the
expertise. On a success, the target is spooked and must same duration. If you are not aware of all of the jutsu,
take the Dash action and move away from you, using the features or traits currents affecting a creature you
safest available route on its turn, unless there is randomly steal one, becoming aware of its effects. (Ex.
nowhere to move. Bless, Wind Release: Wind Friction Shatter, or even
Crushing thoughts)
FEINT [CHANGED]
Skill: Deception HINDER [CHANGED]
As a bonus action, you attempt to divert the attention of Skill: Sleight of Hand
a target you can see within 30 feet. Make a Deception As a reaction to a creature attempting to make an attack
check contested by the target’s Wisdom saving throw. If or cast a jutsu, you attempt to blind it, if it is within 30
you have expertise in deception, you instead add a +1d4 feet of you. Make a Sleight of Hand check contested by
bonus in place of expertise. On a success, the target is the target’s Constitution saving throw. If you have
incapacitated until the end of your current turn. expertise in Sleight of Hand, you instead add a +1d4
bonus in place of expertise. On a success, the target is
FESTERING SIPHONAGE [NEW] blinded until the start of its next turn.
Skill: Medicine
Requirements: Necrotic Hand Subclass INCURABLE AFFLICTION [NEW]
When you would deal damage with the Necrosis Skill: Deception
ninjutsu, you are able to siphon off a portion of your Requirements: Undertaker Subclass
targets strength. Select one ability score between; When a creature would take poison damage as a result
Strength, Dexterity, Intelligence or Wisdom. of an attack you make, jutsu you cast, or envenomed
Make a Medicine check contested by the targets condition you inflicted, you are able to reveal that the
Constitution saving throw. If you have poison isn’t any normal poison. It is virtually
expertise in medicine, you instead add a incurable. Make a Deception check contested by the
+1d4 bonus in place of expertise. On a targets Constitution saving throw. If you have
success, you reduce the targets chosen expertise in Deception, you instead add a +1d4 bonus
ability score by 1d6+1. You gain a bonus to in place of expertise. On a success, the target gains 1
the same ability score equal to rank of envenomed for the next minute and cannot
the value they lost. This have any ranks of the envenomed condition removed
drain lasts until the end of by any means until the end of your next turn.
your next turn or until they die,
whichever comes first. INSTRUCT [CHANGED]
Skill: Investigation
As an action, you attempt to find a weakness in your
target. Make an Investigation check contested by the
target’s Deception check. If you have expertise in
investigation, you instead add a +1d4 bonus in place of
expertise. If your check succeeds, all friendly creatures
next attack roll against the target is made at advantage.

INTUIT [CHANGED]
Skill: Insight
You attempt to determine the motivations of one
creature you can see within 30 feet. As an action, make
an Insight check contested by the target’s Deception
check. If you have expertise in insight, you instead add a
+1d4 bonus in place of expertise. On a success, the target
cannot gain any bonuses to their next ability checks
made against you or an allied creature.

116
SHADOW STEP [NEW] VANISH [NEW]
Skill: Stealth Skill: Stealth
Requirements: Grave Stalker Subclass You attempt to make your presence disappear. While
When you are in a space counted as Dim, Light, you are being observed by creatures. You can as an
Darkness or gaining the benefit of being Lightly or action, make a Stealth check contested by the creature
Heavily obscured, you can use this exploit. Select with the highest wisdom ability score, perception
another space that would grant you any of the check. If you have expertise, you instead add a +1d4
aforementioned environmental circumstances. You bonus in place of expertise. On a success, you are able
teleport to that space. to move up to your movement speed into a space that
When you do teleport, make a Stealth check contested would grant you partial or total concealment. When
by all hostile creatures passive perception. If you have you do, you treat your stealth check as if you
expertise in stealth, you instead add a +1d4 bonus in attempted to Hide. The image the observing
place of expertise. On a success, you becomes creature(s) were seeing begins to vanish into thin air
undetectable by jutsu with the sensory keyword until the revealing that you were never there in the first place.
end of your next turn, and your first attack with Weapons
of Darkness from stealth, automatically hits a creature. VOID ASSAULT [NEW]
Skill: Ninshou
SHARP RAIN [NEW] Requirements: Void Hunter
Skill: Crafting When you would trigger Lethal Attack on a creature
Requirements: Arsenalist Subclass marked as your Primary Target or marked by your
When you would deal damage using a weapon, jutsu or Chakra Mark ninjutsu you begin to blink around
tool that is a part of your Arsenal, you are able to targeting all other creatures marked by your Chakra
manifest a storm of needle like chakra in an attempt to Mark dealing significant damage to everyone. Make a
hinder the target. Make a Crafting check contested by Ninshou check and record the result. If you have
the targets Strength Saving throw. If you have expertise in Ninshou, you instead add a +1d4 bonus in
expertise in crafting, you instead add a +1d4 bonus in place of expertise. Compare the result of your check to
place of expertise. On a success, you aggressively the AC of all other creatures marked by your Chakra
restrict the mobility of the target creature, reducing Mark. You quickly teleport and strike each of them in
their movement speed to 10 feet, preventing them the blink of an eye dealing half of the triggering
from forming handseals or taking the Dash, Disengage attacks damage to all marked creatures. This does end
or Dodge actions until the end of your next turn. the Chakra Mark jutsu on all affected creatures.
Regardless, choose a space within 5 feet of a marked
STUDY [CHANGED] creature that can hold you, as you teleport to that
Skill: History space after this exploits use.
You attempt to anticipate your target’s action. As a
reaction to a creature attempting to cast a jutsu or make WARDENS ASSAULT [NEW]
an attack against you, make an History check contested Skill: Athletics
by the target’s Deception check. If you have expertise in Requirements: Blade Warden Subclass
history, you instead add a +1d4 bonus in place of As a part of the same action used to make a weapon
expertise. On a success, you have advantage on the first attack or taijutsu attack, You attempt a flurry of
or each, your ability check, attack roll and saving throw strikes that are impossible to track with your Warden
you make against that creature before the end of your Weapon. Make an Athletics check vs the targets AC. If
next turn. you have expertise in Athletics, you instead add a
+1d4, in place of the expertise bonus. On a success, you
SUNDER [CHANGED] strike fast enough and with enough force to manifest
Skill: Craft multiple afterimages of the same attack. You can
You attempt to make a creatures armor virtually trigger Lethal Attack twice on the target creature the
pointless. As a bonus action, make a Craft check turn you use this Exploit.
contested by Strength saving throw. If you have
expertise in the craft skill, you instead add a +1d4 bonus TERRIFYING [NEW]
in place of expertise. On a success, you ignore the bonus Skill: Intimidation
its armor grants to its AC until the end of the current You attempt to demoralize a creature, so as to give you
turn. a feeling of superiority over them. The reaction is
instant, and the effects positive. Make an Intimidation
TUMBLE [CHANGED] check contested by the target’s Charisma saving
Skill: Acrobatics throw. If you have expertise in intimidation, you
As a part of your movement, you attempt to make a instead add a +1d4 bonus in place of expertise. On a
quick tumble. Make an Acrobatics check and record the success, the target gain 1 rank of fear against you for
result. If you have expertise in the acrobatics skill, you the next minute. Additionally, until the end of your
instead add a +1d4 bonus in place of expertise. Your AC next turn, you gain a +1 bonus to all saving throws for
becomes the result of your check. This only lasts against each rank of fear the target has against you.
the first attack made against you before the beginning of
your next turn, after which your AC goes back to normal.

117
HUNTERS PATTERNS [ADDED PRE-PLANNED ROUTE
6/19/22] You have learned the value of always knowing how to, and
when to escape or run. You practice your escape routes the
Patterns are the fully realized manifestations of the
night before and in your dreams in order to avoid wasting
multitude of trainers, teachers, peers and even rivals.
time. When you would take the dash action, you instead are
These manifestations take shape in the form of
able to increase your movement speed by twice your base
patterns you have picked up. These patterns are things
speed. Once you do this, you cannot gain the benefit of this
you do throughout your day, when you are resting or
pattern again until you choose to reduce your speed to 0 at
even when fighting.
the beginning of your turn or finish a rest.

REVIEWING TACTICS SMOKER


You have taken up the teachings of the Samurai in how they
You have taken up the unhealthy pastime of smoking Tabaco
surround their enemies in combat. When you and an allied
sticks. The taste is horrible and the smoke chokes your lungs,
creature are on opposite sides of a hostile creature, the
but you find it oddly calming. This smoking habit has
hostile creature suffers a -2 penalty to their AC against your
granted you the ability to convert your chakra die into
attack.
bonuses to ability checks once per turn. You can spend 1

ILLICIT LITERATURE chakra die in this way adding the result to a given check.

You have become an avid reader of illicit and inappropriate NINJA INFO CARD ADDICT
texts meant for only the most refined of tastes. While reading
You read Ninja info cards to bed every night and while
you learn to deal with your desires unlike most of the
bathing. You have an unhealthy obsession with memorizing
uncultured swine who are ignorant to your holy texts. You
what an enemy might be able to do. Select one of the
gain Immunity to the Charmed condition and charm-based
following Adversary types; Caster, Controller, Defender,
effects.
Lurker, Generalist, Striker or Supporter. When you would

HORROR FILMS become aware of an adversaries type, you become aware of


all Role traits they have.
After your first fright film, you have become absurdly You can select this Pattern multiple times, selecting a
addicted to them, finding ways to watch or read horror different adversary type.
related content. This gives you a multitude of ways to deal
with the fear of being afraid. You gain immunity to the Fear DRINKER
condition and Fear based effects.
You have taken up the unhealthy pastime of drinking alcohol.

BOTANY The drink burns your throat and has a bitter aftertaste, but
you find it oddly liberating. This drinking habit has granted
You have taken to caring for plants of any or all types. It you the ability to convert your Hit die into additional uses of
calms you and grants you a deeper understanding of the any Hunter-Nin class feature that has a use limit.
biomes the plants come from. Select two of the following
locations; Land of Fire, Land of Earth, Land of Lightning, Land HABITUAL RESEARCHER
of Water, Land of Wind, Land of Snow, Minor Lands (any 3). You
You research the most remedial things. The number of
gain a +2 bonus to all Nature and Survival checks made
useless facts and tidbits of knowledge has become
within the chosen lands.
unbearable. But you never stop learning, no matter how
You can select this Pattern multiple times, selecting
much time it takes out of your personal life. Select three
different locations.
skills. You gain proficiency in the given skills.

PARANOID MUTTERINGS You can select this Pattern multiple times, selecting
different skills.
You have seen the benefits of discussing every possible
scenario with yourself. Who else knows your skillset as well PRACTICED COMBATANT
as you? Select one Saving throw you do not have proficiency
You have practiced the martial arts all of your life,
in. You add half of your proficiency bonus to this saving
studying new forms, techniques and skills. Even when
throw.
others would ask you to be a bit more social, you focused
You can select this Pattern multiple times, selecting a
on the practical applications of your martial prowess.
different ability score.
You gain one Taijutsu or Weapon stance from Chapter 13.

BACK-UP PLANS, BACK-UP You can select this Pattern multiple times. You can't
take a Stance more than once, even if you later get to
Your teacher, master or rival seems to always have a plan A, choose again.
B, C, D and E. You will never be caught without an answer
again. Once per rest, you can select one tool, kit, or weapon of MARTIAL STUDENT [NEW]
greater quality, that you are able to pull from a Back-up
Ninjutsu or Genjutsu could fail you, but your own limbs
scroll that you always had this entire time.
or weapons could not. You can use Dexterity as the
The tool, Kit or weapon can only be used once,
casting modifier the jutsu type you did not pick with the
regardless of the circumstance. Once used the Tool, kit
Lethal Precision class feature.
or weapon breaks or becomes inert.

118
KLEPTOMANIAC [NEW]
The shiny things in life were always too much to just
ignore. Plus, they’d shine better with you. Years of petty
theft has taught you how to do it correctly. You gain
proficiency in Sleight of Hand and Security Kits. If you
are already Proficient in both you gain expertise in one
of your choice. When you would make a check to
pickpocket or pick a lock, You can mark the lock as your
Primary Target, reducing the DC 2. Doing this keeps the
lock as your Target until you open it or a hour has
passed.

STALKER [NEW]
Your experience hunting things from the shadows has
gone and become a valuable asset in your combat
toolbelt. You when you would deal damage to a creature
who is Incapacitated, Unconscious, Dazed, Restrained,
Stunned, Surprised, Blinded, deafened or slowed, you
gain a +1 bonus to your critical threat range.

OVERPREPARED [NEW]
You always over prepare. So much so that you over pack,
bring too much of the same thing, or are always more
prepared than the next person. When you would
complete a rest of any type. Roll one d20. Record the
results. Whenever you or another creature would make
an Ability check using Dexterity, Wisdom or Charisma
you can replace their original d20 result with the d20
you previously rolled, spending that roll.

HYPER CRITICAL EYE [NEW]


You have always been super critical of the quality of the
tools you are working with. Whenever you see weapons,
armors or tools within 60 feet of you, you can, as an
object interact action, inspect them more closely when
you do, you become aware of the quality, special effects,
features, or even seals placed upon them and what they
can do.

119
NINJUTSU SPECIALIST • Summoner: Great. I love it. Don’t ever let people tell you,
you aren’t a good subclass. You are fantastic.

SLIGHT REDESIGN
• The Professor: A subclass who’s entire aesthetic is to
role play as Hiruzen. For the most part it is fine. It
The Ninjutsu Specialist class is a class that is supposed
needed to be brought down some, so I did that in some
to do one thing better than everyone else by leaps and
spaces.
bounds…Cast Ninjutsu. This redesign, is intended to
• Trace Talent: I am on my 6th reading of this
reinforce and make sure that it does its job the correct
focus/subclass and I am struggling to understand the
way. While the core class may accomplish this well, the
narrative. The mechanics are fine, but the narrative
subclasses fall short. Not all subclasses are or were
needs to be better displayed within the class. This
created equally, being made at different times and
subclass is meant to be the Non-Elemental alternative,
having different levels of care put into them.
which is fine, but I am unsure what the class is trying to
The core Design philosophy I am following for the
display in terms of Non-elemental skill or technique.
Ninjutsu Specialist core class moving forward will be to
This is a struggle I am going to have to figure out on my
ensure that the class does its job exceedingly well
own it seems.
without the need of extra feats or class dips. The
• Tsunami: A sleeper of a subclass. One I was the most
following Ninjutsu Specialist Subclass will be as
concerned about but most I hear from seem to like it a lot
following the listed design principles to help guide
and consider it one of the better elemental subclasses,
myself, and others to understanding what and why any
which for what its worth just means it’s the prettiest
specific changes may have been made;
ugly duck.
• Blaze Walker: This Focus is one that has needed the • Efficient Moldings: Expect some updated effects, new
most work. The Fire subclass barely does anything for moldings, removed moldings etc.
fire outside of making it cost more chakra. The Fire
release subclass should be the high damage subclass
without any frills, special needs, or extra bells and
whistles.
• Hijutsu Elitist: This focus is one of the focuses that
has me in a tizzy. This subclass should be a generalist
subclass to help Hijutsu based characters get the most
out of their Hijutsu. But what it really is, is the best
Nin-Spec by a metric ton. It does everything well, to a
sickening degree. It needs to be brought in line while
getting a focus.
• Lightning Breaker: This focus was pathetic. It still is
pathetic. Its supposed to be the peak of Lightning
release Ninjutsu, but instead it’s a joke with a sorry
punchline. Will be adjusted.
• Sanguine Master: This subclass is in hot water. In the
same way Flesh warper was with Medical Nin. But the
reasons are a bit different. In this particular case,
Sanguine Master doesn’t do anything particularly
special. It has a redeeming narrative of using blood
and chakra to enhance jutsu. But the way it goes about
doing it doesn’t feel good. The core of this subclass is
the Blood vials, which take away hit die, take time out
of combat to make and are spent all throughout the
subclass very frequently. This in of itself is not bad.
The problem is that it is trying to act like a pseudo–
Healing Nin-Spec, which is a no-go with the design
direction I am going with Medical-Nin in regards to
their abilities to Heal being challenged by another
classes, subclass in a competitive way. It also steps on
the shoes of Defensive Scout and Stone Crusher Nin-
Spec. It’s in a good narrative space, but with
overlapping design choices. As always, I will try to
salvage it, but I cannot make any promises on
anything.
• Scribe Master: This focus has received a lot of love and
fanfare. This subclass has a unique space that I think it
fills well. I want it to continue to be great.
• Stone Crusher: This focus is based on the element of
substance and the nature release of stability. This
subclass should be the tankiest ninjutsu specialist in the
game by a wide margin.
• Storm Terror: This focus is based on wind release, a jack
of all trades nature release that should be focused on
control to a much wider berth of jutsu. This redesign will
focus on the control aspect of wind release.

120
surpass others. Players would be able to have a larger
NINJUTSU SPECIALIST variety of ninjutsu at their disposal and in some cases
have access to different forms of ninjutsu before others
A clanless boy quickly weaves handseals and places his such as Elemental ninjutsu. Players should be able to
hands onto a large chakra seal, igniting the seals as the exemplify characters who embody this style of rapid fire
door begins to open. The boy walks through the open ninjutsu such as: Kakashi Hatake, Sasuke Uchiha,
doors and after weaving a few seals with one hand he Orochimaru, Hiruzen Sarutobi (3rd Hokage), Hashirama
conjures orbs of fire creating light for him to see. Senju, Tobirama Senju, Jiraiya and Madara Uchiha.

CREATING A NINJUTSU SPECIALIST


An Uzumaki in the heat of battle creates a single hand
seal and conjures 10 Shadow Clones as they all surround
a single enemy. The Clones and the Uzumaki all weave When creating a Ninjutsu-Specialist consider a few
handseals and each create a super dense blade of wind
things about the character on a personal level? Think of
chakra that all converge on their target leaving him no Ninjutsu as a tool? Do they use ninjutsu as a ring of keys,
room to dodge or evade. a way through every door or a sledge hammer, a way to
These shinobi, different as they might be, are connected pass through any obstacle? What made the character so
by one common factor, they are masters in the field of bound to learning so many powerful ninjutsu and what
Ninjutsu. While others are able to use the techniques, drives them to learn more? Did they train under another
they learn with some level of mastery, the Ninjutsu very skilled Shinobi? Or did they become enamored by
Specialists are able to draw out the true essence of the the people around them and want to emulate their skills
Ninjutsu arts. They are able to take the concepts of the and techniques?
Ninjutsu they have and accelerate it to new heights and
unmatched levels. QUICK BUILD
You can make a Ninjutsu Specialist quickly by following
CHARACTER INSPIRATIONS these suggestions. First, put your highest ability score in
Intelligence, followed by Constitution or Dexterity.
When designing this class, it was built with the intent to Second, choose the Sarutobi, Uchiha, Uzumaki or Non-
allow players to utilize ninjutsu in a variety of ways and Clan, Clans.
allows for a mastery of the techniques they have that

121
CLASS FEATURES REFINED NINJUTSU [CHANGED]
As a Ninjutsu Specialist, you gain the following class Also, at 1st level, you can select an amount of Ninjutsu that
features. you know equal to the number shown for Refined Jutsu in
the class table above, increasing the Save DC or the amount
HIT POINTS of either damage done by the chosen jutsu by 1 die. This
Hit Dice: 1d6 per Ninjutsu Specialist level feature happens once per casting of the Refined Jutsu. You
Hit Points at 1st Level: 6 + your constitution modifier choose which benefit you gain each time you cast the jutsu,
Hit Points at Higher Levels: 1d6 (or 4) + your but before the jutsu would affect a creature. You can change
Constitution modifier per Ninjutsu Specialist level your Refined Ninjutsu when you would take a long rest.
At 9th level, you increase the Save DC or die by 2 instead of
after 1st.
1, and at 17th level, you increase Save DC or die by 3 instead
CHAKRA POINTS of 2.

Chakra Dice: 1d12 per Ninjutsu Specialist level


Chakra Points at 1st Level: 12 + your constitution
NINJUTSU TRADITION [CHANGED]
modifier Starting at 2nd level, you begin to Specialize in a Tradition
Chakra Points at Higher Levels: 1d12 (or 7) + your that enhances the style of ninjutsu that you focus on. The
Constitution modifier per Ninjutsu Specialist level Tradition that you choose grants you features at 2 nd, 6th,
after 1st. 10th, 14th & 18th Levels.

PROFICIENCIES [CHANGED] POTENT NINJUTSU [MOVED]


Armor: Light armor [Moved to an Efficient Molding]
Weapons: All Simple Weapons
Ninja Tools: Alchemist Kits, Hackers Kit EFFICIENT MOLDING [CHANGED V2]
Saving Throws: Wisdom, Intelligence
Starting at 3rd Level, you learn how to bend your chakra to
Skills: Ninshou, Choose four from Insight,
suit your needs while casting Ninjutsu. You gain two of the
Investigation, History, Stealth, Perception, Chakra
following Efficient Molding options of your choice. You gain
Control.
another one at 5th, 9th, 13th and 18th Ninjutsu specialist

EQUIPMENT levels. You can only use one Efficient Molding option on a
Ninjutsu when you cast it, unless otherwise noted. You can
You start with the following equipment, in addition to
use any combination of efficient moldings you have 2 times
the equipment granted by your background:
per rest. You gain an additional use of your moldings at 9th,
• Padded Armor and 15 th levels. If you would use a molding any additional
• 1 Simple Weapon times more than your listed limitation, you must spend
• (a) One Kunai stack or (b) One Shuriken stack chakra listed as the Alternate cost.
• Ninjutsu Scroll (D-Rank)

ABILITY SCORE IMPROVEMENT/FEAT


JUTSU CASTING When you reach 4th and again at 8th, 12th, 16th, and 19th,

NINJUTSU
level, you can increase one ability score by +1 & a Feat of
your choice that they qualify for. As normal you can’t
Ninjutsu save DC = 8 + your proficiency bonus + your increase an ability score above 20 using this feature.
Intelligence modifier.
Ninjutsu attack modifier = your proficiency bonus + JUTSU BREAKER [CHANGED]
your Intelligence modifier.
Beginning at 5th Level, you learn how to overwhelm your
GENJUTSU opponent’s jutsu with pure force. When you would see a
creature within 90 feet of you cast a Ninjutsu that would
Genjutsu save DC = 8 + your proficiency bonus + your deal damage of any type, you may as a reaction cast a
Wisdom modifier Ninjutsu you know with a casting time of 1 action.
Genjutsu attack modifier = your proficiency bonus + When you do, if the jutsu you cast doesn’t have the clash
your Wisdom modifier keyword it gains the clash keyword. You automatically
initiate a clash with the triggering creatures jutsu even if
TAIJUTSU their jutsu doesn’t have the clash keyword.
Taijutsu save DC = 8 + your proficiency bonus + your You may use this feature twice per rest. You gain an
Strength modifier additional use of this feature at 11 th and 17th level.
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier NINJUTSU MASTER
CHAKRA RECOVERY [CHANGED V3] Starting at 20th Level, Select one Ninjutsu of C-Rank or
Lower. You always deal Maximum damage with the
Starting at 1st level, you have learned to retain some chosen Jutsu.
spent chakra from Casting Ninjutsu. Once per short rest,
you may half the cost of any one Ninjutsu cast. You gain
an additional use of this feature at 6th, 11th & 17th levels
of Ninjutsu Specialist.

122
NINJUTSU FOCUS INFERNO FURY
Starting at 10th level, Ninjutsu you cast with the Fire

BLAZE WALKER [CHANGED] Release keyword that are currently benefiting from your
Refined Ninjutsu class feature gain additional benefits,
The Ninjutsu Specialist who chooses to become a Blaze you can use only one of these features once per casting.
Walker, becomes a primal engine of destruction, feared
• As a part of the same action used to cast the selected
and revered since man’s earliest days when using Fire
Ninjutsu you can increase the heat of your jutsu
Release Ninjutsu.
dealing double damage to Plants adversaries. If an

FIRE RELEASE [CHANGED] adversary would already have vulnerability you do not
double the damage a second time.
When you choose this tradition at 2nd level, you gain the
• As a part of the same action used to cast the selected
ability to learn ninjutsu with the Fire Release Keyword.
Ninjutsu, you can increase the damage dealt by your
If you can already do this you learn 2 additional Fire
proficiency bonus.
Release ninjutsu that you qualify for, one of which can
• When you initiate a clash with a Jutsu with the Water
be C-Rank or lower.
Release Keyword, the user of the Water Release Jutsu
You also gain advantage on all Ninshou checks related
does not roll at advantage.
to ninjutsu with the Fire Release keyword and you can

FIRE RELEASE MASTER


learn and create Ninjutsu with the Fire Release Keyword
in half the required time.
Starting at 14th level, when you use Flash Fire to deal
Finally, when you cast a ninjutsu with the Fire Release
additional damage, you may instead double the bonus
keyword, you can do one of the following;
damage dealt.
• Gain 1d4+1 bonus to Damage rolls. This increases to Additionally, when you would cast a Fire Release Jutsu
2d4+2 at 10th level, and a 3d4+3 penalty at 18th level. that is currently benefiting from your Refined Ninjutsu
• Impose a 1d4 penalty on saving throws once per class feature, you can double the cost of your jutsu to
casting. deal three times as much damage to a single creature
affected by your Jutsu. This damage happens once per
FIRE ADEPT [CHANGED] turn. You may use this feature twice per long rest.
Also, at 2nd level, you have adapted to fire release Finally, Ninjutsu you cast with the Fire Release
chakra in such a way that others who would tap into this keyword that inflicts the burned condition, saving
nature would come to you for teachings. throws are made at disadvantage.
Once per turn, when you would deal damage with a
Jutsu with the Fire Release keyword, you may mark one BLAZE WALKER TECHNIQUE [NEW]
damaged creature. This creature is ember marked. A Starting at 18th level, you learn the ultimate molding
creature marked by you in this way can have up to 5 technique for fire release ninjutsu called Blaze Walker.
ember marks at a time. Once per turn, when you would When you cast a ninjutsu with the Fire Release keyword,
deal fire damage to an ember marked creature you can you can embolden the jutsu cast. You can only use this
trigger all marks, causing them to erupt into a torrent of molding by spending 10 chakra. You can use this
flame, dealing 2d6+2 fire damage for each ember mark molding in addition to any other efficient molding you
on them, removing all marks after the eruption. A are using.
creature is ember marked for up to 1 minute or until you This jutsu is automatically upcast to S-Rank at no
trigger this feature, whichever comes first. additional cost, ignores immunity and resistance and
increases the damage die of all fire
FLASH FIRE [CHANGED] damage dealt by this jutsu and
Starting at 6th level, you learn to unleash powerful ember marks by 1 step.
streams of flame with the potential to burn anything (D4>D6>D8>D10>D12)
while conjuring your Jutsu. When you would cast a
Ninjutsu with the Fire Release keyword, your jutsu deals
additional damage equal to your Ninjutsu Specialist
Level. You can enhance a Ninjutsu in this way twice per
rest.

CRIMSON MOLDING [NEW V2]


Also at 6th level, you learn a new and unique efficient
molding technique called Crimson Molding. When
you cast a Ninjutsu with the Fire Release keyword, you
can embolden the jutsu cast. You can use this
molding in addition to any other moldings you
are using and has an Alternate Cost of 5.
All creatures within this jutsu’s range must
make a constitution saving throw being burned
on a failed save. If the jutsu cast would already
force a saving throw then on a failed save creatures gain
1 rank of the burned condition.
Additionally, if a creature who is within this
jutsu’s range is a Plant, Beast or Construct (made
of organic material such as wood), then they
make all saving throws against the jutsu
cast and this moldings effect at
disadvantage.

123
HIJUTSU ELITIST [CHANGED] GENERATIONAL MOLDING [NEW]
Also at 6th level, you learn a new and unique efficient
The Ninjutsu Specialist who chose to specialize in their
molding technique called Generational Molding. When
Hijutsu techniques provided by their clans are those who
you cast a Hijutsu with the ninjutsu keyword, you can
become living embodiments of their Families or clans’
embolden the jutsu cast. You can use this molding in
techniques in such a way that those who stand in their
addition to any other moldings you are using and has an
way will feel hesitance towards confronting them.
Alternate Cost of 5.

HIJUTSU SPECIALIZATION [CHANGED] The jutsu cast cannot be Countered, Negated or


Dispelled until the end of your next turn.
When you choose this Tradition at 2nd level, you learn
the secrets behind your clans techniques beyond what is
taught to most other members. You learn an additional
GENERATIONAL GREATNESS [CHANGED]
Starting at 10th level, Jutsu you cast with both the
Hijutsu with the Ninjutsu Keyword that you qualify for.
Ninjutsu & Hijutsu Keywords, that are currently
You also gain advantage on Ninshou checks related to
benefiting from your Refined Ninjutsu class feature gains
Hijutsu with the Ninjutsu keyword and can learn and
additional benefits. You can use only one of these
create Ninjutsu with the Hijutsu Keyword in half the
features once per casting.
required time.
Finally, when you cast a Hijutsu with the Ninjutsu • As a part of the same action used to cast the selected
keyword, you can do one of the following, once per Jutsu, one target creature cannot take a reaction
casting; against you, your jutsu cast, or its effects until the end
of the current turn.
• Gain a 1d4 bonus to damage rolls.
• When you would upcast your selected jutsu, you may
• Reduce the cost of D-Rank Hijutsu by 1. When you
treat your upcast as if you had upcasted the jutsu
would reach 8th level, reduce the cost of C-Rank Hijutsu
twice, up to your maximum rank known as detailed in
by 2. When you would reach 14 th level, reduce the cost of
the Ninjutsu Specialist Class table.
B-Rank Hijutsu by 3. When you would reach 18th level,
• When you initiate a clash with the chosen jutsu, you
reduce the cost of A-Rank Hijutsu by 4. Cost reduction
make your check at advantage.
as a result of this feature counts as rank based.

HIJUTSU ADEPT [CHANGED] HIJUTSU MASTER [CHANGED]


Starting at 14th level, when you would use the Deadly
Also at 2nd Level, your skill with your clan techniques
Tradition class feature, you may also cast Hijutsu with
are far superior to other shinobi of equal caliber to you.
the Ninjutsu keyword with a casting time as a bonus
This skill manifests itself in the following way.
action, as a reaction using that feature.
First, any Ninjutsu you that is gaining the benefit of
Additionally, when you would cast a Hijutsu with the
your Refined Ninjutsu class feature gains the Hijutsu
Ninjutsu keyword that is currently benefiting from your
keyword for the purpose of interacting with Ninjutsu
Refined Ninjutsu class feature,, you may double the cost
Specialist class features.
of the jutsu to ignore resistance of any damage dealt by
Second, you gain a pool of stamina known as
the chosen jutsu and double its range or its area of effect
Traditional Inertia. This stamina is unique in that you are
size. You may only use this feature twice per long rest.
able to utilize it to supplement the costs of limited use
clan features. You begin with 3 Traditional Inertia. When
you would use a clan feature with limited uses you can
ELITIST TECHNIQUE [NEW]
Starting at 18th level, you learn the ultimate molding
spend inertia in place of spending a use of such a feature.
technique for Hijutsu called the Elitist
You gain 1 additional Traditional Inertia when you would
Technique. When you cast a Hijutsu with
reach 10th and 18th levels. You recover all spent inertia
the ninjutsu keyword, you can
when you would complete a long rest. You can spend 1
embolden the jutsu cast. You can only
Traditional Inertia to gain the benefits of a limited use use this molding by spending 10 chakra.
clan feature, once.
You can use this molding in addition

DEADLY TRADITION [CHANGED]


to any other efficient molding you
are using.
Starting at 6th level, you learn to magnify the lethality
If this jutsu requires an attack
and power behind your Clans Hijutsu. When you cast a
roll, all attacks made with it for its
Hijutsu with the Ninjutsu keyword, you can enact your
duration are made at advantage. If
clans secret traditions, making the jutsu cast far more
this jutsu requires a saving throw,
efficient and lethal to deal with.
all saving throws made to resist
Hijutsu with the Ninjutsu keyword that you cast,
its effects are made at
cannot have their damage reduced by more than half.
disadvantage.
Additionally, twice per rest, you can choose to change
the casting time of a Hijutsu with the Ninjutsu Keyword
with the casting time of 1 Action, to 1 Reaction, which you
can take when you or an allied creature in range would
take damage.

124
LIGHTNING BREAKER [CHANGED] Additionally, if a creature who is within this jutsu’s
range is an Aberration, Celestial or Mutant, they cannot
The Ninjutsu Specialist who chooses to become a Lightning
take a reaction to this jutsu casting, the damage dealt or
Breaker, becomes an unmatched force of unstoppable
conditions inflicted and increase the damage the jutsu
power greater than that of a Lightning storm when using
deals by 1 damage die.
Lightning Release Ninjutsu.
WRATHFUL JOLTS [CHANGED]
LIGHTNING RELEASE [CHANGED] Starting at 10th Level, Ninjutsu you cast with the Lightning
When you choose this tradition at 2nd level, you gain the
Release Keyword, that are currently benefiting from your
ability to learn ninjutsu with the Lightning Release Refined Ninjutsu class feature gain additional benefits. You
Keyword. If you can already do this you learn 2 can use only one of these features once per casting.
additional Lightning Release ninjutsu that you qualify
• As a part of the same action used to cast the selected
for, one of which can be C-Rank or lower.
You also gain advantage on all Ninshou checks related Ninjutsu, the Jutsu scores a critical hit on an attack roll of
to ninjutsu with the Lightning Release keyword and you 18 through 20.
can learn and create Ninjutsu with the Lightning Release • As a part of the same action used to cast the selected

Keyword in half the required time. Ninjutsu, the jutsu doubles its damage die against
Finally, when you cast a ninjutsu with the Lightning creatures who fail their saving throws by 5 or more.
Release keyword, you can do one of the following, once • When you initiate a clash with a Jutsu with the Wind

per casting; Release Keyword, the user of the Wind Release Jutsu does
not roll at advantage.
• Gain 1d4 bonus to attack rolls.
• Reduce the cost of the next Ninjutsu cast before the
LIGHTNING RELEASE MASTER [CHANGED]
beginning of your next turn with the Lightning Release Starting at 14th Level, when you use Lightning Tamer to
keyword by 1d4. overcharge a jutsu, you gain 2 Lightning Motes with the
chosen jutsu’s casting.
LIGHTNING ADEPT [CHANGED] Additionally, when you would cast a Lightning Release
Also, at 2nd Level, you have adapted to lightning release
Jutsu that is currently benefiting from your Refined Ninjutsu
chakra in such a way that others who would tap into this
class feature, targeting a shocked creature, you make your
nature would come to you for teachings.
attacks at advantage. If your jutsu requires a saving throw,
Once per turn, when you would cast a jutsu with the
they make their saving throw at disadvantage. You can only
Lightning Release keyword, you can charge yourself
use this feature twice per long rest.
with a Lightning Mote. A lightning mote remains charged
Finally, ninjutsu you cast with the Lightning Release
for up to 1 minute, or until spent. You can have up to 5
Keyword that inflicts the shocked condition, saving throws
motes charged at once. When you would cast a jutsu with
suffers a -1d4 penalty to all affect creatures saves.
the Lightning Release keyword you can spend any
number of motes. If you do you cannot gain a mote the LIGHTNING BREAKER TECHNIQUE [NEW]
turn you do. For each mote spent, you increase the Starting at 18th level, you learn the ultimate molding
potency of your jutsu cast. Select from one of the technique for lightning release ninjutsu
following, of which you can only use one of when called Lightning Breaker. When you cast
spending motes; a ninjutsu with the Lightning Release
• Increase the damage dealt by +3 for each mote spent. keyword, you can embolden the jutsu
This bonus damage doubles on a critical hit. cast. You can only use this molding by
• If a jutsu would normally not deal damage when cast, spending 10 chakra. You can use this
you add 1d8 lightning damage for each mote spent. molding in addition to any other
• Reduce the cost to maintain the jutsu by 1 for every 2 efficient molding you are using.
motes spent. This jutsu ignores immunity and
resistance, cannot be reacted to by
LIGHTNING TAMER [CHANGED] any affected creature until for the
Starting at 6th Level, you learn to bend Lightning to your duration of the jutsu cast and
will forcing it to do things beyond its normal limits. When ignores structures or constructs
you would cast a Ninjutsu with the Lightning Release that would intercept the damage it
keyword, you can activate its Overcharge effects as a part of deals.
the same action used to cast the jutsu. You can Overcharge a
jutsu in this way twice per rest. If you would attempt to
Overcharge a jutsu in this way an additional time past these
two, you can do so by spending 1 Chakra die.

GIGAWATT MOLDING [NEW]


Also at 6th level, you learn a new and unique efficient
molding technique called Gigawatt Molding. When you
cast a Ninjutsu with the Lightning Release keyword, you
can embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All creatures within this jutsu’s range must make a
constitution saving throw being shocked on a failed
save. If the jutsu cast would already force a saving throw
then on a failed save creatures gain 1 rank of the shocked
condition.

125
SANGUINE MASTER [CHANGED] MACABRE TECHNIQUES [NEW]
Also at 6th level, you learn a new and unique efficient
The Ninjutsu Specialist who chose to specialize in the
molding technique called Macabre Technique. When you
Hemomantic Traditions, learn to use the chakra
cast a Ninjutsu, you can embolden the jutsu cast. You can
inherent in a creatures blood, even their own, and often
use this molding in addition to any other moldings you
look upon with distrusting eyes. Practitioners of it know
are using and has an Alternate Cost of 5.
that the potential of this form of Ninjutsu can become
The ninjutsu now deals Acid, necrotic or poison
disastrous in the wrong hands, but it’s also extremely
damage (your choice), treats all 1’s and 2’s on the
helpful. It requires a stringent eye and adequate focus.
damage die as 3’s and ignores temporary hit points and

HEMOMANTIC SPECIALIZATION [CHANGED] damage reduction.

When you choose this Tradition at 2nd level, you learn


the secrets behind blood and the alchemical properties
DESTRUCTIVE ICHOR [CHANGED]
Starting at 10th level, Ninjutsu you cast without a Nature
behind it. You gain the ability to learn ninjutsu with the
Release Keyword, that are currently benefiting from
Medical keyword, but only those that deal acid, necrotic
your Refined Ninjutsu class feature gains additional
or poison damage. You learn one such jutsu with the
benefits. You can only use one of these features, once per
described limitation that you qualify for, which may be
casting.
C-Rank or lower.
You gain advantage on Ninshou checks relating to • As a part of the same action used to cast the selected

Ninshou with the Medical keyword, and can learn and Jutsu, you may add your ninjutsu ability modifier to
create ninjutsu that deal acid necrotic or poison damage one damage roll of the jutsu.
in half the time. • As part of the same action used to cast the jutsu, if the
Finally, when you would cast a ninjutsu that deals jutsu would force a saving throw, all creatures with
acid, necrotic or poison damage you can do one of the the bleeding, poisoned, or corroded conditions make
following, once per turn; their save at disadvantage.
• When you would initiate a clash, you can spend 1 blood
• Gain temporary hit points equal to the cost of the
vial to make your check at advantage.
jutsu.
• Impose a 1d4 penalty to remove a condition inflicted
by your jutsu. This increases to a 1d6 penalty at 10 th
SANGUINE ELITE [CHANGED]
Starting at 14th level, your master of Hemomantic
level, and a 1d8 penalty at 18 th level.
ninjutsu is nearing its peak. When you use the Bloody

LIFEFORCE CASTING [CHANGED]


Evocation class feature to inflict the corroded condition,
the target cannot use an action to remove any conditions
Also, at 2nd Level, you learn to extract chakra from
on themselves while they have the corroded condition.
blood and it as fuel for your ninjutsu, empowering them
Additionally, when you cast a ninjutsu that deals acid,
or making them simpler to cast.
necrotic, or poison damage that is benefitting from your
Once per turn, when you would cast a ninjutsu that
Refined Ninjutsu class feature, you can double the cost of
deals acid, necrotic, or poison damage, you can siphon
the jutsu to instead target a number of creatures equal to
some of the energy from the jutsu’s damage, placing it
the number of Blood vials you currently have.
into a Blood Vial. This vial can be of any shape of your
Finally, ninjutsu you cast that deal acid, necrotic, or
description. A blood vial maintains its potency for up to 1
poison damage inflict one rank of bleeding on a hit or on
minute or until spent. You can have up to 5 vials at once.
a failed save. You gain 2 blood vials instead of 1 when you
When you would cast a ninjutsu that deals acid necrotic
cast a ninjutsu that deals acid, necrotic or poison
or poison damage you can spend any number of blood
damage on a creature that has the bleeding condition.
vials. If you spend a blood vial spent, increase the
potency of your jutsu cast. Select from one of the
following, of which you can only use one when spending
SANGUINE MASTER TECHNIQUE [NEW]
Starting at 18th level, you learn the ultimate molding
vials;
technique for Hemomantic techniques called Sanguine
• Increase the damage dealt by 1d8 for every vial spent. Master. When you cast a ninjutsu that deals acid,
• Gain a +1 bonus to the jutsu DC for every two vials necrotic or poison damage, you can embolden the jutsu
spent. cast. You can only use this molding by spending 10
• Reduce the cost of the jutsu by 1, for every two chakra. You can use this molding in addition to any other
vials spent. efficient molding you are using.
This jutsu ignores immunity, resistance and damage
BLOODY EVOCATION [CHANGED] reduction. Additionally, damage this jutsu deals
Starting at 6th level, you have learned to use reduces the target creatures maximum health for the
the blood of your enemies to harm them next minute.
further. When you would cast a jutsu that
deals acid, necrotic or poison damage to a
creature currently affected by any elemental
or physical condition, you can change the
damage type of your jutsu to necrotic, and
change any condition ranks the creature has
to ranks of corroded. Ranks of corroded
gained this way deal acid or necrotic damage
(your choice). You can use this feature
twice per rest.

126
SCRIBE MASTER [CHANGED] SEAL CONSUMPTION [CHANGED]
Beginning at 6th level, you learn to capture and scribe
The Ninjutsu Specialist who chose to specialize in the art
jutsu mid combat.
of Storing and using Jutsu Scrolls, come to be known as
First, when you would take damage or are forced to
Scroll Masters, Chakra weavers known for always having
make a saving throw from a Ninjutsu a hostile creature
the right Jutsu on hand at any given time. Sealing Jutsu
cast, you may as a reaction tear open your Awakened
into your Scrolls and releasing them when the time is
Scroll. Make an Ability Check using your Ninjutsu ability
right.
modifier. The DC equals 15 + (D-Rank: 1, C-Rank: 2, B-

FUINJUTSU SPECIALIZATION [CHANGED V2] Rank: 3, A-Rank: 4, S-Rank: 5). On a success your
Awakened Scroll consumes the jutsu sealing it into one
When you choose this tradition at 2nd level, you learn 2
of your empty Jutsu seals and preventing the damage
Ninjutsu with the Fuinjutsu keyword that you qualify
you would take. This jutsu consumption acts as if you
for.
countered the casting. You may do this twice per rest.
You also gain advantage on all Ninshou checks related
Also, jutsu Scrolls you have that contain Ninjutsu can
to ninjutsu with the Fuinjutsu keyword and you can learn
be immediately consumed and transferred to a jutsu
and create Ninjutsu with the Fuinjutsu Keyword in half
seal, a bonus action.
the required time.
(If you have no empty Jutsu compartments, one of the
Finally, when you cast a ninjutsu with the Fuinjutsu
previous jutsu sealed vanishes as it’s replaced with the new
keyword, you can do one of the following, once per
consumed Jutsu.)
casting;
• Gain a +2 Bonus to your Jutsu’s Save DC. SEAL BREAK [NEW]
• Increase the damage dealt by 1 damage die. Also at 6th level, you learn a new and unique efficient
molding technique called Seal Break. When you cast a
AWAKENED SCROLL [CHANGED] Ninjutsu with the Fuinjutsu keyword, you can embolden
Also, at 2nd level, you have bonded with a Ninjutsu scroll the jutsu cast. You can use this molding in addition to
of your description and design. This scroll may hold any other moldings you are using and has an Alternate
significance to you or may have been created by you. Cost of 5.
This scroll has so much of your chakra poured into it, it All creatures affected by this jutsu’s must make a
has become semi-sentient. While unable to speak or charisma saving throw, being unable to mold chakra
communicate, it reacts to your thoughts, feelings, and (CM) on a failed save for 1d4 of its turns. If the jutsu cast
intents. would already force a saving throw then on a failed save
Additionally, your scroll has two open jutsu seals, the creature(s) are unable to mold chakra (CM) on a
which can be used to store a ninjutsu you know or from failed save for 1d4 of its turns.
another source, such as a ninjutsu scroll or a willing
creature. Jutsu stored from another source are limited to REALIZED SCROLL [CHANGED]
1 rank higher than your highest jutsu rank known. You Starting at 10th level, your Awakened scroll has
learn to create two additional jutsu seals at 6 th and 10th absorbed so much of your chakra, it now embodies some
levels. of your ideals, hopes, and desires. Allied creatures who
Jutsu you cast from your awakened scroll are cast as if hold your scroll can communicate telepathically with
you casted them, using your Ninjutsu attack bonus and you, while also knowing your general location so long as
Save DC when appropriate. You do not need to have a you want them to.
Nature Release Affinity or any additional Keyword Additionally, Ninjutsu you cast using your Awakened
requirements to cast a Jutsu sealed inside your Scroll class feature gain additional benefits. You can only
Awakened scroll. Once a Jutsu has been cast from your use one of these features once per casting.
awakened scroll, it vanishes from your Jutsu seal. • As a part of the same action used to cast the selected
Sealing a jutsu inside your Awakened scroll requires 1
Jutsu, you may retain the casted jutsu. If you cast the
hour of copying the jutsu from a Scroll or 1 minute of
retained jutsu a second time before you take a long
casting the jutsu into the scroll while simultaneously
rest it vanishes as normal.
capturing it within the sealing formula. If you are the • You may reduce the cost of the jutsu cast by half
one casting a jutsu into the scroll it only takes 1 action
(rounded down).
and costs you no chakra to seal it.
• When you initiate a clash with a jutsu with the
While holding this scroll in one of your hands, it
Fuinjutsu Keyword, you gain advantage to the clash
grants you the following benefits;
check.
• While casting Ninjutsu with the Fuinjutsu Keyword,
you ignore Chakra Seal (CS) & Chakra Molding (CM)
component requirements.
• All Jutsu currently stored in your Awakened Scroll
gains the Fuinjutsu keyword
• You gain Advantage on Concentration checks made to
maintain concentration on a Ninjutsu casted using
your Awakened Scroll class feature.

127
FUINJUTSU SENNIN
Starting at 14th level, your Awakened scroll has become
an inanimate doctrine of your psyche and personality. If
you so wish, your life story and memories are scribed
into its contents.
When you would use Seal Consumption to consume a
Jutsu, you can immediately as a part of the same
reaction used to consume it, cast it back at the triggering
creature. You may do this twice per long rest.
Additionally, when you would cast a Ninjutsu from
your Awakened Scroll that has a Nature Release
Keyword that also deals damage, you may double the
cost of the selected jutsu to switch the Nature Release
keyword and Damage type of the Jutsu cast to any other
Nature Release and Corresponding Damage type that you
currently have Sealed into one of your scrolls Jutsu
Compartments. When you would do this you also change
the casting time to 1 Bonus Action.
Finally, Ninjutsu you cast with the Fuinjutsu keyword
that deals damage of any type or inflicts any condition,
cannot be reacted to.

SCRIBE MASTER [NEW]


Starting at 18th level, you learn the ultimate molding
technique for Fuinjutsu ninjutsu called Scribe Master.
When you cast a ninjutsu with the Fuinjutsu
keyword, you can embolden the jutsu cast. You
can only use this molding by spending 10 chakra.
You can use this molding in addition to any other
efficient molding you are using.
If the Fuinjutsu cast would normally target a creature,
you can choose to instead make it target all creatures of
your choice within 30 feet of the original target.

128
STONE CRUSHER [CHANGED] Additionally, if a creature who is within this jutsu’s
range is a Demon, Monstrosity or Undead, they lose
The Ninjutsu Specialist who chooses to become a Stone
resistance and immunity to conditions and effects that
Crusher, becomes an unwavering force of power, earth-
your jutsu inflicts.
shattering destruction and mountain like toughness when
using Earth Release Ninjutsu. STONES TENACITY [CHANGED]
Starting at 10th Level, Ninjutsu you cast with the Earth
EARTHS RELEASE [CHANGED] Release Keyword that are currently benefiting from your
When you choose this tradition at 2nd level, you gain the
Refined Ninjutsu class feature gain additional benefits.
ability to learn ninjutsu with the Earth Release Keyword. If You can only use one of these features once per casting.
you can already do this you learn 2 additional Earth Release
• As a part of the same action used to cast the selected
ninjutsu that you qualify for, one of which can be C-Rank
or lower. jutsu, you gain Temporary Hit points equal to the Rank
You also gain advantage on all Ninshou checks related to of the jutsu cast that lasts until the beginning of your
ninjutsu with the Earth Release keyword and you can learn next turn, this would be in addition to temporary hit
and create Ninjutsu with the Earth Release Keyword in half points granted by Solid Gem’s if any. (D-Rank = 10, C-
the required time. Rank = 20, B-Rank = 30, A-Rank = 40, S-Rank = 50).
• As part of the same action used to cast the selected
Finally, when you cast a ninjutsu with the Earth Release
keyword, you can do one of the following, once per casting; jutsu constructs, structures and effects that would
grant you temporary hit points or reduce damage treat
• Reduce the next instance of damage done to you by 1d6.
critical hits as normal hits and ignore effects that
• Summoned constructs or structures gain resistance to
would deal additional damage as a result of it being a
the first instance of damage they take.
construct, structure or temporary hit points.

STONE ADEPT [CHANGED]


• When you initiate a clash with a Jutsu with the
Lightning Release Keyword, the user of the Lightning
Also, at 2nd Level, your affinity with earth release has
Release Keyword does not roll advantage.
granted you a powerful physique unlike other Ninjutsu
specialist. Increase your maximum hit points by 2. Each
time you gain a level in this class, you increase your hit
EARTH RELEASE MASTER
Starting at 14th Level, when you use Mountain Aegis class
point maximum by 1.
feature to protect an ally, you can choose up to three
Additionally, once per turn, when you or a construct
creatures (Including yourself) to gain its benefits.
would take damage you are able to manifest a Solid Gem. A
Additionally, when you would cast an Earth Release
gem remains for up to 1 minute or until spent. You can have
Jutsu that is currently benefiting from your Refined
up to 5 Solid Gem’s at a time. When you would cast a
Ninjutsu class feature, you may double the cost of the
Ninjutsu with the Earth Release keyword you can choose to
Jutsu cast to both double to range and make all affected
spend any number of gems. For each gem spent, you
terrain cost 3 feet for every 1 feet of movement, that you
increase the potency of your jutsu cast. Select from one of
ignore.
the following, of which you can only use one of when
Finally, Ninjutsu you cast with the Earth Release
spending gems;
Keyword that generates a Structure, construct, or
• Gain 5 Temporary hit points for each gem spent. Creature with hit points of any type or Reduces damage of
• If the jutsu would reduce damage, increase the damage any type, they instead gain double the listed or Rolled Hit
reduced by 4, for each gem spent. points or reduce damage by twice the listed amount. You
• If the jutsu would deal damage, increase the damage may use this feature twice per long rest.
dealt by 1d6 for each mote spent.
STONE CRUSHER TECHNIQUE [NEW]
MOUNTAIN’S AEGIS [CHANGED] Starting at 18th level, you learn the ultimate molding
Starting at 6th Level, you learn to reinforce you or your technique for Earth release ninjutsu called Stone Crusher.
ally’s fortitude with residual Earth Release Chakra. When When you cast a ninjutsu with the Earth Release
you cast a Ninjutsu with the Earth Release Keyword, you keyword, you can embolden the jutsu cast. You can only
may select either yourself or one allied creature within 60 use this molding by spending 10 chakra. You can use this
feet of you granting them an aegis. The aegis is a thin layer molding in addition to any other efficient molding you
of Earth Release chakra that protects the target. Any are using.
damage the target takes is reduced by Half your Ninjutsu This Jutsu's damage die doubles and grants its
Specialist Level rounded down. This effect ends after the caster(s) resistance to damage dealt by creatures
target would take damage of any type. Also, while a affected by it.
creature is benefiting from this feature, they cannot suffer
effects as a result of losing a Clash. You can enhance a
ninjutsu in this way twice per rest.

TECTONIC PLATE TECHNIQUE [NEW]


Also, at 6th Level, you learn a new and unique efficient
molding technique called Tectonic Plates. When you cast a
Ninjutsu with the Earth Release keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All creatures within this jutsu’s range must make a
Strength saving throw being bruised on a failed save. If the
jutsu cast would already force a saving throw then on a
failed save creatures gain 1 rank of the bruised condition.

129
STORM TERROR [CHANGED] WIND RELEASE MASTER [CHANGED]
Starting at 14th Level, when you use Storm Herald to
The Ninjutsu Specialist who chooses to become a Storm
trigger elemental and physical conditions, you double the
Terror becomes a ruthless natural disaster and unmatched
triggered conditions damage.
collateral destruction when using Wind Release Ninjutsu.
Additionally, when you would cast a Wind Release

WIND RELEASE [CHANGED] Jutsu that is currently benefiting from your Refined
Ninjutsu class feature, you can double the cost of your
When you choose this tradition at 2nd level, you gain the
jutsu to double the jutsu’s range and if it requires a
ability to learn ninjutsu with the Wind Release Keyword.
Saving throw, it deals double damage if the target
If you can already do this you learn 2 additional Wind
creature fails is Saving throw by 5 or more. You may use
Release ninjutsu that you qualify for, one of which can be
this feature Twice per long rest.
C-Rank or lower.
You also gain advantage on all Ninshou checks related
to ninjutsu with the Wind Release keyword and you can
STORM TERROR TECHNIQUE [NEW]
Starting at 18th level, you learn the ultimate molding
learn and create Ninjutsu with the Wind Release Keyword
technique for Wind release ninjutsu called Storm Terror.
in half the required time.
When you cast a ninjutsu with the Wind Release keyword,
Finally, when you cast a ninjutsu with the Wind Release
you can embolden the jutsu cast. You can only use this
keyword, you can do one of the following, once per
molding by spending 10 chakra. You can use this
casting;
molding in addition to any other efficient molding you
• Increase the range or size of the area of the jutsu cast by are using.
10 feet. All creatures in your jutsu’s range gains 5 ranks of the
• Impose a 1d4 penalty on saving throws. Bleeding condition.

WIND ADEPT [CHANGED]


Also, at 2nd Level, your affinity with wind release has
granted you a sense of mastery over powerful winds and
torrential storms.
Once per turn, when you would cast a jutsu with the Wind
Release keyword, you can one affected creature with a
Breeze Mark. A breeze mark remains for up to 1 minute, or
until spent. A creature can have up to 5 breeze marks at
once. Once per turn, when you would deal wind damage to a
Breeze marked creature you can trigger all marks causing
them to gain 1 rank of bleed per mark they had.

STORM HERALD [CHANGED]


Starting at 6th Level, you learn to unleash powerful gales of
wind while conjuring your Jutsu, strong enough to trigger
all conditions a creature may have. When using a Ninjutsu
with the Wind Release keyword, your jutsu exacerbates all
elemental and physical conditions a creature has triggering
them all to deal their listed damage, if any. You can enhance
your ninjutsu in this way twice per rest.

SWIRLING TECHNIQUE [NEW]


Also, at 6th Level, you learn a new and unique efficient
molding technique called Swirling Technique. When you
cast a Ninjutsu with the Wind Release keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All creatures within this jutsu’s range that has an
elemental or Physical condition that can have more than 1
stack, gains an additional stack.

UNSTOPPABLE GALE [CHANGED]


Starting at 10th Level, Ninjutsu you cast with the Wind
Release Keyword that are currently benefiting from your
Refined Ninjutsu class feature gain additional benefits.
• As a part of the same action used to cast the selected
jutsu you can increase the slicing power of your jutsu,
dealing double damage to flying or levitating creatures.
If an adversary would already have vulnerability you do
not double the damage a second time.
• You may gain a flying speed equal to your movement
speed until the beginning of your next turn.
• When you initiate a clash with a Jutsu with the Fire
Release Keyword, the user of the Fire Release Jutsu does
not roll at advantage.

130
SUMMONER [CHANGED] You and your Summoned creature can assist each other
in casting a jutsu with the Combination keyword regardless
The Ninjutsu Specialist who chose this Tradition to become
of keyword restrictions. Additionally, you treat your or
a Summoner, walk the path closest to Sage hood, forming
your summoned creatures charisma modifier as being +1
bonds with the Sage beasts across the land and in different
higher than it normally is for the purposes of enhancing
worlds. Those who walk this path are best known for having
the combination jutsu.
a wide arrangement of jutsu learned from the sage creatures
themselves. SUMMONING EXPERT [CHANGED]
Starting at 10th Level, you gain the ability to summon and
EMPOWERED SUMMONING [CHANGED] maintain up to two creatures at once. Both creatures must
When you choose this tradition at 2nd level, you learn the remain within 120 Feet of you. If you want the second
Summoning Technique Ninjutsu. The cost to cast this jutsu is
summoned creature to act on your turn the same as the
reduced by an amount equal to the rank you cast it at. (D-
first you must use your action or reaction to command the
Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5.) second creature, instead of a bonus action. The second
You also gain advantage on all Ninshou checks related to
Summoned creature cannot be of the same rank as the
ninjutsu with the Fuinjutsu keyword and you can learn
current creature summoned.
Ninjutsu that summons a creature in half the required time. Additionally, jutsu you and your summoned creatures
Finally, when your summoned creature would cast a
have that benefit from the Refined Ninjutsu class feature
jutsu, you can do one of the following, once per casting;
gains additional benefits.
• They gain a 1d4 bonus to attack rolls.
• As a part of the same action used to cast the selected
• They gain a 1d6 bonus to damage rolls.
jutsu, you or your summoned creature may double the

SUMMONERS WILL [CHANGED]


jutsu’s range.
• You or your Summoned creature may increase the
Also, at 2nd Level, your will is able to permeate through all
damage of the jutsu cast by an amount equal to your
of your summoned creatures without fail.
proficiency bonus.
Once per turn, when you would command a summoned
• When you or your Summoned Creature casts a Ninjutsu
creature to take an action of any type, you gain a Tribal
with the combination keyword, you reduce the cost by an
Fragment. A fragment remains within you for up to 1 minute,
amount equal to the Rank of the jutsu cast. This ignores
or until spent. You can have up to 5 fragments within you at
the Special cost and reduces the total cost of it before all
once. When your summoned creature would cast a jutsu, you
casters attempt to cast the selected jutsu. (D-Rank: -5,
can spend any number of fragments. If you do you cannot
C-Rank: -10, B-Rank: -15, A-Rank: -20, S-Rank: -25.)
gain a fragment until the beginning of your next turn. For
each fragment spent you reinforce your summons technique
with your force of will alone. Select from one of the
SUMMONING MASTER [CHANGED]
Starting at 14th Level, your summoned creatures have
following, of which you can only use one of, when spending
grown to know your fighting style from countless battles.
fragments;
Your Summoned creature enters the initiative directly after
• Increase the damage they deal by +3 for each fragment you. The summoned creatures can also perform any jutsu
spent. This bonus damage doubles on a critical hit. of C-Rank or lower that you know as if they knew the jutsu,
• Reduce their cost to maintain the jutsu by 1 for every 2 regardless of the jutsu’s listed keywords.
fragments spent. Additionally, when you would cast a Jutsu with the
• Reduce the cost to cast the jutsu so long as it does not Combination keyword, and your Summoned creature has
require concentration, by 1 for every fragment spent, not acted yet, they may perform the Combination jutsu
down to a minimum of 1 chakra cost. without spending their reaction.

SUMMONING ADEPT [CHANGED] SYNCHRONIZATION TECHNIQUE [NEW]


Starting at 6th Level, The Summoning Technique Ninjutsu Starting at 18th level, you learn the ultimate molding
becomes one of your Refined Ninjutsu if it was not before and technique for combination ninjutsu called
as a result, creatures summoned as a result of casting the Synchronization Technique. When you cast a ninjutsu
aforementioned jutsu gain the benefits of the Refined with the Combination keyword, you can embolden the
Ninjutsu class feature. All of the jutsu they know are under jutsu cast. You can only use this molding by spending 10
the effects of Refined Ninjutsu. chakra. You can use this molding in addition to any other
Also, you can cast the Summoning Technique to summon a efficient molding you are using.
creature of C-Rank or lower as an action instead of a full- All allied creatures within 60 feet of you and your
turn-action. You can summon creatures of B-Rank or lower summoned creature can assist you in
as an action beginning at 10th level, and A-Rank at 18th level. casting a combination jutsu,
You can summon a creature in this way using this feature regardless of keyword
twice per rest. If you would attempt to summon a creature restrictions, treating each
as an action after you have expended all uses of this feature, caster as if they had the needed
you can do so by spending 1 chakra die. keywords. Additionally, you treat
your charisma modifier as being
COMBINATION TECHNIQUE [NEW] +3 higher than it
Also, at 6th Level, you learn a new and unique efficient normally is for the
molding technique called Combination Technique. purposes of
When you or your summoned creature would cast a enhancing the
Ninjutsu with the Combination keyword, you can combination jutsu.
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has
an Alternate Cost of 5.

131
THE PROFESSOR [CHANGED] This ninjutsu gains all nature release keywords that you
have access to and deals an additional 1d10 damage for
The Ninjutsu Specialist who chose to walk the path of
each nature release keyword it has, of that nature releases
The Professor are those who walk the long path of
affiliated damage type (Water = Cold).
elemental versatility and dominance. Only one other
shinobi has walked this path and reached the pinnacle, FORCE OF NATURE [NEW]
he became known as the God of Shinobi someone who Starting at 10th level, Ninjutsu you cast with any Nature
surpassed his own and all previous Generations. Release keywords you are able to cast that are currently
benefiting from your Refined Ninjutsu class feature, gain
VERSATILE RELEASE [CHANGED] additional benefits.
When you choose this tradition at 2nd level, you gain the
• As a part of the same action used to cast the selected
ability to learn ninjutsu with one of the following nature
release keywords; (Earth Release, Wind Release, Fire Ninjutsu, you gain 2 additional Elemental mote’s.
• As a part of the same action used to cast the selected
Release, Water Release, Lightning Release). You must select
a keyword you do not already have access too. Ninjutsu, you may deal additional damage equal to
You also gain a 1d6 bonus on all Ninshou checks related your Proficiency Bonus.
to ninjutsu with nature releases that you have the ability • If you would lose a Clash with another creature you

to cast. may spend a reaction to reroll the d20.


Finally, when you cast a ninjutsu with any nature
release that you know, you can do one of the following, SOSHIKAGE [CHANGED]
once per casting; Beginning at 14th level, you have attained elemental
versatility beyond most all others, granting you your
• Gain a 1d4 bonus to damage rolls.
third Nature Release. Select one Nature Release you
• Impose a 1d4 penalty on saving throws.
didn’t select with your Nature Release Adept or with your
Twin Cast class features.
ELEMENTAL ADEPT [CHANGED] Your ability to weave vastly different chakra molding
Also, at 2nd level, your frequent study of Ninjutsu has
theologies in the heat of battle are an envy of shinobi
granted you a keen awareness most others lack in
across the land. When you would use your action to cast
elemental-based combat.
a ninjutsu with a nature release keyword, you may cast
Each time you would cast a jutsu with a nature release
two ninjutsu with a different nature releases with a
keyword, you can retain a portion of the chakra used and
casting time of 1 Action as a Bonus action. You may do
store it within yourself in the form of an Elemental mote.
this twice per long rest.
An elemental mote remains stored for up to 1 minute, or
Finally, when you would spend 5 Elemental motes at
until spent. You can have up to 5 motes stored at once.
once to empower a jutsu you cast, you may add three
When you would cast a jutsu with a nature release
times your ability modifier to the damage dealt.
keyword you can spend any number of motes. If you do
you cannot gain a mote the turn you do. For each mote THE FINAL LESSON [NEW]
spent, you increase the potency of your jutsu cast. Select Starting at 18th level, you learn the ultimate molding
from one of the following, of which you can only use one technique for casting multiple ninjutsu with different
of when spending motes; nature releases called Final Lesson. When you cast two
• Impose a -1 penalty to saving throws for every 2 ninjutsu with different nature release keywords in the
motes spent. same action, you can embolden the jutsu cast. You can
• Increase the damage dealt by 1d6 for every mote spent. only use this molding by spending 10 chakra. You can
• Gain 2 temporary chakra points for each mote spent, use this molding in addition to any other efficient
which stack with each other up to a maximum of 10. molding you are using.
These jutsu cannot be countered, negated or dispelled
TWIN CAST [CHANGED] the turn the turn they are cast.
Beginning at 6th level, your focus on your Elemental
versatility has granted you the ability to learn an
additional Nature Release. Select one Nature Release you
didn’t select with your Versatile Release class feature and
you have gained a bonus to your initiative equal to your
Intelligence modifier
Additionally, you have learned how to make extended
use of your Elemental motes. As an action you can spend
5 Elemental motes. When you do you are able to cast two
ninjutsu with different nature release keywords in the
same action. You can only cast jutsu in this way twice per
long rest.

CHAKRA INFUSION TECHNIQUE [NEW]


Also, at 6th Level, you learn a new and unique efficient
molding technique called Chakra Infusion. When you cast
a Ninjutsu with a nature release you have access to, you
can embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.

132
TRACE TALENT [CHANGED] PURE CHAKRA
Starting at 10th level, Ninjutsu you cast without any nature
The Ninjutsu Specialist who follow the path of “Tracers”
release keywords that are currently benefiting from your
are quite simply, prodigies. But they lack formal training in
Refined Ninjutsu class feature gain additional benefits;
elemental techniques, instead opting to master jutsu
without elements and wielding them to great effect. The • As a part of the same action used to cast the selected
level of power they attain tends to be on par and in some Jutsu, you cleanse your target of any defenses. They
cases superior to elemental ninjutsu. lose any resistances it may have against its damage
type until the end of your next turn.
VOID SPECIALIZATION [CHANGED] • As a part of the same action used to cast the selected
When you choose this tradition at 2nd level, you learn two jutsu, deal additional damage equal to your
ninjutsu that you qualify for one of which can be C-Rank. proficiency bonus.
The chosen jutsu cannot have any nature release • When you initiate a clash with the chosen jutsu, you
keywords. You also gain a 1d6 bonus on all Ninshou roll your Clash Check at advantage.
checks related to ninjutsu without nature release
keywords that you have the ability to cast. KIYO
Finally, when you cast a ninjutsu without any nature Starting at 14th level, your natureless chakra has reached
release, you can do one of the following, once per casting; a level of power and purity beyond what others could
conceive. When you use Limitless Casting to cast two
• Gain a 1d4 bonus to damage rolls.
jutsu in one action, you may cast the second jutsu at no
• Reduce the cost to cast the chosen jutsu by half of 1d4
additional cost.
(Min 1).
Additionally, when you cast a Ninjutsu without any

VOID ADEPT [CHANGED] Nature Release, you may double its cost. When you do
you may release a surge of void chakra to instead
Also at 2nd Level, your skill with chakra molding and raw
enhance all allied creatures of your choice within 60 feet
shaping techniques have becomes far more adequate and
of you, granting them advantage on their next saving
sophisticated than others of a similar level.
throw against a Ninjutsu or Genjutsu, before the end of
Once per turn, when you would take damage from a
their next turns.
jutsu with a nature release keyword or would cast a
Lastly, ninjutsu you have without nature release
ninjutsu without any nature release keywords, you gain
keywords have grown virtually unstoppable. Creatures
one Void Shard. A shard remains for up to 1 minute or
who attempt to Counter, negate or dispel any jutsu you
until spent. You can have 5 shards stored at once. When
originally cast without a Nature Release Keyword make
you would cast a ninjutsu without a nature release
any ability check, attack roll or saving throw made to
keyword you can do one of the following to increase the
accomplish the aforementioned at disadvantage.
Jutsu's potency. Select one of the following, of which you
can only use one of when spending shards;
TALENT VOIDER [NEW]
• Deal 1d8 Chakra damage for each shard spent. Starting at 18th level, you learn the ultimate molding
• Impose a 1d6 penalty to checks made to maintain technique for casting ninjutsu without nature releases
concentration for each shard spent. called Talent Voider. When you cast a ninjutsu without a
• Reduce the cost to maintain concentration on the nature release keyword, you can embolden the jutsu
jutsu cast by 1, for every 2 shards spent. cast. You can only use this molding by spending 10
chakra. You can use this molding in addition to any other
LIMITLESS CASTING [CHANGED] efficient molding you are using.
Starting at 6th level, When you target a hostile creature Your jutsu deals an amount of chakra damage equal to
with a Ninjutsu without a nature release keyword, while the initial damage dealt and all affected creatures must
they are suffering from any condition, you may as a part of make a constitution saving
the casting of the triggering jutsu, cast a second Ninjutsu throw, losing the
of C-Rank or lower without a Nature Release Keyword, at ability to mold chakra
half its cost, that must target the same creature. You can for 1d4+1 turns.
cast in this way twice per rest. If you would attempt to cast
in this way an additional time beyond the normal
limitations, you can do so by spending 1 chakra die.

VOID BREAK TECHNIQUE


Also, at 6th Level, you learn a new and unique efficient
molding technique called Void Break. When you cast a
Ninjutsu without a nature release keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All creatures of your choice within 10 feet of you or the
target creature (Pick one) must make a constitution saving
throw. On a failed save creatures take Chakra damage equal
to twice the cost of the Ninjutsu cast and are unable to
mold chakra until the end of their next turns. On a
successful save they take half damage and no further
effect.

133
TSUNAMI [CHANGED] AQUA SOUL [CHANGED]
Starting at 10th Level, Ninjutsu you cast with the Water
The Ninjutsu Specialist who chooses to become a Tsunami
Release Keyword that are currently benefiting from your
embodies the force of such an event. Unphased by the power
Refined Ninjutsu class feature gain additional benefits.
of the sea and all-encompassing just like an ocean when
using Water Release Ninjutsu. • As a part of the same action used to cast the selected jutsu
you create a source of water capable of being used for
WATER RELEASE [CHANGED] water release ninjutsu of B-Rank or lower twice.
When you choose this tradition at 2nd level, you gain the • You may damage equal to your Proficiency bonus.
ability to learn ninjutsu with the Water Release Keyword. • When you initiate a clash with a Jutsu with the Earth
If you can already do this you learn 2 additional Water Release Keyword, the user of the Earth Release Jutsu does
Release ninjutsu that you qualify for, one of which can be not roll at advantage.
C-Rank or lower.
You also gain advantage on all Ninshou checks related WATER RELEASE MASTER
to ninjutsu with the Water Release keyword and you can Starting at 14th Level, when you use Frigid Deep to reduce
learn and create Ninjutsu with the Water Release Keyword movement speed you instead reduce movement speed to 0.
in half the required time. Additionally, when you would cast a Water Release Jutsu
Finally, when you cast a ninjutsu with the Water Release that forces a saving throw of any type, that is currently
keyword, you can do one of the following, once per benefiting from your Refined Ninjutsu class feature, you can
casting; double the cost of your jutsu to make all affected creatures
roll an additional 2d20, taking the lowest result.
• Gain a 1d4 bonus to damage rolls.
Finally, Ninjutsu you cast with the Water Release
• Reduce affected creatures speed by 15 feet.
Keyword that requires a saving throw, can never be

WATER ADEPT [CHANGED] made at advantage.


Also, at 2nd Level, your affinity with water release has
granted you a sense of mastery over powerful waters and
TSUNAMI TECHNIQUE [NEW]
Starting at 18th level, you learn the ultimate molding
untamable waves.
technique for Water release ninjutsu called Tsunami.
Once per turn, when you would cast a jutsu with the water
When you cast a ninjutsu with the Water Release
release keyword, you manifest a floating weapon of your
keyword, you can embolden the jutsu cast. You can only
description called a Rain Blade. A rain blade remains
use this molding by spending 10 chakra. You can use this
manifested for up to 1 minute, or until spent. You can have
molding in addition to any other efficient
up to 5 blades manifested at once. When you would deal
molding you are using.
damage with a jutsu with the water release keyword you can
All creatures in your jutsu’s range
spend any number of blades deal an additional 1d8 cold
gains 2 ranks of the Chilled condition
damage for each blade spent. If you do you cannot gain a
and cannot cast Taijutsu or Bukijutsu
mote the turn you do.
that requires the mobility (M)

FRIGID DEEP [CHANGED] component for 1d4 turns.


Starting at 6th Level, you learn to unleash powerful fonts of
water able to shatter earth and douse the most powerful
inferno, while conjuring your Jutsu. When using a Ninjutsu
with the Water Release keyword, you can force all affected
creatures of your choice to reduce their speed reduced by
half until the end of your next turn. You can enhance your
ninjutsu in this way twice per rest.

RAINING VORTEX [NEW]


Also, at 6th Level, you learn a new and unique efficient
molding technique called Raining Vortex. When you cast
a Ninjutsu with the Water Release keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All creatures within this jutsu’s range that would take
damage or make a saving throw from another Jutsu with a
Nature Release before the end of your next turn takes
additional affects based on the nature release affecting
them;
• Earth Release: The creature becomes bruised.
• Wind Release: The creature has their speed reduced by 10
feet for 1d6 turns.
• Fire Release: The creature becomes weakened.
• Water Release: The creature gains 1 rank of chilled.
• Lightning Release: The creature gains 1 rank of shocked.

134
EFFICIENT MOLDING POTENT NINJUTSU [NEW V3]
Alternate Cost: Chakra cost Rank based (D-Rank: 3, C-Rank: 5,
CAREFUL NINJUTSU [CHANGED] B-Rank: 7, A-Rank:9, S-Rank: 12)
Alternate Cost: 5 Chakra Whenever you would deal damage with a Ninjutsu you cast,
When you cast a Ninjutsu that forces other creatures to you can spend a bonus action and instead deal maximum
make a saving throw, you can protect some creatures from damage. You can use this molding in addition to any other
the Jutsu’s full force. Select up to 3 creatures. A chosen moldings you are using.
creature suffers no effect from your casted Ninjutsu. You
can spend an additional use of this feature or spend its PRECISE NINJUTSU [NEW V2]
alternate cost to select another 3 creatures. Alternate Cost: 3 Chakra
When you cast a Ninjutsu that requires an attack roll, you
DISTANT NINJUTSU [CHANGED] can gain advantage on one of the attacks. You can spend an
Alternate Cost: 3 Chakra additional use of this feature or spend its alternate cost to
When you cast a Ninjutsu, you can double the range of the make any additional attacks at advantage.
jutsu cast. If the you cast a ninjutsu with the range of touch,
you instead make the range of the jutsu 30 feet. QUICKENED NINJUTSU [CHANGED]
Alternate Cost: 5 Chakra
DOUBLED NINJUTSU [CHANGED] When you cast a Ninjutsu that has a casting time of 1 action,
Alternate Cost: Chakra cost Rank based (D-Rank: 4, C-Rank: you can change the casting time to 1 bonus action for the
8, B-Rank: 12, A-Rank: 15, S-Rank: 20) casting.
When you cast a Ninjutsu that targets only one creature and
doesn’t have a range of self, you can target a second REACTIVE NINJUTSU [NEW/TENTATIVE]
creature in range with the same Jutsu. To be eligible for Alternate Cost: 9 Chakra
Doubled Ninjutsu, a Ninjutsu must be incapable of targeting As a reaction, on another creatures turns, you can cast a
more than one creature at the jutsu’s current rank. ninjutsu with a casting time of 1 action.

ECHOING NINJUTSU [CHANGED V2] REDIRECTED NINJUTSU [CHANGED]


Alternate Cost: 5 Chakra Alternate Cost: 5 Chakra
When you cast a Ninjutsu that deals damage, and can only If you make an attack roll for a ninjutsu, and you would
target one creature you create an echo of the jutsu. You can miss, you can remake the attack roll targeting the same or
cast the same ninjutsu of the same rank, using your bonus another creature within range. You must use the result of
action on the following turn without spending chakra. The the second roll. You can use this molding in addition to any
jutsu’s echo only deals half damage. The jutsu’s echo must other moldings you are using.
target the same creature.
SUBTLE NINJUTSU [CHANGED]
EXTENDED NINJUTSU [CHANGED] Alternate Cost: 3 Chakra
Alternate Cost: 5 Chakra When you cast a Ninjutsu, you can cast it without any
When you cast a Ninjutsu that has a duration of 1 minute or handsigns. You can use this molding in addition to any other
longer, you can multiply its duration by 10, up to a moldings you are using.
maximum of 24 hours if it does not require concentration or
10 minutes if it does require concentration. TENACIOUS NINJUTSU [CHANGED]
Alternate Cost: 5 Chakra
FOCUSED NINJUTSU [CHANGED] When a creature attempts to Clash, counter, dispel, or
Alternate Cost: 4 Chakra interrupt a ninjutsu that you are casting or have casted, you
When you are forced to make a concentration check to may use your reaction to increase your clash check by 1d10
maintain a ninjutsu you have cast, you can automatically and the DC of Countering, dispelling, or interrupting this
pass the concentration check. You can use this molding in jutsu by +3.
addition to any other moldings you are using.
TRANSMOGRIFIED NINJUTSU [NEW]
HEIGHTENED NINJUTSU [CHANGED] Alternate Cost: 9 Chakra
Alternate Cost: 5 Chakra When you would cast a ninjutsu that forces a saving throw
When you cast a Ninjutsu that forces a creature to make a you can change the ability score the saving throw targets to
saving throw to resist its effects, you can give one target of another one. If the original saving throw is a physical one
the Jutsu, disadvantage on its first saving throw made (Strength or Dexterity) you can change it to another
against the Jutsu’s effect. You can use this molding in physical ability score. If the original saving throw is a
addition to any other moldings you are using. mental one (Wisdom, Charisma) you can change it to
another mental ability score.
PIERCING NINJUTSU [CHANGED]
Alternate Cost: 5 Chakra WIDENED NINJUTSU [CHANGED]
You cast a jutsu that pierces through a creature’s defenses. Alternate Cost: 4 Chakra
When you cast a Ninjutsu that deals damage, you cause the When you cast a Ninjutsu with an area of effect, you can
jutsu you are casting to ignore resistance, and temporary hit increase the size of it. If the effect is a line, its width is
points until the end of your turn. Creatures that are increase by 10 feet or length is increases by 10 feet. If the
normally Immune to the damage your jutsu deals, you effect is a cube or sphere, its radius increases by 10 feet. If
instead treat their immunity as resistance. You can use this the effect is a cone, its length increases by 10 feet. If the
molding in addition to any other moldings you are using. effect is a cylinder, either the radius or the height increases
by 15 feet.

135
8-GATES AS FEATS [ADDED • Tomon.

6/19/22]
o Str: +4
o Speed: +10
o AC: +1
8-INNER GATES: SEIMON o Extra Action.
o +1 Rank of Fatigue
Category: Taijutsu, Kinjutsu • Keimon.
Prerequisite: Taijutsu Ability Score of 16+
o Str: +4
You have begun to master the use of the Eight Inner Gates.
o Con: +2
A legendary technique designed to release the limits on a
o Spend 2 hit Dice, regaining the result. This can only be
user’s chakra pathways, thus increasing their physical
used once per short rest.
strength and speed. You learn to unlock 3 of such Inner
o +2 Rank(s) of Fatigue.
gates; Kaimon, Kyumon and Seimon. Unlocking each gate
grants additional benefits in addition to the benefits
granted by the previous gate activated. Gates cannot be
8-INNER GATES: SHIMON
unlocked out of order. Activating each Inner Gate costs an Category: Taijutsu, Kinjutsu
Action, Bonus Action or reaction on your turn. Prerequisite: 8-Inner Gates: Keimon, Taijutsu Ability Score of
While you are gaining the benefit of any Gate you cannot 20+, Level 16+
cast or maintain the concentration on any Ninjutsu or You have become a master of the Eight Inner Gates,
Genjutsu. unlocking the final 2 gates; Kyomon and Shimon
Any Gate you activate can only remain active for 1 You must currently be gaining the benefit of Keimon, in
minute or until you deactivate it. You must complete a rest order to activate Kyomon.
to gain the benefit of any Gate granted by this feat. If you You must complete a rest to gain the benefit of any Gate
would attempt to gain the benefit of a Gate granted by this granted by this feat a second time. If you would attempt to
feat a second time without taking a rest, you instead must gain the benefit of a Gate granted by this feat a second time
spend 2 hit die to do so, which are not recovered until you without taking a rest, you instead must spend 2 hit die to do
complete a full-rest. When you would end the activation of so, which are not recovered until you complete a full-rest.
or be forced to end any 8-Inner gate, you gain all Ranks of When you would end the activation of or be forced to end any
any Fatigue. You lose one ranks of Fatigue every 1 hour; 8-Inner gate, you gain all Ranks of any Fatigue and
• Kaimon.
Weakened listed. After ending any gate granted by this
feature, you lose one rank of Fatigue every 24 hours;
o Str: +2
o Speed: +15 • Kyomon.
o +1 Rank of Fatigue o Str: +6
• Kyumon. o AC: +1
o Str: +2 o +2 Rank of Fatigue
o Speed: +15 • Shimon.
o Spend 2 Hit Die, regaining the result. This can only o Str: +6
be used once per short rest. o Con: +2
o +2 Rank of Fatigue o Triple Speed.
• Seimon. o AC: +2
o Str: +4 o Extra Action.
o Speed: +10 o You die, slowly turning to dust, which cannot be
o AC: +1 stopped or prevented. You become unable to be
o +2 Rank(s) of Fatigue. revived by any means.

8-INNER GATES: KEIMON F ATIGUE CHART


Ranks of Fatigue are cumulative, meaning that you retain all effects of
Category: Taijutsu, Kinjutsu
Fatigue based on the number of ranks currently had. You only gain
Prerequisite: 8-Inner Gates: Seimon, Taijutsu Ability Score
the detriments of Fatigue while you are not gaining the benefits of
of 18+, Level 10+.
any of the 8-Inner Gates.
You have learned more masterful technique of the Eight
Inner Gates, learning to unlock 3 more powerful gates of Ranks Effects
Inner power; Shomon, Tomon and Keimon. +1 Cannot take the Dash Action.
You must currently be gaining the benefit of Kaimon, in
+3 Cannot take the Disengage Action.
order to activate Shomon.
You must complete a rest to gain the benefit of any Gate +5 Cannot Take the Dodge or Help Actions.
granted by this feat a second time. If you would attempt to +7 Move Speed reduced by 15.
gain the benefit of a Gate granted by this feat a second time
+9 Disadvantage on Strength, Dexterity and Constitution Ability
without taking a rest, you instead must spend 2 hit die to
Checks.
do so, which are not recovered until you complete a full-
rest. When you would end the activation of or be forced to +11 Disadvantage on Dexterity Saving throws.
end any 8-Inner gate, you gain all Ranks of any Fatigue +13 Disadvantage on Strength Saving throws.
and Weakened listed. After ending any gate granted by this
+15 Automatically Fail all Strength, Dexterity and Constitution
feature, you lose one rank of Fatigue every 1 hour;
Ability Checks & saving throws.
• Shomon.
o Str: +2
o Con: +2
o Speed: +10
o +2 Rank of Fatigue

136
AKIMICHI CLAN [ADDED Food Pills: At 3rd Level, the you gain access to a special

6/19/22]
form of military food pills. These Pills enhance the
intensity of your metabolism allowing for powerful
“...Are you sure you’ve got this big guy?” The nervous bonuses based on which pill you take. The Pills can be
kunoichi in blue asks her ally, a stocky but seemingly taken in whichever order you wish once you gain access
focused boy in a green jacket. “Are you still nervous, I GOT to them. Regardless, if you ever take two of these pills,
THIS!” he yells as he grows almost three times his original after one minute you must succeed a DC 20 Constitution
size and begins charging into a group of bandits as he leaps Save. On a Failure you are Poisoned and Gain 3 ranks in
and allows his full body weight to come crashing down on Exhaustion. You gain each pill at the described levels.
top of them. His massive size also creates a large hole in the If you would consume all three pills you enter the
ground revealing the underground cave system he was Unconscious condition and must immediately begin to
looking for, from the beginning. make DC 25 Constitution saves. If You fail 3 of these
—Tatsunami Aburame saves, you enter the Dying condition. If you are not
The Long Road, Ch. 6 excerpt. healed in 1 hour after entering the dying condition. The
A large restaurant newly opened on the edge of the poison overtakes your body and you die.
village. The sign on the door says they open in 10 • Green Spinach Pill: At 3rd level, you gain the green
minutes, but the line is already wrapped around the spinach pill. As a Bonus action you can eat this pill.
building by people wearing similar clothing, and all Upon consumption, you lose 5 calories. You gain +4
sporting markings on their plump cheeks. The doors Strength and +4 Constitution for 1 Minute. You gain
open and this place is full of hungry patrons, waiting to Temporary hit points equal to your level for the
try this new meal. Able to taste the slightest difference in duration of this pills effect. After 1 minute, you gain 1
texture, salt and herbs. The defining characteristic of Rank of Weakened until you complete your next rest.
consuming all that lie before them and enjoying the • Yellow Curry Pill: At 7th Level, you gain the yellow
spice of life are what tie all Akimichi together. curry pill. As a Bonus action you can eat this pill. Upon

BIG APPETITE
Ingestion, you lose 5 calories. Increase the Damage die
of all Unarmed Attacks and Taijutsu by 1 Step (d4> d6>
The Akimichi Clan is one of the four noble clans of d8> d10> d12) for 1 minute, after 1 minute, you gain 1
Konohagakure. Many of their clan's techniques revolve ranks of exhaustion.
around the manipulation of their body weight and size • Red Chili Pill: At 11th Level, you gain the Red Chili Pill.
through the use of Yang Release. Members of the clan As a Bonus action you can eat this pill. Upon Ingestion,
possess great physical strength and are able to quickly reduce you lose 5 Calories. Double all damage die of
convert calories into chakra, which they then use in their Unarmed attacks, and Akimichi Clan Jutsu once per
various secret techniques. Most of these techniques casting. This lasts for 1 minute. After 1 minute you
rapidly consume the user's chakra during use, and becomes Dazed, which cannot be removed by any
maintaining them during a prolonged battle can be means until you complete your next long rest.
tiring. For this reason, the Akimichi have high chakra Fat Conversion: At 7th level, as a bonus action, you can
levels and eat a lot in order to build up or replenish their convert 1 Calorie into 1 Chakra Points, you can convert as
chakra reserves. As a tribute, members of the clan wear many calories into chakra up until you reach 0 Calories.
the kanji for "food" on their clothing. If standard Fat Insulation: Beginning at 15th level, your fat
calories aren't enough for a battle, Akimichi can use the protects you from harmful conditions. When you would
clan's three colored pills to convert excess fat into suffer the Shocked or Chilled conditions you can spend 4
chakra, at the cost of one's health. Calories to end one of such conditions.

AKIMICHI TRAITS
Master Metabolic Manipulation: At 18th level you
reduce the calorie cost of all Akimichi Clan Jutsu by 2
Ability Score Increase: +2 Con, +1 Str
(Min of 1)
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Athletics, Survival

AKIMICHI FEATURES [CHANGED]


Akimichi Clan Jutsu: The Akimichi have access to a
separate list of jutsu unique to their Clan. You can add
these jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list.
Lunch Breaks: When you take a short rest, you Regain
Additional Hit Points Equal to twice your current
Calories.
Calories: At first level you have a set number of
Calories equal to your Level+ your constitution modifier
(Min.1). You gain 1 Calorie every level hereafter. You
regain a number of calories equal to your constitution
modifier after a short Rest, and all calories after a long
or Full Rest. You can spend these Calories to use Clan
Jutsu or Clan Features.

137
AKIMICHI CLAN JUTSU choice within 5 feet that it can occupy.

[ADDED 6/19/22]
Creatures in your path must make a dexterity saving
throw, taking 4d6 bludgeoning damage on a failed save
and half as much on a successful one.
D-RANK: At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the chakra cost of this jutsu by 3 or the
BODY FAT CUSHION Calorie cost by 1 and damage by 2d12 and 2d6.
Classification: Hijutsu
Rank: D-Rank PARTIAL EXPANSION
Casting Time: 1 Reaction, which you take when you Classification: Hijutsu
would take damage. Rank: D-Rank
Range: Self Casting Time: 1 Bonus Action
Duration: Instant Range: Self
Components: CM Duration: Concentration, Up to 1 minute
Cost: 4 Chakra or 2 Calories Components: HS, CM
Keywords: Hijutsu, Ninjutsu Cost: 4 Chakra or 2 Calories
Description: You expand your body like a balloon Keywords: Hijutsu, Taijutsu
reducing damage by cushioning impacts. You gain Description: If you spend Calories to activate this jutsu,
Immunity to Bludgeoning and Slashing damage and you do not have to spend chakra to maintain this jutsu for
resistance to Earth, Water, and Wind Damage until the the duration. You temporarily expand a portion of your
start of your next turn. You gain Vulnerability to Piercing body enhancing the impact potential of each unarmed
& Lightning Damage until the start of your next turn. attack. Your unarmed attack range is 10 feet for the
duration and your unarmed damage die becomes a d8.
EMPTY CRASH At Higher Ranks: For each rank you cast this jutsu above
Classification: Hijutsu D-Rank, increase the chakra cost of this jutsu by 3 or the
Rank: D-Rank Calorie cost by 1. When cast at B-Rank, increase the
Casting Time: 1 Action damage by 1d8 (2d8). When cast at S-Rank, increase the
Range: 30 Feet damage by 2d8. (3d8).
Duration: Instant
Components: M C-RANK:
Cost: 4 Chakra or 2 Calories
Keywords: Hijutsu, Taijutsu FULL-BODY-EXPANSION [CHANGED]
Description: You smash the ground upheaving chunks of Classification: Hijutsu
stone and hurling them towards a target creature within Rank: C-Rank
range. Make a Ranged Taijutsu attack. On a Hit you deal Casting Time: 1 Action
4d6 Bludgeoning damage. If the Partial Expansion Clan Range: Self
jutsu is active when you use this jutsu, you instead deal Duration: Concentration, Up to 1 Minute
6d6 Bludgeoning damage. Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu Cost: 8 Chakra or 4 Calories
above D-Rank, increase the chakra cost of this jutsu by 3 Keywords: Hijutsu, Ninjutsu
or the Calorie cost by 1 and damage by 2d6 Description: If you spend Calories to activate this jutsu,
you do not have to spend chakra to maintain this jutsu for
HUMAN BOULDER the duration. You temporarily expand your entire body
Classification: Hijutsu growing in size. For the Duration you increase your Size by
Rank: D-Rank 1 Category (Medium > Large > Huge) increase damage you
Casting Time: 1 Action deal using Akimichi clan jutsu that use Strength by Xd4 (X=
Range: 30 feet your Strength Modifier). This bonus damage can be applied
Duration: Instant no more than twice per turn. You also gain advantage on all
Components: HS, CM, M Constitution ability checks and saving throws. You can cast
Cost: 5 Chakra or 3 Calories this Jutsu a second time, increasing your size by 1 category
Keywords: Hijutsu, Taijutsu, Clash to a maximum of Huge. This makes the Cost of
Description: You expand your body like a balloon maintaining this jutsu become 8 Chakra per round. If you
retracting your arms and legs inside your fat. become huge as a result of this Jutsu, the bonus
You use your chakra to spin your body like a damage your Akimichi clan jutsu deals instead
bowling ball while also preventing yourself becomes Xd6. Also, creatures make saving throws
from getting dizzy. You hurl yourself against Akimichi Clan Jutsu you cast at disadvantage.
in a straight line towards a target
creature and crush everyone else in
your way.
Move yourself up to 30 feet in a
straight line, ending your
movement occupying the space of
the target creature. Make a melee
taijutsu attack against the target
creature dealing 2d12+your strength
modifier bludgeoning damage on a
successful hit. The target creature is
moved to the closest space of your

138
SPIKED-HUMAN BOULDER [CHANGED] forms into the shape of butterfly wings and becomes
Classification: Hijutsu visible to the naked eye of your design. For the duration
Rank: C-Rank of this jutsu, you cannot use Full-Body-Expansion jutsu
Casting Time: 1 Action and you gain immunity to the poisoned condition. You
Range: 45 feet increase the damage you deal making melee weapon or
Duration: Instant unarmed attacks or casting Akimichi Hijutsu using
Components: HS, CM, M strength, by an amount equal to Xd8 (X= your Strength
Cost: 9 Chakra or 5 Calories Modifier). This bonus damage can be applied no more
Keywords: Hijutsu, Taijutsu, Clash than twice per turn. You also gain Advantage on Strength
Description: You activate the roots of your hair, having it and Constitution Ability Checks and saving throws.
run down your back and then harden creating spikes When this jutsu ends, you lose all remaining Calories
that run down the length of your body before expanding and cannot gain calories until you complete a long rest.
like a balloon and using the Human Boulder Jutsu. You
bowl yourself in a straight line towards a target creature SUPER BOULDER CRASH [CHANGED]
and crushing and piercing everyone else in your way. Classification: Hijutsu
Move yourself up to 45 feet in a straight line, ending Rank: B-Rank
your movement occupying the space of the target creature. Casting Time: 1 Action
Make a melee taijutsu attack against the target creature Range: 30 feet
dealing 4d10+your strength modifier bludgeoning damage Duration: Instant
on a successful hit. The target creature is moved to the Components: CM, M
closest space of your choice within 5 feet that it can Cost: 14 Chakra or 7 Calories
occupy. Keywords: Hijutsu, Taijutsu, Clash
Creatures in your path must make a Dexterity saving Description: As part of the requirements for this jutsu,
throw, taking 3d6 bludgeoning & 3d6 Piercing damage on a you must have Butterfly Mode Active. You perform the
failed save or half as much on a successful one. pinnacle of the “Human Boulder” Technique. Your body
At Higher Ranks: For each rank you cast this jutsu is enhanced by the Butterfly mode and you become a
above C-Rank, increase the chakra cost of this jutsu by 3 wrecking ball of absolute destruction. You can move up
or the Calorie cost by 2 and damage by 2d12 and 1d6 for to 90 feet in any direction and make turns while doing
each damage type. so. You can move through creatures and walls no thicker
than 5 feet. Creatures caught in the path of your assault
SUPER OPEN HAND SLAP [CHANGED] must succeed a Dexterity saving throw, taking 5d6
Classification: Hijutsu Bludgeoning and 5d6 Force damage on a failed save and
Rank: C-Rank half as much on a successful one.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: Touch above B-Rank, increase the chakra cost of this jutsu by 3
Duration: Instant or the Calorie cost by 3 and damage by 1d6 of each
Components: CM, M damage type.
Cost: 9 Chakra or 5 Calories
Keywords: Hijutsu, Taijutsu, Clash A-RANK:
Description: As part of the requirements of this jutsu,
you must already have the Full-Body-Expansion jutsu BUTTERFLY BULLET BOMB [CHANGED]
active. Chakra erupts from the palm of your hand to the Classification: Hijutsu
point of it becoming visible. This chakra increases the Rank: A-Rank
weight, muscle density and impact of your palms. As a Casting Time: 1 Action
part of the activation of this jutsu, make a Melee Range: Touch
Taijutsu Attack. On a Hit, you deal your unarmed damage Duration: Instant
+ 5d8. Components: HS, CM, M
Regardless if you hit or not, all creatures, excluding Cost: 20 Chakra or 10 Calories
the original target creature, within 10-fee of the original Keywords: Hijutsu, Taijutsu, Clash
target, must make a Dexterity saving throw, taking 4d8 Description: As part of the requirements for this jutsu,
bludgeoning damage on a failed save or half as much on you must have Butterfly Mode jutsu active. You forcibly
a successful one. convert all of your remaining calories into chakra and
At Higher Ranks: For each rank you cast this jutsu funneling it into your fist as you attempt to make a
above C-Rank, chakra cost of this jutsu by 3 or the devastating single attack. Reduce your remaining
Calorie cost by 2 and the Damage by 2d8 calories to 0. Make a melee taijutsu attack against a
creature in range. On a hit, you deal 10d10 Bludgeoning +
B-RANK: 1d10 additional damage for every Calorie you had
remaining before this jutsu’s casting and all creatures in
BUTTERFLY MODE [CHANGED] a 30-foot cone behind the target creature must make a
Classification: Hijutsu Dexterity saving throw, taking half the damage dealt as
Rank: B-Rank bludgeoning damage, being knocked back 20 feet and
Casting Time: 1 Action becoming prone on a failed save. After the conclusion of
Range: Self this jutsu, Butterfly Mode ends immediately.
Duration: 1 minute At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM above A-Rank, chakra cost of this jutsu by 3 or the
Cost: 14 Chakra and 5 Calories Calorie cost by 5 and the initial damage by 2d10.
Keywords: Hijutsu, Ninjutsu
Description: You release chakra from your back as it

139
KAGUYA CLAN [ADDED to make an additional weapon attack with the same bone

6/19/22]
weapon.
Beginning at 3rd level, When creating or learning
Kamira ejects a bone of hers from her shoulder creating a Hijutsu with the Bukijutsu keywords, reduce the time it
short sword. She’s wounded. Weakened, and outgunned. She takes to complete the task by half.
is standing against her Jonin teacher who has fallen prey to Beginning at 7th level when you make a taijutsu attack
a Genjutsu. Her teammates already downed by the with a Kaguya Clan Bukijutsu, your AC increases by +1
overwhelming power of their Sensei. Kamira thinks to for each hostile creature within 10 feet of you, up to a
herself, that she needs to survive to save her friends, and maximum of +5 until the beginning of your next turn.
stop her sensei. She reaches deep and draws a second short Beginning at 11th level, when you are targeted with an
sword made of bone from her ribcage. She dashes in attack, as a reaction, you can roll 2d4, increase your AC
towards him. He parries her attacks easily. She pushes by the result against the triggering creature until the end
through her pain and begins to perform one of her Clans of the current turn. Beginning at 15 th level, the bonus AC
infamous Dance Arts. She cuts at his knees, ankles and gained as a result of this feature lasts until the beginning
elbows to disable him. Catching him off guard she is able to of your next turn. Beginning at 18th level, you roll 3d4.
fell her obviously superior sensei, before passing out herself. Battle Hungry: The Kaguya clan are known for their
—Tatsunami Aburame amazing Taijutsu prowess when using their Clan Jutsu
The Long Road, Ch. 16 excerpt. or Bone weapons. Beginning at 1st Level, when you
perform a Kaguya clan Hijutsu or use your Bone
SAVAGE BATTLE INSTINCTS weapons to make a weapon attack or as apart of a
The Kaguya Clan was an Extinct clan known for their bukijutsu you cast, you may add +1 to your Damage rolls.
savage battle tactics and archaic values. This increases to +3 at 7th level and +5 at 15 th level.
There are stories of Kaguya who loved war so much, Beginning at 18th level, your bone weapons ignore
they would enter battles and conflicts purely to show off resistance and immunity to their chosen damage types.
their fighting prowess. The ability to manipulate their If a non-Kaguya clan Bukijutsu you cast would allow you
own bone structure creating weapons of their own to make multiple attacks, you can only gain the bonus
bodies gives them amazing and powerful damage from this feature twice per casting.
taijutsu/bukijutsu fighting skills. Calcified Structure: The Kaguya clan were known for
their alien and almost foreign bone and body structure,
KAGUYA TRAITS making it exceedingly difficult to truly know how any
Ability Score Increase: +2 Str or Dex (pick one), +1 Con Kaguya functioned as they were all unique and different
in their own way. Beginning at 3 rd level, this unique trait
Speed: Your base walking speed is 35 feet.
materializes within you. Whenever you would make a
Skill Proficiencies: Athletics, Martial Arts
saving throw against a hostile creature using a Jutsu

KAGUYA FEATURES with the Medical keyword you gain a 1d4 bonus to the
result. This bonus is further enhanced to2d4 at 11 th.
Dead Bone Pulse: The Kaguya clan possess the
Shikotsumyaku (Dead Bone Pulse) blood line trait
allowing them to manipulate their bone structure. The
Kaguya have access to a separate list of Jutsu unique to
their Clan. You can add these Jutsu to your jutsu list
instead of selecting jutsu from the Normal jutsu list.
Bone Weapons: The Kaguya clan are known for their
amazing Taijutsu prowess when using their ability to
manipulate their bone structures to create weapons. All
bone weapons have the Critical, light, and Finesse
properties to you and increases its damage die by
one step of the weapon they are imitating (Ex. A
Bone Short Sword deals 1d8, instead of 1d6). You
are proficient with all weapons you conjure
with this feature.
Beginning at 1st Level, as a bonus action you can eject
some of your bones from your body to create a Bone
weapon. You can create any melee simple weapon from
your bones. Finally, at 7th level you have mastered your
bone structure manipulation. You can create far more
complex weapons. You can create any melee martial
bone weapon of your choice.
Shikotsumyaku Stance: The Shikotsumyaku Stance is
the primary fighting style for the Kaguya clan. Starting
extremely early, the Kaguya train their young ruthlessly
teaching them the most effective fighting styles to
utilize their unique physiology. Beginning at 1st Level,
you can use Dexterity instead of Strength while in this
stance, for the attack and damage rolls of your bone
weapons and Kaguya Clan Hijutsu attack rolls and Save
DC’s calculations. Also, when you make a weapon attack
using a bone weapon, you are able to use a bonus action

140
KAGUYA CLAN JUTSU [ADDED At Higher Ranks: For each rank you cast this jutsu

6/19/22]
above D-Rank, increase the cost of this jutsu by 3 and
the number of bone bullets you can fire and creature
you can target by +2.
D-RANK
DANCE OF THE KATSURA
DANCE OF THE CAMELLIA Classification: Hijutsu
Classification: Hijutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Weapon Range
Range: Weapon Range Duration: Instant
Duration: 1 round Components: M, W (Melee Bone Weapon)
Components: M, W (Melee Bone Weapon) Cost: 5 Chakra
Cost: 5 Chakra Keywords: Hijutsu, Bukijutsu
Keywords: Hijutsu, Bukijutsu Description: With your bone weapon in hand, you
Description: With your bone weapon in hand, you stab strike with a flurry of focus and grace befitting of the
forward at an increasingly chaotic pace fast enough to weapons chosen striking preference. Make 2 Taijutsu
create the appearance of afterimages as each strike attacks, dealing this weapons damage. This jutsu gains
attempts to strike a slightly different part of the target different effects based on the original damage type of
from a slightly different angle. Make 3 Taijutsu attacks, the bone weapon used.
dealing your bone weapons damage on a hit. You can • Bludgeoning. A creature who takes damage as a result
target one or more creatures. Until the start of your of this jutsu must succeed a constitution saving throw,
next turn, if you are within 5 feet of the target of this becoming Dazed.
Jutsu, you gain a +1 to your AC and Dexterity Saving • Piercing. A creature who takes damage as a result of
throws for each creature you hit with this Jutsu. If the this jutsu must succeed a constitution saving throw,
target of this jutsu disengages from you, you can still gaining 1 rank of Weakened for each successful hit
make an attack of opportunity. until the end of the affected creatures next turn.
At Higher Ranks: For each rank you cast this jutsu • Slashing. A creature who takes damage as a result of
above D-Rank, increase the cost of this jutsu by 3 and this jutsu must succeed a constitution saving throw,
the amount of Taijutsu attacks by 1. gaining 1 rank of bleeding per successful attack.

DANCE OF THE LARCH At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu above D-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank the amount of Taijutsu attacks by 1.

C-RANK
Casting Time: 1 Action
Range: Self
Duration: 10 minutes
Components: M DANCE OF THE WILLOW
Cost: 5 Chakra Classification: Hijutsu
Keywords: Hijutsu, Bukijutsu Rank: C-Rank
Description: You extract bones to a greater degree, Casting Time: Reaction, which you take when you are hit
allowing them to stick out in a variety of positions, by a melee attack.
creating a makeshift lethal but protective armor. You Range: Self (5 Feet)
gain 12 Temporary Hit Points for the duration. If a Duration: Instant
creature hits you with a melee attack while you have Components: M
these hit points, the creature takes 7 piercing damage. Cost: 9 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Hijutsu, Bukijutsu
above D-Rank, increase the cost of this jutsu by 3 and Description: You sharpen and extract your Ulna bones
the temporary hit points and piercing damage by 8. through both your palms and your Radius back through
your elbow creating 4 sharpened blade like weapons, 2
DANCE OF BULLET SEEDLINGS from each of your arms. As a Reaction to being hit you
Classification: Hijutsu twirl, spin, and gracefully retaliate against your attacker.
Rank: D-Rank Make a Taijutsu attack dealing 1d8 + your Taijutsu
Casting Time: 1 Action ability modifier. On a successful hit, you gain an
Range: 45 feet additional reaction which can only be used to trigger this
Duration: Instant jutsu, at no additional cost.
Components: M At Higher Ranks: For each rank you cast this jutsu
Cost: 5 Chakra above C-Rank, increase the cost of this jutsu by 3 and the
Keywords: Hijutsu, Bukijutsu damage by 1d8 for each hit.
Description: You outstretch a free hand and fire off the
bones in your fingers like bullets with enough force to
tear through armor and flesh like paper. You collect and
prepare five bone bullets to fire. You can select up to
five creatures within range that you can see. Make a
ranged taijutsu attack against the selected creatures.
When you do, decide on the number of bonus bullets
you will fire at each creature. On a hit, target creature
takes 1d4+1 Piercing damage for each bone bullet you
fired at them.

141
DANCE OF THE SETSUGEKKA The Weapon is large and clunky, but it scores a critical
Classification: Hijutsu hit on a roll of 18, 19, or 20. You dash as your full
Rank: C-Rank movement in a straight line stopping at the first creature
Casting Time: Special you encounter. Make a melee taijutsu attack against the
Range: Special creature dealing 6d10 + Your Taijutsu Ability modifier on
Duration: Concentration, up to 1 minute a hit.
Components: M, W (Bone Weapon) At Higher Ranks: For each rank you cast this jutsu
Cost: 7 Chakra above B-Rank, increase the cost of this jutsu by 3 and
Keywords: Hijutsu, Bukijutsu damage by 2d10.
Description: When you would strike a creature, you
leave behind a small bone fragment inside of them that DANCE OF CLEMATIS: VINE
you then cause to grow and expand. Classification: Hijutsu
As a part of the same action used to cast another Rank: B-Rank
Kaguya clan Hijutsu that deals damage to a target Casting Time: 1 Action
creature, you can cast this jutsu forcing them to make a Range: Self
Constitution saving throw. On a failed save their internal Duration: 1 minute
organs are stabbed and prodded by the growing bone Components: M
mass within them dealing 3d8 necrotic damage. For the Cost: 12 Chakra
next minute the affected creature remakes this saving Keywords: Hijutsu, Bukijutsu
throw at the beginning of each of its turns taking 3d8 Description: You tear out your spine with ruthless
Necrotic damage on a failed save or no damage on a efficiency while also tripling its length and stretching
success. potential while also changing its structure by adding
A creature can attempt to dig out this fragmented sharpened spikes to it. You can use this weapon like an
bone from them by making a Strength (Medical) check Enhanced whip that you treat like a Bone Weapon. It
vs your Taijutsu Save DC, forcibly removing it on a counts as a Martial weapon, it deals 2d6 slashing
success. damage on a hit, has the finesse, light, Reach 4, Trip and
A creature can only be under the effects of this jutsu Grapple properties. If you score a critical hit with this
once at any given time. Recasting this jutsu on a creature weapon using a weapon attack, you deal triple damage.
already under its effects doubles it’s casting cost. Creatures grappled by this weapon also counts as
At Higher Ranks: For each rank you cast this jutsu Paralyzed when targeted by the Dance of Clematis: Flower
above C-Rank, increase the cost of this jutsu by 3. If cast Kaguya Clan jutsu.
at A-Rank increase the damage by 1d8.
A-RANK:
TEN-FINGER DRILLING BULLETS
Classification: Hijutsu DANCE OF THE SEEDLING FERN
Rank: C-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: A-Rank
Range: Self (60 feet) Casting Time: 1 Action
Duration: Instant Range: Self (30-foot radius sphere)
Components: CM Duration: Instant
Cost: 8 Chakra Components: M
Keywords: Hijutsu, Bukijutsu Cost: 20 Chakra
Description: You clasp your hands together pointing Keywords: Hijutsu, Bukijutsu
your fingers in any direction of your choice firing them Description: The perfected and final dance of the
all at once with enough of a combined force to rip Kaguya clan. The Sixth and final dance is also the most
through even chakra shielding’s. Your finger bullets fire devastating and deadly. By means of this technique you
in a straight like 10 feet wide, and 60 feet long. Creatures focus and empower your bones before sending them
in the path of you must succeed a Dexterity saving throw through the ground around you, expanding them and
taking 8d4 piercing damage and gains two ranks of the having them rise like trees in a forest or rock stalagmites
Bleeding condition on a failed save or half as much in a cave though far closer to each other and unnatural
damage and one rank of bleeding on a successful one. looking. Creatures in range other than you, must
At Higher Ranks: For each rank you cast this jutsu succeed a Dexterity saving throw taking 16d4 Piercing
above C-Rank, increase the cost of this jutsu by 3 and damage on a failed save, or half as much on a successful
damage by 3d4. one.

B-RANK:
The bone forest remains for 1 minute after casting this
jutsu. The bone pillars are 10 to 15 feet tall. While the
forest remains all creatures except you treat the terrain
DANCE OF CLEMATIS: FLOWER as difficult terrain. You can fuse into and teleport freely
Classification: Hijutsu throughout the bone forest. Teleporting costs an
Rank: B-Rank additional 4 chakra per use. Fusing into a bone grants
Casting Time: 1 Action you 10 temporary Hit points. Bone pillars have 15 hit
Range: Movement Speed points. If a bone pillar takes damage while you’re inside,
Duration: Instant you take any remaining damage the bone pillar could
Components: M, CM not.
Cost: 14 Chakra At the end of the 1-minute duration after this jutsu
Keywords: Hijutsu, Bukijutsu was cast, the bones dissolve into clay like clumps.
Description: You pour chakra into your arm, over-
calcifying it creating a large drill shaped bone that
covers the lower half of your arm starting at your elbow.

142
BAKUTON [ADDED 6/19/22] Beginning at 11th level, your number of Shrapnel die
increases to twice your constitution Modifier.
“We are in way over our heads!” Senko says. “Don’t you
Beginning at 15 th level, you have learned to create
dare give up on me!” her red haired Uzumaki friend
more focused and compressed explosions. Whenever you
responds. They find themselves in a rather dangerous
would deal damage with a Bakuton clan Hijutsu you have
situation. The building is collapsing in around them, their
enhanced with Shrapnel die, your damage cannot be
enemies have escaped, and they have a downed ally, while
reduced by any means, and you can choose one creature
they are also all wounded. “You have to use it Senko!” the
for each shrapnel die spent making them immune to
Uzumaki screams. “What!? No! I haven’t mastered it yet,
your jutsu’s effect until the end of the current turn.
what if the blow back~” she begins, but is caught off guard
Beginning at 18th level, whenever you roll maximum
by her friend’s tearful pleas. “Fine! Stand back. I’m about to
damage on a shrapnel die, you can roll that die again,
blow us out of here. Stand back!!!”
adding the new roll to the previous roll as additional
—Tye Tiken
force damage. If you would roll the maximum amount
At Worlds End, Ch. 3 excerpt.
again, you can repeat this process until you don’t roll the

AN EXPLOSIVE PERSONALITY
maximum.
Explosion Release: The Bakuton clan has a unique
The Bakuton Clan is a clan without a clear family name, talent for manifesting Explosion Release due to their
but one with a fearsome history and purpose. Members close affinity to both Earth and Lightning Release.
of this clan can be found in villages, across the country, Beginning at 7th level you gain the second Nature
and are used to great effect in different military release you didn’t select from Explosion Release Affinity
institutions. The Bakuton Family line is one of power, clan trait and when casting a Bakuton Clan Hijutsu, you
and absolute authority. These shinobi are known to can double the size of the area of effect, if it has one.
control a battlefield through force alone, and very few Also, at 7th level, when casting a jutsu with either
can say they would stand a chance against one in a head- Earth or Lightning Release keywords, change the
to-head match. damage type if any to force and Bakuton Clan Hijutsu
you cast doubles the size of their area Cones, Spheres,
BAKUTON TRAITS cubes and line-based effects. At 15th level when you deal
Ability Score Increase: +2 Con, +1 Int force damage, increase the damage by your Proficiency
Speed: Your base walking speed is 30 feet. bonus.
Skill Proficiencies: Chakra Control, and your choice
between Ninshou or Martial Arts.
BAKUTON CLAN JUTSU [ADDED
6/19/22]
Explosion Release Affinity: You begin with either Earth
or Lightning Release Affinity. (Pick one)

BAKUTON FEATURES D-RANK


Explosive Techniques: The Bakuton Clan has access to
a separate list of Jutsu unique to their Clan. You can add EXPLOSION RELEASE: BREAK
these Jutsu to your jutsu list instead of selecting jutsu Classification: Hijutsu
from the Normal jutsu list(s). They do not need both Rank: D-Rank
Nature Release’s to use their Clan jutsu. Casting Time: 1 Action
Branch Style: At 1st level, you realize which part of the Range: 30 feet
Bakuton branch style you hail from. From time long Duration: Instant
immemorial the Bakuton blood split creating diverging Components: HS, CM
family traits. You can learn Clan jutsu with the Cost: 3 Chakra
corresponding Branch style Keyword. This cannot be Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
changed later on. Release
• Artistic Style: One with the ability to mold clay, stone Description: You create a precise, targeted explosion,
and other inorganic material into malleable catalyst inflicting 10 force damage to an unattended object that you
for your Explosion Release given the title can see within range. Even if the object remains intact, it
• Reckless Style: One with the ability to manipulate and flings small shards of shrapnel at creatures within 5 feet of
create explosions on command within their physical it. Each creature must make a Dexterity saving throw,
reach, but at an increased potency. taking 3d6 piercing damage on a failed save.
At Higher Ranks: For each rank you cast this jutsu above
Cataclysmic: Beginning at 1st level, Hijutsu you cast
D-Rank, increase the cost of this jutsu by 3 and damage to
deals double damage to structures, constructs and
objects by 10 and the damage to creatures by 2d6.
objects. At 11th level, four times damage, and at 18th, six
times damage.
Concussive Blasts: Beginning at 3rd level, your high
ordinance blasts leave your enemies reeling. You gain a
number of shrapnel Dice, which are D8’s equal to your
constitution modifier. When you would roll damage for a
Bakuton Clan jutsu. You can increase that damage by
spending die from the pool, up to your remaining
amount. Roll the spent die, adding the result to the
damage dealt as force damage. You regain spent die
when you complete a short rest.
Beginning at 7th level, Bakuton Clan Hijutsu that deals
damage adds your Ninjutsu ability modifier to their
damage rolls if they did not already.

143
EXPLOSION RELEASE: CLAY BIRDS EXPLOSION RELEASE: FURY
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Self
Duration: Instant Duration: 1 Minute.
Components: HS, CM, CS Components: CM, M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
Release, Fuinjutsu, Artistic Style Release, Reckless Style
Description: You mold clay, earth, or another inorganic Description: You begin to channel explosive chakra
earthen substance into three birds of your description. throughout your body, making everything you touch
These birds then soar towards a target within range, explode on contact, giving you an advantage in hand-to-
ignoring cover. Make three ranged Ninjutsu attacks. On a hit hand combat.
you deal force damage equal to 1d10 + Your Ninjutsu ability Your unarmed damage becomes 3d6 and instead deals
modifier. If a creature is hit with at least two birds, they force damage, you cannot not add your ability modifier to
must succeed a constitution saving throw, being knocked damage dealt unless from a Bakuton Clan Feature or Trait.
prone and blinded until the end of their next turn on a failed At Higher Ranks: For each rank you cast this jutsu above
save. D-Rank, increase the cost of this jutsu by 3. If this jutsu is
At Higher Ranks: For each rank you cast this jutsu above cast at B-Rank, the damage die becomes 3d8. If this jutsu is
D-Rank, increase the cost of this jutsu by 3 and the number cast at S-Rank, the damage die becomes 3d10.
of attacks by +1.
EXPLOSION RELEASE: PUNCH!
EXPLOSION RELEASE: CLAY SPIDERS Classification: Hijutsu
Classification: Hijutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 5 Feet
Range: 45 feet Duration: Instant
Duration: Instant Components: CM, M
Components: HS, CM, CS Cost: 4 Chakra
Cost: 4 Chakra Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Release, Reckless Style
Release, Fuinjutsu, Artistic Style Description: You channel explosive chakra into one of your
Description: You mold clay, earth, or another inorganic fists, before swinging out in a furious haymaker. Make a
earthen substance into a cluster of small spiders that scurry taijutsu attack against a creature or object within range. On
and skitter towards a creature before attaching themselves a hit, you deal your unarmed damage + 6d4 force damage.
to it and detonating in a glorious explosion. Additionally, the target must make a Strength saving
Select one creature you can see within range. The spiders throw, being pushed back 15 feet, falling prone and
climb their way onto the target. At the beginning of the being Dazed on a failed save.
creatures next turn, the spiders detonate forcing the At Higher Ranks: For each rank you cast this jutsu above
creature to make a Dexterity saving throw taking 4d6 force D-Rank, increase the cost of this jutsu by 3 and the damage
damage on a failed save or half as much on a successful one. by 2d4. If this jutsu is Cast at B-Rank or higher, the number
If the affected creature would take fire damage before the of attacks you can make is increased to two.
spiders detonate, the spiders react like gunpowder and
explode immediately, forcing the creature to make a EXPLOSION RELEASE: SOOT PILE
dexterity saving throw at disadvantage, taking 6d6 force Classification: Hijutsu
damage on a failed save. Rank: D-Rank
If the affected creature takes lightning damage, or casts a Casting Time: 1 Action
Jutsu with the lightning release keyword with a range of self Range: Self
the spiders become inert immediately ending nullifying this Duration: 1 Minute
jutsu. Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu above Cost: 5 Chakra
D-Rank, increase the cost of this jutsu by 3 and the damage Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
by 2d6. Release
Description: You emit a large explosion of toxic ash and
soot from your palms, creating a lingering 10-foot radius
cloud, centered on you, that settles after one minute.
Creatures, other than you, within the cloud when the jutsu
is cast, that enters the clouds radius for the first time, or is
within the cloud at the beginning of their turns, must make
a constitution saving throw, becoming envenomed for 1
minute. Each time a creature would fail the saving throw,
they would gain an additional rank of envenomed.

144
C-RANK
EXPLOSION RELEASE: CLAY FLIGHT Large Construct, unaligned
Classification: Hijutsu
Rank: C-Rank Armor Class 12+ Your Ninjutsu Ability Modifier
Casting Time: 1 Action Hit Points 67 (7d10 + 21)
Range: Self Speed 45 ft Flying Speed.
Duration: Concentration, up to 10 minutes
Components: HS, CM, CS STR DEX CON INT WIS CHA
Cost: 8 Chakra
14 (+2) 16 (+3) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Fuinjutsu, Artistic Style
Damage Vulnerability Lightning
Description: You mold clay, earth or another inorganic
Damage Immunities Poison, Psychic
earthen substance into the shape of a single bird of your
Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
description that you then inject your chakra into
petrified, poisoned.
through a special chakra seal. You do not lose
Senses passive Perception 10
concentration of this jutsu as a result of failing a
concentration check.
Immutable Form. The Clay Bird is immune to any Jutsu or effect that
This bird grows in size until it is large enough to carry
would alter its form.
one creature on its back and has the capability to aid you
in battle. This bird is proficient in all saves and uses half Elemental Weapons. The Clay Bird attacks are chakra enhanced.
of your ninjutsu ability modifier as its proficiency bonus.
You can command the bird as a bonus action on your
turn. Additionally, you can as a reaction command the Multiattack. The Clay Bird can attack 2 times with its Peck.
bird to use its Detonate ability. The bird has the Peck. Melee Weapon Attack: reach 5 ft., one creature. Hit: 8 (2d6 + 3)
following statistics; Piercing damage.
Ram. If the Clay Bird flies in a straight line for at least 30 feet it can
EXPLOSION RELEASE: FLIGHT OF THE perform the Ram attack. All creatures in a straight line after the bird
TSURUBEBI has moved at least 30 feet must succeed a Dexterity saving throw,
Classification: Hijutsu taking 6d6 bludgeoning damage on a failed save or half as much on
Rank: C-Rank a success.
Casting Time: 1 Action
Detonation: The Clay Bird explodes in a beautiful incendiary display. All
Range: Self
creatures within 10 feet of the bird must succeed a Dexterity saving
Duration: Concentration, up to 10 minutes
throw vs your Ninjutsu save DC. On a failed save they take 6d8 force
Components: HS, CM, M
damage or half as much on a successful save.
Cost: 8 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Reckless Style
Description: You build up chakra in your palms, and the
soles of your feet, and release it in bursts to fly short EXPLOSION RELEASE: PRIME
Classification: Hijutsu
distances. You do not need to spend chakra to maintain
Rank: C-Rank
concentration on this jutsu and it uses your ninjutsu
Casting Time: 1 Bonus Action
attack bonus or save DC for effects that require it.
Range: Touch
For the duration you gain 3 special movements that
Duration: 8 Hours
you may take instead of your movement action on each
Components: HS, CM
of your turns. Each movement allows you to move up to
Cost: 6 Chakra
half of your speed by flying. This movement does not
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
provoke attacks of opportunity, and whenever you use
Release
one of these movements, all creatures within 5 feet of
Description: You seal explosive chakra into a non-
you must make a dexterity saving throw, taking 3d8
chakra enhanced medium or smaller object that you
force damage on a failed save. You must end each
touch, priming it to be detonated on your command.
movement on a solid object or ground that can hold you.
Anytime during the duration of this jutsu, you can use an
If you do not, you fall and your movement ends.
action, bonus action, or Reaction to detonate any
At Higher Ranks: For each rank you cast this jutsu
number of objects affected by this jutsu, if you have line
above C-Rank, increase the cost of this jutsu by 3 and the
of sight each of them. Upon detonation, each creature
number of movements by 1.
within 15 feet of it must make a Dexterity saving throw,
or take 3d8 Force damage. A creature in the area of more
than one fiery burst is affected up to three times. Objects
within the radius of the blast take damage as well.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.

145
EXPLOSION RELEASE: REPELLING BLAST Select a target for each construct to hunt down. At the
Classification: Hijutsu end of each of your turns, the construct moves 30 feet
Rank: C-Rank towards its target, if the target is flying it will move to a
Casting Time: 1 Reaction which you take when hit by a space where it is as close as physically possible to the
melee or ranged attack. creature. If the construct ends its movement within 5
Range: 60 feet feet of its target, it explodes.
Duration: Instant When a construct explodes, all creatures within 10 feet
Components: CM, M of it must succeed a dexterity saving throw. On a failed
Cost: 6 Chakra save, they take 8d6 force damage or half as much on a
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth successful save.
Release At Higher Ranks: For each rank you cast this jutsu
Description: You hold up an opened palm, and launch above B-Rank, increase the cost of this jutsu by 3 and
forth an explosion, precise enough to send projectiles damage by 2d6.
flying back at their senders. Reduce the damage of the
attack by 5d6 + your Ninjutsu Modifier. If this reduces EXPLOSION RELEASE: LANDMINE FIST
the damage to 0, the attacking creature becomes the Classification: Hijutsu
target of the attack, using your damage reduction result Rank: B-Rank
as damage so long as they are within range. This jutsu Casting Time: 1 Action
can transfer the attack's effects as well. Range: 5 Feet
Additionally, if this reduces the damage of a melee Duration: Instant
attack to 0, the attacking creature must make a Strength Components: CM, M
save. On a failed save, a weapon of Greater or lesser Cost: 12 Chakra
quality is destroyed. Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
At Higher Ranks: For each rank you cast this jutsu Release, Reckless Style
above C-Rank, increase the cost of this jutsu by 3 and Description: As a part of the activation of this jutsu, you
damage reduction by 2d6 and the quality of a melee must have Explosion Release: Fury! active. You gather a
weapon that can be destroyed is increased by 1 step. frightening amount of chakra into your fist, before
slamming it into an opponent. Make a melee taijutsu
B-RANK attack. On a hit, you deal your unarmed damage + 8d6
Force damage. Each creature in a 10-foot cone behind
EXPLOSION RELEASE: ABSOLUTE DEATH the initial target must succeed a Dexterity saving throw,
BOMBING taking half of the original damage on a failed save, or
Classification: Hijutsu none on a success.
Rank: B-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above B-Rank, increase the cost of this jutsu by 3,
Range: 200 feet damage by 2d6 and the size of the cone by 10 feet.

A-RANK
Duration: Instant
Components: HS, CM, M
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth EXPLOSION RELEASE: ATOMIC MISSILE
Release Classification: Hijutsu
Description: You create a small, volatile ball of chakra, Rank: A-Rank
hurling it into the air, where it flies towards a space you Casting Time: Full Turn Action
can see within range towards the ground and explodes in Range: 120 Feet
a 40-foot radius. All creatures in the area must make a Duration: Instant
constitution saving throw, taking 6d8 force damage, or Components: CM, M
half as much on a successful save. Creatures who fail the Cost: 20 Chakra
save by 5 or more take an additional 3d8 damage and Keywords: Hijutsu, Taijutsu, Lightning Release, Earth
gain the deafened and weakened condition for 1 minute. Release, Reckless Style
At Higher Ranks: For each rank you cast this jutsu Description: You propel yourself at a target within
above B-Rank, increase the cost of this jutsu by 3 and range. The target can be a space, a creature, object or
damage by 2d8. structure as your use your explosion release launches
you like a missile. While propelling yourself, your chakra
EXPLOSION RELEASE: CLAY CHASE DOWN rotates you furiously like a bullet as smoke begins to
Classification: Hijutsu trail behind you, as you ram into your target causing a
Rank: B-Rank reckless explosion on impact.
Casting Time: 1 Action All creatures, objects and structures within 60 feet of
Range: 5 feet the target, excluding you must succeed a Dexterity
Duration: Concentration, Up to 1 Minute saving throw. On a failed save taking your unarmed
Components: HS, CM, CS damage + 10d8 force damage or half as much on a
Cost: 14 Chakra successful save.
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth Additionally, all creatures within 15 feet of the target
Release, Fuinjutsu, Artistic Style excluding you must succeed a constitution saving throw.
Description: You create two constructs made of clay that On a failed save, they take 6d8 force damage and all
will autonomously hunt down creatures of your choice. equipment they are carrying or wearing of Greater
The constructs have hit points equal to twice your Quality or lower is destroyed.
ninjutsu save DC and an AC equal to your Ninjutsu save At Higher Ranks: For each rank you cast this jutsu
DC. If the constructs hit points reach 0, it explodes. above A-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.

146
EXPLOSION RELEASE: CLAY DRAGON
Classification: Hijutsu
Rank: A-Rank Huge Construct, unaligned
Casting Time: 1 Action
Armor Class 14+ Your Ninjutsu Ability Modifier
Range: Self
Hit Points 138 (12d10 + 60)
Duration: Concentration, Up to 10 minutes
Speed 60 ft Flying Speed.
Components: CM, HS
Cost: Special (22 Chakra)
STR DEX CON INT WIS CHA
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Artistic Style 20 (+5) 16 (+3) 20 (+5) 1 (-5) 10 (+0) 1 (-5)
Description: You weave your handsigns, summoning a
huge dragon formed from clay, earth or another Damage Vulnerability Lightning
inorganic earthen substance of your description. Damage Immunities Poison and Psychic; Bludgeoning, Piercing and
You cannot lose concentration on this jutsu as a result Slashing.
of a failed concentration check. Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
You command the dragon telepathically and it only petrified, poisoned.
listens to you. It enters the initiative directly after you Senses passive Perception 10
and requires no action to command it. It is proficient in
all saving throws, using your ninjutsu ability modifier as Immutable Form. The Clay Dragon is immune to any Jutsu or effect that
its proficiency bonus and uses your ninjutsu attack would alter its form.
bonus or save DC for effects that require it. Elemental Weapons. The Clay Dragon attacks are chakra enhanced.
You may as a bonus action or reaction cause the Ineffable Makeup. The Clay Dragon cannot be dispelled by any jutsu of
dragon to use its Detonation ability. B-Rank or Lower.
The dragon has the following Statistics;
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and Hit Multiattack. The Clay Dragon can attack 2 times with its Tail.
points by 2d10 + 15
Tail. Melee Weapon Attack: reach 10 ft., one creature. Hit: 19 (3d8 + 5)

EXPLOSION RELEASE: TOWER OF THE SUN Bludgeoning damage.


Classification: Hijutsu Ram. If the Clay Dragon flies in a straight line for at least 10 feet it can
Rank: A-Rank perform the Ram attack. All creatures in a straight line after the
Casting Time: Full Turn Action dragon has moved at least 10 feet must succeed a Dexterity saving
Range: Self throw, taking 6d8 bludgeoning damage on a failed save or half as
Duration: Instant much on a success.
Components: CM Explosive Breath (Charges: 3). The Clay Dragon casts Explosion Release:
Cost: 20 Chakra Clay Birds at A-Rank as if you had cast it, using your Ninjutsu attack
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth bonus, save DC or ability Modifier when needed.
Release
Detonation. The Clay Dragon explodes in a beautiful incendiary display. All
Description: You release the chakra limiters in your
creatures within 20 feet of the dragon must succeed a Dexterity saving
body, and create a monstrous, tower shaped explosion
throw vs your Ninjutsu save DC. On a failed save they take 12d8 force
using your body as its catalyst. You die, and leave behind
damage or half as much on a successful save.
no corpse.
All creatures within 500 feet of you must make a
Constitution saving throw, taking 200d4 + 100 Force
damage on a failed save or half as much on a success.
Unattended objects and structures within range of this
jutsu are instantly destroyed.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
damage by 25d4 +25.

147
GENJUTSU [ADDED for the duration. The sound also ends if you dismiss it as
an action or use this jutsu again. The sound you create

7/23/2022] can be any volume, ranging from a whisper to a scream.


It can be your voice or another sound you have heard
before such as another person's voice, a lion's roar or a

E-RANK: shattering vase. The sound continues unabated


throughout the duration or you can make discrete

AFFECTION
sounds at different times before the jutsu ends.
At Higher Levels: This Jutsu’s proficiency increases as
Classification: Genjutsu
you increase in level. At 5th level select 1 additional
Rank: E-Rank
location for the sound to originate. 11th level, 2
Casting Time: 1 Action
additional locations, 17th level, 3 additional locations.
Range: Touch
Duration: Concentration, up to 1 Minute
Components: CM
DOUBT
Classification: Genjutsu
Cost: 2 Chakra
Rank: E-Rank
Keywords: Genjutsu, Auditory, Unaware
Casting Time: 1 Action
Description: For the duration, you have advantage on all
Range: Touch
Persuasion checks directed at one creature you touch that
Duration: 1 Minute
isn’t hostile towards you. When the jutsu ends the creature
Components: CS
may realize that you used a jutsu to influence its mood if it
Cost: 2 Chakra
doesn’t fit your previous relationship. A creature prone to
Keywords: Genjutsu, Auditory, Unaware
violence might attack you if they realize this. Another
Description: For the duration, you have advantage on all
creature may seek retribution in other ways (At the DM’s
Intimidation checks directed at one creature you touch
discretion), depending on the nature of your interactions.
that you are interacting with. When the jutsu ends the

CLONE TECHNIQUE
creature may realize that you used a jutsu to influence
its mood if it doesn’t fit your previous relationship. A
Classification: Genjutsu
creature prone to violence might attack you if they
Rank: E-Rank
realize this. Another creature may seek retribution in
Casting Time: 1 Action
other ways (At the DM’s discretion), depending on the
Range: Self
nature of your interactions.
Duration: Concentration, up to 1 minute
Components: HS
Cost: 2 Chakra
ENCODE THOUGHTS
Classification: Genjutsu
Keywords: Genjutsu, Visual
Rank: E-Rank
Description: The most basic clone technique that is taught
Casting Time: 1 Action
in most academies across the ninja world. By using this
Range: Self
technique, the user creates 2 duplicates of themselves. The
Duration: 8 Hours
clones stay near you and disappear when attacked. The
Components: HS, CM
clones appear by the user's side and cannot stray more than
Cost: 2 Chakra
5 feet away from the original. The duplicates look like the
Keywords: Genjutsu, Visual
user and are perfect duplicates, but they cannot speak or
Description: You draw out a memory, an idea, or a
perform any action that requires having a body, like lifting
message from your mind, and seal it into a tangible
an object or attacking a creature. Once touched by another
string of glowing seals called a thought strand, which
creature or object or violently shaken, it disappears in a puff
persists for the duration or until you cast the jutsu again.
of smoke.
The thought strand appears in an unoccupied space on a
After Activation, as a reaction you make a creature
surface of your choice, such as a wall, blank scroll, book,
attacking you roll an additional 1d6, subtracting the result
or skin in the form of text or images of your memories
from their total attack roll. Doing this causes one of your
design.
clones to be struck regardless of the attack missing or
If you cast this Genjutsu while concentrating on a
hitting you. After the duration or both of your clones have
Genjutsu or ability that allows you to manipulate the
been struck, this jutsu immediately ends. Any creature
thoughts of others (such as Memory Domination), you
using a Jutsu with the Sensory Keyword or that can see
can transform the thought or memories you read, rather
through Genjutsu are not affected by this jutsu.
than your own into a thought strand.
At Higher Levels: This Jutsu’s proficiency increases as you
increase in level. When you reach 5th level create 3 FEATHER BURST
duplicates, 11th level (4 duplicates), 17th level (5 Classification: Genjutsu
duplicates). Rank: E-Rank
Casting Time: 1 Reaction, which you take when you
DISTANT ECHO would take damage.
Classification: Genjutsu
Range: Self
Rank: E-Rank
Duration: Instant
Casting Time: 1 Action
Components: HS, CM
Range: 60 Feet
Cost: 2 Chakra
Duration: Up to 1 minute
Keywords: Genjutsu, Visual
Components: HS, CM
Description: A simple illusion of sight. When hit by an
Cost: 1 Chakra
attack, the opponent sees you burst into black raven
Keywords: Genjutsu, Auditory, Unaware
feathers reforming at your current location. When hit by
Description: You create a sound within range that lasts
a melee attack, roll 1d8 reducing damage taken by the

148
result and move 10 feet away. This movement does not MINOR ILLUSION
provoke attacks of opportunity. Classification: Genjutsu
At Higher Levels: This Jutsu’s proficiency increases as Rank: E-Rank
you increase in level rolling 1d8 when you reach 5th level Casting Time: 1 Action
(2d8), 11th level (3d8), 17th level (4d8) Range: 30 Feet
Duration: 1 Minute
FLASH Components: HS
Classification: Genjutsu Cost: 2 Chakra
Rank: E-Rank Keywords: Genjutsu, Visual, Auditory, Unaware
Casting Time: 1 Action Description: You create a sound or an image of an object
Range: 30 Feet within range that lasts for the duration. The illusion also
Duration: Instant ends if you dismiss it as an action or cast this genjutsu
Components: HS, NT (Firecrackers) again.
Cost: 2 Chakra If you create a sound, its volume can range from a
Keywords: Genjutsu, Visual whisper to a scream. It can be your voice, someone else’s
Description: A mix of firecrackers and Chakra to make voice, a lion’s roar, a beating of drums, or any other
the flash they produce 10 times more intense. Select a sound you choose. The sound continues unabated
Space up to 30 feet away. Creatures within 5 feet of the throughout the duration, or you can make discrete
space you select must succeed a Wisdom save. On a failed sounds at different times before the spell ends. If you
save, the next attack targeting them has advantage. create an image of an object—such as a chair, muddy
footprints, or a small chest—it must be no larger than a
MESSAGE 5-foot cube. The image can’t create sound, light, smell,
Classification: Genjutsu or any other sensory effect. Physical interaction with the
Rank: E-Rank image reveals it to be an illusion, because things can
Casting Time: 1 Action pass through it.
Range: 120 Feet If a creature uses its action to examine the sound or
Duration: 1 round image, the creature can determine that it is an illusion
Components: HS with a successful Intelligence (Investigation), or
Cost: 2 Chakra Wisdom (Illusion) check against your genjutsu save DC.
Keywords: Genjutsu, Auditory If a creature discerns the illusion for what it is, the
Description: You point your finger towards a creature illusion becomes faint to the creature.
within range that you can see and whisper a message.
The target (and only the target) hears the message and PAIN
can reply in a whisper that only you can hear. Classification: Genjutsu
You can cast this genjutsu through solid objects if you Rank: E-Rank
are familiar with the target and know it is beyond the Casting Time: 1 Action
barrier. This jutsu doesn’t have to follow a straight line Range: 60 Feet
and can travel freely around corners or through Duration: Concentration, up to 1 minute
openings. Components: HS
Cost: 2 Chakra
MIND SLIVER Keywords: Genjutsu, Tactile
Classification: Genjutsu Description: You point at a creature within range and
Rank: E-Rank the sound of a dolorous bell fills the air around it for the
Casting Time: 1 Action moment. The next time the target would take damage,
Range: 60 Feet they take an additional 1d4 psychic damage. This jutsu
Duration: 1 Round. then ends.
Components: HS, CM At Higher Levels: This Jutsu’s effectiveness increases
Cost: 1 Chakra by one die when you reach 5th level (2d4), 11th level
Keywords: Genjutsu, Visual, Tactile (3d4), 17th level (4d4).
Description: You inject a disorienting spike of chakra
into the mind of one creature you can see within range. RELEASE
Make a Ranged Genjutsu attack, dealing 1d6 psychic Classification: Genjutsu
damage. The target must also succeed an Intelligence Rank: E-Rank
saving throw. On a failed save, until the end of its next Casting Time: 1 Action
turn, it must roll a d4 and subtract the number from the Range: Touch
first saving throw they make for the duration. Duration: Instant
At Higher Levels: This Jutsu’s proficiency increases as Components: HS, CM
you increase in level rolling an additional 1d6 when you Cost: 2 Chakra
reach 5th level (2d6), 11th level (3d6), 17th level (4d6) Keywords: Genjutsu, Fuinjutsu
Description: This technique allows the user to isolate
and forcefully remove the effect of a single
Genjutsu effect, so long as it can be dispelled. You must
first be aware that you or your target is under the effect
of a Genjutsu. As part of the activation of this jutsu,
make a Chakra Control Check at advantage against the
Save DC of the Genjutsu you are affected by. On a success
you free yourself or your target from the Genjutsu.

149
TRANSFORM D-RANK:
Classification: Genjutsu
Rank: E-Rank ANIMAL COMPANION
Casting Time: 1 Action Classification: Genjutsu
Range: Self Rank: D-Rank
Duration: 10 Minutes Casting Time: 1 Action
Components: HS Range: 30 Feet
Cost: 1 Chakra Duration: Concentration, up to 10 Minute
Keywords: Genjutsu, Visual Components: HS, CM
Description: This technique is taught to every student of Cost: 3 Chakra
the academy. Using this technique, the user assumes the Keywords: Genjutsu, Auditory
form of a creature of the same size category as they are Description: You select an animal you can see within
or smaller. They may freely designate the specifics of range and alter its disposition towards you. This animal
their new form (such as height, weight, hair texture and will see you as a member of its pack, its child, its parent,
color, skin tone, etc.). You do not lose any of your or its Master (your choice). The animal will be able to
personal abilities, features, or jutsu as this understand your commands and will act on them for the
transformation is purely cosmetic and an illusion. When duration. The target creature must make a Charisma
you make a Charisma (performance) or Charisma save, becoming charmed by you for the duration. The
(Deception) check while in this form, you add an animal can fight on your behalf, once the creature
additional 1d6 to the check. reaches half health this jutsu ends. They may then stay
At Higher Levels: This Jutsu’s skill reinforcement and fight to survive or run based on the type of animal
increases by 1d10 when you reach 5th level (2d6), 11th they are. (DM’s description)
level (3d6), 17th level (4d6) At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and select one
TRUE STRIKE additional animal you can see.
Classification: Genjutsu
Rank: E-Rank BANE
Casting Time: 1 action Classification: Genjutsu
Range: 30 Feet Rank: D-Rank
Duration: 1 Round. Casting Time: 1 Action
Components: HS, CM Range: Self (30-Feet)
Cost: 2 Chakra Duration: Concentration, up to 1 Minute
Keywords: Genjutsu, Visual Components: HS, CM
Description: You focus your genjutsu towards a single Cost: 5 Chakra
creature in range. Your genjutsu grants you a brief Keywords: Genjutsu, Tactile
insight into one target’s defenses. You gain advantage Description: You release a pulse of chakra targeting all
on your next attack roll against the target before the end hostile creatures within 30 feet of you causing them feel
of your next turn. You can gain the benefit of this jutsu deep seeded regret or dread. All hostile creature of your
once per round. choice within 30 feet of you must succeed a Charisma saving
At Higher Levels: This Jutsu’s duration increases by 1 throw as their mind is wrought with negative thoughts.
round when you reach 5th level (2 rounds), 11th level (3
Success: No further effects.
rounds), 17th level (4 rounds)
Failure: Affected creatures suffers a 1d4 penalty to all
VOICE CHANGE attack roll, saving throw and ability checks it makes
for the duration.
Classification: Genjutsu
Critical Failure: Affected creatures suffers a 1d6 penalty
Rank: E-Rank
to all attack roll, saving throw and ability checks it
Casting Time: 1 Bonus action
makes and it cannot gain the benefit of the Bless jutsu
Range: Self
for the duration.
Duration: Concentration, Up to 1 minute
Components: HS, CM At Higher Ranks: For each rank you cast this jutsu above
Cost: 1 Chakra D-Rank, increase the cost of this jutsu by 3 and the radius
Keywords: Genjutsu, Auditory by 10-feet. If cast at B-Rank the die increases by one step. If
Description: You coat your tongue in chakra, cast at S-Rank, the die increases by two steps.
manipulating the vibrations it provides while speaking.
You imitate the voice of any creature you’ve heard before
with amazing accuracy. When making a Deception or
Persuasion check while using this jutsu, roll an
additional 1d6 adding the results to the roll.

150
BLESS • You can suppress any effect causing a target to be
Classification: Genjutsu charmed or feared. When this jutsu ends, any suppressed
Rank: D-Rank effect resumes, provided that its duration has not expired
Casting Time: 1 Action in the meantime.
Range: Self (30-Feet) • Alternatively, you can make a target indifferent about
Duration: Concentration, up to 1 minute creatures of your choice that it is hostile towards. This
Components: HS, CM indifference ends if the target or its allies are attacked.
Cost: 5 Chakra When this jutsu ends, the creature becomes hostile again.
Keywords: Genjutsu, Auditory
At Higher Ranks: For each rank you cast this jutsu above
Description: You release a pulse of chakra targeting all
D-Rank, increase the cost of this jutsu by 3 and select 1
allied creatures within 30 feet of you causing them feel deep
additional creature.
seeded Pride or ambition. Whenever an allied creature
makes an attack roll, saving throw, or ability check during
CLOAK OF SHADOWS
this jutsu’s duration, they can roll an additional 1d4 and add Classification: Genjutsu
the number rolled to their Attack, Saving throw, or ability Rank: D-Rank
check. Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu above Range: Touch
D-Rank, increase the cost of this jutsu by 3 and the radius Duration: Concentration, Up to 1 minute
by 10 feet. If cast at B-Rank the die becomes a d6. If cast at Components: HS, CM
S-Rank, the die becomes a d8. Cost: 4 Chakra
Keywords: Genjutsu, Visual, Unaware
CAUSE FEAR Description: You cloak a willing creature you touch in
Classification: Genjutsu illusionary darkness, granting it a proficiency to
Rank: D-Rank Dexterity (Stealth) checks against creatures that rely on
Casting Time: 1 Action sight. You cannot gain a bonus to Stealth as a result of
Range: 60 Feet other Jutsu while benefiting from this jutsu.
Duration: Concentration, up to 1 minute Additionally, if cast in Dim Light or Darkness,
Components: HS, CM creatures attempting to make a Wisdom (Illusions)
Cost: 4 Chakra check to see through this genjutsu, makes their check at
Keywords: Genjutsu, Inhale disadvantage.
Description: You awaken a sense of mortality in one At Higher Ranks: For each rank you cast this jutsu
creature you can see within range after releasing some above D-Rank, increase the cost of this jutsu by 3. If cast
potent aromas from incents you spread and use as the at C-Rank, the duration increases to up to 10 minutes
catalyst for your genjutsu. A construct or undead is immune and no longer costs chakra to maintain concentration. If
to this effect. The target must succeed a Wisdom saving cast at A-Rank, this jutsu’s duration becomes 1 Hour and
throw at the beginning of each of its turns for the duration. no longer requires concentration.
Critical Success: This jutsu ends on the affected
creatures, removing all ranks of fear granted by this
COLOR SPRAY
Classification: Genjutsu
jutsu.
Rank: D-Rank
Success: Affected creature does not gain a rank of fear. Casting Time: 1 Action
Failure: Affected creatures gains one rank of fear against Range: Self (15-foot cone)
the caster until this jutsu ends. Duration: Instant
Critical Failure: Affected creatures gains two ranks of Components: HS, CM
fear against the caster until this jutsu ends and falls Cost: 5 Chakra
prone from the shock. Keywords: Genjutsu, Visual
Description: You manifest a dazzling array of flashing,
At Higher Ranks: For each rank you cast this jutsu above
colored lights, that spring forth from your hand. Roll
D-Rank, increase the cost of this jutsu by 3 and select 1
6d10, the total is how many hit points of creatures this
additional creature who must all be within 30 feet of each
jutsu can effect. Creatures in a 15-foot cone, originating
other when you target them.
from you must make an Intelligence saving throw.

CHARMING DISSONANCE Critical Success: This creature ignore the effects of this
Classification: Genjutsu jutsu.
Rank: D-Rank Success: Affected creature gain 1 rank of Dazzled.
Casting Time: 1 Action Failure: Affected creatures Blinded until the end of their
Range: 60 Feet next turn.
Duration: Concentration, Up to 1 minute Critical Failure: Affected creatures becomes blinded and
Components: HS, CM must remake the intelligence saving throw at the end
Cost: 4 Chakra of each of its turns to realize it’s not actually blinded,
Keywords: Genjutsu, Auditory ending this jutsu’s effects on them.
Description: You attempt to suppress strong emotions in up
At Higher Ranks: For each rank you cast this jutsu
to 3 creatures who can see and hear you within range. You
above D-Rank, increase the cost of this jutsu by 3 and
speak with a reverberating confidence that quells their
the size of the cone by 10 feet.
fears, anger, and confusion. Up to 3 creatures you choose
must make a charisma saving throw; A creature can choose
to fail this saving throw if it wishes. If a creature fails its
saving throw, choose one of the following effects.

151
COMPELLED DUEL DETECT EVIL
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: 60 Feet
Duration: Concentration, up to 1 minute Duration: 10 minutes
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Auditory, Visual Keywords: Genjutsu, Visual, Sensory
Description: You attempt to compel a creature into a Description: For the duration, you know if there is
duel. They see you as the only worthy foe in the area and someone within 60 feet of you with a hostile intention.
will do everything they can to fight you and only you, You do not know their direct location only that they are
while becoming indifferent towards other combatants. within the range of this genjutsu.
One creature that you can see must make a wisdom
saving throw. DETECT ILLUSIONS
Classification: Genjutsu
Success: Affected creature ignores this jutsu and suffers
Rank: D-Rank
no effects. Casting Time: 1 Action
Failure: Affected creature becomes drawn to you Range: Self (10-foot Radius)
suffering a -1d6 penalty to all attacks rolls against Duration: 10 Minutes
creatures other than you for the duration. A compelled Components: HS, CM
creature must remake their saving throw at the end of Cost: 5 Chakra
each of its turns to end this effect on them. This jutsu Keywords: Genjutsu, Visual
ends if you attack any other creature or if a friendly Description: For the duration, you can sense the
creature to you, would assist you in any way. presence of Genjutsu of D-Rank or Lower within 10 feet
Critical Failure: Affected creatures becomes drawn to of you. If you sense Genjutsu in this way, you can use
you, becoming unable to target any other creature your action to see a faint aura around any visible
other than you for the duration. This jutsu ends if you creature or object in the area that is affected by a
attack any other creature or if a friendly creature to Genjutsu.
you would assist you. Additionally, if a Genjutsu affects an area, the affected
area with glow with this aura instead of any individual
COMPREHEND LANGUAGES creatures or objects.
Classification: Genjutsu This jutsu cannot penetrate through barrier, walls or
Rank: D-Rank surfaces and does not provide insight on the Rank or
Casting Time: 1 Action number of Genjutsu affecting a creature.
Range: Self At Higher Ranks: For each rank you cast this jutsu
Duration: 1 Hour above D-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM the rank of Genjutsu you can detect.
Cost: 3 Chakra
Keywords: Genjutsu, Auditory, Unaware DETECT INTENTION
Description: For the duration, you understand the literal Classification: Genjutsu
meaning of any spoken language that you hear. You also Rank: D-Rank
understand any written language that you see, but you Casting Time: 1 Action
must be touching a creature who can already understand Range: 30 Feet
the language. Duration: Concentration, up to 1 minute
Components: HS, CM
CONFIDENCE Cost: 3 Chakra
Classification: Genjutsu Keywords: Genjutsu, Visual, Sensory
Rank: D-Rank Description: Select a creature you can see within range.
Casting Time: 1 Action If the target is not aware of your presence roll your
Range: 30 Feet Illusion Skill vs their passive Deception. On a success you
Duration: 1 Minute know what the creatures most immediate intention is.
Components: HS, CM This does not explain why they are trying to do whatever
Cost: 4 Chakra it is they are trying to do just what it is they want to do.
Keywords: Genjutsu, Auditory If the target is aware of your presence, they make a
Description: You select up to 3 willing creatures in Wisdom saving throw. On a failure you gain the same
range, that you can see, reinforcing their confidence in information as you would if they weren’t aware of your
themselves, allowing them to act with little to no presence. On a success they can hide their intention
hesitation. For the duration, whenever a target creature instead hiding it behind another set of intentions.
makes a Strength, Dexterity or Charisma Ability check,
they roll an additional 1d6+1 adding the result to their
total ability check. The first time they would succeed on
an ability check, while benefiting from this jutsu, it ends
on them.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the bonus by +1.

152
DISTANT WORDS At Higher Ranks: For each rank you cast this jutsu above D-
Classification: Genjutsu Rank, increase the cost of this jutsu by 3 and select one
Rank: D-Rank additional creature to be affected.
Casting Time: 1 Minute
Range: 30 feet ENVIRONMENTAL AFFINITY
Duration: Until Dispelled Classification: Genjutsu
Components: HS, CM Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Genjutsu, Auditory Range: Self
Description: You implant a message within an object in Duration: Special
range, a message that is uttered when a trigger Components: HS, CM
condition is met. Choose an object that you can see and Cost: 5 Chakra
that isn’t being worn or carried by another creature. Keywords: Genjutsu, Visual
Then speak the message, which must be 25 words or Description: The environment seems to shift and swirl
less, though it can be delivered over as long as 10 around you. For this jutsu’s duration, creatures looking at
minutes. Finally, determine the circumstance that will you see the natural terrain moving at your beck and call
trigger the jutsu to deliver your message. giving them pause.
When that circumstance occurs, a disembodied voice If cast while you are not in combat, this jutsu lasts for 1
can be heard originating from the object and recites the hour. For that duration, you make your next initiative roll at
message in your voice and at the same volume you advantage.
spoke. If cast while in combat, this jutsu’s duration becomes
When you cast this jutsu, you can have the jutsu end Concentration, Up to 1 Minute, and creatures that target you
after it delivers its message, or it can remain and repeats with an attack or jutsu treat you as if you are in half cover.
its message whenever the trigger occurs. If the terrain is not natural and instead industrial such as a
The triggering circumstance can be as general or as concrete hallway, steel floors, or anything similar, a creature
detailed as you like, though it must be based on visual or makes a Wisdom (Illusions) check vs your Genjutsu Save DC
audible conditions that occur within 30 feet of the object. at advantage, gaining immunity to this jutsu for the
For example, you could instruct the illusion to speak duration.
when any creature moves within 30 feet of the object or At Higher Ranks: For each rank you cast this jutsu above
when a silver bell rings within 30 feet of it. D-Rank, increase the cost of this jutsu by 3. When casted at
B-Rank this jutsu no longer requires concentration.
DISTORT VALUE
Classification: Genjutsu GLAMOR TONGUE
Rank: D-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: D-Rank
Casting Time: 1 Action
Range: Touch
Range: Touch
Duration: 10 Minutes
Duration: Concentration, up to 10 Minutes
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Visual, Unaware Keywords: Genjutsu, Auditory
Description: When you cast this Genjutsu target an Description: A willing creature you touch is enhanced with a
object no more than 1 foot on a side, doubling the objects Genjutsu that makes the words they speak seem more
perceived value by adding an illusionary flourish or interesting, attractive or compelling.
reducing its perceived value by half with the help of For the duration an affected creature has advantage on all
illusionary dents or scratches. Anyone examining the charisma-based checks using skills to talk with another
object must roll an investigation or Illusions check creature.
against your genjutsu save DC to see through this When a creature who finds them even slightly attractive
genjutsu. hears them speak, that creature must succeed a Charisma
At Higher Ranks: For each rank you cast this jutsu
Saving throw. On a failed save that creature gains 1 rank of
above D-Rank, increase the cost of this jutsu by 3 and
charmed against them for the duration.
the size of the object by 5.
HEROISM
DOUBLED PAIN Classification: Genjutsu
Classification: Genjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Touch
Range: 60 Feet Duration: Concentration, Up to 1 minute
Duration: Concentration, Up to 1 minute Components: HS, CM
Components: HS, CM Cost: 5 Chakra
Cost: 5 Chakra Keywords: Genjutsu, Auditory
Keywords: Genjutsu, Tactile Description: A willing creature you touch is imbued with
Description: You target a creature and amplify their heroic bravery. Until the genjutsu ends, the creature is
nervous system, enhancing all instances of pain to a
immune to the fear condition and gains temporary hit points
massive degree. Select a target creature you can see
equal to twice your Genjutsu ability modifier at the start of
within range. For the duration, whenever you deal each of its turns. When the Genjutsu ends, the target loses
damage of any kind to the target, you roll an additional any remaining temporary hit points.
1d8 dealing the result as Psychic damage. At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the number
of creatures affected by this jutsu by 1.

153
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. If cast
ILLUSORY SCRIPT at B-Rank, increase the penalty by 1 die. If cast at S-
Classification: Genjutsu Rank, increase the penalty by 2 dice.
Rank: D-Rank
Casting Time: 1 Action INSINUATION
Range: Touch Classification: Genjutsu
Duration: Permanent
Rank: D-Rank
Components: HS, CM, CS
Casting Time: 1 Action
Cost: 3 Chakra
Range: 60 feet
Keywords: Genjutsu, Fuinjutsu, Visual
Duration: Instant
Description: You take a Chakra Seal and write upon it as
Components: HS, CM
you imbue your chakra into the parchment.
Cost: 4 Chakra
For the duration, you and any creatures you designate
Keywords: Genjutsu, Auditory, Tactile
when you cast the jutsu, can see the writing as it should be.
Description: You unleash a torrent of conflicting desires
To all others, the writing appears as if it were written in an
into the mind of one creature you can see within range,
unknown or foreign script that is unintelligible.
impairing its ability to make decisions. The target must
Alternatively, you can cause the writing to appear to be
succeed an Intelligence saving throw
an entirely different message, written in a different hand
and language, though the language must be one you know. Success: Affected creature is able to resist this Jutsu's
Should the jutsu be dispelled, the original script and effect taking no damage.
the illusion both disappear. A creature with chakra sight Failure: Affected creature takes 1d12 psychic damage and
or truesight can read the hidden message. makes their chakra control check to maintain
concentration at disadvantage.
IMPERFECT SILENCE Critical Failure: Affected creatures takes 2d12 + Genjutsu
Classification: Genjutsu Ability modifier psychic damage and loses
Rank: D-Rank concentration on a jutsu with the lowest cost they are
Casting Time: 1 Action currently concentrating on.
Range: 60 feet (15 Foot radius Sphere)
At Higher Ranks: For each rank you cast this jutsu
Duration: Concentration, Up to 1 minute
above D-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM
the damage by 1d12.
Cost: 4 Chakra
Keywords: Genjutsu, Auditory, Unaware
Description: Select a space you can see in a 60-foot
LIGHT BLINDNESS
Classification: Genjutsu
radius. All creatures in and attempting to enter a 30-foot Rank: D-Rank
sphere centering on your selected space must succeed an Casting Time: 1 Action
Intelligence Saving throw. Range: 60 Feet
Duration: Concentration, Up to 1 Minute
Success: Affected creature is able to resist this Jutsu's
Components: HS, CM
effect being able to hear other creatures while within
Cost: 5 Chakra
the spheres radius.
Keywords: Genjutsu, Visual
Failure: Affected creatures becomes deafened and
Description: You target a creature you can see in range
unable to hear other creatures who are also inside the
and attempt to switch its brains perception of light. The
spheres radius. If an affected creature leaves the
target creature must succeed an Intelligence Save. If this
radius this jutsu’s effect ends on them.
jutsu is cast on a creature who is not benefiting from
Critical Failure: Affected creatures become deafened for
Bright Light prior to this jutsu’s casting, this jutsu gains
the duration. A deafened creature must remake their
the Unaware Keyword for the duration.
intelligence saving throw at the end of each of their
turns to end this jutsu’s effect on themselves. Success: Affected creature is able to resist this Jutsu's
effect.
INEPTITUDE Failure: Affected creature treats Bright light as Dim
Classification: Genjutsu light, and Dim light as total darkness for the duration.
Rank: D-Rank Critical Failure: Affected creatures treat Bright Light as
Casting Time: 1 Action total darkness for the duration.
Range: 60 Feet
At Higher Ranks: For each rank you cast this jutsu
Duration: Concentration, up to 1 minute
above D-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM
the number of targets by +1.
Cost: 5 Chakra
Keywords: Genjutsu, Auditory, Tactile
Description: You bend the minds of a target creature
making them less capable than they once were. Select
one creature that you can see within range. The target
must succeed a Charisma saving throw.
Success: Affected creature is able to resist this Jutsu's
effect.
Failure: Affected creature suffers a 1d6 penalty to attack
rolls and ability checks.
Critical Failure: Affected creatures suffers a 1d8 penalty
to attack rolls and ability checks.

154
LOST LIES PAINFUL VISION
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 15 Foot Cube Range: 60 Feet
Duration: Concentration, Up to 1 Minute
Duration: 10 Minutes
Components: HS, CM
Components: HS, CM, CS
Cost: 5 Chakra
Cost: 5 Chakra
Keywords: Genjutsu, Visual, Tactile
Keywords: Genjutsu, Fuinjutsu, Auditory, Unaware
Description: You target one creature you can see within
Description: You bind your chakra to a Chakra seal and
range as you begin to intensify their sensitivity to light.
mark an area. Your chakra radiates in a 15-foot cube
The target creature must succeed a Wisdom saving
centering on the chakra seal you placed. For the duration of
throw.
this jutsu, creatures that start their turn, or enter the
Chakra seals area for the first time must succeed a Charisma Critical Success: Affected creature is able to resist this
saving throw. On a failed save, the creature cannot speak a Jutsu's effect.
deliberate lie while in the radius, instead being unable to Success: Affected creature is able to resist most of this
speak at all when they attempt to do so. jutsu’s effects but gains sunlight sensitivity, causing
them to suffers a -2 penalty to Attack rolls while in
NIP AT THE HEELS bright light until the end of their next turn.
Classification: Genjutsu Failure: At the beginning of an affected creatures turn
Rank: D-Rank that they take 2d8 + your Genjutsu ability modifier in
Casting Time: 1 Action psychic damage. If they are in dim light, they instead
Range: 90 Feet take 2d6 + your Genjutsu ability modifier in psychic
Duration: Concentration, Up to 1 Minute
damage. At the end of each of the affected creatures
Components: HS, CM
turns they remake the saving throw, ending this jutsu
Cost: 5 Chakra
on a success.
Keywords: Genjutsu, Visual, Unaware
Critical Failure: At the beginning of an affected creatures
Description: You slam your hands onto the ground
turn that they take 3d8 + your Genjutsu ability
creating an illusory puff of smoke as a pack of wild dogs
modifier in psychic damage. If they are in dim light,
that look aggressive rush in and nip at one creature you
they instead take 3d6 + your Genjutsu ability modifier
can see within range, which must make an Intelligence
in psychic damage. At the end of each of the affected
saving throw. A target that is at least 10 feet off the
creatures turns they remake the saving throw, ending
ground (in a tree, flying, and so forth) or has any senses,
this jutsu on a success. If they are in bright light, they
features or active jutsu that would give it advantage to
remake their saving throw at disadvantage.
its Wisdom (Perception), has advantage on the saving
throw. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
Success: Affected creature is able to resist this Jutsu's
effect. damage by 1d8 or 1d6, and the number of creatures you
can target by +1.
Failure: Affected creature has disadvantage on Attack

PAINFUL VOICE
rolls and ability checks against one other creature of
your choice as it becomes distracted by the attacking
Classification: Genjutsu
dogs. At the end of each of its turns, the target
Rank: D-Rank
remakes its saving throw, ending the effect on itself Casting Time: 1 Action
on a successful save. Range: Self (30-Foot Cone)
Critical Failure: Affected creature who would cast a jutsu Duration: Instant
with the Hand Sign (HS) or Mobility (M) components Components: HS, CM
would take 2d8 psychic damage as the dogs bite into Cost: 5 Chakra
them. They also have disadvantage on Attack rolls and Keywords: Genjutsu, Auditory, Tactile
ability checks against one other creature of your Description: You cup your hands and scream through
choice as it becomes distracted by the attacking dogs. the opening on the other end. All creatures that can hear
At the end of each of its turns, the target remakes its you in a 30-foot cone originating from you must succeed
saving throw, ending the effect on itself on a a Wisdom Saving throw.
successful save.
Critical Success: Affected creature is able to resist this
At Higher Ranks: For each rank you cast this jutsu Jutsu's effect.
above D-Rank, increase the cost of this jutsu by 3 and Success: Affected creature is able to resist most of this
the number of creatures you can target by +1. jutsu’s effects but becomes deafened until the end of
their next turn.
Failure: Affected creature takes 3d6 psychic damage.
Critical Failure: Affected creature takes 3d8+Genjutsu
ability modifier psychic damage.

At Higher Ranks: For each rank you cast this jutsu


above D-Rank, increase the cost of this jutsu by 3, the
damage by 1d6 or 1d8 and the range by 5 feet.

155
PHANTOM LIGHT SEALING ART: DELUSIONS
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 60 Feet
Duration: 1 Hour Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 3 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Visual, Fuinjutsu
Description: You touch a single object that measure less Description: You infuse chakra into chakra seals as you
than 10 feet in every dimension. Until this Jutsu ends, attempt to mark a creature you can see in range with the
you and up to 3 other creatures can see Bright light seal of the desires.
originating from that object in a 20-foot radius, and dim The target creature must succeed a Charisma Saving
light for another 20 feet. throw. On a failed save, the target is marked with the
The light can be colored as you like. Only you and the seal of desires as they begin to see flashes and visions of
selected creatures can gain benefit from this artificial the things they want most in life causing them to freeze
light source. You can use your bonus action to dismiss in place, focusing on the things before them.
this jutsu. For the duration, a creature who is marked with this
At Higher Ranks: For each rank you cast this jutsu seal, at the beginning of each of their turns remake the
above D-Rank, increase the cost of this jutsu by 3, the saving throw, being stunned until the end of their turn
number of objects you can affect with this jutsu by +1. on a failed save. On a successful save, they resist the
seals effects, ending this jutsu.
PUPPETS OF DARKNESS If the target would take damage, they repeat the
Classification: Genjutsu saving throw to end this jutsu.
Rank: D-Rank Another creature who can touch the affected target,
Casting Time: 1 Action can attempt a Wisdom (Illusions) check vs your Genjutsu
Range: 60 Feet
save DC to forcefully end this jutsu on you.
Duration: Concentration, Up to 1 minute
At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM
above D-Rank, increase the cost of this jutsu by 3. If Cast
Cost: 5 Chakra
at B-Rank, increase the number of creatures you target
Keywords: Genjutsu, Visual, Tactile
with this jutsu to 2. If Cast at S-Rank, increase the
Description: You weave chakra creating animated
number of creatures you target with this jutsu to 3.
illusions of a creatures shadow within range, causing it
to attack.
As a bonus action, when you cast this jutsu or as a
SEALING ART: SWEET DREAMS
Classification: Genjutsu
bonus action on subsequent turns, while you maintain Rank: D-Rank
concentration, command the shadow to attack. Make a Casting Time: 1 Action
Melee Genjutsu attack against a target creature. On a hit, Range: 60 Feet
you deal 2d10 psychic damage and they must succeed an Duration: Concentration, Up to 1 minute
Intelligence saving throw, being dazed until the start of Components: HS, CM, CS
your next turn on a failed save. Cost: 4 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Genjutsu, Visual, Fuinjutsu
above D-Rank, increase the cost of this jutsu by 3, the Description: You infuse chakra into chakra seals as you
number of creatures you target with this jutsu by +1. attempt to mark a willing creature you can see in range
with the seal of the rest.
SANCTUARY For the duration, as a bonus action you can force the
Classification: Genjutsu creature to experience a hyper accelerated sleep pattern.
Rank: D-Rank The target creature gains some of the benefit of a short
Casting Time: 1 Bonus Action rest allowing them to spend hit die to recover hit points.
Range: 30 Feet
The affected creature does not regain any features or
Duration: 1 minute
resources that would reset or be recovered on a short
Components: HS, CM
rest.
Cost: 4 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Genjutsu, Visual, Unaware
above D-Rank, increase the cost of this jutsu by 3, the
Description: You weave chakra creating a hazy ward of
number of creatures you target with this jutsu by +1.
illusions protecting a creature within range against
attack.
Until this jutsu ends, any creature who targets the
warded creature with an attack or a jutsu must first
succeed a Wisdom saving throw. On a failed save, the
creature must choose a new target or lose the attack or
jutsu. This ward does not protect against area effects,
such as a Fire Release: Fireball or any similar jutsu.
If the warded creature makes an attack or casts a jutsu
that affects a creature, this jutsu ends.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
number of creatures you target with this jutsu by +1.

156
SEMBLANCE OF DREAD SILHOUETTE
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (20-foot radius) Range: 100 feet
Duration: Concentration, Up to 1 minute Duration: Concentration, up to 10 minutes
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 3 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Visual, Unaware
Description: You morph your visage into that of a faceless Description: You create a shadow play against a screen or wall.
monstrosity known as Nyarlathotep. This visage can be of The surface can encompass up to 100 square feet and does not
your own description as this monstrosity has no known have a singular point of origin, instead making use of all the
singular description. shadows that mundane objects and structures give off.
For the duration, any creature within 20 feet of you The number of creatures that can see the shadow play
becomes unable to willingly move closer to you unless it equals your Genjutsu ability modifier. The shadowy figures
makes a successful Wisdom saving throw at the start of its make no sound but they can dance, run, move, kiss, fight, and
turn. Constructs and undead are immune to this effect. so forth. Most of the figures you can creature are based on
Additionally, you gain advantage on saving throws to creatures you may have seen before.
resist the fear condition.
At Higher Ranks: For each rank you cast this jutsu above SOFT SPOKEN SONG
D-Rank, increase the cost of this jutsu by 3 and the radius Classification: Genjutsu
by 5 feet. Rank: D-Rank
Casting Time: 1 Action
SHADOW BITE Range: 30 feet
Duration: Concentration, up to 10 minutes
Classification: Genjutsu
Components: HS, CM
Rank: D-Rank
Casting Time: 1 Action Cost: 5 Chakra
Range: 60 feet Keywords: Genjutsu, Auditory
Duration: Instant Description: You begin to hum a tune or speak a phrase of
Components: HS, CM your choice. When you do, all willing creatures within 30 feet
Cost: 4 Chakra of you begin to feel revitalized by your melody.
Keywords: Genjutsu, Visual, Tactile For the duration, you do not spend chakra to maintain this
Description: You create a single momentary needle of jutsu, instead you must spend a bonus action on subsequent
darkness that erupts upwards from a creatures shadow that turns to maintain it.
you can see within range. Creatures who begin their turns within range, gain
Make a ranged Genjutsu attack. On a hit you deal psychic advantage on Saving throws to resist Genjutsu with the
damage equal to 3d6 + Your Genjutsu ability modifier and Auditory Keyword, regardless of any other keywords the Jutsu
reducing their speed by 10 until the start of your next turn. may have.
A creature who’s speed is reduced in this way cannot Additionally, Genjutsu with the Auditory and Unaware
benefit from additional speed for the duration of their speed Keywords, lose the unaware keyword when affecting creatures
reduction. benefiting from this jutsu.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3, the number of SONG OF THE ANCIENTS
creatures you can target by +1, the damage by 1d6 and the Classification: Genjutsu
speed reduction by -5. Rank: D-Rank
Casting Time: 1 Action
SILENT IMAGE Range: self (20-foot radius)
Duration: Concentration, up to 10 minutes
Classification: Genjutsu
Components: HS, CM
Rank: D-Rank
Casting Time: 1 Action Cost: 5 Chakra
Range: 60 feet Keywords: Genjutsu, Auditory, Tactile
Duration: Concentration, up to 10 minutes Description: You begin to hum or sing an erratic tune in an
Components: HS, CM unintelligible language designed to send those who hear it
Cost: 4 Chakra into a short bout of madness. When you do, all creatures
Keywords: Genjutsu, Visual, Unaware within a 20-foot radius of you begin to experience bouts of
Description: You create the image of an object, a creature, madness.
or some other visible phenomenon that is no larger than a For the duration, you do not spend chakra to maintain this
15-foot cube. The image appears at a spot within range and jutsu, instead you must spend a bonus action on subsequent
lasts for the duration. The image is purely visual; it isn’t turns to maintain it. Creatures who begin their turns within
accompanied by sound, smell, or other sensory effects. range must succeed an intelligence saving throw.
You can use your action to cause the image to move to any Success: Affected creature is able to resist this jutsu’s effects.
spot within range. As the image changes location, you can Failure: Affected creature gains the madness condition until
alter its appearance so that its movements appear natural the end of their next turn.
for the image. For example, if you create an image of a
Critical Failure: Affected creature gains the madness
creature and move it, you can alter the image so that it condition for 1d4 of their turns.
appears to be walking.
Physical interaction with the image reveals it to be an At Higher Ranks: For each rank you cast this jutsu
illusion, because things can pass through it, causing the above D-Rank, increase the cost of this jutsu by 3 and
Genjutsu to immediately end. the radius by 5.

157
SOUNDLESS, BLINDING ECHO UNBOUND LAUGHTER
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: self (30 Foot Cone) Range: 30 Feet
Duration: Instant Duration: Concentration, up to 1 minute.
Components: HS, CM Components: HS, CM, NT (Laughing Powder)
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Auditory, Visual, Unaware Keywords: Genjutsu, Auditory, Inhale
Description: You scream in a silent misleading roar, you Description: A creature of your choice that you can see
then cup your hands around your mouth while screaming. within range, perceives everything as extremely funny and
All creatures of your choice in a 30-foot cone in front of falls into a fit of laughter if this jutsu affects it. The target
you, must succeed a Wisdom saving throw. must make a Wisdom save. If the creature is damaged the
jutsu ends immediately. A creature with an intelligence
Critical Success: Affected creature is able to resist this
score of 4 or less is unaffected. A creature with a wisdom
Jutsu's effect.
score of 15 or more makes its save with advantage.
Success: Affected creature is able to resist most of this
jutsu’s effects but becomes blinded until the end of Critical Success: Affected creature is able to resist this
their next turn. Jutsu's effect.
Failure: Affected creature takes 2d6 psychic damage and Success: Affected creature is able to resist most of this
becomes blinded. At the end of each of its turns the jutsu’s effects but becomes unable to take reactions
target can make another saving throw to end this until the beginning of its next turn.
effect. Failure: Affected creature succumbs to a fit of laughter
Critical Failure: Affected creature becomes blind on a falling prone and being unable to take reactions. A
failed save. At the end of each of its turns the target laughing creature remakes its saving throw at the end
can make another saving throw to end this effect. The of each of its turns to end this jutsu’s effects.
creature also takes 4d6 psychic damage the turn they Critical Failure: Affected creature falls into a fit of
fail the save and 4d6 psychic damage at the beginning laughter falling prone and becoming incapacitated. A
of the casters next turn. laughing creature remakes its saving throw at the end
of each of its turns to end this jutsu’s effects.
STARTLE
Classification: Genjutsu UNGLAMOROUS FACE
Rank: D-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: D-Rank
Range: 90 feet Casting Time: 1 Action
Duration: Instant Range: Touch
Components: HS, CM Duration: 10 Minutes
Cost: 4 Chakra Components: HS, CM
Keywords: Genjutsu, Visual Cost: 5 Chakra
Description: You weave together an image designed to Keywords: Genjutsu, Visual
startle and scare a creature but for a moment. Description: A willing creature you touch, has its face
Select one creature you can see withing range, target twisted until it becomes as mundane as possible. So
must succeed a Charisma saving throw. A creature much so that they become absolutely un-unique and
immune to being frightened is immune to this jutsu’s incapable of standing out.
effects. For the duration, they become unrecognizable and
Success: Affected creature is able to resist this jutsu’s become unable to be pointed out in a crowd. A creature
attempting to see through this illusion must succeed a
effects.
Wisdom (Insight) or Wisdom (Illusions) check vs your
Failure: Affected creature is spooked ending
Genjutsu Save DC. On a success, they become immune to
concentration on one jutsu it is concentrating on with
this genjutsu’s effects for the next hour.
the highest base cost.
Critical Failure: Affected creature is spooked ending
concentration on all jutsu it is concentrating on.

At Higher Ranks: For each rank you cast this jutsu


above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.

158
VIPERS GRIP C-RANK:
Classification: Genjutsu
Rank: D-Rank ABHORRENT APPARITION
Casting Time: 1 Action Classification: Genjutsu
Range: Self (30-foot radius) Rank: C-Rank
Duration: 1 Minute Casting Time: 1 Action
Components: HS, CM, NT (Poison Kit) Range: 90 feet
Cost: 5 Chakra Duration: Instant.
Keywords: Genjutsu, Visual, Inhale, Unaware Components: HS, CM
Description: You release an odorless poison into the air Cost: 7 Chakra
spending 1 charge of your Poison Kit and affecting Keywords: Genjutsu, Visual, Tactile, Unaware
creatures within 30 feet of you who inhale it. Creatures Description: You weave a collection of handseals conjuring a
within range, must succeed a Constitution saving throw. large incomprehensible monstrosity known as Mh'ithrha
If an Envenomed creature is cured of the envenomed that hovers above you.
condition inflicted by this jutsu, this jutsu immediately Select a number of creatures that you can see and that can
ends. see you within range, equal to your proficiency bonus. Each
Critical Success: Affected creature is able to resist this selected creature can see this monstrosity as its visage and
Jutsu's effect becoming immune to it for the next 24 design goes against all things rational and sane. The selected
hours. creature must succeed an Intelligence saving throw.
Success: Affected creature is able to resist this jutsu’s Critical Success: Affected creature is able to resist this Jutsu's
effects. effects becoming immune to it for the next minute cast
Failure: Affected creature becomes envenomed for the from the same creature.
next minute and begin to see glimpses of snakes and Success: Affected creature is able to resist this jutsu’s effects.
other reptilian beasts converging on them. At the Failure: Affected creature takes 4d6 psychic damage and
beginning of an envenomed creatures turn they must gains 1 ranks of Concussion for the next minute.
make a Wisdom (Acrobatics) check vs your Genjutsu Critical Failure: Affected creature takes 4d6 + Genjutsu
Save DC. On a failed check they are restrained by the ability modifier psychic damage and gains 2 ranks of
snaked until the beginning of their next turn. Concussion for the next minute.
Critical Failure: Affected creature becomes envenomed
for the next minute and begin to see glimpses of BLUR
snakes and other reptilian beasts converging on them. Classification: Genjutsu
At the beginning of an envenomed creatures turn they Rank: C-Rank
must make a Wisdom (Acrobatics) check at Casting Time: 1 Action
disadvantage vs your Genjutsu Save DC. On a failed Range: Self
check they are restrained by the snaked for the Duration: Concentration, up to 1 minutes
duration. Components: HS, CM
Cost: 9 Chakra
WEAPONS OF DARKNESS Keywords: Genjutsu, Visual
Classification: Genjutsu Description: Your body becomes blurred, shifting and
Rank: D-Rank wavering to all who can see you. For the duration, any
Casting Time: 1 Action creature has disadvantage on attack rolls against you. An
Range: Self attacker is immune to this effect if it doesn’t rely on sight, as
Duration: Concentration, up to 1 minute with blind sight, or can see through illusions, as with true
Components: HS, CM sight.
Cost: 5 Chakra
Keywords: Genjutsu, Visual, Tactile CAJOLERY OF GLAMOUR
Description: You conjure daggers made of darkness and Classification: Genjutsu
fear. When they strike a target creature it instills them Rank: C-Rank
with a terrible sense of dread. The blade is similar in size Casting Time: 1 Action
and shape to a Kunai, and it lasts for the Duration. These Range: 30 Feet
daggers are simply illusions but feel extremely real if they Duration: 1 Minute
strike a creature. You can throw them up to 60 feet before Components: HS, CM
they dissipate. Cost: 8 Chakra
You can spend your action to Make a melee or ranged Keywords: Genjutsu, Auditory, Visual
Genjutsu attack against a target creature in range. On a Description: A powerful Genjutsu, that puts a creature under
hit, the target creature takes 5d4 Psychic damage. If you an illusion only using words and speech. While in the
throw the illusionary dagger, it dissolves and reforms in Genjutsu, the target can be easily swayed by their will and
your hand after colliding with a creature or surface. self-assurance. Select a target creature you can see within
At Higher Ranks: For each rank you cast this jutsu range; the target must succeed a Charisma saving throw.
above D-Rank, increase the cost of this jutsu by 3. If this
Success: Affected creature is able to resist this jutsu’s effects.
jutsu is Cast at C-Rank or higher, increase the damage
Failure: They are also more inclined to believe the worst-
by 1d4. If this jutsu is cast at B-Rank, you can make two
case scenario and are more willing to go against their
attacks instead of one. If this jutsu is cast at A-Rank or
better judgement and their own goals.
higher, you may add your Genjutsu ability modifier to
Critical Failure: Affected creature suffers the effects of a
the damage dealt. If this jutsu is cast at S-Rank, you can
failure and becomes paranoid of all other creatures
make three attacks instead of one.
excluding the caster for the duration.

159
CATNAP moving forwards and the distance between them and the
Classification: Genjutsu location they are attempting to move to is growing
Rank: C-Rank infinitely for the duration.
Casting Time: 1 action If a creature poisoned as a result of this jutsu is cured of
Range: 30 Feet the poisoned condition, this jutsu also ends on them
Duration: 10 Minutes immediately.
Components: HS, CM
Cost: 7 Chakra CLOSING IN
Keywords: Genjutsu, Auditory, Visual Classification: Genjutsu
Description: You make a calming gesture, and up to Rank: C-Rank
Casting Time: 1 Action
three willing creatures of your choice that you can see
Range: 60 feet
within range fall unconscious for the genjutsu’s
Duration: Concentration, Up to 1 minute.
duration. The genjutsu ends on a target early if it takes Components: HS, CM
damage or someone uses an action to shake or slap it Cost: 6 Chakra
awake. If a target remains unconscious for the full Keywords: Genjutsu, Visual, Tactile, Unaware
duration, that target gains the benefit of a short rest, Description: Select one creature you can see within range.
and it can’t be affected by this genjutsu again until it The target must succeed on an Intelligence saving throw,
finishes a long rest. which it makes at disadvantage if it’s an enclosed space.

CHAKRA SHATTER Critical Success: Affected creature is able to resist this


Classification: Genjutsu Jutsu's effects.
Rank: C-Rank Success: Affected creature is able to resist most of this
Casting Time: 1 Reaction, when you see a creature using jutsu’s effects but begins to see the world shift slightly
Handsigns. becoming unable to take the dash or dodge actions
Range: 60 feet until the end of their next turn.
Duration: Instant Failure: Affected creature see’s the world is closing in on
Components: HS, CM them and threatening to crush it. Even in open or clear
Cost: 9 Chakra terrain, the creature feels as though it is sinking into a
Keywords: Genjutsu, Tactile pit or that the land is rising around it gaining
Description: You attempt to interrupt a creature in the disadvantage on ability checks and ranged attack rolls
process of casting a Ninjutsu or Genjutsu that you can see for the duration, remaking its saving throw at the end
weaving handseals by creating a surge of imbalanced chakra of each of its turns to break free of this Genjutsu’s
flow. If the creature is in the process of casting a Jutsu that effect.
requires hand seals of a Rank lower than the Rank this jutsu Critical Failure: Affected creature suffers the same effect
was cast at, that creatures jutsu fails and has no effect. If it as a failure but also takes 2d6+Genjutsu ability
is casting a jutsu of equal rank or higher, make an ability modifier psychic damage at the beginning of each of its
check, using your Genjutsu ability modifier. The DC equals turns.
14 + the Jutsu’s Rank. (C-Rank: 2, B-Rank: 3, A-Rank: 4, S- At Higher Ranks: For each rank you cast this jutsu
Rank: 5). On a success, the creature's jutsu fails and has no above C-Rank, increase the cost of this jutsu by 3, the
effect. number of creatures you can target by +1 and the damage
At Higher Ranks: For each rank you cast this jutsu above
by 1d6.
C-Rank, increase the cost of this jutsu by 3. The interrupted
jutsu has no effect if its rank is less than the rank of this
jutsu when you cast it.

CIRCULAR MOVEMENT
Classification: Genjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 120 feet
Duration: 1 minute.
Components: HS, CM, NT (Poison Kit)
Cost: 6 Chakra
Keywords: Genjutsu, Auditory, Inhale, Unaware
Description: You release an odorless poison into the air
that you then manipulate to affect up to two creatures
you can see within range.
Each of the selected creatures must succeed a
Constitution saving throw. On a failed save, they become
poisoned.
A creature poisoned as a result of this jutsu is both
unaware they are poisoned and also cannot willingly
move further than 30 feet from their current position,
regardless of the direction they move in. When a creature
attempts to move further than 30 feet from their current
position, they instead spend their remaining movement
walking backwards, moving back to their starting
position. A creature moving backwards is unaware they
are moving backwards, instead believing they are still

160
DANCING BLADES Failure: Affected creature begin to see a shadow out of the
Classification: Genjutsu corner of their eyes for the duration, always there, always
Rank: C-Rank just out of sight gaining 1 rank of fear at the end of each
Casting Time: 1 Action turn it begins in a space that is not brightly lit. It will also
Range: Self avoid dim light and darkness, choosing to spend each action
Duration: Concentration, Up to 1 minute. it has to find light or escape to light, rationalizing the fear
Components: HS, CM, W (Any)
as its own. An affected creature remakes the saving throw at
Cost: 8 Chakra the end of each of its turns to end this effect.
Keywords: Genjutsu, Visual, Tactile Critical Failure: Affected creature suffers the same effect as a
Description: When you cast Dancing blades, you create
failure but instead does not remake saving throws at the
four Illusionary copies of a weapon you are currently end of each of its turns, and only when it would take
holding. This illusionary weapon floats within 5 feet of
damage.
you hovering spinning and circling around you, while
mimicking your attacks. ENTHRALL
As an action, you may spend one of your illusionary Classification: Genjutsu
weapons to slam into a creature within range. Make a Rank: C-Rank
Ranged Genjutsu attack targeting a creature up to 60 Casting Time: 1 action
feet away. On a hit you deal 2d10 + Your Genjutsu ability Range: 60 feet
modifier. Duration: 1 minute
When you are hit by a melee attack that exceeds your Components: HS, CM
AC by 5 or less, one of your illusory weapons parries the Cost: 9 Chakra
attack, preventing you from taking damage and Keywords: Genjutsu, Auditory, Unaware
destroying the illusory weapon. Description: You weave a distracting string of words, causing
When you are hit by a melee attack that exceeds your creatures of your choice that you can see within range and that
AC by 10 or less, you take half damage from the can hear you to make a Wisdom saving throw. Any creature
triggering attack and one illusory weapon is destroyed. that can’t be charmed succeeds on this saving throw
If you make a genjutsu attack that scores a hit, while automatically, and if you or your companions are fighting the
this jutsu is active, one of your illusory weapons also target creature, it has advantage on the save.
strike the target dealing psychic damage equal to 1d10.
Success: Affected creature is able to resist this jutsu’s effects.
If you make a melee attack that scores a critical hit
Failure: Affected creature gains disadvantage on Wisdom
while this jutsu is active, your illusory weapons also
(Perception) and Wisdom (Insight) checks made to perceive
strike the target dealing psychic damage equal to 1d10
and interact with any other creature other than the caster of
for every illusory weapon that is still active + your
this genjutsu for the duration or until the target can no
Genjutsu ability modifier.
longer hear you. This genjutsu ends if you stop
This jutsu ends when its duration expires, your chakra
communicating with the creature for longer than 6 seconds.
reaches 0, you end concentration on it willingly, lose
Critical Failure: Affected creature suffers the effects of a
concentration on it normally, or when all illusory
failure but instead automatically fail all Wisdom
weapons are destroyed.
(perception) and Wisdom (Insight) checks made to perceive
An attacker must be able to see you, in order to see the
and interact with other creatures, only seeing the caster and
illusory weapons to be affected by this jutsu. This jutsu
ignoring all others.
has no effect if you are invisible, hidden, in total

FALSE PAIN
darkness or if the attacker is blinded.
At Higher Ranks: For each rank you cast this jutsu
Classification: Genjutsu
above C-Rank, increase the cost of this jutsu by 3 and the
Rank: C-Rank
number of illusory weapons you summon by +1. Casting Time: 1 Action
Range: 30 feet
DARK DEMENTING Duration: Concentration, Up to 1 minute.
Classification: Genjutsu Components: HS, CM
Rank: C-Rank Cost: 9 Chakra
Casting Time: 1 Action
Keywords: Genjutsu, Medical, Auditory, Tactile
Range: 120 feet
Description: You speak words of reinforcement. Select up to
Duration: 1 minute.
two willing creatures other than yourself that you can see
Components: HS, CM, NT (Poison Kit)
within range.
Cost: 9 Chakra
Each of the selected creatures pain receptors becomes
Keywords: Genjutsu, Visual, Inhale, Unaware
dulled and numb, becoming unable to feel the pain or sickness
Description: You cast a dark shadow over a target
they felt prior. For this jutsu’s duration, all damage they
creatures thoughts by manipulating the particles of a
would take is delayed, until this jutsu ends. They record all
special drug concoction.
damage they would normally take over the course of the
Select one creature you can see within range to send
encounter as normal.
this odorless gaseous drug to affect. The creature must
Additionally, they ignore the effects of the Weakened,
make a Wisdom saving throw.
Dazed, Incapacitated, and poisoned conditions for this jutsu’s
Critical Success: Affected creature is able to resist this duration. If any of the aforementioned conditions duration
Jutsu's effects, gaining advantage against this jutsu’s would last beyond this jutsu’s duration, they begin suffering
effects if cast against them a second time within the the effects of that condition as normal.
next hour At the end of this jutsu’s duration, affected creatures take
Success: Affected creature is able to resist most of this psychic damage equal to the total delayed damage they have
jutsu’s effects. recorded at once. This damage ignores resistance and
immunity.

161
FALSE VISIONS FOG OF WAR
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 feet Range: 90 feet (30-foot cube)
Duration: Concentration, Up to 1 minute. Duration: Concentration, Up to 1 minute.
Components: HS, CM Components: HS, CM
Cost: 7 Chakra Cost: 7 Chakra
Keywords: Genjutsu, Visual, Unaware Keywords: Genjutsu, Visual, Unaware
Description: You begin to create false visions that a Description: You cloud the minds of your opponents,
creature will see regardless of what is really happening. hindering their perception of the environment around
Select one creature that you can see within range. The them, veiling reality with twisted illusions.
target creature must succeed an Intelligence saving All creatures within a 30-foot cube, centered on a
throw. point you can see within range must succeed a Wisdom
saving throw. On a failed save they fall under this
Success: Affected creature is able to resist this jutsu’s
genjutsu’s influence for the duration. A creature who is
effects.
under this genjutsu’s influence remains under its
Failure: Affected creature becomes blinded, but begins to
influence until the jutsu ends or they end this jutsu’s
hallucinate seeing only what you declare they see.
effects on themselves.
Describe what the affected creature will see other
Creatures under this jutsu’s influence have
creatures do on their respective turns. This can be
disadvantage on Wisdom (Perception) checks made to
anywhere from attempting to cast a jutsu, attempt to
locate enemies.
attack them, go in another direction, attempt to hide or
Additionally, if an affected creature makes an attack
anything they would be able to see. When they take
damage, the damage is dealt as normal, and they remake against a creature that has at least one other creature
the saving throw ending this jutsu on a success. adjacent to it-friend or foe- the affected creature must
roll a d20. On a roll of 11 or higher, its attack is applied to
Critical Failure: Affected creature suffers the effects of a
the adjacent creature instead. (Randomly decide the new
failure but instead they make their saving throw to end
target if there are more than one adjacent creature) and
this jutsu with a 1d4 penalty to the result.
deals damage as normal if it hits.
At Higher Ranks: For each rank you cast this jutsu At the beginning of an affected creatures turn, they
above C-Rank, increase the cost of this jutsu by 3 and the make a wisdom saving throw. On a successful save, the
number of creatures you can target by +1. creature is unhindered by this jutsu until the beginning
of their next turn.
FLOWER PETAL ESCAPE
Classification: Genjutsu GENJUTSU BREAK
Rank: C-Rank Classification: Genjutsu
Casting Time: 1 Reaction, to being Damaged Rank: C-Rank
Range: Self Casting Time: 1 Action
Duration: Instant Range: Touch
Components: HS, CM Duration: Instant
Cost: 9 Chakra Components: HS, CM, CS
Keywords: Genjutsu, Visual Cost: 8 Chakra
Description: An advanced version of the “Feather Burst” Keywords: Genjutsu, Fuinjutsu
Genjutsu. When you are hit your body breaks into a swarm Description: Choose one creature, object, or Genjutsu
of flower petals of your own description, while you regroup effect within range. Any Genjutsu of equal rank or lower
yourself from a stealthy position. When you are struck by an is transferred into the Chakra seal used in this jutsu’s
attack you may roll 2d4, reducing the triggering creatures casting, immediately ending its effect on the affected
attack bonus by the result, potentially causing the attack to creature(s), or object(s). For each Genjutsu of higher
miss, making any damage you took prior never actually rank, affecting the target, make an ability check using
happen. your Genjutsu ability. The DC equals 15 + The Jutsu’s
As part of the activation of the jutsu, regardless if you are Rank. Rank (B-3, A-4, S-5). On a successful check, the
hit or not; Make a Dexterity (Stealth) or Wisdom (Stealth) Genjutsu is transferred to the Chakra seal and can be
check vs the triggering creatures Passive perception. On a stored for no more than 10 minutes.
success, you immediately moving up to your movement For the duration of this hour, you can attempt to
speed away without triggering an attack of opportunity and transfer this genjutsu to another creature within 5 feet
you become hidden from the triggering creature if you end of you by spending an action to make a Melee Genjutsu
your movement in a space where you are at least partially attack against a creature within 5 feet of you. On a hit the
covered. Sealing tag is applied to the target, and at the beginning
At Higher Ranks: For each rank you cast this jutsu above of its next turn they must make a saving throw against
C-Rank, increase the cost of this jutsu by 3 and reduce the original save DC to resist its effects as if the jutsu
attack bonus further by 1d4. were originally cast on them.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3. The removed
jutsu has no effect if its rank is less than or equal to the rank
of this jutsu when you cast it.

162
HALLUCINATORY TERRAIN HYPNOTIC PATTERNS
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 10 Minutes Casting Time: 1Action
Range: 300 Feet Range: 120 Feet (30-foot-cube)
Duration: 24 Hours Duration: Concentration, up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: 9 Chakra Cost: 9 Chakra
Keywords: Genjutsu, Visual, Unaware Keywords: Genjutsu, Visual, Unaware
Description: You make natural terrain in a 150-foot cube Description: You create a twisting pattern of colors that
in range look, sound, and smell like some other sort of weaves through the air inside a 30-foot cube within
natural terrain. Thus, open fields or a road can be made range. The pattern appears for a moment and vanishes.
to resemble a swamp, hill, crevasse, or some other Each creature in the area who sees the pattern must
difficult or impassable terrain. A pond can be made to make a Wisdom saving throw.
seem like a grassy meadow, a precipice like a gentle Critical Success: Affected creature is able to resist this
slope, or a rock-strewn gully like a wide and smooth Jutsu's effects, gaining advantage against this jutsu’s
road. Creatures within the area aren't changed in effects if cast against them a second time within the
appearance. The tactile characteristics of the terrain are next hour.
unchanged. Creatures entering the area are likely to see Success: Affected creature is able to resist most of this
through the Illusion. If the difference isn't obvious by jutsu’s effects.
touch, a creature examining the Illusion can attempt a Failure: Affected creature becomes enamored by the colors,
Wisdom (Illusion) check against your Genjutsu save DC being unable to leave the radius of the cube and having their
to disbelieve it. movement speed reduced by half. Additionally, they cannot

HAZE CLONE
maintain concentration on more than one jutsu while
enamored in this way. They remake their saving throws at
Classification: Genjutsu
the end of each of their turns, ending this jutsu on
Rank: C-Rank
themselves on a success. The Jutsu ends for an affected
Casting Time: 1 Action
creature if it takes any damage.
Range: Self (45-foot radius sphere)
Critical Failure: Affected creature suffers the same effect as a
Duration: Concentration, up to 1 minute
failure but also becomes incapacitated as their movement
Components: HS, CM
speed is reduced to 0 for the duration. The Jutsu also ends
Cost: 8 Chakra
for an affected creature if it is moved more than 10 feet
Keywords: Genjutsu, Visual
against its will.
Description: This technique creates a thin haze centered
on the user that spans a 45-foot radius sphere. Creatures
inside the radius see duplicates formed from the haze.
ILLUSORY BAMBOOZLEMENT
Classification: Genjutsu
The duplicates do not move or make a sound, instead Rank: C-Rank
they burst into more haze when touched. While inside Casting Time: 1 Action
the haze, the user has a 2d8 bonus to their stealth Range: Touch
checks, gain the benefits of partial cover, and can take Duration: Permanent
the hide action without fully obscuring themselves due Components: HS, CM, CS
to the number of duplicates there are. Creatures outside Cost: 8 Chakra
the radius of this jutsu, do not see any haze or any Keywords: Genjutsu, Fuinjutsu, Visual, Unaware
duplications. Creatures who enter the radius do begin to Description: You create the illusion of a trap upon an
see the duplicates of the user. You cannot gain a bonus to object you touch, such as a door, a chest, or a 5-foot
Stealth as a result of other Jutsu while benefiting from square area of floor. A creature specifically looking for
this jutsu. traps that examines the object must make a Wisdom
saving throw. On a successful save the jutsu ends and the
creature realizes the trap was not real.
Success: Affected creature is able to see through this
illusory trap, rendering it useless against them.
Failure: Affected creature believes the object contains a
trap. If the creature then tries to disarm or otherwise
interact with the trap in order to set it off, it must make
a Dexterity (Sleight of hand) check vs your Genjutsu
save DC. On a successful check, it creates a feedback
dealing 2d10 psychic damage, and they realize that the
trap was only an illusion, immediately ending this
jutsu. On a failed check, the creature takes 5d10 psychic
damage and is stunned for 1 round, believing that it
accidentally set off the trap and was injured by it. The
illusion then resets as if the trap can trigger multiple
times
Critical Failure: Affected creature suffers the same effect as a
failure but the damage die becomes a d12.

163
ILLUSORY MISDIRECTION MIND SPIKE
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 action
Range: 60 feet Range: 60 Feet
Duration: Concentration, Up to 1 minute Duration: 10 minutes
Components: HS, CM
Components: HS, CM
Cost: 7 Chakra
Cost: 9 Chakra
Keywords: Genjutsu, Visual, Unaware
Keywords: Genjutsu, Visual, Tactile
Description: You conjure a beautiful illusory creature of
Description: You reach into the mind of one creature you
your description. All creatures who aren’t blinded within
can see within range. Make a ranged Genjutsu Attack as
30 feet of the conjured illusion must succeed a Charisma
you launch a psychic lance into the mind of the target. On
saving throw. On a failed save they become charmed by
a hit, the target takes 5d8 psychic damage and must make
the illusory creature for the duration.
a Wisdom saving throw.
As a bonus action, on your turn, you can reveal that
the creature you created, is actually not what the Success: Affected creature is able to resist this Genjutsu’s
charmed creatures believed it to be, while still having effects.
the same beautiful features as when you created them. Failure: Affected creature’s location is always known by
Affected creatures must succeed a Charisma saving the caster. The affected creature cannot gain the benefit
throw. On a failed save, they are in shock from the of being hidden from the caster. If the affecter creature
realization of the creature turning into something else is invisible, it begins to glow a bright neon purple to
entirely, as they become dazed for 1d4 rounds. On a you, allowing the caster to ignore any effect granting
success they steel themselves, ending the charmed the creature invisibility
condition. Critical Failure: Affected creature suffers the effect of failure,
Regardless, when you reveal the illusory creatures true and their location is also always known by one other
nature, regardless if affected creatures pass or fail, this creature of the casters choice.
jutsu immediately ends. At Higher Ranks: For each rank you cast this jutsu

INNOCUOUS ASPECT
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d8.
Classification: Genjutsu
Rank: C-Rank
Casting Time: 1 Action
MIND THRUST
Classification: Genjutsu
Range: Self (20-foot radius)
Duration: Concentration, Up to 10 minute Rank: C-Rank
Components: HS, CM Casting Time: 1 bonus action
Cost: 6 Chakra Range: 90 feet
Keywords: Genjutsu, Visual Duration: 1 round
Description: You create an area of false visions that Components: HS, CM
encompasses all willing creature in a 20-foot radius Cost: 7 Chakra
centered on you, of your choice. You do not need to spend Keywords: Genjutsu, Visual, Tactile
chakra to maintain concentration on this jutsu. Description: You thrust a blade formed through your
You and each affected creature takes on the appearance genjutsu into the mind of one creature you can see within
of a harmless creature or object of your choice. Each range. The target must succeed an Intelligence saving
image is identical and only appearance is affected. Sound, throw.
movement or physical inspection can reveal that this is a Success: Affected creature is able to resist this Genjutsu’s
genjutsu. effects.
A creature that uses its action to study the image Failure: Affected creature’s takes 2d8 psychic damage,
visually can determine that it is an illusion with a and it can’t take a reaction until the end of its next turn.
successful Wisdom (Illusions) check vs your Genjutsu Critical Failure: Affected creature takes 3d8+Genjutsu ability
save DC. If a creature discerns the illusion for what it is, modifier psychic damage, it can’t take a reaction until the
that creature sees through the image. end of its next turn and At the beginning of the targets next
turn, they must make an Intelligence saving throw. On a
MENTAL BARRIER failed save, the target must choose to either move, take an
Classification: Genjutsu action, or a bonus action. It can only do one of the three.
Rank: C-Rank
Casting Time: 1 reaction, which you take when you are At Higher Ranks: For each rank you cast this jutsu
forced to make an Intelligence, Wisdom or Charisma above C-Rank, increase the cost of this jutsu by 3 and the
saving throw number of creatures you can target by +1.
Range: Self
Duration: 1 round
Components: HS, CM
Cost: 8 Chakra
Keywords: Genjutsu, Fuinjutsu
Description: You protect your mind with a wall of
looping, repetitive thought. As a reaction, when you
would make a saving throw against a Genjutsu without
the Unaware keyword, you gain proficiency in one of the
following saving throws Intelligence, Wisdom, or
Charisma, until the end of the current turn. You also gain
resistance to Psychic damage for the duration.

164
MIND-BODY RECOVERY OUTFLANK
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: 60 feet
Duration: Concentration, Up to 1 Minute
Duration: 10 minutes
Components: HS, CM
Components: HS, CM
Cost: 9 Chakra
Cost: 8 Chakra
Keywords: Genjutsu, Visual, Tactile, Unaware
Keywords: Genjutsu, Medical, Tactile
Description: Select one creature you can see within
Description: You soothe a target's suffering and pain by
range. For the duration, when you make a genjutsu
making their mind unaware of it while also raising their
attack against the creature, an illusory double of you
tolerance for pain. Select up to 3 Creatures within range.
attempts the same attack.
Target creatures gain 3d6+5 Temporary Hit points for the
When you make a Genjutsu attack of any type
duration. When this jutsu ends they lose any remaining
targeting the select creature for the duration, your
temporary Hit points from this jutsu.
illusory double attacks with the same attack from a
Additionally, you are able to remove one mental
different angle. Make a second Genjutsu attack against
condition of C-Rank of lower.
the creature with the same bonuses to your attack (if
At Higher Ranks: For each rank you cast this jutsu above
any), if your initial attack misses.
C-Rank, increase the cost of this jutsu by 3 and the
temporary hit points by 1d6+3 and the rank of mental On a successful hit, they take half damage and suffer
condition you can remove by one. any additional effects as normal.
Additionally, as a reaction when an allied creature
NIGHT TERRORS performs an attack targeting the same creature, you can
Classification: Genjutsu create an illusory double of your allied creature
Rank: C-Rank performing the same attack. The attacking allied
Casting Time: 1 Action creature makes their attack at advantage.
Range: 90 feet At Higher Ranks: For each rank you cast this jutsu
Duration: Concentration, Up to 1 Minute
above C-Rank, increase the cost of this jutsu by 3 and the
Components: HS, CM
number of creatures you can target by +1.
Cost: 9 Chakra
Keywords: Genjutsu, Visual, Auditory
Description: You amplify the fear that lurks in the heart
PHANTOM DRAGON
Classification: Genjutsu
of all creatures. As a part of casting this jutsu, you must Rank: C-Rank
target one creature who currently has at least 1 rank of Casting Time: 1 Action
fear. The target creature must succeed a Charisma saving Range: Touch
throw. On a failed save, any genjutsu currently affecting Duration: Concentration, Up to 1 Minute
them, that would inflict, or has inflicted the fear Components: HS, CM
condition immediately ends. Cost: 7 Chakra
The target creatures current ranks of fear double. If Keywords: Genjutsu, Visual, Auditory, Tactile
they have 3 or more ranks when they fail this jutsu’s Description: You touch one willing creature within
saving throw, their ranks of fear instead immediately range. All creatures of your choice who can see them
becomes 5 for the duration. within 120 feet, see your ally as they transform into
A creature who has any number of fear ranks as a result dragon of your description of large size.
of this jutsu cannot gain additional ranks of fear from While looking at this illusion, observers make a
other sources. Wisdom saving throw to see through it. On a failed save,
Additionally, affected creature remake their Charisma they see your ally as a large dragon for the duration.
saving throw at the end of each of their turns. On a When you ally attempts to attack or cast a jutsu of any
successful save they remove all ranks of fear and ends type, the illusory dragon looks as if it is performing the
this jutsu’s effects on themselves. jutsu itself, be it breathing fire, performing an
Alternatively, when you lose concentration on this aggressive martial attack or creating illusions using its
jutsu, the affected creature immediately loses all ranks draconic aura.
of fear. When your affected ally deals damage to a creature,
At Higher Ranks: For each rank you cast this jutsu who sees them as an illusory dragon, they deal an
above C-Rank, increase the cost of this jutsu by 3 and the additional 3d10 psychic damage to affected creatures,
number of creatures you can target by +1. once per turn.
Alternatively, as an action on their turn, the affected
ally can perform a ferocious roar. All creatures within
120 feet excluding you and other creatures who have
seen through this genjutsu must succeed a Charisma
saving throw. On a failed save they gain 1 rank of fear for
the next minute against the illusory dragon. A creature
who has ranks of fear as a result of this jutsu can spend
their action to remake the charisma save removing all
ranks of fear they have on a success.

165
POISON LOTUS FIELD POWERFUL CALM
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 10 Minutes Casting Time: 1 Action
Range: Special Range: 30 Foot radius Sphere
Duration: Special Duration: Instant
Components: HS, CM, NT (Poison Kit & Any Poisonous
Components: HS, CM
Flower)
Cost: 9 Chakra
Cost: Special
Keywords: Genjutsu, Auditory, Unaware
Keywords: Genjutsu, Visual, Auditory, Inhale, Tactile,
Description: You release a Genjutsu aura originating from
Unaware
you completely suppressing creatures in a 60-foot sphere
Description: As a part of casting this jutsu, you must
centering on you, aggressive feelings for 4d8 Minutes. If the
have fertile soil which can facilitate a flowers growth.
target is attacked, damaged or the end of the rolled time
You take your poisonous flower and infuse a dose of
passes, creatures return to being hostile to whomever they
poisonous chemicals into the flower itself before you
were hostile to before with compressed and compounded
plant the flower into the soil and infuse your chakra into
rage. Creatures in the target area must succeed a Charisma
it giving it life and influencing the potency of the poison
saving throw, losing all will to fight for the rolled duration
this jutsu produces.
on a failed save. On a success, creatures remain aggressive
If this flower, before or after being planted is killed or
and cannot be affected by this Genjutsu again for 24 hours.
destroyed, this jutsu immediately ends, requiring you to
recast it. The flowers look like a sacred lotus with purple
petals. Creatures looking for this flower, if they are
RINGING BELL DISTORTION
Classification: Genjutsu
proficient in Nature, Medicine, or Survival they may
Rank: C-Rank
make any of the aforementioned ability checks vs your Casting Time: 1 Action
Genjutsu Save DC being able to find it on a success. If the Range: 60 Feet
creature is not proficient, they instead make a Wisdom
Duration: Concentration, up to 1 Minute
(perception) check with a -5 penalty, to their check. If Components: HS, CM, NT (Bells), W (Thrown weapon)
your flower is in a bed of other sacred lotuses, regardless Cost: 7 Chakra
if they are proficient or not, they take a -5 Penalty to
Keywords: Genjutsu, Auditory
their check. The flower has 1 Hit point and an AC of 5. Description: You attach a bell to a thrown weapon and select
At the conclusion of casting this jutsu you can infuse up to 3 spaces within range to throw them. The bells ring
different volumes of chakra into the soil and roots out diluting the sense of all creatures who can hear them in
facilitating different effects. a 20-foot radius from each of the selected locations,
8 Chakra: This flower grows, producing purple flower causing them to see hallucinations of your design such as
buds in the shape of a sacred lotus flower. As an action, seeing multiple mirages of you, or seeing their own allies in
for the next minute, while you are within 90 feet of this your place. All creatures in the target radiuses must succeed
flower, the flower blooms releasing a potent poisonous, an Intelligence Saving throw, gaining disadvantage on all
but odorless gas. All creatures within 60 feet of the attacks and providing advantage to all creatures targeting it
flower of your choice must succeed a Constitution saving for an attack for the duration.
throw at the beginning of each of their turns. On a failed
save they become poisoned. A creature poisoned as a SHADOW MONSTERS
result of this jutsu who would make a saving throw or Classification: Genjutsu
ability check as the result of, or against a Genjutsu you Rank: C-Rank
cast, must roll an additional 1d4, reducing their saving Casting Time: 1 Action
throw or ability check by the result. Additionally, the Range: 120 Feet
poisoned creature treats all Genjutsu you cast as if it has Duration: Concentration, Up to 1 Minute
the unaware keyword. After 1 minute or after the flower Components: HS, CM
is destroyed, this jutsu ends. Cost: 6 Chakra
16 Chakra: You gain all previous chakra costs effects. Keywords: Genjutsu, Visual
In addition, you can activate this jutsu while you are Description: Select one creature you can see within
within 120 feet of the flower and it affects all creatures range. The select creature must succeed a Wisdom
within 90 feet of it. Saving throw.
24 Chakra: You gain all previous chakra costs effects. Success: Affected creature is able to resist this
In addition, affected creatures instead rolls 2d4, Genjutsu’s effects.
reducing their saving throw or ability check by the result Failure: Affected creature becomes berserk, seeing all of
and any psychic damage they would take deals its allies become shadowy monsters in a horrific
additional psychic damage equal to twice your Genjutsu fashion of your description. Affected creature makes an
ability modifier if it doesn’t already add your Genjutsu Wisdom saving throw if they deal damage to one of
ability modifier to the damage rolls. their allies. On a success, they end the berserk
32 Chakra: You gain all previous chakra cost effects. In condition.
addition, genjutsu you cast while within 250 feet of your Critical Failure: Affected creature becomes berserk, seeing all
flower, does not require you to spend chakra to maintain of its allies become shadowy monster in a horrific fashion of
concentration for up to 10 minute. Additionally, any your description. You and up to 3 other creatures of your
genjutsu you cast with a duration of concentration, up to choice transform and begin to look like its allies as it
1 minute, instead becomes 10 minutes, while within 250 mentally sees you as allied creatures for the duration.
feet of your flower. After 10 minutes, or after the flower Affected creature makes a Wisdom saving throw at
is destroyed, this jutsu ends. disadvantage if they deal damage to one of their allies. On a
success, they end the berserk condition.

166
At Higher Ranks: For each rank you cast this jutsu SONG OF PAIN
above C-Rank, increase the cost of this jutsu by 3 and the Classification: Genjutsu
number of creatures you can target by +1. Rank: C-Rank
Casting Time: 1 Action
SLEEP OF THE DEEP Range: self (30-foot radius)
Classification: Genjutsu Duration: Concentration, up to 10 minutes
Rank: C-Rank Components: HS, CM
Casting Time: 1 Action Cost: 9 Chakra
Range: 60 Foot Radius Keywords: Genjutsu, Auditory, Tactile
Duration: 8 Hours Description: You begin to hum or sing a tune of pain and
Components: HS, CM suffering designed to make those who hear it experience
Cost: 6 Chakra bouts of pain that they can only wish would end.
Keywords: Genjutsu, Visual For the duration, you do not spend chakra to maintain
Description: Your chakra creeps into the dreams of this jutsu, instead you must spend a bonus action on
others, haunting and terrifying them. Choose any subsequent turns to maintain it.
number of sleeping creatures that you are aware of Creatures who begin their turns within range who
within range. Creatures that do not need to sleep, cannot attempts to cast a jutsu with the Mobility (M) keyword,
be targeted. must succeed an Intelligence Saving throw. On a failed
The creature must succeed on a wisdom saving throw. save, if they experience extreme muscle pain in parts of
On a failed save it garners no benefits from any form of the body you see them attempting to utilize, causing
rest for the duration and when it awakens from any rest them to lose the jutsu attempted.
it may take, it gains one level of exhaustion and gains 1 At Higher Ranks: For each rank you cast this jutsu
rank of fear for as long as it has any ranks of exhaustion above C-Rank, increase the cost of this jutsu by 3 and the
granted by this jutsu. radius by 5.
A creature can only ever gain 3 ranks of exhaustion as
a result of this jutsu. SONG OF RESPITE
At Higher Ranks: For each rank you cast this jutsu Classification: Genjutsu
above C-Rank, increase the cost of this jutsu by 3 and the Rank: C-Rank
number of creatures you can target by +1. Casting Time: 1 Action
Range: self (30-foot radius)
SONG OF COURAGE Duration: Concentration, Up to 10 minutes
Classification: Genjutsu Components: HS, CM
Rank: C-Rank Cost: 9 Chakra
Casting Time: 1 Action Keywords: Genjutsu, Medical, Auditory, Tactile
Range: self (30-foot radius) Description: You begin to hum or sing a tune of
Duration: Concentration, up to 10 minutes restoration and healing designed to make those who
Components: HS, CM hear it feel as if their wounds are closing and being
Cost: 9 Chakra mended.
Keywords: Genjutsu, Auditory For the duration, you do not spend chakra to maintain
Description: You begin to hum or sing an inspirational this jutsu, instead you must spend a bonus action on
tune designed to make those who hear it believe they can subsequent turns to maintain it.
achieve anything. All creatures of your choice within All allied creatures of your choice within range gains a
range begins to experience this refreshing delusion. number of temporary hit points equal 1d4+ your
For the duration, you do not spend chakra to maintain Genjutsu Ability Modifier at the beginning of each of
this jutsu, instead you must spend a bonus action on your turns.
subsequent turns to maintain it. Temporary Hit points gained as a result of this jutsu
Creatures who begin their turns within range gain remain for up to 1 minute after this jutsu ends.
immunity to the fear condition until the beginning of At Higher Ranks: For each rank you cast this jutsu
their next turn. Additionally, creatures who have to above C-Rank, increase the cost of this jutsu by 3 and the
make saving throws against a jutsu a hostile creature radius by 5.
has cast, cannot make the saving throw at disadvantage.
Finally, the affected creature ignores any penalties to
their rolls as a result of a hostile creatures jutsu or
effects.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
radius by 5.

167
SUGGESTION A creature who’s genjutsu would be revealed to be an
Classification: Genjutsu illusion may as a reaction make a Wisdom (Illusions)
Rank: C-Rank check at disadvantage vs your Genjutsu save DC. On a
Casting Time: 1Action success, their Genjutsu retains is shape and form
Range: 30 Feet without revealing its true nature.
Duration: Special A hostile creature attempting to cast a genjutsu of C-
Components: HS, CM Rank or lower that has the visual keyword, while within
Cost: 9 Chakra the bright light, must succeed a Wisdom saving throw.
Keywords: Genjutsu, Auditory, Unaware On a failed save, any creature who would make a saving
Description: You suggest a course of activity (limited to a throw as a result of their genjutsu, makes their saving
sentence or two) and use genjutsu to influence a creature throw at advantage.
you can see within range that can hear and understand you. At Higher Ranks: For each rank you cast this jutsu
Creatures that can’t be charmed are immune to this effect. above C-Rank, increase the cost of this jutsu by 3 and the
The suggestion must be worded in such a manner as to rank of jutsu this jutsu affects to a rank equal to the rank
make the course of action sound reasonable. Asking the you cast this jutsu at.
creature to stab itself, throw itself onto a spear, immolate
itself, or do some other obviously harmful act ends the ZONE OF TRUTH
jutsu. The target must make a Wisdom saving throw. Classification: Genjutsu
Rank: C-Rank
Critical Success: Affected creature is able to resist this
Casting Time: 1 Action
Genjutsu’s effects and is aware you attempted to
Range: 15 Foot radius Sphere
control it.
Duration: Instant
Success: Affected creature is able to resist this
Components: HS, CM
Genjutsu’s effects.
Cost: 9 Chakra
Failure: Affected creature immediately follows your
Keywords: Genjutsu, Fuinjutsu, Auditory
suggestion. This jutsu lasts for 1 minute or until the
Description: You create a chakra filled zone that guards
target has completed a finite suggestion or the
against deception in a 30-foot sphere centered on a point of
suggestion becomes harmful to the creature or has
your choice within range. Until the genjutsu ends, a creature
other obvious negative effects.
that enters the jutsu’s area for the first time on a turn or
Critical Failure: Affected creature is affected in the same as if
starts its turn there must make a Charisma saving throw.
they normally failed, but the duration becomes 1 hour.
You know whether each creature succeeds or fails on its

THOUGHT SHIELD saving throw.

Classification: Genjutsu Critical Success: Affected creature is able to resist this


Rank: C-Rank Genjutsu’s effects and you are unaware if it passed or
Casting Time: 1 Action failed the save.
Range: 30 Feet Success: Affected creature is able to resist some of this
Duration: 8 Hour jutsu’s effects but they still find it difficult to lie. They
Components: HS, CM suffer a 1d4 penalty to Deception checks.
Cost: 8 Chakra Failure: Affected creature find it very difficult to speak
Keywords: Genjutsu, Fuinjutsu any deliberate or intentional lies as they show a look of
Description: You weave a clouding veil over the mind of one obvious discomfort and suffers a 1d6 penalty to
creature you touch. For the duration, the target’s mind can’t Deception checks.
be read or detected, creatures can’t telepathically Critical Failure: Affected creature becomes unable to speak if
communicate with the target unless the target allows it, and they would lie.
the target has advantage on saving throws against any
effect that would determine whether it is telling the truth.
Additionally, the target has advantage on the first
Intelligence or Wisdom saving throw it makes against a
Genjutsu. Regardless if you pass or fail the save, this
jutsu then ends on that creature.

TRUE LIGHT
Classification: Genjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: self (30-foot radius)
Duration: Concentration, Up to 1 minutes
Components: HS, CM
Cost: 9 Chakra
Keywords: Genjutsu, Visual, Tactile
Description: Your body releases a golden radiance that
spreads out from you, providing bright light up to 30
feet away. Any creature or object in the area of bright
light that are invisible, transformed, or hidden as a
result of a Genjutsu of C-Rank or Lower, they are
immediately revealed. Likewise, any genjutsu with the
Visual keyword of C-Rank or lower within 30 feet of you
becomes feeble and transparent as their illusory nature
becomes obvious.

168

You might also like